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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; WooooooooooooooooooW you have?!...

  
  1. #9841
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    WooooooooooooooooooW you have?!


    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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    Zitat Zitat von marks960 Beitrag anzeigen
    Nintendo R4
    -=Double Post Merge =-
    Juego Nintendo R4
    umm....wat?
    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

  3. #9843
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    Standard Help on SDL and PSPLINK

    Hello, I'm new to programming on PSP, but I have been programming on PC for around 3 years now. I have also used SDL in some of my programs on PC. It seems that SDL can also be used for programming. Can someone point me to a(n) article/tutorial/lesson on using SDL specifically for PSP? I have already tried searching, but I couldn't find anything specific to development on PSP. I couldn't search for SDL in this forum because it is excluded from the search query.

    And another thing, I also need to know how to use Code::Blocks with PSPLink for debugging (I hope this is the correct place to ask). I followed a tutorial from a site (I can't post a link?). Search "reizencroft psplink" in Google. The first entry is the site. I tried it on the controller sample which came with the toolchain. Another thing that you should know, I never actually used a debugger. Three years of programming and I never actually debug... :o I think it's time for me to start debugging.

    Debugger:
    Code:
    Building to ensure sources are up-to-date
    Build succeeded
    Selecting target: 
    Release
    Adding source dir: /home/fishcake/Projects/Controller/
    Adding source dir: /home/fishcake/Projects/Controller/
    Adding file: bin/Release/Controller
    Starting debugger: 
    done
    Registered new type: wxString
    Registered new type: STL String
    Registered new type: STL Vector
    Connecting to remote target
    Setting breakpoints
    Debugger name and version: GNU gdb 6.8-debian
    Connected
    The program is not being run.
    Debugger finished with status 0
    And this is the debugger log:
    Code:
    LD_LIBRARY_PATH=.:
    Command-line: /usr/bin/gdb -nx -fullname  -quiet -args bin/Release/Controller
    Working dir : /home/fishcake/Projects/Controller/
    bin/Release/Controller: No such file or directory.
    (gdb) 
    > set prompt >>>>>>cb_gdb:
    Executing: xterm -T 'Program Console' -e sleep 91593
    >>>>>>cb_gdb:
    > show version
    GNU gdb 6.8-debian
    Copyright (C) 2008 Free Software Foundation, Inc.
    License GPLv3+: GNU GPL version 3 or later
    This is free software: you are free to change and redistribute it.
    There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
    and "show warranty" for details.
    This GDB was configured as "i486-linux-gnu".
    >>>>>>cb_gdb:
    > set confirm off
    >>>>>>cb_gdb:
    > set width 0
    >>>>>>cb_gdb:
    > set height 0
    >>>>>>cb_gdb:
    > set breakpoint pending on
    >>>>>>cb_gdb:
    > set print asm-demangle on
    >>>>>>cb_gdb:
    > set unwindonsignal on
    >>>>>>cb_gdb:
    > set disassembly-flavor att
    >>>>>>cb_gdb:
    > file controller.elf
    >>>>>>cb_gdb:
    > directory /home/fishcake/Projects/Controller/
    >>>>>>cb_gdb:
    > target remote tcp:127.0.0.1:10001
    Reply contains invalid hex digit 59
    >>>>>>cb_gdb:
    Executing: ps x -o tty,pid,command
    PS result: ?        26552 ps x -o tty,pid,command
    PS result: pts/0    26551 sleep 91593
    TTY is[/dev/pts/0]
    GetConsoleTTY[/dev/pts/0]ConsolePid[26550]
    > tty /dev/pts/0
    Queued:[tty /dev/pts/0]
    >>>>>>cb_gdb:
    > continue
    The program is not being run.
    >>>>>>cb_gdb:
    > quit

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    Zitat Zitat von gamikzone Beitrag anzeigen
    ty man this awesome
    Are you retarded?

  5. #9845
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    He was spamming.

