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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; You need to set PSPDEV. Read the readme. It's there for a reason....

  
  1. #8551
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    You need to set PSPDEV.

    Read the readme. It's there for a reason.



    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
    Coder formerly known as Insomniac197

    tshirtz: what is irshell ??
    Atarian_: it's where people who work for the IRS go when they die

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    What readme?
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  3. #8553
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    Code:
    ZeMac:~ david.perry$ cd psptoolchain
    ZeMac:~/psptoolchain david.perry$ ls
    build                   patches                 readme.txt              toolchain-sudo.sh
    depends                 readme-ubuntu.txt       scripts                 toolchain.sh
    ZeMac:~/psptoolchain david.perry$
    That readme.

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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  4. #8554
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    Still confused...
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  5. #8555
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    I think you may need to add:

    Code:
    set path=%path%;C:/cygwin/usr/local/pspdev/bin
    set PSPSDK=C:/cygwin/usr/local/pspdev
    to your cygwin.bat file, above the line that says:

    Code:
    bash --login -i
    Of course, that could be wrong. I was going to post the relevant part of the readme, but I couldn't find it on my system either. I probably got rid of it sometime during the install chaos or something.

    Also, I still need a tutor. :Cry:

  6. #8556
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    I already put that.
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  7. #8557
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    PSPDEV is not the same as PSPSDK...

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
    Coder formerly known as Insomniac197

    tshirtz: what is irshell ??
    Atarian_: it's where people who work for the IRS go when they die

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  9. #8559
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    I love you, Moca...that's so awesome.
    Another question, how do i use this (bin2c) with OSLib:
    http://psp-coding.com/index.php?topic=24.0
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

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    Zitat Zitat von SuperBatXS
    I love you, Moca...that's so awesome.
    Another question, how do i use this (bin2c) with OSLib:
    http://psp-coding.com/index.php?topic=24.0
    You mean with an image...? Not "with OSLib". Anyway, bin2c just converts each byte in a file into it's hexadecimal equivalent and sticks it in an array.

    Just include the header containing the buffer so that you can use it in your code. The array is loaded into memory, so be wary of how big the array you are loading is.

    #include "myFile.h"

    From the "tutorial"
    "There are ways to include other types of files, but I'll go over that later." - Just to let you know, this IS how you include "other types of files". The difference is how you deal with the file that you bin2c'd
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  11. #8561
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    Zitat Zitat von Moca
    You mean with an image...? Not "with OSLib". Anyway, bin2c just converts each byte in a file into it's hexadecimal equivalent and sticks it in an array.

    Just include the header containing the buffer so that you can use it in your code. The array is loaded into memory, so be wary of how big the array you are loading is.

    #include "myFile.h"

    From the "tutorial"
    "There are ways to include other types of files, but I'll go over that later." - Just to let you know, this IS how you include "other types of files". The difference is how you deal with the file that you bin2c'd
    I got bin2c to convert my image into a header file, which i am supposed to include. My question is, how do i load the image from memory using OSLib, similiar to this code with the modified graphics lib on that website:
    Code:
    Image* background = loadImageFromMemory(Name_Of_Structure,sizeof(Name_Of_Structure);
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  12. #8562
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    Zitat Zitat von SuperBatXS
    I got bin2c to convert my image into a header file, which i am supposed to include. My question is, how do i load the image from memory using OSLib, similiar to this code with the modified graphics lib on that website:
    Code:
    Image* background = loadImageFromMemory(Name_Of_Structure,sizeof(Name_Of_Structure);
    Just like you would load any other picture loaded in memory? I haven't used OSLib, but surely you can pass the address of a buffer containing the image to a function. Look in the oslib header file.

    A simple google search lead me to "oslLoadImageFile". I'm sure that function calls another function which takes an address of a buffer holding the image. Well, it should if the code was made to be reusable...
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  13. #8563
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    Yes, oslib has a method to load an image internally (rather then externally). Heh, how do you think the intro function is done?

    Read your documentation ;)
    If you're too lazy here's a sample:
    Code:
    // your 'text' image data
    const unsigned long text_data[] = { ... };
    
    // your 'picture' image data
    const unsigned long picture_data[] = { ... };
    
    // Your array of virtual files (rather then explain either look at your documentation, even still you should be able to understand this just by looking at it)
    const OSL_VIRTUALFILENAME ram_files[] =		{
    	{"ram:/text.png", (void*) text_data, sizeof(text_data), &VF_MEMORY},
    	{"ram:/picture.png", (void*)picture_data, sizeof(picture_data), &VF_MEMORY}
    };
    
    ...
    
