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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; Posting all the errors would be the best option. We can't see your screen from way over here....

  
  1. #8671
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    Posting all the errors would be the best option.

    We can't see your screen from way over here.



    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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    Zitat Zitat von Predricted Beitrag anzeigen
    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?
    try downloading it using your web browser and clicking the link
    after that excract the file with winrar or somtheing else
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    Zitat Zitat von thecobra Beitrag anzeigen
    try downloading it using your web browser and clicking the link
    after that excract the file with winrar or somtheing else
    Do I need to download that source to?
    If yes how do I download it?
    I've already downloaded the rar file, i just needed to download the svn with svn checkout and I think I need also to download the source but I dont know how.

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    Zitat Zitat von Insert_Witty_Name Beitrag anzeigen
    Posting all the errors would be the best option.

    We can't see your screen from way over here.
    Here is the screenshot:

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    Install mikmod.

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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    Zitat Zitat von Insert_Witty_Name Beitrag anzeigen
    Install mikmod.
    I've installed mikmod still getting SAME errors, I've installed same as this guy on the ps2dev forum: http://forums.ps2dev.org/viewtopic.p...a145725347af27

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    Error Lines 74 till 92 are fixed, I just need the last line to be fixed...

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    Zitat Zitat von Predricted Beitrag anzeigen
    Do I need to download that source to?
    If yes how do I download it?
    I've already downloaded the rar file, i just needed to download the svn with svn checkout and I think I need also to download the source but I dont know how.
    you dont have to download the source code
    just the rar and the extract it
    after that just put everything where it belong in your pspsdk folder
    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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    I've been having some trouble with the "sceRtcGetCurrentClockLoc alTime" function from <psprtc.h>. I wrote a brief program to test whether it works at all and I keep getting a compiler error.

    Here's the code: (callbacks and module info are in main.h)
    Code:
    #include <pspkernel.h>
    #include <pspdebug.h>
    #include <pspdisplay.h>
    #include <pspctrl.h>
    #include <psprtc.h>
    #include "main.h"
    
    int main() {
      pspDebugScreenInit();
      SetupCallbacks();
      pspTime now;
      while(1) {
        sceRtcGetCurrentClockLocalTime(&now);
        pspDebugScreenClear();
        pspDebugScreenPrintf("%i:%i", now.hour, now.minutes);
      }
    }
    and I keep getting this error:
    main.o: In function `main':
    main.c.text+0x78): undefined reference to `sceRtcGetCurrentClockLoc alTime'
    collect2: ld returned 1 exit status
    make: *** [clock.elf] Error 1

    Anyone know how I can get past this?

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    make sure your linking to the rtc library
    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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    I don't know how to do that. Should I put something in the makefile? I don't understand why it wouldn't work the same way the other includes from the same library do. Sorry, I'm still sort of a noob.

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    Add -lpsprtc to the LIBS line in your makefile.

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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    Thanks, guys.

  14. #8684
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    Ok guys so say i wanted to make a hello world with an image. For example heres what i want it to do.

    instead of the text hello world!
    i want it to be an image saying hello world!
    ok so would i do this?
    Code:
    #include <pspkernel.h> // PSP kernel functions include file.
    #include <pspdebug.h> // PSP debug functions include file.
    
    // Set the Application Information 
    PSP_MODULE_INFO("Hello World", 0, 1, 1);
    
    #define printf pspDebugScreenPrintf
    
    // Exit Callback
    int exit_callback(int arg1, int arg2, void *common)
    {
    	sceKernelExitGame(); // Exit the app
    	return 0;
    }
    
    // Callback thread.
    
    int CallbackThread(SceSize args, void *argp)
    {
    	// Local vars
    	int cbid;
    
    	// Create the exit callback in for the PSP shell.
    	cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
    	sceKernelRegisterExitCallback(cbid);
    
    	// Sleep the kernel until we tell it to exit.
    	sceKernelRegisterExitCallback(cbid);
    
    	//NEW
    	sceKernelSleepThreadCB();
    
    	// Return success.
    	return 0;
    }
    
    // Set up the callback thread and return the thread ID.
    int SetupCallbacks(void)
    {
    	// Local vars.
    	int thid = 0; // ** Thread ID. **
    
    	// Create the thread.
    	thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
    	if (thid >= 0)
    	{
    		sceKernelStartThread(thid, 0, 0);
    	}
    
    	//NEW
    	return 0;
    }
    
    // Main Function.
    
    int main()
    {
    	pspDebugScreenInit();
            SetupCallbacks();
            loadImage("HelloWorld.png");
    	sceKernelSleepThread();
    	return 0;
    }
    I know im doing something wrong if someone could fix the code or tell me what im doing wrong that would be great.

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    Go look at psp-programming for graphics tutorials or use oslib on large projects ...

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    *facepalm*

    Loading an image means it goes into RAM. YOU ACTUALLY HAVE TO TELL IT TO DISPLAY THE PICTURE FOR IT TO GO ON THE SCREEN.