  6. #9846
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    lol @ Davee's post.

    signature worthy ;)

    ...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


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    Hi all, I am analyzing davees spoofer source code and trying to understand it :)
    I am wondering where did he got those numbers:
    0x15EE0 (offset of sysconf_ver I guess)
    0x15C10 (offset of sysconf_mac I guess)
    0x3C020000
    0x34420000
    0x3C060000
    0x24C60000
    any ideas? I think he used some kind of ida or something...
    well I realy dont understand those _sw functions so would be cool to have some help :)

  8. #9848
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    It's MIPS assembler code. Take apart those opcodes and learn the purpose of sw ;)
    There are various reference documents around the internet.

  9. #9849
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    Hi guys,
    I get this error when i try to compile a c file:
    make: psp-config: Command not found
    makefile : 12 : /lib/build.mak: no such file or directory
    make: *** no rule to make target 'lib/build.mak' . Stop.

    I know many people have this problem and many can't fix it,
    even i fixed a few things and still get the same error.
    First the build.mak file wasnt at the place where it should be and the next thing I can't fix is that i don't got psp-config binary file and how can i get that without installing everything over can someone send me that file maybe?

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    Zitat Zitat von Predricted Beitrag anzeigen
    Hi guys,
    I get this error when i try to compile a c file:
    make: psp-config: Command not found
    makefile : 12 : /lib/build.mak: no such file or directory
    make: *** no rule to make target 'lib/build.mak' . Stop.

    I know many people have this problem and many can't fix it,
    even i fixed a few things and still get the same error.
    First the build.mak file wasnt at the place where it should be and the next thing I can't fix is that i don't got psp-config binary file and how can i get that without installing everything over can someone send me that file maybe?
    Are you on Linux or using Cygwin? Maybe I can help if you're on Linux, because I had this problem too and I fixed it.

  11. #9851
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    Zitat Zitat von Predricted Beitrag anzeigen
    Hi guys,
    I get this error when i try to compile a c file:
    make: psp-config: Command not found
    makefile : 12 : /lib/build.mak: no such file or directory
    make: *** no rule to make target 'lib/build.mak' . Stop.

    I know many people have this problem and many can't fix it,
    even i fixed a few things and still get the same error.
    First the build.mak file wasn't at the place where it should be and the next thing I can't fix is that i don't got psp-config binary file and how can i get that without installing everything over can someone send me that file maybe?
    If your on *unix you havn't set the .bashrc path's correctly.
    If your using Cygwin you need to set path variables.
    Read the readme's included and it will tell you everything.
    I hate those monkeys ZOMG!
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    google = MinPSPW
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    I hate those monkeys ZOMG!
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  14. #9854
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    Zitat Zitat von Davee Beitrag anzeigen
    It's MIPS assembler code. Take apart those opcodes and learn the purpose of sw ;)
    There are various reference documents around the internet.
    I guess I am going to learn MIPS :P
    Geändert von symbianas (07-05-2009 um 06:19 AM Uhr)

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    hey, does anyone know how to create a timer ?
    Geändert von mootjeuh (07-06-2009 um 03:19 PM Uhr)
    That epic dude.

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    Zitat Zitat von mootjeuh Beitrag anzeigen
    hey, does anyone know how to create a timer ?
    x = SDL_GetTicks()... while x+ 100 < SDL_GetTicks() .... foooooooooo()!
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    Hello.

    I was wondering why the following files weren't compiling for me:

    Spoiler for Main.c:
    Code:
    /*
              My Image Display Program
              Author: Brad Dwyer
              Date: 12/28/2005
    
              Thanks to Psilocybeing for the base code.
    */ 
    
    #include <pspdisplay.h>
    #include <pspctrl.h>
    #include <pspkernel.h>
    #include <pspdebug.h>
    #include <pspgu.h>
    #include <png.h>
    #include <stdio.h>
    #include "graphics.h"
    
    #define printf pspDebugScreenPrintf
    #define MAX(X, Y) ((X) > (Y) ? (X) : (Y))
    
