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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; Add -lpspumd to your LIBS....
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03-11-2006, 03:01 PM #121QJ Gamer Blue
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Add -lpspumd to your LIBS.
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03-11-2006, 03:35 PM #122Developer

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Ok, thanks alot!
But when you fix a problem there is always a new one...
Now the program launches the UMD even if I don't push 'X'... So exactly when I execute the program it starts the UMD. Why doesn't the 'wait-for-me pressing-the-button' work??
Code:while(1) { sceCtrlReadBufferPositive(&pad, 1); if(pad.Buttons & PSP_CTRL_CROSS) { break; } i = sceUmdCheckMedium(0); if (i == 0) { printf("- Insert UMD\n"); } while (i == 0) { i = sceUmdCheckMedium(0); } i = sceUmdActivate(1, "disc0:"); printf("- Mounted UMD\n"); i = sceUmdWaitDriveStat(UMD_WAITFORINIT); fd = sceIoOpen("disc0:/UMD_DATA.BIN", PSP_O_RDONLY, 0777); if(fd >= 0) { char game_id[11]; sceIoRead(fd, game_id, 10); sceIoClose(fd); game_id[10] = 0; printf("- Found game %s\n", game_id); } sceKernelLoadExec("disc0:/PSP_GAME/SYSDIR/BOOT.BIN",0);
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03-11-2006, 03:41 PM #123QJ Gamer Blue
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It looks like you forgot an ending bracket to terminate the while loop. It should look like this:
Zitat von SodR
Yeah, I write code a bit differently from most here. It's how they taught me in school. Anyway, you could also do this:Code:while(1) { sceCtrlReadBufferPositive(&pad, 1); if(pad.Buttons & PSP_CTRL_CROSS) { break; } }
because if there's just one statement after an if statement, you don't need brackets. If you make anymore though, you must add them.Code:while(1) { sceCtrlReadBufferPositive(&pad, 1); if(pad.Buttons & PSP_CTRL_CROSS) break; }
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03-12-2006, 05:40 AM #124Developer

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I tryed tto make a simple meny but it wont work...
Code:while (1) { sceCtrlReadBufferPositive(&pad, 1); if (menu == 1) { printTextScreen(10, 10, "something <--", RGB(0, 0, 0)); printTextScreen(10, 20, "something", RGB(0, 0, 0)); printTextScreen(10, 30, "something", RGB(0, 0, 0)); printTextScreen(10, 40, "something", RGB(0, 0, 0)); flipScreen(); } if (menu == 2) { printTextScreen(10, 10, "something", RGB(0, 0, 0)); printTextScreen(10, 20, "something <--", RGB(0, 0, 0)); printTextScreen(10, 30, "something", RGB(0, 0, 0)); printTextScreen(10, 40, "something", RGB(0, 0, 0)); flipScreen(); } if (menu == 3) { printTextScreen(10, 10, "something", RGB(0, 0, 0)); printTextScreen(10, 20, "something", RGB(0, 0, 0)); printTextScreen(10, 30, "something <--", RGB(0, 0, 0)); printTextScreen(10, 40, "something", RGB(0, 0, 0)); flipScreen(); } if (menu == 4) { printTextScreen(10, 10, "something", RGB(0, 0, 0)); printTextScreen(10, 20, "something", RGB(0, 0, 0)); printTextScreen(10, 30, "something", RGB(0, 0, 0)); printTextScreen(10, 40, "something <--", RGB(0, 0, 0)); flipScreen(); } if (pad.Buttons & PSP_CTRL_UP) { if (menu > 1) { menu--; for(i=0; i<10; i++) { sceDisplayWaitVblankStart(); } } } if (pad.Buttons & PSP_CTRL_DOWN) { if (menu < 9) { menu++; for(i=0; i<10; i++) { sceDisplayWaitVblankStart(); } } }Geändert von SodR (03-12-2006 um 07:09 AM Uhr)
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03-12-2006, 08:59 AM #125words are stones in my <3

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What are you getting when complying? Also, might want to remove all the flipScreen()'s, you only need one, and when doing just text printing with printTextScreen, just put it at the end of the while loop / main infinite loop. O and dont make the colors
RGB(0, 0, 0);
That makes them black aka, wont see them lol
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03-12-2006, 11:28 AM #126Developer

