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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; Hehe, you have a long way to go...

  
  1. #8221
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    Hehe, you have a long way to go


    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

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    Zitat Zitat von slicer4ever
    bleh classes i prefer structures atm
    In C++, structs ARE classes but defaulted to public scope instead of private.

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    How can I make a sound play when you hover over the game under GAME > Memory Stick? Is there a command in the makefile and what format would the sound have to be in?
    -= Double Post =-
    How can I make the PSP play a sound when my game is hovered over under GAME > Memory Stick? Is there a specific makefile command? If so what format would my sound have to be in?
    Geändert von Moose (03-18-2008 um 03:03 PM Uhr) Grund: Automerged Doublepost

  4. #8224
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    PSP_EBOOT_SND0 = SND0.AT3 in your makefile.

    The SND0.AT3 file is atrac3.

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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  5. #8225
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    Zitat Zitat von JumpR
    Well, you could load the ELF inside a 64-alligned buffer and use sceKernelLoadModuleBuffer ;)
    sceIoLseek to 0x20 inside the PBP, and you'll find the offset of the ELF inside there as little endian. For example, if it says 56 06 00 00, take a look at 0x00000656. Now look at 0x24 for the next part of the PBP, aka the end of the ELF :)
    And there you have it, the ELF, load it into a 64-alligned buffer and use sceKernelLoadModuleBuffer and start it ;)
    Will be quite tricky to put that into reality in C code though
    Ah thanks for that, I tried this exact method in the past, but foolishly forgot the address is backwards and wondered why I was getting weird (and wonderful?) results. Shame I deleted the code, oh well can't be too hard to get back again :)

    -Aura
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    Zitat Zitat von nickxab Beitrag anzeigen
    I will beat myself. :p

  6. #8226
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    Zitat Zitat von yaustar
    In C++, structs ARE classes but defaulted to public scope instead of private.
    see that's where i get confused at, these public and private scopes i've yet to truly comprehend the diffrences so instead i ignore even declaring them to save myself the trouble

    also i've semi-delved into the full functionality of a class on various other languages but i'm uncertain of how to fully use one to it's best optimazation's
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

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    Read: Thinking in C++ Vol 1
    http://www.mindviewinc.com/Books/

  8. #8228
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    well do
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  9. #8229
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    Ok, I have no idea in hell for why this isn't working:



    My main.cpp is:


    Spoiler for Code:
    #include <oslib/oslib.h>
    #include <math.h>
    #include <stdio.h>
    #include <stdlib.h>
    #include <time.h>
    #include <pspctrl.h>
    #include <cmath>

    extern "C" {
    #include "logo.h"
    }

    PSP_MODULE_INFO("Survival (by spike021)", 0, 1, 1);
    PSP_MAIN_THREAD_ATTR(THRE AD_ATTR_USER | THREAD_ATTR_VFPU);


    const int NUM_enemies = 5;
    const int dmg = 5;

    float totalhealth, health;
    float dx, dy;

    int mx, my, yyy;
    int score;
    bool paused;

    OSL_IMAGE *img;
    float x;
    float y;
    float vx;
    float vy;
    int angle;
    int speed;

    int enemies;
    float theta, healthtemp;


    float diff_x = enemies.x-enemies.x;
    if(diff_x != 0.0f) {
    float diff_y = enemies.y-enemies.y;
    float ang = Math.atanf(diff_y/diff_x);


    bool enemies_dead[NUM_enemies];


    int counter = 0;

    OSL_SOUND *music, *music2;
    OSL_IMAGE *player, *menu;//took out *enemies



    health = 250;
    totalhealth = 250;

    void Keys()
    {
    oslReadKeys();

    if(!paused) {
    //joypad (move player on the screen)
    if (osl_keys->held.down) my += 3;
    if (osl_keys->held.up) my -= 3;
    if (osl_keys->held.left) mx -= 3;
    if (osl_keys->held.right) mx += 3;