    // call this once before you attempt to load the images
    oslAddVirtualFileList((OSL_VIRTUALFILENAME*)ram_files, oslNumberof(ram_files));
    
    // Then just call the load image function like an external image, just use the ram: device
    OSL_IMAGE *text = oslLoadImageFile("ram:/text.png", OSL_IN_RAM | OSL_SWIZZLED, OSL_PF_8888);
    oslAssert(text);
    
    OSL_IMAGE *picture = oslLoadImageFile("ram:/picture.png", OSL_IN_RAM | OSL_SWIZZLED, OSL_PF_5551);
    oslAssert(picture);

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

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  14. #8564
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    Zitat Zitat von SG57
    Yes, oslib has a method to load an image internally (rather then externally). Heh, how do you think the intro function is done?

    Read your documentation ;)
    If you're too lazy here's a sample:
    Code:
    // your 'text' image data
    const unsigned long text_data[] = { ... };
    
    // your 'picture' image data
    const unsigned long picture_data[] = { ... };
    
    // Your array of virtual files (rather then explain either look at your documentation, even still you should be able to understand this just by looking at it)
    const OSL_VIRTUALFILENAME ram_files[] =		{
    	{"ram:/text.png", (void*) text_data, sizeof(text_data), &VF_MEMORY},
    	{"ram:/picture.png", (void*)picture_data, sizeof(picture_data), &VF_MEMORY}
    };
    
    ...
    
    // call this once before you attempt to load the images
    oslAddVirtualFileList((OSL_VIRTUALFILENAME*)ram_files, oslNumberof(ram_files));
    
    // Then just call the load image function like an external image, just use the ram: device
    OSL_IMAGE *text = oslLoadImageFile("ram:/text.png", OSL_IN_RAM | OSL_SWIZZLED, OSL_PF_8888);
    oslAssert(text);
    
    OSL_IMAGE *picture = oslLoadImageFile("ram:/picture.png", OSL_IN_RAM | OSL_SWIZZLED, OSL_PF_5551);
    oslAssert(picture);
    Seems like an overly complicated solution to a simple problem. Surely oslLoadImageFile is just a simple function that opens a file and reads it into a buffer. Then passes the address of that buffer to another function which does the real work.

    I'm saying that oslLoadImageFile's purpose should only be to read a file into memory and call another function to do all the image work. All SuperBatXS needs is that function that oslLoadImageFile calls which takes the address of a buffer. No need for overly complicated virtual files in memory.

    I don't care much for OSLib since I have no need to use it, just giving advice.
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    superbat...can i ask why you'r including an image as a header...? especially using oslib, i highly dought your ganna need your image hard-coded into the program, if your that scared of others replacing the image, just load it into the program with oslLoadImageFile, but hey if you rly need to, do wat sg said
    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

  16. #8566
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    I know what SG57 is saying, but i have no idea what you mean Moca. Could you give a snippet?

    Thanks dude,
    Sexy...er, SuperBatXS (wait, what's the difference)
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  17. #8567
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    Zitat Zitat von SuperBatXS
    I know what SG57 is saying, but i have no idea what you mean Moca. Could you give a snippet?

    Thanks dude,
    Sexy...er, SuperBatXS (wait, what's the difference)
    Code:
    OSL_IMAGE* oslLoadImageFile(char *filename, int  location, int  pixelFormat)
    There should be a function similar to this:
    OSL_IMAGE* oslLoadImageBuffer(char *imageBuffer, int location, int pixelFormat)

    Or something like that. It would be stupid to rewrite the image loading part of oslib over and over for each different function that blits an image.
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  18. #8568
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    Quick question:When reading from a text file how do you move on to the next line if a certain character is in the current line,something like ignoring comments in a .c file.
    Example:
    I have a .txt that has
    Spoiler for myfile.txt:

    255
    //This is a line to be ignored
    255

    and all I need is the two 255's

  19. #8569
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    Code:
    p = strchr(line, '/');
    if(p != NULL && p[1] == '/')
     *p = 0;
    assuming your processing linefeeds/crs into nulls or using fgets or doing any kind of post processing etc...

    could answer this a million ways. there is a lot of context missing to know how to answer (ie: how are you reading it into memory).
    -- Code Monkey : Sarien, Fishguts, Cracks and Crevices --

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  20. #8570
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    Zitat Zitat von Moca
    Seems like an overly complicated solution to a simple problem. Surely oslLoadImageFile is just a simple function that opens a file and reads it into a buffer. Then passes the address of that buffer to another function which does the real work.