    PSP_MODULE_INFO("Image Display Program", 0, 1, 1);
    
    /* Exit callback */
    int exit_callback(int arg1, int arg2, void *common) {
              sceKernelExitGame();
              return 0;
    }
    
    /* Callback thread */
    int CallbackThread(SceSize args, void *argp) {
              int cbid;
    
              cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
              sceKernelRegisterExitCallback(cbid);
    
              sceKernelSleepThreadCB();
    
              return 0;
    }
    
    /* Sets up the callback thread and returns its thread id */
    int SetupCallbacks(void) {
              int thid = 0;
    
              thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
              if(thid >= 0) {
                        sceKernelStartThread(thid, 0, 0);
              }
    
              return thid;
    }
    
    int main() {
              char buffer[200];
              Image* ourImage;
    	
    	 pspDebugScreenInit();
              SetupCallbacks();
              initGraphics();
    	
    	sprintf(buffer, "ourImage.png");
              ourImage = loadImage(buffer);
    	
    	 if (!ourImage) {
                        //Image load failed
                        printf("Image load failed!\n");
              } else { 
    	
    	  int x = 0;
                        int y = 0;
                        sceDisplayWaitVblankStart(); 
    	
    	 while (x < 480) {
                                  while (y < 272) { 
    	
    	blitAlphaImageToScreen(0 ,0 ,32 , 32, ourImage, x, y);
                                            y += 32;
                                  }
    		
    		x += 32;
                                  y = 0;
                        }
    	
    	 flipScreen();
              }
    	
    	sceKernelSleepThread();
              return 0;
    }

    Spoiler for Makefile:

    Code:
    TARGET = hello
    OBJS = main.o graphics.o framebuffer.o
    
    CFLAGS = -O2 -G0 -Wall
    CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
    ASFLAGS = $(CFLAGS)
    
    LIBDIR = 
    LIBS = -lpspgu -lpng -lz -lm
    LDFLAGS =
    
    EXTRA_TARGETS = EBOOT.PBP
    PSP_EBOOT_TITLE = Image Example
    
    PSPSDK=$(shell psp-config --pspsdk-path)
    include $(PSPSDK)/lib/build.mak


    I'm using the latest (3.1) csp development studio, so I believe the objs and anything else needed are in this IDE and up to date but, for some reason, nothing compiles when I click the "Make" button to compile. Thanks!
    YA boye!

  18. #9858
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    why don't you just use oslib instead of all those objects ? try another compiler if does nothing at all
    That epic dude.

  19. #9859
    Art
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    Hi Guys,
    This is a function that can rotate a 256 element array (element wise) :


    int ii, jj;

    for (ii = 1; ii <=1; ii++) {
    for (jj = 256-1; jj > 0; jj--) {
    array[jj-1] = array[jj-1] + array[jj];
    array[jj] = array[jj-1] - array[jj];
    array[jj-1] = array[jj-1] - array[jj];
    }}
    Problem is it rotates in the wrong direction.
    Anyone want to have a crack at the other direction?
    No matter what I try I break it.

    I realise I can just replace the 1 for 255 and use this for the same effect
    as the other direction, but that takes too much time for the application.
    Cheers, Art.

  20. #9860
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    Zitat Zitat von mootjeuh Beitrag anzeigen
    why don't you just use oslib instead of all those objects ? try another compiler if does nothing at all
    Hello. I just downloaded Danzeff + OSLib. I'm guessing all the OBJS are integrated in the Danzeff + OSLib "main.o", right? Well, I'm new to the manual set-up. How does the compatibility with it and cygwin work?
    YA boye!

  21. #9861
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    Zitat Zitat von Art Beitrag anzeigen
    Hi Guys,
    This is a function that can rotate a 256 element array (element wise) :



    Problem is it rotates in the wrong direction.
    Anyone want to have a crack at the other direction?
    No matter what I try I break it.