    //joystick
    for (int i=24;i<=120;i+=16)
    {
    if (osl_keys->analogX > i) mx+=1;
    if (osl_keys->analogY > i) my+=1;
    if (osl_keys->analogX < -i) mx-=1;
    if (osl_keys->analogY < -i) my-=1;
    }
    }
    }

    void ai //thanks archaemic (originally from actionscript)


    float diff_x = enemies.x-enemies.x;
    if(diff_x != 0.0f) {
    float diff_y = enemies.y-enemies.y;
    float ang = atanf(diff_y/diff_x);
    if (diff_x<0.0f) {
    ang += M_PI;
    }
    enemies.x += cosf(ang)2;
    enemies.y += sinf(ang)2;
    }




    if (osl_keys->pressed.start);
    {
    paused = !paused;
    yyy = -10;
    }

    float distance(float x1, float y1, float x2, float y2) {
    return ( sqrtf( pow( (x2-x1), 2) + pow( (y2-y1), 2) ) );
    }


    int exit_callback(int arg1, int arg2, void *common) {
    sceKernelExitGame();
    return 0;
    }

    int CallbackThread(SceSize args, void *argp) {
    int cbid;

    cbid = sceKernelCreateCallback(" Exit Callback", exit_callback, NULL);
    sceKernelRegisterExitCall back(cbid);

    sceKernelSleepThreadCB();

    return 0;
    }



    int SetupCallbacks(void) {
    int thid = 0;

    thid = sceKernelCreateThread("up date_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
    if(thid >= 0) {
    sceKernelStartThread(thid , 0, 0);
    }

    return thid;
    }



    int main(int argc, char* argv[])

    {
    logo();
    oslDrawImage (menu);
    oslPlaySound(music2, 0);


    if(PSP_CTRL_START == true)

    {
    oslStopSound(music2);

    oslInit(0); //The lib
    oslInitGfx(OSL_PF_8888, 1); //Gfx
    oslInitConsole(); //Text
    oslInitAudio();


    // a game always has sound
    music = oslLoadSoundFile("awakeni ng.bgm", OSL_FMT_STREAM);
    music2 = oslLoadSoundFile("dawn.bg m", OSL_FMT_STREAM);
    oslAssert(music); //Debug: verify that it could be loaded


    oslPlaySound(music, 0);



    // loading of the sprites/images
    player = oslLoadImageFile("Pics/player.png", OSL_IN_RAM, OSL_PF_8888);
    menu = oslLoadImageFile("Pics/menu.png" , OSL_IN_RAM, OSL_PF_8888);
    enemies = oslLoadImageFile("Pics/enemies.png", OSL_IN_RAM, OSL_PF_8888);


    oslStartDrawing();
    while(!osl_keys->pressed.start)
    {
    oslReadKeys();
    oslDrawImage(menu);
    oslSyncFrame();
    }
    while(!osl_quit) {
    Keys();
    oslStartDrawing();

    oslClearScreen(RGB(0,0,0) );


    player->x = mx;
    player->y = my;
    oslDrawImage(player);
    // draw player

    healthtemp = health / totalhealth * 0;
    if(healthtemp>80)
    oslDrawGradientRect(0, 0, int (healthtemp), 15, RGBA(0,0,0,125), RGBA(0,180,0,125), RGBA(0,180,0,125), RGBA(0,0,0,125));
    else
    {
    if(counter>=0 && counter<=25)
    oslDrawGradientRect(0, 0, int (healthtemp), 15, RGBA(0,0,0,125), RGBA(180,0,0,125), RGBA(180,0,0,125), RGBA(0,0,0,125));
    if(counter>40)
    counter=0;
    counter++;
    }

    }
    }


    oslQuit();
    return 0;
    }


    The errors that I just don't get:


    1)
    From one compiler:



    2)
    From another compiler:

    Errors$ make
    psp-g++ -I. -I/usr/local/pspdev/psp/sdk/include -G0 -Wall -O2 -I. -I/usr/local/pspdev/psp/sdk/include -G0 -Wall -O2 -fno-exceptions -fno-rtti -D_PSP_FW_VERSION=150 -c -o main.o main.cpp
    main.cpp:28: error: ‘enemies’ was not declared in this scope
    main.cpp:28: error: ‘homer’ was not declared in this scope
    main.cpp:29: error: ‘enemies’ was not declared in this scope
    main.cpp:29: error: ‘homer’ was not declared in this scope
    main.cpp:30: error: ‘Math’ was not declared in this scope
    main.cpp:45: error: ‘NUM_ENEMIES’ was not declared in this scope
    main.cpp:54: error: expected constructor, destructor, or type conversion before ‘(’ token
    main.cpp:55: error: expected constructor, destructor, or type conversion before ‘(’ token
    main.cpp:58: error: expected constructor, destructor, or type conversion before ‘=’ token
    main.cpp:59: error: expected constructor, destructor, or type conversion before ‘=’ token
    main.cpp:84: error: expected initializer before ‘if’
    main.cpp:88: error: expected constructor, destructor, or type conversion before ‘.’ token
    main.cpp:89: error: expected constructor, destructor, or type conversion before ‘.’ token
    main.cpp:92: error: expected unqualified-id before ‘if’
    main.cpp: In function ‘int main(int, char**)’:
    main.cpp:165: error: ‘enemies’ was not declared in this scope
    make: *** [main.o] Error 1


    Any help would be greatly appreciated because after a couple days of the same errors, I am greatly stressed. :Argh: :Argh:
    [QUOTE=Archaemic]
    [size=1]My manwich![/size][/QUOTE]
    [QUOTE=mohaas05]lol i can't say d*ck?[/QUOTE]

  10. #8230
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    Well, for one thing, there's no indentation. Another thing, where are the arguments to ai? A third thing. diff_x and diff_y are always 0 in the version you have there. The first part of the diffs are supposed to be the thing it's homing in on. Note the subtle difference between "homee" and "homer" in the code I gave you.

    Also, I guess I ended up answering your question anyway. Bad me! I should be working on my midterm.
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

  11. #8231
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    spike - include cmath first...

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


  12. #8232
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    Zitat Zitat von Archaemic
    Well, for one thing, there's no indentation. Another thing, where are the arguments to ai? A third thing. diff_x and diff_y are always 0 in the version you have there. The first part of the diffs are supposed to be the thing it's homing in on. Note the subtle difference between "homee" and "homer" in the code I gave you.

    Also, I guess I ended up answering your question anyway. Bad me! I should be working on my midterm.

    Dam, I guess midterms are messing us both up. I wasn't even thinking I guess when I looked at your code :o

    And my stupid C++ editor changed my code when I copy/pasted it from there to the message, I've got indentations, no worries there :)

    I did change those things and as soon as I can, I will try to recompile it.

    Thanks again Archaemic.

    The other errors there, some of those may be unrelated though, so if anyone has an idea as to what there problem is... please fill me in! :humped:
    [QUOTE=Archaemic]
    [size=1]My manwich![/size][/QUOTE]
    [QUOTE=mohaas05]lol i can't say d*ck?[/QUOTE]

  13. #8233
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    Well I searched about this and found many different things and got confused. I'd like to know how to change the color of a pixel. Is there a function for it or do you have to do it the long way and write your own function? lol

    Thanks in advance guys! :)
    Geändert von Dre361224 (03-18-2008 um 06:01 PM Uhr)

  14. #8234
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    Zitat Zitat von SG57
    spike - include cmath first...

    Only one unidentifiable error


    On line 41 of the said main.cpp... hmmm.
    [QUOTE=Archaemic]
    [size=1]My manwich![/size][/QUOTE]
    [QUOTE=mohaas05]lol i can't say d*ck?[/QUOTE]

  15. #8235
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    Can you post the code that has only one error..using the code tag this time? And also put a comment on line 41 so we don't have to C+P into a text editor to find line 41?
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

  16. #8236
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    Zitat Zitat von Archaemic
    Can you post the code that has only one error..using the code tag this time? And also put a comment on line 41 so we don't have to C+P into a text editor to find line 41?

