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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; Zitat von joseph10444 okay so this is my code *snip* so the "hello" would appear in white then the "hello ...

  
  1. #8641
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    Zitat Zitat von joseph10444 Beitrag anzeigen
    okay so this is my code

    *snip*

    so the "hello" would appear in white

    then the "hello hello" would appear in green because it was defined earlier

    but i want the "hello hello hello" to appear back in white...

    do i have to set the colour to white all over again??
    How did you define green?



  2. #8642
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    Say I have an encryption chart.
    Like A = 1561456, B = 54564
    How would I make that into something I can use to decrypt data from a txt file.

    example;
    I have a text file
    1561456 54564
    I want to be able to decrypt it to AB.

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    fscanf, as is recommended quite often in this thread.
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  4. #8644
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    ok now how would i make the decryption process?
    How would i make the psp know to decrypt 1561456 54564 into AB?

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    Ohh, wait, the spaced aren't going to be there in the final thing, are they? Well, then it comes down to simple parsing. Just check what the first number is, branch depending on what it is, check the next number, branch again or fail if it doesn't line up with expected values, continue until you reach a leaf on the tree of possibilities, and then continue at the root of the tree. Simple as that.
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  6. #8646
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    The space wont be included... thanx

    I am making a device for me to apply a cheat such as 0x1234578 0x87654321
    0x12345678 is the address
    0x87654321 is the data

    I will then apply this cheat to the game, but i want it to load a encrpyted version then decrypt it then apply it...

  7. #8647
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    Just so you know, such a simple substitution cypher is easily defeated.
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  8. #8648
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    It will run though several encryption layers.. Then to decrypt repeat the process but backwards using the decryption methods.

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    yeah i got R G and B but i dont really get how to make other colours
    thanks for the link

    like its always 0xFF(R)(G)(B) where two FFs go inside the brackets..

    and whats "syntax"?
    i was doing to the counter tutorial at pspprogramming.com and i got a lot of syntax errors

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    Um, no, you're doing it wrong. Just use the GU_RGBA macro to do colors for you, where each parameter is a number from 0 to 255. The higher the number, the more intense the color. For the fourth parameter, you'll probably want to use 255 all the time.

    Syntax...well, if you're getting syntax errors, you're really doing it wrong. Syntax errors mean you didn't construct the file properly.
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    Zitat Zitat von thecobra Beitrag anzeigen
    maybe you can try something like this
    -----------------------------------------------------------------code--------------
    screenx = 0 //screen x
    screeny = 0 //and y

    playerx =0 //player x
    playery =0 //player y

    mapW = 512 //map width
    mapH = 512 //map hight

    blitAlphaImageToScreen(0 ,0 ,480, 272, mapImg, screenx,screeny); //blit the map from screen x and screen y
    blitAlphaImageToScreen(0 ,0 ,32, 32, playerImg, playerx,playery);//blit player

    if (player x>480) {
    playerx = 0; //reset the player x like what Zelda does
    screenx = screenx + 480; //move screenx in map to the left
    if (screenx > mapW) {
    screenx = mapW; //make sure that screen x does not pass the map wight if so the set it to map wight
    }
    }
    ...
    ---------------------------------------------------------------------end of code-----
    so on and so on
    do you understand now?
    :)
    I don't want it zelda style, cause zelda is not such a great action game and this game is based on action so the screen must move real time.
    You gave me an idea, but still i get stuck somewhere.
    Code:
    //begin code
        int playery = 136;//player at center
        int playerx = 240;//player at center
        int screenx = 0;//screen at begin 0 top left corner
        int screeny = 0;//screen at begin 0 top left corner
    	initGraphics();
    //LOAD IMAGES blablalba
    texture1Img=loadImage("gfx/tex/tex1.png");
    playerImg=loadImage("gfx/player.png");
    int main(){
    //draw event
          startDrawing();
    drawImage(texture1Img,screenx,screeny,0);
    drawImage(playerImage,playerx,playery,0);
    endDrawing();
    Let me explain the rest in words cause else it will be a way to long code.
    everytime the character moves any direction playerx gets +2 values added adn the screenx gets also +2 values added same thing for screeny and playery.