    I realise I can just replace the 1 for 255 and use this for the same effect
    as the other direction, but that takes too much time for the application.
    Cheers, Art.
    Code:
    //rotate one way
    int temp;
    temp = x[0];
    memmove((uint8_t*)&x, ((uint8_t*)&x) + sizeof(int), 255 * sizeof(int));
    x[255] = temp;
    
    // rotate the other way
    temp = x[255];
    memmove(((uint8_t*)&x)+sizeof(int), (uint8_t*)&x, 255 * sizeof(int));
    x[0] = temp;
    thats off the top of my head for a brute force way and untested.

    memmove can handle overlapping blocks so but depends how well its programmed to handle overlapping blocks, it may use a bad algo.. I dont know if mips has a direction movement flag like x86 (which makes it super easy/cheap to do)...

    edit: my assumption here was you were using an array of ints, just change correct sizeofs and temp variable... etc.
    Geändert von _df_ (07-07-2009 um 05:45 AM Uhr) Grund: code tags
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  22. #9862
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    Zitat Zitat von Jeyboye Beitrag anzeigen
    Hello.

    I was wondering why the following files weren't compiling for me:

    Spoiler for Main.c:
    Code:
    /*
              My Image Display Program
              Author: Brad Dwyer
              Date: 12/28/2005
    
              Thanks to Psilocybeing for the base code.
    */ 
    
    #include <pspdisplay.h>
    #include <pspctrl.h>
    #include <pspkernel.h>
    #include <pspdebug.h>
    #include <pspgu.h>
    #include <png.h>
    #include <stdio.h>
    #include "graphics.h"
    
    #define printf pspDebugScreenPrintf
    #define MAX(X, Y) ((X) > (Y) ? (X) : (Y))
    
    PSP_MODULE_INFO("Image Display Program", 0, 1, 1);
    
    /* Exit callback */
    int exit_callback(int arg1, int arg2, void *common) {
              sceKernelExitGame();
              return 0;
    }
    
    /* Callback thread */
    int CallbackThread(SceSize args, void *argp) {
              int cbid;
    
              cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
              sceKernelRegisterExitCallback(cbid);
    
              sceKernelSleepThreadCB();
    
              return 0;
    }
    
    /* Sets up the callback thread and returns its thread id */
    int SetupCallbacks(void) {
              int thid = 0;
    
              thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
              if(thid >= 0) {
                        sceKernelStartThread(thid, 0, 0);
              }
    
              return thid;
    }
    
    int main() {
              char buffer[200];
              Image* ourImage;
    	
    	 pspDebugScreenInit();
              SetupCallbacks();
              initGraphics();
    	
    	sprintf(buffer, "ourImage.png");
              ourImage = loadImage(buffer);
    	
    	 if (!ourImage) {
                        //Image load failed
                        printf("Image load failed!\n");
              } else { 
    	
    	  int x = 0;
                        int y = 0;
                        sceDisplayWaitVblankStart(); 
    	
    	 while (x < 480) {
                                  while (y < 272) { 
    	
    	blitAlphaImageToScreen(0 ,0 ,32 , 32, ourImage, x, y);
                                            y += 32;
                                  }
    		
    		x += 32;
                                  y = 0;
                        }
    	
    	 flipScreen();
              }
    	
    	sceKernelSleepThread();
              return 0;
    }

    Spoiler for Makefile:

    Code:
    TARGET = hello
    OBJS = main.o graphics.o framebuffer.o
    
    CFLAGS = -O2 -G0 -Wall
    CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
    ASFLAGS = $(CFLAGS)
    
    LIBDIR = 
    LIBS = -lpspgu -lpng -lz -lm
    LDFLAGS =
    
    EXTRA_TARGETS = EBOOT.PBP
    PSP_EBOOT_TITLE = Image Example
    
    PSPSDK=$(shell psp-config --pspsdk-path)
    include $(PSPSDK)/lib/build.mak


    I'm using the latest (3.1) csp development studio, so I believe the objs and anything else needed are in this IDE and up to date but, for some reason, nothing compiles when I click the "Make" button to compile. Thanks!
    Where did you get the CSP from?