    Code
    float diff_x = enemies.x-enemies.x;
    if(diff_x != 2.0f) {//this is where the error is
    float diff_y = enemies.y-enemies.y;
    float ang = Math.atanf(diff_y/diff_x);
    [QUOTE=Archaemic]
    [size=1]My manwich![/size][/QUOTE]
    [QUOTE=mohaas05]lol i can't say d*ck?[/QUOTE]

  17. #8237
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    Zitat Zitat von spike021
    Lots of code
    Here is the root of your errors:
    Code:
    int enemies;
    float theta, healthtemp;
    
    
    float diff_x = enemies.x-enemies.x;
    If enemies variable is an int, then it DOESN'T have a x member variable.

  18. #8238
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    Not to mention that diff_x will always be 0.

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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  19. #8239
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    Dam, I can't believe I wrote int. Thanks for the help guys :o
    [QUOTE=Archaemic]
    [size=1]My manwich![/size][/QUOTE]
    [QUOTE=mohaas05]lol i can't say d*ck?[/QUOTE]

  20. #8240
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    That's supposed to be != 0.0f, also. That's what was in the code I gave you.
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

  21. #8241
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    Zitat Zitat von Insert_Witty_Name
    PSP_EBOOT_SND0 = SND0.AT3 in your makefile.

    The SND0.AT3 file is atrac3.
    Thanks.

  22. #8242
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    I have a stupid annoying problem with pspSdkLoadStartModule... its returning 0x800200D1 which is SCE_KERNEL_ERROR_ILLEGAL_ PERM.

    Code:
    Code:
    	status = pspSdkLoadStartModule("p4ext.prx", PSP_MEMORY_PARTITION_USER);
    	if(status < 0) errorMajor(status);
    	else _printf("Successfully loaded and linked p4ext.prx\n");
    I can't see there being a problem there, so I've fiddled around and this one has me totally stumped. I've tried loading the module in PSPLink and I get the same error, so am I write in assuming its somewhere in my code/makefile/exports?

    Spoiler for P4Ext:
    Code:
    #include <pspiofilemgr.h>
    #include <pspsdk.h>
    
    #include "../../buffer/filehandler.h"
    #include "../../buffer/imposehandler.h"
    
    PSP_MODULE_INFO("Ext", 0x800, 0, 1);
    PSP_HEAP_SIZE_KB(500);
    
    int installKMode()
    {
    	SceUID KMode = sceIoOpen("flash1:/P4/p4fh.prx", PSP_O_CREAT|PSP_O_WRONLY, 0777);
    	if(KMode < 0) return KMode;
    	sceIoWrite(KMode, fileHandler, sizeof(fileHandler));
    	sceIoClose(KMode);
    	return 1;
    }
    
    int loadKMode()
    {
    	return pspSdkLoadStartModule("flash1:/P4/p4fh.prx", PSP_MEMORY_PARTITION_KERNEL);
    }
    
    int installExt()
    {
    	SceUID ext = sceIoOpen("flash1:/P4/p4ih.prx", PSP_O_CREAT|PSP_O_WRONLY, 0777);
    	if(ext < 0) return ext;
    	sceIoWrite(ext, impHand, sizeof(impHand));
    	sceIoClose(ext);
    	return 1;
    }
    
    int module_start(SceSize args, void *argp)
    {
    	return 0;
    }
    
    int module_stop(void)
    {
    	return 0;
    }


    Spoiler for Makefile:
    Code:
    TARGET = p4ext
    OBJS = extmod.o
    
    INCDIR = 
    CFLAGS = -O2 -G0 -Wall
    CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
    ASFLAGS = $(CFLAGS)
    
    BUILD_PRX = 1
    PRX_EXPORTS = exports.exp
    
    USE_KERNEL_LIBC=0
    USE_KERNEL_LIBS=0
    
    LIBDIR = 
    LIBS =
    LDFLAGS = -mno-crt0 -nostartfiles
    
    
    PSPSDK=$(shell psp-config --pspsdk-path)
    include $(PSPSDK)/lib/build.mak


    Spoiler for Exports (doubt this is the problem):
    Code:
    # Define the exports for the prx
    PSP_BEGIN_EXPORTS
    
    # These four lines are mandatory (although you can add other functions like module_stop)
    # syslib is a psynonym for the single mandatory export.
    PSP_EXPORT_START(syslib, 0, 0x8000)
    PSP_EXPORT_FUNC_HASH(module_start)
    PSP_EXPORT_VAR_HASH(module_info)
    PSP_EXPORT_END
    
    PSP_EXPORT_START(Ext, 0, 0x4001)
    PSP_EXPORT_FUNC(installKMode)
    PSP_EXPORT_FUNC(loadKMode)
    PSP_EXPORT_FUNC(installExt)
    PSP_EXPORT_END
    
    PSP_END_EXPORTS


    If anyone can shed any light onto whats going wrong here, I would greatly apprechiate it, its now affecting 3 modules...