    But still this dont works....
    I can continue my code, but it wont have any sense since this isn't working when i put textx < textx+480 and texty < texty+272 and try to launch the game with my PSP I get a black screen...

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    Okay I finnaly get some effect, ofcourse this is not what I want but comeone I get the screen XDXD, guys really this pisses me off!!
    I will show you what I get!!

    I've made 2 screenshots with my psp, this is what i get!!
    The only thing that moves is the texture and the player the screen does not move!!!
    And the screen is weird, but i've fixed that now.
    Geändert von Predricted (06-11-2008 um 03:51 AM Uhr)

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    Joseph: get a begginer C book or something before you tryr and go further. Read it twice.

    anti-quickjay: XOR is your friend.
    Code:
    a = input_data ^ my_magic_number;
    predriected: if you want to scroll the background without scrolling the player, just change the internal blit offset of the texture/background image then blit the player back to the middle of the screen?

    or did you want to scroll the screen only when the player gets close to an edge?
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    please post your whole code to see if i can help

    and by the way do you want it to move as the player move. i mean the screen?
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    Zitat Zitat von yaustar Beitrag anzeigen
    How did you define green?
    #define green 0xFF00FF00

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    Zitat Zitat von joseph10444 Beitrag anzeigen
    okay so this is my code

    Code:
     pspDebugScreenSetXY(4,13);
    printf("hello");
    
    pspDebugScreenSetTextColor(green);
    pspDebugScreenSetXY(6,15);
    printf("hello hello");
    
    pspDebugScreenSetXY(4,17);
    printf("hello hello hello");
    so the "hello" would appear in white

    then the "hello hello" would appear in green because it was defined earlier

    but i want the "hello hello hello" to appear back in white...

    do i have to set the colour to white all over again??
    Yes.

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    As _df_ said XOR is great for simple encryption, as you can encrypt and decrypt using the same function.

    http://www.cprogramming.com/tutorial/xor.html

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    Zitat Zitat von thecobra Beitrag anzeigen
    please post your whole code to see if i can help

    and by the way do you want it to move as the player move. i mean the screen?
    Code:
    #include <pspkernel.h>
    #include <pspdisplay.h>
    #include <pspdebug.h>
    #include <pspctrl.h>
    #include <string.h>
    #include "callbacks.h"
    
    #include "graphics2d.h"
    
    #define PI (3.14159)
    #define DEG2RAD(a) (a*PI/180.0f)
    
    PSP_MODULE_INFO("The Gladiators Arena",0,1,1);
    
    int main()
    {
        int win = 0;
        int playery = 136;
        int playerx = 240;
        int screenx = 0;
        int screeny = 0;
        int globalx = 1200;
        int globaly = 1200;
    	Image* texture2Img;
    	Image* texture3Img;
    	Image* texture4Img;
    	Image* warriormaImg;
        SceCtrlData pad;
    	pspDebugScreenInit();
    	setupCallbacks();
    
    	initGraphics();
    
