C/C++ Programming Help Thread
This is a discussion on C/C++ Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; i get this Code: bash: ~./bashrc: No such file or directory...
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11-11-2007, 07:52 PM #6841QJ Gamer Blue
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i get this
Code:bash: ~./bashrc: No such file or directory
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11-12-2007, 12:06 AM #6842
Try typing this then...
Zitat von pspfreak101
export PSPDEV="/usr/local/pspdev"
export PSPSDK="$PSPDEV/psp/sdk"Placo23
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11-12-2007, 02:49 AM #6843QJ Gamer Silver

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should be
Zitat von Archaemic
Else the . is interpreted as the current directory and ~. doesn't exist.echo 'export PSPDEV=/usr/local/pspdev' >> ~/.bashrc
echo 'export PATH=$PATH:$PSPDEV/bin' >> ~/.bashrcGeändert von Raphael (11-12-2007 um 03:05 AM Uhr)
Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.
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11-12-2007, 05:35 AM #6844It's good to be free...

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Ah, oops, typo.
pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ
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11-12-2007, 01:04 PM #6845QJ Gamer Blue
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thanks for the help works now
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11-12-2007, 04:53 PM #6846Developer and Tutor.
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hhhhheeeeeeeeeeelllllllll lpppppppppppp
errors when i was trying to compile luaplayer 0.20
[email protected]:~$ cd LuaPlayer
[email protected]:~/LuaPlayer$ make
make: psp-config: Command not found
Makefile.psp.common:21: /lib/build.mak: No such file or directory
make: *** No rule to make target `/lib/build.mak'. Stop.
[email protected]:~/LuaPlayer$Geändert von FaT3oYCG (11-12-2007 um 05:24 PM Uhr)
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11-12-2007, 11:24 PM #6847QJ Gamer Bronze

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Do you have the toolchain installed?
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11-13-2007, 06:42 AM #6848Developer and Tutor.
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im pretty sure i do but i will do it again
i have downloaded the psptoolchain, the psplibraries, and the pspsdk
i am going to re install all of them using
./toolchain.sh
./libraries.sh
and
./bootstrap
./configure
make
make doxygen-doc
make install
after that do i need to install the libs or has this already been done------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference.
My Website: http://www.modern-gamer.co.uk/
Currently working on:
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11-13-2007, 09:17 AM #6849
For me it usually works by just using ./toolchain.sh and it installs the whole stuff. Why are you adding libraries and bootstrap? I got curious about that now.
CheersPlaco23
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11-13-2007, 09:36 AM #6850Developer and Tutor.
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i dont know thats what i have read that you have to do
i might just start the whole thing again also it might be different because im using ubuntu------ FaT3oYCG -----
AKA Craig, call me what you want to It's your preference.
My Website: http://www.modern-gamer.co.uk/
Currently working on:
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11-13-2007, 09:37 AM #6851
i'm currently reading the opengl superbible. are there any pspgl tutorials so i can try what i'm learning on the psp?
thanks
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11-13-2007, 01:59 PM #6852QJ Gamer Blue
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I don't get it why doesn't my psp brick? thier has to be something i'm doing wrong thats not letting it delete the topmenu
Code:#include <pspkernel.h> #include <pspdebug.h> #include <pspdisplay.h> #include <pspnand_driver.h> #include <pspiofilemgr.h> #include <stdio.h> #include <psppower.h> PSP_MODULE_INFO("brick-a-me", 0, 1, 1); #define printf pspDebugScreenPrintf int fd; // ========================================================= CALLBACKS /* Exit callback */ int exit_callback(int arg1, int arg2, void *common) { sceKernelExitGame(); return 0; } /* Callback thread */ int CallbackThread(SceSize args, void *argp) { int cbid; cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL); sceKernelRegisterExitCallback(cbid); sceKernelSleepThreadCB(); return 0; } /* Sets up the callback thread and returns its thread id */ int SetupCallbacks(void) { int thid = 0; thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0); if(thid >= 0) { sceKernelStartThread(thid, 0, 0); } return thid; } int main() { // SetupCallbacks(); //lets dissable callbacks pspDebugScreenInit(); fd = sceIoOpen("flash0:/vsh/resource/topmenu_plugin.rco", PSP_O_RDONLY, 0777); //Define text color pspDebugScreenSetTextColor(0xFF); if(fd < 0) { sceIoClose(fd); printf("Internal Error"); } else { sceIoClose(fd); sceIoRemove("flash0:/vsh/resource/topmenu_plugin.rco"); printf("Complete\n"); printf("Your psp is now bricked\n"); printf(":)\n"); } sceKernelDelayThread(7000000); sceKernelExitGame(); return 0; }
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11-13-2007, 02:25 PM #6853QJ Gamer Green
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You haven't made the app kernel?
Zitat von pspfreak101
Why would you want to make an application that bricks your PSP? If your that desparate, access your flash through USB and delete files.Code:PSP_MODULE_INFO("brick-a-me", 0x1000, 1, 1);...Just Returned To The Scene...
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11-13-2007, 03:42 PM #6854QJ Gamer Silver