  23. #9863
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    well first you get the 3.0 version from here, then you get and install the 3.1 patch from here.
    That epic dude.

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    Zitat Zitat von mootjeuh Beitrag anzeigen
    well first you get the 3.0 version from here, then you get and install the 3.1 patch from here.
    Im not asking where to get it i had it but it wasnt very good and just got ubuntu installed on my laptop (instead of installing cygwin on it) but im saying some places may not have the whole CSP included like some stuff was removed. and the CSP DL was removed from dl.qj.net
    Zitat Zitat von http://dl.qj.net/CSP-Development-Studio-v3.0-PSP-Development/pg/12/fid/14443/catid/204
    QJTempRemoved.zip
    thats the same as the 3.1 patch.

    But the reason that CSP dosnt compile something is because there is an error that needs fixing

    or youll need a new CSP witch i can give you if you would like
    Geändert von lilmnm (07-07-2009 um 02:21 PM Uhr)

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    Install MinPSPw, search google for my installation tutorial
    I hate those monkeys ZOMG!
    -~Slasher~-
    http://i18.tinypic.com/4m848p5.gif

  26. #9866
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    Art ist offline
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    Zitat Zitat von _df_ Beitrag anzeigen
    Code:
    //rotate one way
    int temp;
    temp = x[0];
    memmove((uint8_t*)&x, ((uint8_t*)&x) + sizeof(int), 255 * sizeof(int));
    x[255] = temp;
    
    // rotate the other way
    temp = x[255];
    memmove(((uint8_t*)&x)+sizeof(int), (uint8_t*)&x, 255 * sizeof(int));
    x[0] = temp;
    thats off the top of my head for a brute force way and untested.

    memmove can handle overlapping blocks so but depends how well its programmed to handle overlapping blocks, it may use a bad algo.. I dont know if mips has a direction movement flag like x86 (which makes it super easy/cheap to do)...

    edit: my assumption here was you were using an array of ints, just change correct sizeofs and temp variable... etc.
    Thanks, yes I do know many other ways, but was kinda hoping to work out the reverse of that one to try getting my head around it.

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    Zitat Zitat von Tenzou Beitrag anzeigen
    Hello everyone. I'm new in this forum but I'm not that new to C/C++ programming.

    This sounds like basic stuff but I'm a bit confused with some examples I found on the web/also here.

    Thanks in advance..
    well, it is basic stuff. read the file (fgets) line by line.. insert the new data where you want. unlink the old file, open file for writing and write out new contents...
    -- Code Monkey : Sarien, Fishguts, Cracks and Crevices --

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

  28. #9868
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    new problem: I'm trying to load a prx but it just doesn't wanna. when I try loading it with iR Shell, it works jus fine. but when I use the functions that are in the SDK samples; either my PSP crashes or the screen turns black but the exit callbacks still work.
    these are the SDK functions that I'm referring to:

    Spoiler for SceUID load_prx:

    SceUID load_prx(const char *path, int flags, int type)
    {
    SceKernelLMOption option;
    SceUID mpid;

    //If the type is 0, then load the module in the kernel partition, otherwise load it
    //in the user partition.
    if (type == 0) {
    mpid = 1;
    } else {
    mpid = 2;
    }

    memset(&option, 0, sizeof(option));
    option.size = sizeof(option);
    option.mpidtext = mpid;
    option.mpiddata = mpid;
    option.position = 0;
    option.access = 1;

    return sceKernelLoadModule(path, flags, type > 0 ? &option : NULL);
    }
    ^Here the screen turns black

    Spoiler for LoadStartModule:

    int LoadStartModule(char *path)
    {
    u32 loadResult;
    u32 startResult;
    int status;

    loadResult = sceKernelLoadModule(path, 0, NULL);
    if (loadResult & 0x80000000)
    return -1;
    else
    startResult =
    sceKernelStartModule(load Result, 0, NULL, &status, NULL);

    if (loadResult != startResult)
    return -2;

    return 0;
    }
    ^here my PSP crashes

    anyone got any ideas?
    That epic dude.