    -Aura
    Last.fm | Deviant Art | First working OS picture

    Zitat Zitat von nickxab Beitrag anzeigen
    I will beat myself. :p

  23. #8243
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    Code:
    PSP_MODULE_INFO("Ext", 0x800, 0, 1);
    What's the 0x800 for?

    Also, have you tried the ku functions?
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

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    Shouldn't it be 0x0800 for an updater application?

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    Zitat Zitat von Archaemic
    Code:
    PSP_MODULE_INFO("Ext", 0x800, 0, 1);
    What's the 0x800 for?

    Also, have you tried the ku functions?
    It's updater mode, it's the same as user mode but with added write access to flash0 ;) It requires a updater PARAM.SFO though, and it needs to be in ms0:/PSP/GAME/UPDATE.
    I extracted the 1.51 PARAM.SFO using PBP Unpacker, then opened it in a HEX-editor and changed the last '1.51' to '3.91':



    I'm not sure if it's legal to post that PARAM.SFO here though..

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    Zitat Zitat von Archaemic
    Code:
    PSP_MODULE_INFO("Ext", 0x800, 0, 1);
    What's the 0x800 for?

    Also, have you tried the ku functions?
    I always wondered what the "offical" term was, I just know it gives flash access and so I use it for flashing apps without the pain of making kernel modules.

    Whats the point in using KU functions? It appears to be the modules and not the way the function is loading them, I have tried, as all suggestions are worth trying, but it didn't do anything bar return the same error. I've also tried running in user mode, but to no avail.

    I also had the thought that it may be because I'm running in 3.XX and not 1.50 (like trying to use sceLoadExec returns a similar error) but I attempted on 1.50 and had the same problem.

    -Aura
    Last.fm | Deviant Art | First working OS picture

    Zitat Zitat von nickxab Beitrag anzeigen
    I will beat myself. :p

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    Hey guys, I am quite happy with my first homebrew, even if it is a hello world.
    I cannot wait to go further with this.

    But I have a few questions, I am new to C and C++, so please bear with me.

    After using the "make" command, it generated some files in where my project was. Can anyone please tell me what they are?

    hello.elf - What does that do?
    main.o - What does that do?
    PARAM.SFO - I know what this is and does.
    EBOOT.PBP - I know what this is and does.

    Thanks to anyone that helps me.

    PSN: TrueDef
    AIM: TrueDef91
    Prestige 7 On COD4

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    Hey man,
    The Hello.elf is the executable which is packed inside the eboot. As in this is the game data, not XMB picture or music or anything. Main.o is your compiled Main.c

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    In laymans terms, until you get the a bit more knowledgable, *.elf is a fully compiled and linked peice of code, a non-compressed exe file for PSPs if you will. *.PBP is a compressed packaged version of the *.elf, it contains the elf file and other files such as images and sounds for the XMB. *.sfo is an information package, so to speak, that contains the information detailed in the XMB when an EBOOT is selected, it shows the name (and in some things extra data that is relavent to that program). The *.o is the compiled and linked file of the .c source code of the same name, once this is compiled and linked it becomes a binary file, and will be packaged into the final program at the end.

    You may also eventually notice *.prx files, these are 3.XX versions of the *.elf files, they work the same to the common user but have some big changes that probably wouldn't make much sence right now

    -Aura
    Last.fm | Deviant Art | First working OS picture

    Zitat Zitat von nickxab Beitrag anzeigen
    I will beat myself. :p

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    How would I add a cursor to a menu/application? Is there a built in one or do I have to load an image and have it move with the analog stick?


 

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