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I don't get any errors when I comply but the meny dosn't work when I try to use it =S. I am using a white background so I want the text to be black =P. Maybe someone got a good exaple of a simple menu??
Zitat von SG57
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03-12-2006, 12:49 PM #127QJ Gamer Blue
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I've actually designed a fairly functional menu class. If you're coding in C++, it might be handy. Beware: there's a load of documentation to go with it, and you'll probably need to read it to understand how to use it.
Zitat von SodR
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03-12-2006, 01:09 PM #128words are stones in my <3

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Here is something i just threw together:
You do not need all the buffers, it just makes my code look cleaner, so feel free to do what ever. O and the XPressed and UPPressed and things like that are defined at the top as macros.Code:void GameMenu() // ------------------------------Menu Function { char bufferStart[200]; char bufferOption[200]; char bufferCredit[200]; char bufferExit[200]; char bufferBG[200]; // { Complete Backround Loading Image* bg; sprintf(bufferBG, "bg.png"); bg = loadImage(bufferBG); // } Complete Backround loading sprintf(bufferStart," S T A R T"); sprintf(bufferOption, "O P T I O N S"); sprintf(bufferCredit, "C R E D I T S"); sprintf(bufferExit, " E X I T"); int startx = 200, starty = 136; int optionx = 200, optiony = 156; int creditx = 200, credity = 176; int exitx = 200, exity = 196; int menucount = 0; int i; Color highlighted = RGB(255, 255, 255); // When selected Color dimmed = RGB(55, 55, 55); // NOT selected Color shadow = RGB(55, 55, 55); // When/Not selected SceCtrlData pad; while(1) { blitAlphaImageToScreen(0, 0, 480, 272, bg, 0, 0); // --- Seperator for Cleaner code... printTextScreen(startx, starty, bufferStart, shadow); // {print the shadow of option printTextScreen(optionx, optiony, bufferOption, shadow); printTextScreen(creditx, credity, bufferCredit, shadow); printTextScreen(exitx, exity, bufferExit, shadow); // } print the shadow of option // --- Seperator for Cleaner code... printTextScreen(startx, starty, bufferStart, dimmed); // [ print the dimmed version of option printTextScreen(optionx, optiony, bufferOption, dimmed); printTextScreen(creditx, credity, bufferCredit, dimmed); printTextScreen(exitx, exity, bufferExit, dimmed); // ] print the dimmed version of option sceCtrlReadBufferPositive(&pad, 1); // initialize 'pad' to work with controller if(UPPressed) { menucount--; // '--' Because menu is going downwards for(i=0; i<10; i++) { sceDisplayWaitVblankStart(); // Wait 1 second until initiation } } if(DOWNPressed) { menucount++; for(i=0; i<10;i++) { sceDisplayWaitVblankStart(); } } if(menucount < 0) menucount = 0; if(menucount > 3) menucount = 3; if(menucount == 0) { printTextScreen(startx, starty, bufferStart, highlighted); if(XPressed) { GameMode = true; } } if(menucount == 1) { printTextScreen(optionx, optiony, bufferOption, highlighted); } if(menucount == 2) { printTextScreen(creditx, credity, bufferCredit, highlighted); } if(menucount == 3) { printTextScreen(exitx, exity, bufferExit, highlighted); if(XPressed) { pspDebugScreenClear(); clearScreen(RGB(100, 100, 100)); printTextScreen(100, 133, "H a v e A N i c e D a y ! ! !", highlighted); sceKernelDelayThread(1000000*2); // wait 2 seconds before quiting sceKernelExitGame(); } } else if(GameMode==true) { Game(); } flipScreen(); } //while } // --------------------------------------------END GAMEMENU
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03-12-2006, 01:55 PM #129Developer