    Also, the function loadImage is neither standard C nor in any of the headers you included.
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    Follow all the tutorials, then come and ask if you still need help.

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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    Ok thanks guys i got it to work thanks eldiablov for the link to psp-programming.

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    so what header has loadImage and image display?

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    graphics.h. Or oslib/oslib.h if you're using oslib (the function's not called loadImage then). Or... (insert any library you want here).

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    Zitat Zitat von thecobra Beitrag anzeigen
    you dont have to download the source code
    just the rar and the extract it
    after that just put everything where it belong in your pspsdk folder
    What rar file must I downoad Oslib mod V1.0.1, do I only need that one?
    And after i've put oslib.a and all the other files at the right place what must i do then?

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    Zitat Zitat von Predricted Beitrag anzeigen
    What rar file must I downoad Oslib mod V1.0.1, do I only need that one?
    yes that one only and ofcourse pspsdk


    Zitat Zitat von Predricted Beitrag anzeigen
    And after i've put oslib.a and all the other files at the right place what must i do then?
    just look for tutoring of oslib to know how to program with it and the just have fun programming
    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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    Zitat Zitat von thecobra Beitrag anzeigen
    yes that one only and ofcourse pspsdk




    just look for tutoring of oslib to know how to program with it and the just have fun programming
    So thats all?
    I do not need to open cygiwn typ make install and stuff?
    well then I am ready to use it

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    Hi. I'm working on a new version of 4^2, and I'd like it to be slim compatible. My PSPSDK is outdated so I can't compile it for the 3.90 kernel myself. I'd update it, but bandwidth isn't exactly cheap where I live, and AFAIK updating the PSPSDK is a fairly large download (installing it in the first place was). So I need someone to compile it for the 3.90 kernel. I would send you the source when its ready, and you would send back the EBOOT. AFAIK, all you'd need to do is change the makefile and type make. I'd give you credit.

    EDIT: nvm, turns out that by some fluke it happens to work on the slim anyway :) .
    Geändert von coolguy5678 (06-19-2008 um 07:26 AM Uhr)

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    I can do it.

    Anyways, I'm making a PRX file and I want it to take up all memory so that other PRXs loaded from seplugins wont be able to run at the same time.
    Possible?

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    Zitat Zitat von Anti-QuickJay Beitrag anzeigen
    I can do it.

    Anyways, I'm making a PRX file and I want it to take up all memory so that other PRXs loaded from seplugins wont be able to run at the same time.
    Possible?
    Just create a User mode prx and beef it up with bin2o'ed binaries then..
    Make it launch a kernel mode prx that grabs all Kernel Heap space. :ROFL:

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    ... that would be stupid. Not sure whether the path for a prx is stored in memory when you load it... but if it is then you can search through all the loaded modules and kill them 1 by one.

    Or, you can:
    * Read vsh/game.txt in seplugins into an array. Hook sceKernelLoadModule or whatever loads prxes. Each time a file is loaded, loop through all files in vsh/game.txt and return without executing the file.

    This is all assuming that your prx is loaded first. You could reorganize the vsh/game.txt then reboot the PSP so that your plugin is loaded first as a temporary solution.
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    Zitat Zitat von Predricted Beitrag anzeigen
    So thats all?
    I do not need to open cygiwn typ make install and stuff?
    well then I am ready to use it
    then yes you are ready but make sure you read some tutoring
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    Zitat Zitat von Anti-QuickJay Beitrag anzeigen
    I can do it.

    Anyways, I'm making a PRX file and I want it to take up all memory so that other PRXs loaded from seplugins wont be able to run at the same time.
    Possible?
    I would consider what Moca has said about this.

    Regardless, to take up all available memory just set PSP_HEAP_SIZE_MAX().

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    I've placed a 'free memory report' in a project I'm working on and it
    seems to work fine. It queries sceKernelTotalFreeMemSize () from
    <pspsysmem.h> and returns a uint with the number of free bytes.
    I'm curious, though as it seems that it always reports the same number,
    being 1032192. I wondered if it was doing that just because my program
    was allocating specifically that much memory and then not any more or
    less as it ran (which would be odd), so I made a note of the number and
    continued developing. However, now I've added two char arrays and
    changed some of the routines and when I run the program it still reports
    1032192 bytes free. Is this simply reporting the amount of memory not
    allocated to my heap and stack? My intention for this feature is to sort
    of keep track of how much memory I'm not using. I suppose both stack
    and non-allocated, though I suppose I'd want to look at them seperately.
    I intend to use it primarily as a debugging tool so I can see the impact of
    mallocs and such, as I'm about to implement a system that will create an
    unknown number of structs (for tracking net player info) and it will need
    to keep track of its memory-use to prevent crashes. I also want to have
    this thing as RAM optimized as possible before I implement said system
    and I was hoping to use this method of memory reporting to keep track
    of that. Any advice on how to properly use this or other useful functions?


 

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