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; @yaustar I used the code that you posed and it worked. I have got a second counter based on the ...
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10-18-2009, 11:31 AM #9961QJ Gamer Green
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@yaustar
I used the code that you posed and it worked. I have got a second counter based on the ticks.
However...
When i divide res by 1000, to get a millisecond counter, it goes ALOT slower, 1000 milliseconds pass in about 15 seconds, when 1000ms are supposed to be 1 second.
...Just Returned To The Scene...
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10-18-2009, 12:01 PM #9962QJ Gamer Green
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ah CRAP! i JUST realised WHY!
It takes longer to loop thru the program than it does to pass one millisecond! And MS can only ever increase by one!
I think i can figure this out......Just Returned To The Scene...
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10-19-2009, 10:12 AM #9963
aaaah you just discovered why you need to understand fps + timestepping..
Fix Your Timestep! Gaffer on Games-- Code Monkey : Sarien, Fishguts, Cracks and Crevices --
"Did IQ's just drop sharply while I was away?" (Ripley)
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10-24-2009, 06:55 AM #9964
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Ok, here's the biggest newb question yet, probably.
I have Dev-c++ and just downloaded MinPSPSDK. Can someone tell me how to directly code and compile psp homebrew from the dev-c++ IDE please :)
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10-24-2009, 07:10 AM #9965Developer and Tutor.
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add the min psp sdk as an external compiler in the settings that is more of a dev c++ question than a psp programming one.
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10-24-2009, 08:43 AM #9966
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Can't find any way to do that
.
Added directories in Compiler options but it (obviously) didn't work.
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11-02-2009, 03:01 AM #9967QJ Gamer Gold

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okay, I know this isn't much of a C/C++ question, but can someone point me to some MIPS Assembly tutorials?
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11-02-2009, 08:58 AM #9968QJ Gamer Silver
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11-02-2009, 08:58 AM #9969QJ Gamer Green
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Why is it so damn difficult to set-up the psp programming environment.I downloaded mini blah blah blah, i have dev C++ and even tried to add SQL as an external compiler in dev c++ for other things and all i get are errors...its so frustrating. :ah)
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11-02-2009, 09:12 AM #9970QJ Gamer Gold

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11-02-2009, 10:49 AM #9971Developer and Tutor.
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lol how many times :P mot devs only require MinPSPW and you would only need the toolchain if you needed to add a custom library for some reason XD.
------ FaT3oYCG -----
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11-02-2009, 02:23 PM #9972Developer
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here is a intro from Central Connecticut State University it had a few tuts in it when i was skkimming through it
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11-03-2009, 02:20 AM #9973QJ Gamer Gold

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Geändert von mootjeuh (11-03-2009 um 04:02 AM Uhr)
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11-09-2009, 09:38 AM #9974QJ Gamer Blue
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Some questions:
1. How do I get the FW version and motherboard version, and print them. I used sysparam sample and i want to print the FW and motherboard version.
2.I`ve tryed a psp buttons test:
But i`ve added more from pspctrl.hCode:sceCtrlReadBufferPositive(&pad, 1); printf("Analog X = %d ", pad.Lx); printf("Analog Y = %d \n", pad.Ly); if (pad.Buttons != 0){ if (pad.Buttons & PSP_CTRL_SQUARE){ printf("Square pressed \n"); } if (pad.Buttons & PSP_CTRL_TRIANGLE){ printf("Triangle pressed \n"); } if (pad.Buttons & PSP_CTRL_CIRCLE){ printf("Cicle pressed \n"); } if (pad.Buttons & PSP_CTRL_CROSS){ printf("Cross pressed \n"); } if (pad.Buttons & PSP_CTRL_UP){ printf("Up pressed \n"); } if (pad.Buttons & PSP_CTRL_DOWN){ printf("Down pressed \n"); } if (pad.Buttons & PSP_CTRL_LEFT){ printf("Left pressed \n"); } if (pad.Buttons & PSP_CTRL_RIGHT){ printf("Right pressed \n"); } if (pad.Buttons & PSP_CTRL_START){ printf("Start pressed \n"); } if (pad.Buttons & PSP_CTRL_SELECT){ printf("Select pressed \n"); } if (pad.Buttons & PSP_CTRL_LTRIGGER){ printf("L-trigger pressed \n"); } if (pad.Buttons & PSP_CTRL_RTRIGGER){ printf("R-trigger pressed \n"); } } }
->
I`ve know that WLAN_UP, MS and REMOTE don`t work, BUT, how do i make HOME BUTTON,SCREEN and other added work? Becouse they do they standard function (Home->Exit homebrew).Code:if (pad.Buttons & PSP_CTRL_HOME){ printf("Ati apasat butonul 'HOME' \n"); } if (pad.Buttons & PSP_CTRL_HOLD){ printf("Ati activat butonul 'HOLD' \n"); } if (pad.Buttons & PSP_CTRL_NOTE ){ printf("Ati apasat butonul 'NOTE ' \n"); } if (pad.Buttons & PSP_CTRL_SCREEN ){ printf("Ati apasat butonul 'SCREEN ' \n"); } if (pad.Buttons & PSP_CTRL_VOLUP ){ printf("Ati apasat butonul 'VOLUME UP' \n"); } if (pad.Buttons & PSP_CTRL_VOLDOWN ){ printf("Ati apasat butonul 'VOLUME DOWN' \n"); } if (pad.Buttons & PSP_CTRL_WLAN_UP ){ printf("Ati activat butonul de activare 'WLAN' \n"); } if (pad.Buttons & PSP_CTRL_REMOTE ){ printf("Unitatea UMD functioneaza. Aveti un UMD inserat.\n"); } if (pad.Buttons & PSP_CTRL_MS ){ printf("Aveti introdus un card in PSP-ul dvs.\n"); }
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11-21-2009, 02:37 PM #9975QJ Gamer Gold