    	// *** load images. PNG files are supported ***
    	texture2Img = loadImage("gfx/tex2.png");
    	texture3Img = loadImage("gfx/tex3.png");
    	texture4Img = loadImage("gfx/tex4.png");
    	warriormaImg = loadImage("gfx/warriormale.png");
    	if( texture2Img == NULL || texture3Img == NULL || texture4Img == NULL || warriormaImg == NULL )
    	{
    		sceKernelExitGame();
    		return -1;
    	}
    	sceKernelDcacheWritebackAll();
    	while( running() )
    	{
    		startDrawing();
    int textx=0;
    int texty=0;
                        while (textx < 1200) {
                                  while (texty < 1200) {
                                            drawImage(texture2Img,textx,texty,0);
                                            texty += 128;
                                  }
                                  textx += 128;
                                  texty = 0;
                        }
    		drawImage(warriormaImg,playerx,playery,DEG2RAD(win));
    		endDrawing();
    sceDisplayWaitVblankStart();
    sceCtrlSetSamplingMode(1);
    sceCtrlPeekBufferPositive(&pad, 1);
                            //Up
    			if(pad.Ly >= 140 && pad.Ly <= 160) {playery=playery+0.8;}
    			if(pad.Ly >= 161 && pad.Ly <= 199) {playery=playery+1.2;}
                if(pad.Ly >= 200 && pad.Ly <= 234) {playery=playery+1.6;}
    			if(pad.Ly >= 235 && pad.Ly == 255) {playery=playery+2;}
                            //Down
    			if(pad.Ly <= 100 && pad.Ly > 91) {playery=playery-0.8;}
    			if(pad.Ly <= 90 && pad.Ly > 61) {playery=playery-1.2;}
    			if(pad.Ly <= 60 && pad.Ly > 21) {playery=playery-1.6;}
    			if(pad.Ly <= 20 && pad.Ly == 0) {playery=playery-2;}
    			//stop vert (up down)
    			if(pad.Ly >= 101 && pad.Ly <=139) {playery=playery;}
                            //Right
    			if(pad.Lx >= 140 && pad.Lx <= 160) {playerx=playerx+0.8;}
    			if(pad.Lx >= 161 && pad.Lx <= 199) {playerx=playerx+1.2;}
    			if(pad.Lx >= 200 && pad.Lx <= 234) {playerx=playerx+1.6;}
    			if(pad.Lx >= 235 && pad.Lx == 255) {playerx=playerx+2;}
                            //Left
    			if(pad.Lx <= 100 && pad.Lx >= 91) {playerx=playerx-0.8;}
    			if(pad.Lx <= 90 && pad.Lx >= 61) {playerx=playerx-1.2;}
    			if(pad.Lx <= 60 && pad.Lx >= 21) {playerx=playerx-1.6;}
    			if(pad.Lx <= 20 && pad.Lx == 0) {playerx=playerx-2;}
    			//stop horzt(left right)
    			if(pad.Lx >= 101 && pad.Lx <=139) {playerx=playerx;}
              if(pad.Buttons & PSP_CTRL_CIRCLE) {
              win=win+5;
              }
              if(pad.Buttons & PSP_CTRL_SQUARE) {
              win=win-5;
              }
    		flipScreen();
    	}
    	endGraphics();
    
    	freeImage(texture2Img);
    	freeImage(texture3Img);
    	freeImage(texture4Img);
    	freeImage(warriormaImg);
    
    	sceKernelExitGame();
    	return 0;
    }
    Did you play CSPSP I want it to move like that, this means that the player is all the time at the center of the screen and whe it moves the screen follows him.

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    Zitat Zitat von _df_ Beitrag anzeigen
    Joseph: get a begginer C book or something before you tryr and go further. Read it twice.

    anti-quickjay: XOR is your friend.
    Code:
    a = input_data ^ my_magic_number;
    predriected: if you want to scroll the background without scrolling the player, just change the internal blit offset of the texture/background image then blit the player back to the middle of the screen?

    or did you want to scroll the screen only when the player gets close to an edge?
    The player moves while the screen scrolls, let me draw something in paint:

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    Zitat Zitat von joseph10444 Beitrag anzeigen
    #define green 0xFF00FF00
    Try reading this article on numbering systems: http://www.gamedev.net/reference/art...rticle1563.asp

    Taken from: http://www.homebrew-illuminati.co.uk...hp?topic=147.0

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    Zitat Zitat von Predricted Beitrag anzeigen
    The player moves while the screen scrolls, let me draw something in paint:
    ok let see if i can help

    first of all i recommend you to use blitAlphaImageToScreen or a similar command to that to get better control of what you will draw to screen