    I'm saying that oslLoadImageFile's purpose should only be to read a file into memory and call another function to do all the image work. All SuperBatXS needs is that function that oslLoadImageFile calls which takes the address of a buffer. No need for overly complicated virtual files in memory.

    I don't care much for OSLib since I have no need to use it, just giving advice.
    Well the virtual file system is meant for things like that, it offers great flexibility and fancy stuff. True it may seem overly complicated for such a simple thing but it accomplishes the same thing he's looking for and to my oslib knowledge (unmodified Oslib anyway) it's the only way (the data member of an OSL_IMAGE is private IIRC)

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

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  21. #8571
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    Zitat Zitat von bnc9
    Quick question:When reading from a text file how do you move on to the next line if a certain character is in the current line,something like ignoring comments in a .c file.
    Example:
    I have a .txt that has
    Spoiler for myfile.txt:

    255
    //This is a line to be ignored
    255

    and all I need is the two 255's
    C++ style:

    PHP-Code:
    ifstream thefile("path/to/myfile.ext");
    if(
    thefile.fail())
    {
        
    //error here
    }
    string line;
    while(
    getline(thefileline))
    {
        if(
    line.find("//")!=0//true if the line does not start with "//"
        
    {
            
    //do what you want with line        
        
    }
    }
        
    thefile.close(); 
    Try my latest game (iOS):


  22. #8572
    words are stones in my <3
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    The irony being you wrapped in PHP code tags lol

    ...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


  23. #8573
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    thnx daaa57150!! it works perfectly. I wasn't able to use my comp for the past few days (sent for repair) so I didn't see your post.

  24. #8574
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    God ... it's such a basic program and yet it doesn't work xD, someone tell me what the problem is please.

    Code:
        int main(){
        system("Untitled1.exe"); //Program tested with and without this line
        FILE* text;
        text = fopen("crash.log", "w");
    
        int i;
        char password[256];
    
        fscanf(text,"%s", password);
        fclose(text);
        printf("%s", password);
    
        return 0;
    }
    Its output is:
    Code:
    -LIBGCCW32-EH-3-SJLJ-GTHR-MINGW32
    And it seems to be erasing the file crash.log aswell :/
    -= Double Post =-
    Nvm I know what the problem is, had it in write mode >_<
    Geändert von eldiablov (05-28-2008 um 07:29 AM Uhr) Grund: Automerged Doublepost

  25. #8575
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    int main(){
    system("Untitled1.exe"); //Program tested with and without this line
    FILE* text;
    text = fopen("crash.log", "w");

    int i;
    char password[256];

    fscanf(text,"%s", password);
    fclose(text);
    printf("%s", password);

    return 0;
    }
    I think this might help :)

    int main()
    {

    system("Untitled1.exe"); //Program tested with and without this line
    FILE* text;
    text = fopen("crash.log", "w");

    int i;
    char password[256];

    fscanf(text,"%s", password);
    fclose(text);
    printf("%s", password);

    return 0;
    }

    Then again im new to C++

  26. #8576
    QJ Gamer Platinum
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    Zitat Zitat von MiKeY188
    I think this might help :)

    int main()
    {

    #define printf pspDebugScreenPrintf

    system("Untitled1.exe"); //Program tested with and without this line
    FILE* text;
    text = fopen("crash.log", "w");

    int i;
    char password[256];

    fscanf(text,"%s", password);
    fclose(text);
    printf("%s", password);

    return 0;
    }

    Then again im new to C++
    He isn't writing that for the PSP...

  27. #8577
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    your missing an unlink()/remove() to delete the log file once you are done with it.
    -- Code Monkey : Sarien, Fishguts, Cracks and Crevices --

    "Did IQ's just drop sharply while I was away?" (Ripley)

  28. #8578
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    Lol i still got loads to learn!

  29. #8579
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    Zitat Zitat von MiKeY188
    I think this might help :)

    int main()
    {

    system("Untitled1.exe"); //Program tested with and without this line
    FILE* text;
    text = fopen("crash.log", "w");

    int i;
    char password[256];

    fscanf(text,"%s", password);
    fclose(text);
    printf("%s", password);

    return 0;
    }

    Then again im new to C++
    Well for one, you cant run EXE's on the PSP ... and that's C not C++

    And ulink() ? Never used it before and i'm not gonna start now. Never heard of it ...

  30. #8580
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    Standard VSHMAIN.PRX replacement

    Solved.
    Geändert von Torch (05-31-2008 um 02:10 AM Uhr)


 

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