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    Zitat Zitat von mootjeuh Beitrag anzeigen
    new problem: I'm trying to load a prx but it just doesn't wanna. when I try loading it with iR Shell, it works jus fine. but when I use the functions that are in the SDK samples; either my PSP crashes or the screen turns black but the exit callbacks still work.
    these are the SDK functions that I'm referring to:

    Spoiler for SceUID load_prx:

    SceUID load_prx(const char *path, int flags, int type)
    {
    SceKernelLMOption option;
    SceUID mpid;

    //If the type is 0, then load the module in the kernel partition, otherwise load it
    //in the user partition.
    if (type == 0) {
    mpid = 1;
    } else {
    mpid = 2;
    }

    memset(&option, 0, sizeof(option));
    option.size = sizeof(option);
    option.mpidtext = mpid;
    option.mpiddata = mpid;
    option.position = 0;
    option.access = 1;

    return sceKernelLoadModule(path, flags, type > 0 ? &option : NULL);
    }
    ^Here the screen turns black

    Spoiler for LoadStartModule:

    int LoadStartModule(char *path)
    {
    u32 loadResult;
    u32 startResult;
    int status;

    loadResult = sceKernelLoadModule(path, 0, NULL);
    if (loadResult & 0x80000000)
    return -1;
    else
    startResult =
    sceKernelStartModule(load Result, 0, NULL, &status, NULL);

    if (loadResult != startResult)
    return -2;

    return 0;
    }
    ^here my PSP crashes

    anyone got any ideas?
    What i use for my DayPR to load outside prx's (in this case the USB) is LoadStartModule

    example USB Activation (to start the whole process)

    Spoiler for USB Example:
    Code:
    void usbFunc() 
    {
         int LoadStartModule(char *path){
    
        u32 oldButtons = 0;
        u32 retVal;
    
        state = 0;
    
        u32 loadResult;
        u32 startResult;
        int status;
    
        loadResult = sceKernelLoadModule(path, 0, NULL);
        if (loadResult & 0x80000000)
            return -1;
        else
            startResult = sceKernelStartModule(loadResult, 0, NULL, &status, NULL);
    
        if (loadResult != startResult)
            return -2;
    
        return 0;
           
    }


    Then this to load the out side PRX's (the usb prx's)

    Spoiler for Way to call the PRX's:
    Code:
         unsigned int usbLoaded = 0;
         #define PSP_USBSTOR_DRIVERNAME "USBStor_Driver"
         
         if(usbOn == 0) //if prx currently has usb mode off
         {
                  if(usbLoaded == 0)//has usbmode has been loaded before?
                  {
        LoadStartModule("flash0:/kd/chkreg.prx");
            LoadStartModule("flash0:/kd/npdrm.prx");
            LoadStartModule("flash0:/kd/semawm.prx");
            LoadStartModule("flash0:/kd/usbstor.prx");
            LoadStartModule("flash0:/kd/usbstormgr.prx");
            LoadStartModule("flash0:/kd/usbstorms.prx");
            LoadStartModule("flash0:/kd/usbstorboot.prx");
            sceUsbstorBootSetCapacity(0x800000);
            sceUsbStart(PSP_USBBUS_DRIVERNAME, 0, 0);
            sceUsbStart(PSP_USBSTOR_DRIVERNAME, 0, 0);
                  usbLoaded++;
                  }
                  usbOn=1;
                  sceUsbActivate(0x1c8);
         }
                  else
                  {
    
    
                  usbOn=0;
                  sceUsbDeactivate(0x1c8);
                  }
    }


    in your code i dont see it trying to define what prx you want it to load try defineing the exact prx you want it to load and you should get any errors or crashes

  30. #9870
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    i don't get it. all i want to do is load a prx. i don't even know HOW to define what prx i want to load.
    That epic dude.


 

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