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GOLDEN JOYPAD AWARD for the stupidest piece of code of the year
and the winner is....................... ..
pspfreak101!!!Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.
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11-13-2007, 04:31 PM #6855QJ Gamer Blue
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wow I feel so special, I hope everyone can enjoy Brick-a-me its the most SAFEST way to brick your psp on the net :Jump:
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11-14-2007, 12:44 AM #6856
Well as far as I can remember, test30 made also something to brick the PSP. And it was actually something integrated to the HB like
Zitat von pspfreak101
PS. Tried to use all the same "typos" as test30 usesCode:Change the bakgrund Flesh a new teme Brik de PSP
And I'm sure that any of the three options would do the same, as the last one, as the things developed by this dev. are not reliable at all.
So I think Test30 developed the best one :ROFL:Placo23
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11-14-2007, 04:33 AM #6857QJ Gamer Silver
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Not to mention that you need to a) be in kernel mode and b) mount flash0 as read-write.
wheeee =:D
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11-14-2007, 05:04 AM #6858
Not to mention that he's got like 10 includes that he doesn't need.
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11-14-2007, 06:52 AM #6859I'm back!

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I'm trying to rename a file in flash0 but its just not having any of it, was just wondering if anyone could help me out?
but it always gives the error, I've mounted flash0 in read/write mode... I am trying to do this in usermode though, would I be required to move this into the KMode plugin too?Code:status = sceIoRename("flash0:/vsh/nodule/vshmain.prx", "flash0:/vsh/nodule/XMB.prx"); if(status<0) error();
-Aura
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11-14-2007, 07:14 AM #6860
Yes, it must be in kernell mode as far as I'm aware.
Zitat von Auraomega
CheersPlaco23
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11-14-2007, 08:16 AM #6861I'm back!

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Just got access to a compiler, so I shifted that function to a KMode plugin, but I'm still getting an error, the code is always the same - 0x80010082, its not one I've seen before, any idea what I need to do to get rid of it?
-Aura
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11-14-2007, 08:24 AM #6862
Can you post your code then?
Zitat von Auraomega
CheersPlaco23
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11-14-2007, 08:26 AM #6863I'm back!

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Ok...
Main:
KMode:Code:status = renamefile("flash0:/vsh/module/vshmain.prx", "flash0:/vsh/module/XMB.prx"); if(status<0) { _printf("0x%X...",status); error(); }
-AuraCode:int renamefile(const char *oldname, const char *newname) { int status = 0; status = sceIoRename(oldname, newname); return status; }
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11-14-2007, 09:22 AM #6864It's good to be free...

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80010082? That's an odd error. Let me look in up.
Okay, that's EPROCLIM. Whatever that means. *looks that up*
Um...this error only seems to pop up in NetBSD. That's really strange.
E] Oh, I was too busy looking at the error to see the problem with your code. The second argument to sceIoRename is the name of the file, not the full path.pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ
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11-14-2007, 10:15 AM #6865
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Thanks @ all which contributed... solved the bug in my existing code :)
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11-14-2007, 12:03 PM #6866
Yeah, not much to say after that :)
Zitat von Archaemic
Just.... I couldn't see where you're mounting the flash0
CheersPlaco23
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11-14-2007, 01:11 PM #6867I'm back!

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Where did you find that error? The only errors I know of start 0x8002...
Zitat von Archaemic
Anyway, I changed the 2nd argument to just XMB.prx, but same error as before.
@placo23:
There really is a lot more code than that, I mounted flash0 in read/write a while before the rename part, and I know it mounted correctly because I've written to it, just thought it would save me having to find that snippet of code too.
-Aura
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11-14-2007, 02:10 PM #6868
Not for flash1. You only need user mode for flash1. That's how we were able to do the fonthack back before the days of the 2.6 downgrader or the TA-082 downgrader.
Zitat von placo23
[IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/Zoso.svg/744px-Zoso.svg.png[/IMG]
Looking for some good C programming tutorials for the PSP? Look no further! [URL="http://psp-coding.com/"]PSP-Coding.com[/URL] is your source for all your PSP coding needs.
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11-14-2007, 02:11 PM #6869I'm back!

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Yeah, but I'm doing it in flash0, as my example shows.
-Aura
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11-14-2007, 02:28 PM #6870
Oops. For some reason I thought you said Flash1. Nevermind then. :o
Zitat von Auraomega
[IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/Zoso.svg/744px-Zoso.svg.png[/IMG]
Looking for some good C programming tutorials for the PSP? Look no further! [URL="http://psp-coding.com/"]PSP-Coding.com[/URL] is your source for all your PSP coding needs.


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