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does anyone know if there's a graphics.c version of Danzeff's OSK ? coz I really don't understand SDL...
help is greatly appreciated
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11-28-2009, 02:35 PM #9976
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hello, how i can add more fields to an array at runtime
(for example, i've an array (char* Array[3]; Array[1] = "Bla", Array[2] = "Bla2" etc.)) and i want to add more fields (so that Array[3] gets for example 7 extra fields but that it does not overwrite Array[1] and Array[2]).Geändert von fasa123 (11-28-2009 um 04:56 PM Uhr)
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11-28-2009, 06:23 PM #9977QJ Gamer Gold

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if your using c, or even c++, than u can use realloc(IIRC), however if your using c++'s, new and delete statements, than you would need to dump the array to a temporary array, delete the old one, than re-size it and dump your old array back into your new one(this is assuming that you already understand dynamic arrays), this is because realloc only works with it's friends malloc and free, and is not cross compatible between the two
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11-29-2009, 02:05 AM #9978
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i tried it with using new (Array = new int[10]) but when i compile the compiler says that the new statement is undefined oO
And how can i look if i'm using c or c++?
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11-29-2009, 03:40 AM #9979QJ Gamer Blue
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You're asking us how to know in what language(s) you are programming ( "How can I look if I'm using Lua or Python ?"... ).
Anyway in C++, you have std::string for this use.
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11-29-2009, 04:03 AM #9980
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I mean c and c++ looks very same and so i do not knew this. now i found out, that if the file ending is cpp that it is c++ and if its just c than it c
that was not my question.. i mean the new statement, for example a = new int[5]
and i found that new & delete is only in c++
PS:
How can i create a new thread, that delays itselfs for a certain time and then calls another viod.Geändert von fasa123 (11-29-2009 um 05:09 AM Uhr)
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11-29-2009, 07:33 AM #9981QJ Gamer Blue
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Hey,
can someone advice me which library is best for work with OpenType fonts?
Thanks.
kweensey
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11-29-2009, 08:15 AM #9982QJ Gamer Blue
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Hum... C libraries can be used in C++, and then ? In order to program, you have to know in what language you are doing it...
( and programming in C++ is really not like programming in C )
I was obviously talking about your first post ;)
The thread's function should just... call sceKernelDelayThread, and then run another function (or thread) ?
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11-29-2009, 10:18 AM #9983
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When i call sceKernelDelayThread the psp hangs for the indicated milliseconds
Geändert von fasa123 (11-29-2009 um 10:41 AM Uhr)
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11-29-2009, 11:35 AM #9984QJ Gamer Blue
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Is that not what you want ?delays itselfs for a certain time
Its argument is a time in microseconds ( 1000 * millisecond_time ).
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11-29-2009, 08:03 PM #9985QJ Gamer Gold

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i think, if i understand from what i read is that he wants the core of the game to continue running, than spawn a thread at a certain time, but not interrupt the game, if so he needs to look into creating timers
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12-01-2009, 09:01 AM #9986QJ Gamer Blue
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Oh, that's not that hard :)
A simple idea (it works, but it's perhaps not the best) is to use the timestamp (time or sceKernelLibcTime, it doesn't matter) and your ellapsed_time = new_time - old_time. Implementing pause is not hard either.
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12-04-2009, 01:15 PM #9987QJ Gamer Gold

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does anyone know how to clear the ram ?
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12-28-2009, 06:03 PM #9988Bush Programmer

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I'm sure this could be simplified:
I just have a block.Code:lonwork = limit_left; latwork = limit_top; while (lonwork < displon) {lonwork = lonwork + zoom; xxx++;} while (latwork > displat) {latwork = latwork - zoom; yyy++;}
It's all about incrementing xxx and yyy the correct number of times.
Any ideas?
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12-28-2009, 07:26 PM #9989Bush Programmer

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Got his sorted NVM.
Art 1 QJ 0
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12-29-2009, 03:45 AM #9990Bush Programmer

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Hi Guys,
Actually, I'm stuck on the second line...
The first while loop can be replaced with this:
I can't work out the second while loop.Code:float temp; temp = displon - limit_left; xxx = temp / zoom;
Any help appreciated.
Cheers, Art.


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