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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; Hi, What if I want complex models in 3D? Do I have to write all the vertex-points my self?...

  
  1. #9751
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    Hi,

    What if I want complex models in 3D?
    Do I have to write all the vertex-points my self?


    [SIZE="1"][color=#D1D1FF]______________________________________________________________[/color]
    [i]Last edited by basfreak; 01-01-1990 at [color=#666686]12:00 PM[/color][/i].[/SIZE]

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    Great, now i've realized what i've done wrong and it works now!
    Practically, kuroneko was right all the time, it's all about the pointers and the usage of them. non-dynamic 2d arrays have set indexes in the memory, while dynamic don't (don't know whether i said it right, but nonetheless i understand now).

    Now, i'm using one-dimentional array with the size of [17*30], not [17][30];

    And the code -

    Code:
    unsigned short * chipsetMap;
    
    chipsetMap = new unsigned short[mapHeight*mapWidth];
    
    for(int i =0;i< mapHeight*mapWidth;i++){
    	mapName >> hex >> chipsetMap[i];
    }
    That was idiotic of me

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    Zitat Zitat von basfreak Beitrag anzeigen
    Hi,

    What if I want complex models in 3D?
    Do I have to write all the vertex-points my self?
    you'll have to write an loader for a 3d model format, or use an already built library to do the same
    1. Failed....again...
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    Zitat Zitat von Netaro Beitrag anzeigen
    Practically, kuroneko was right all the time, it's all about the pointers and the usage of them. non-dynamic 2d arrays have set indexes in the memory, while dynamic don't (don't know whether i said it right, but nonetheless i understand now).
    Whether you are using arrays on the stack or on the heap, logically doesn't matter unless you are overrunning the buffer.

    Now, i'm using one-dimentional array with the size of [17*30], not [17][30];
    Logically, there are both the same. On the stack, the memory layout is also the same, they only differ if allocated on the heap and that's where symptoms appear if you overrun the buffer(s).


    And the code -
    Code:
    unsigned short * chipsetMap;
    
    chipsetMap = new unsigned short[mapHeight*mapWidth];
    
    for(int i =0;i< mapHeight*mapWidth;i++){
    	mapName >> hex >> chipsetMap[i];
    }
    Read my previous reply. Given the data file you supplied, you are still going past the end of the file which is more like to be causing you problems. You either need to change the data to be correct (height 1, width 30 or 17 * 30 indexes) and/or put safety checks in the code for hitting the end of the file.
    Geändert von yaustar (03-10-2009 um 07:05 AM Uhr)

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    Ok, another question.
    What if I just want to make a 2D game like just printing images on the screen.
    How would I do that? Would I have to use 3D too?
    [SIZE="1"][color=#D1D1FF]______________________________________________________________[/color]
    [i]Last edited by basfreak; 01-01-1990 at [color=#666686]12:00 PM[/color][/i].[/SIZE]

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    Zitat Zitat von basfreak Beitrag anzeigen
    Ok, another question.
    What if I just want to make a 2D game like just printing images on the screen.
    How would I do that? Would I have to use 3D too?
    There are dozens of ways to do this. Just pick a library that does it and use it. OSLib and SDL are popular choices.

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    Is there any libary that makes coding easier, I think there was one that started with a "O", but I'm not sure.
    AIM: Digikid91 | PSN: Digikid13 | GaiaOnline: Digikid13

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    OSLib?
    [SIZE="1"][color=#D1D1FF]______________________________________________________________[/color]
    [i]Last edited by basfreak; 01-01-1990 at [color=#666686]12:00 PM[/color][/i].[/SIZE]

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    OldSchool?

    -edit-

    to late =(

  10. #9760
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    Ah that was the name thx both of you, is there any website with a list of all/most of the libs around?
    Geändert von Digikid13 (03-13-2009 um 07:28 PM Uhr)
    AIM: Digikid91 | PSN: Digikid13 | GaiaOnline: Digikid13

  11. #9761
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    ps2dev.org?

    Also im looking to display moving pictures on my psp screen. Whats the easiest way to do it? Also the lib plz.

    -SLasher

  12. #9762
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    Display them the same way you would static pictures, just change the co-ordinates.

  13. #9763
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    Yes but what would be a good Library to display them?
    LibPng? LibJpeg?