    Code:
    int main()
    {
        int win = 0;
        int playery = 136;
        int playerx = 240;
        int screenx = 0;
        int screeny = 0;
        int mapW = 512; // here we will store map width
        int mapH= 512;  //here we will store map heigth
        int globalx = 1200;
        int globaly = 1200;
    	Image* texture2Img;
    	Image* texture3Img;
    	Image* texture4Img;
    	Image* warriormaImg;
        SceCtrlData pad;
    	pspDebugScreenInit();
    	setupCallbacks();
    
    	initGraphics();
    
    	// *** load images. PNG files are supported ***
    	texture2Img = loadImage("gfx/tex2.png");
    	texture3Img = loadImage("gfx/tex3.png");
    	texture4Img = loadImage("gfx/tex4.png");
    	warriormaImg = loadImage("gfx/warriormale.png");
    	if( texture2Img == NULL || texture3Img == NULL || texture4Img == NULL || warriormaImg == NULL )
    	{
    		sceKernelExitGame();
    		return -1;
    	}
    	sceKernelDcacheWritebackAll();
    	while( running() )
    	{
    		startDrawing();
    int textx=0;
    int texty=0;
                        while (textx < 1200) {
                                  while (texty < 1200) {
                                            blitAlphaImageToScreen(screenx,screeny,480,272,texture2Img,0,0);//blit the portion of the map that we are on to 0,0 on the psp screen
                                            texty += 128;
                                  }
                                  textx += 128;
                                  texty = 0;
                        }
    		drawImage(warriormaImg,playerx,playery,DEG2RAD(win));
    		endDrawing();
         sceDisplayWaitVblankStart();
         sceCtrlSetSamplingMode(1);
         sceCtrlPeekBufferPositive(&pad, 1);
                            //Up
    			if(pad.Ly >= 140 && pad.Ly <= 160) {
    			screeny=screeny+0.8; //move the screen down 0.8 to see the rest of the map
    			if (screeny + 272 > mapH) { //if screen y is larger then map heigth we will 
                  screeny = mapH - 272;		//set the screen y to mapH - 272 so it will fit correctly
    			playery=playery+0.8;        //and move player down 0.8 instead so it wont look like he isnt moveing
    			}
    			}                           //here it end
    
    so on so on..
    this is just a little example that you could use

    the player will only move if you screen have reach the end of the map.

    i hope that will give you a idea
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  22. #8662
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    Zitat Zitat von thecobra Beitrag anzeigen
    ok let see if i can help

    first of all i recommend you to use blitAlphaImageToScreen or a similar command to that to get better control of what you will draw to screen


    Code:
    int main()
    {
        int win = 0;
        int playery = 136;
        int playerx = 240;
        int screenx = 0;
        int screeny = 0;
        int mapW = 512; // here we will store map width
        int mapH= 512;  //here we will store map heigth
        int globalx = 1200;
        int globaly = 1200;
    	Image* texture2Img;
    	Image* texture3Img;
    	Image* texture4Img;
    	Image* warriormaImg;
        SceCtrlData pad;
    	pspDebugScreenInit();
    	setupCallbacks();
    
    	initGraphics();
    