  14. #9764
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    Libpng and libjpeg are for loading the images, not displaying them. The last few posts have answered a question regarding displaying 2D images.

  15. #9765
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    Oh ok, im compiling SDL as we speak so can i use that and libPNG?

  16. #9766
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    AFAIK SDL has it's own image loading functions so you won't have to worry about what to use to load images.

  17. #9767
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    What is the typical way to do collision detection between vector objects drawn with GU?
    Best I can think of is to check coordinates of each object, but that's hardly going
    to do the job for odd shaped objects.

    For 2D programs I've been checking pixel colour, but don't know how to do that with GU.

  18. #9768
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    Bounding Box Method?

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    I don't think bounding boxes would help very much for Non-rectangular polygons, maybe Circle Circle collision or
    Conservation of Linear Momentum?
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

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    Hi,

    I tried using Display Lists but it wont show up.
    If I directly draw it is is there tho.
    Code:
    void DrawScene( void )
    {
    	sceGuStart( GU_DIRECT, dList );
     
    	// clear screen
    	sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
    	sceGumMatrixMode(GU_MODEL);
    	sceGumLoadIdentity();
    	{
    	ScePspFVector3 move;
    	move.x = 0.0f;
    	move.y = 0.0f;
    	move.z = mapZ;
    	sceGumTranslate( &move );
        }
     		//	sceGumUpdateMatrix();
    			
    
        // Draw Triangle
    	//sceGumDrawArray( GU_TRIANGLE_STRIP, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,
    	//		4, 0, sqr ); 
        sceGuCallList( mapList );
        sceGuFinish();
        
        
    	sceGuSync(0,0);
    
    			
    }
    
    void BuildLists( void )
    {
    	sceGuStart( GU_CALL, mapList );
     
    	sceGumDrawArray( GU_TRIANGLE_STRIP, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,
    					4, 0, sqr );					// Draw the Cube
    	sceGuFinish();
    }
     
    int main(int argc, char **argv)
    {
    	pspDebugScreenInit();
    	SetupCallbacks();
    	
    	sceRtcGetCurrentTick( &fpsTickLast );
    	tickResolution = sceRtcGetTickResolution();
     
    	dList = memalign( 16, 640 );
    
    	mapList = malloc( 1500 );
    	fbp0  = 0;
     
    	InitGU();
    	SetupProjection();
        BuildLists();
     
     SceCtrlData pad;
     
    	while( 1 )
    	{
               sceCtrlPeekBufferPositive(&pad, 1);
                                               if(pad.Buttons & PSP_CTRL_UP) {
                                                              mapZ += 1.0f;
                                               } else if(pad.Buttons & PSP_CTRL_DOWN) {
                                                              mapZ -= 1.0f;
                                               }
                                                    
    		DrawScene();
    		FPS();
    		//sceDisplayWaitVblankStart();
    		fbp0 = sceGuSwapBuffers();
        }
     
    	sceGuTerm();			// Terminating the Graphics System
     
    	// Free Memory
    	free( dList );
    	free( fbp0 );
     
    	sceKernelExitGame();
    	return 0;
    }
    [SIZE="1"][color=#D1D1FF]______________________________________________________________[/color]
    [i]Last edited by basfreak; 01-01-1990 at [color=#666686]12:00 PM[/color][/i].[/SIZE]

  21. #9771
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    Hello. I just started learning C++. I need some help. I can't figure out how to move text and change text color. Can someone write these two scripts. Thank you.

  22. #9772
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    int main()
    {
    movetext();
    changetextcolour();
    }

    You have to figure out how to write the functions though.

  23. #9773
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    Zitat Zitat von xDeaglex Beitrag anzeigen
    Can someone write these two scripts. Thank you.
    no, figure it out and ask questions as to why your code is not working, or where to start at, but DO NOT ask for us to just give you code when you haven't even begun to try it yourself, where here to help, not to give out
    1. Failed....again...
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    Zitat Zitat von basfreak Beitrag anzeigen
    Hi,

    I tried using Display Lists but it wont show up.
    If I directly draw it is is there tho.
    Code:
    void DrawScene( void )
    {
    	sceGuStart( GU_DIRECT, dList );
     