    	// *** load images. PNG files are supported ***
    	texture2Img = loadImage("gfx/tex2.png");
    	texture3Img = loadImage("gfx/tex3.png");
    	texture4Img = loadImage("gfx/tex4.png");
    	warriormaImg = loadImage("gfx/warriormale.png");
    	if( texture2Img == NULL || texture3Img == NULL || texture4Img == NULL || warriormaImg == NULL )
    	{
    		sceKernelExitGame();
    		return -1;
    	}
    	sceKernelDcacheWritebackAll();
    	while( running() )
    	{
    		startDrawing();
    int textx=0;
    int texty=0;
                        while (textx < 1200) {
                                  while (texty < 1200) {
                                            blitAlphaImageToScreen(screenx,screeny,480,272,texture2Img,0,0);//blit the portion of the map that we are on to 0,0 on the psp screen
                                            texty += 128;
                                  }
                                  textx += 128;
                                  texty = 0;
                        }
    		drawImage(warriormaImg,playerx,playery,DEG2RAD(win));
    		endDrawing();
         sceDisplayWaitVblankStart();
         sceCtrlSetSamplingMode(1);
         sceCtrlPeekBufferPositive(&pad, 1);
                            //Up
    			if(pad.Ly >= 140 && pad.Ly <= 160) {
    			screeny=screeny+0.8; //move the screen down 0.8 to see the rest of the map
    			if (screeny + 272 > mapH) { //if screen y is larger then map heigth we will 
                  screeny = mapH - 272;		//set the screen y to mapH - 272 so it will fit correctly
    			playery=playery+0.8;        //and move player down 0.8 instead so it wont look like he isnt moveing
    			}
    			}                           //here it end
    
    so on so on..
    this is just a little example that you could use

    the player will only move if you screen have reach the end of the map.

    i hope that will give you a idea
    The problem is that I cannot use that cause graphics.h got not image rotation graphics2d.h does and you cant use both u get errors.
    Let me check your script..

  23. #8663
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    Zitat Zitat von Predricted Beitrag anzeigen
    The problem is that I cannot use that cause graphics.h got not image rotation graphics2d.h does and you cant use both u get errors.
    Let me check your script..
    than you could use oslib it has rotaion and you do have full control over the picture
    GameLive name changed to NetGameOrb, Project is now online in Beta stage. Everyone encourage to register so they get news about the project and ability to play the games with NetGameOrb Support online. More info on site.

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    Ok i got got question how to i load an image and keep it for say 5 seconds? i cant remember the code any1 help?
    Code:
    loadImage("image.png");
    sceKernelDelayImage(10*1000*1000);
    Something like that?

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    It's kept until you unload it...
    But just keeping it doesn't have anything to do with whether or not it's on screen, which is I assume what you want.
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

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    i want it to load at start of my game stay for 5 seconds and then load the game functions

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    Zitat Zitat von thecobra Beitrag anzeigen
    than you could use oslib it has rotaion and you do have full control over the picture
    I've tried to download that with cygwin svn command, but that didnt work
    svn checkout svn://svn.pspdev.org/psp/trunk/libpng
    So i downloaded it just from a site now when I put it at the right place and, then i do in cygwin:
    cd oslib
    then i do the command
    make
    it shows this error:
    makefile:1: config.mk: no such file or directory
    make :*** No rule to make target 'config.mk'. Stop.

    Am I doing something wrong?

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    dual boot linux far better and easier!

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    Zitat Zitat von Predricted Beitrag anzeigen
    I've tried to download that with cygwin svn command, but that didnt work
    svn checkout svn://svn.pspdev.org/psp/trunk/libpng
    So i downloaded it just from a site now when I put it at the right place and, then i do in cygwin:
    cd oslib
    then i do the command
    make
    it shows this error:
    makefile:1: config.mk: no such file or directory
    make :*** No rule to make target 'config.mk'. Stop.

    Am I doing something wrong?
    try downloading oslib mod 1.0.1
    that the one i used and it worked perfectly for me
    GameLive name changed to NetGameOrb, Project is now online in Beta stage. Everyone encourage to register so they get news about the project and ability to play the games with NetGameOrb Support online. More info on site.

    Stats Blog:http://netgameorb.blogspot.com/
    Website:http://www.netgameorb.com/

  30. #8670
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    Zitat Zitat von thecobra Beitrag anzeigen
    try downloading oslib mod 1.0.1
    that the one i used and it worked perfectly for me
    When i download that mod from http://svn2.assembla.com/svn/oslibmod/trunk
    with svn checkout command then i do
    cd trunk
    then i do
    make
    then i get errors
    Can u explain?


 

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