    	// clear screen
    	sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
    	sceGumMatrixMode(GU_MODEL);
    	sceGumLoadIdentity();
    	{
    	ScePspFVector3 move;
    	move.x = 0.0f;
    	move.y = 0.0f;
    	move.z = mapZ;
    	sceGumTranslate( &move );
        }
     		//	sceGumUpdateMatrix();
    			
    
        // Draw Triangle
    	//sceGumDrawArray( GU_TRIANGLE_STRIP, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,
    	//		4, 0, sqr ); 
        sceGuCallList( mapList );
        sceGuFinish();
        
        
    	sceGuSync(0,0);
    
    			
    }
    
    void BuildLists( void )
    {
    	sceGuStart( GU_CALL, mapList );
     
    	sceGumDrawArray( GU_TRIANGLE_STRIP, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,
    					4, 0, sqr );					// Draw the Cube
    	sceGuFinish();
    }
     
    int main(int argc, char **argv)
    {
    	pspDebugScreenInit();
    	SetupCallbacks();
    	
    	sceRtcGetCurrentTick( &fpsTickLast );
    	tickResolution = sceRtcGetTickResolution();
     
    	dList = memalign( 16, 640 );
    
    	mapList = malloc( 1500 );
    	fbp0  = 0;
     
    	InitGU();
    	SetupProjection();
        BuildLists();
     
     SceCtrlData pad;
     
    	while( 1 )
    	{
               sceCtrlPeekBufferPositive(&pad, 1);
                                               if(pad.Buttons & PSP_CTRL_UP) {
                                                              mapZ += 1.0f;
                                               } else if(pad.Buttons & PSP_CTRL_DOWN) {
                                                              mapZ -= 1.0f;
                                               }
                                                    
    		DrawScene();
    		FPS();
    		//sceDisplayWaitVblankStart();
    		fbp0 = sceGuSwapBuffers();
        }
     
    	sceGuTerm();			// Terminating the Graphics System
     
    	// Free Memory
    	free( dList );
    	free( fbp0 );
     
    	sceKernelExitGame();
    	return 0;
    }
    Please :humped:
    [SIZE="1"][color=#D1D1FF]______________________________________________________________[/color]
    [i]Last edited by basfreak; 01-01-1990 at [color=#666686]12:00 PM[/color][/i].[/SIZE]

  25. #9775
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    I want to make moving image x coordinate.
    Code:
             int y = 50; 
             int i 
             for(i=30;i<120;i++) 
    
             blitAlphaImageToScreen(0 ,0 , 26, 8, bar, [i], y);

    what is wrong ? :/

    I'm new at C programing, older i were programing in lua and my code looked
    Code:
    while true do 
    screen.startDraw() 
    screen.clear(0) 
    
    if BarX > 350 then BarX = 130 end 
    
    BarX = BarX + 1 
    Image.blit(BarX,215,BootBar) 
    
    screen.endDraw() 
    screen.flipscreen() 
    screen.waitVblankStart() 
    end

  26. #9776
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    For one thing, there shouldn't be brackets around that i.
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

  27. #9777
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    Zitat Zitat von xDeaglex Beitrag anzeigen
    I want to make moving image x coordinate.
    Code:
             int y = 50; 
             int i 
             for(i=30;i<120;i++) 
    
             blitAlphaImageToScreen(0 ,0 , 26, 8, bar, [i], y);
    Just "i".. no [] around it.

  28. #9778
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    Zitat Zitat von Playboy21 Beitrag anzeigen
    Just "i".. no [] around it.
    That's what Archaemic said...
    Also the code is totally wrong better start learning first before trying.
    Just to remind you LUA is totally different than C(++).
    [SIZE="1"][color=#D1D1FF]______________________________________________________________[/color]
    [i]Last edited by basfreak; 01-01-1990 at [color=#666686]12:00 PM[/color][/i].[/SIZE]

  29. #9779
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    Code:
             int barx = 1.0;
    
             while(1){
             barx += 0.1;
    
             blitAlphaImageToScreen(0 ,0 , 434, 26, bar, barx, 246);
    
             sceDisplayWaitVblankStart(); 
             flipScreen(); 
    } 
      return 0;
    How to make image moving all the time by X coordinate? What is wrong with this code :/ I see that it's different but it is simple think but don't work :/ Just blit image about 52 point by x from 0 and i think it only moves then loading?

  30. #9780
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    Standard

    Integer = WHOLE number

    Use a floating point type for decimal.


 

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