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Thanks alot SG57 but this line gives me some problem when I try to comply:
The compiler says that both 'GameMode' and 'true' is undeclared.Code:GameMode = true;
btw. I changed Xpressed to pad.Buttons & PSP_CTRL_CROSS in the code. Because I assume that you have defined them that way, right?
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03-12-2006, 02:49 PM #130QJ Gamer Blue
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Alright, I hate to do this, because the problem seems so trivial, and knowing my luck I'm gonna find the answer to it myself as soon as I post this. However, I've been banging my head against this for awhile, and it's confounding me.
I have a class written called Paddle. I know this class is functional, as I've used it before and it executed perfectly. However, it's come to pass somehow that my other files in the project will no longer recognize the Paddle class. Everytime I try to create an instance of it, it thinks I'm trying to declare a variable with no type. Classes that used instances of this class that were working perfectly find beforehand are now no longer functional due to this.
More specifically, I keep getting this error:
ISO C++ forbids declaration of 'Paddle' with no type
This occurs every time I try to create a new Paddle object.
Here's the declaration of my Paddle class (contained in a seperate file named Paddle.h):
All this code checks out. If I compile just Paddle.o, it works out fine, no errors nor warnings.Code:class Paddle { private: int nX, nY, nXSize, nYSize; bool bImageLoaded; Image* imgPaddle; public: Paddle(void); Paddle(int, int, int, int, char*); bool LoadImage(char*, int, int); bool ImageSuccess(void); int GetX(void); int GetY(void); int GetXSize(void); int GetYSize(void); void Display(void); void LoadXY(int, int); void MoveX(int); };
Here's one of the classes that's trying to use it:
It's stored in Puck.h, and has the following includes:Code:class Puck { private: int nX, nY, nXSize, nYSize, nXVelocity, nYVelocity, nStartingX, nStartingY, nStartingXVelocity, nStartingYVelocity, nNumBlocks; bool bImageLoaded; Image* imgPuck; Paddle* pPaddle; Block* bBlocks; public: Puck(void); Puck(int, int, int, int, int, int, int, Paddle*, Block*, char*); bool LoadImage(char*, int, int); bool ImageSuccess(void); void SetVelocity(int, int); void Reset(void); int Refresh(void); };
Finally, here's my makefile:Code:#include "psptools.h" #include "Block.h" #include "Paddle.h"
Code:TARGET = Breakout OBJS = main.o graphics.o framebuffer.o psptools.o Block.o Puck.o pause.o level.o Paddle.o CFLAGS = -O2 -G0 -Wall CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti ASFLAGS = $(CFLAGS) LIBDIR = LIBS = -lpspgu -lpsppower -lpng -lz -lm -lstdc++ LDFLAGS = EXTRA_TARGETS = EBOOT.PBP PSP_EBOOT_TITLE = Breakout PSP PSPSDK=$(shell psp-config --pspsdk-path) include $(PSPSDK)/lib/build.mak
Geändert von Andorien (03-12-2006 um 02:52 PM Uhr)
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03-12-2006, 03:34 PM #131words are stones in my <3

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1. I told you i had a macro defining what XPressed and sch meant in the same post with the code
Zitat von SodR
2. GameMode is just a flag I used to determine if my game was in the menu or in the game or credits or exiting, etc.
3. I defined true and false:
#define true 1
#define false 0
So I could use them with teh GameMode flag and for better senseof whats is going on, not just a bunch of numbers and bools.
Plus, Im not complaining or nothing, but debugging is a very useful 'skill' as someone had posted above. The complying errors you posted were very easy and understandable so maybe you could have looked at the code and realized "Wait a minute, I dont knoiw what 'true' means, and its not defined, theres the problem, along with GameMode". But I was once that way so I can not complain or else ill be a hipicrit :icon_smilGeändert von SG57 (03-12-2006 um 03:38 PM Uhr)

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03-12-2006, 06:05 PM #132QJ Gamer Blue
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Bottom paged. Would rather this not get lost in the earlier pages.
Zitat von Andorien
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03-13-2006, 02:22 PM #133Developer

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I managed to fix the menu problem above, so nevermind about that one.
I want my program to execute MPH's Game Loader when I press X and I'm using this code:
But since I'm on 1.5 it will give me the "The Game could not be started (80010002)" error. If I remember right thats the error you get when trying to launch a non-kxploited eboot, right? So what is the code to launch a eboot from a homebrew game on 1.5 then?Code:sceKernelLoadExec("ms0:/PSP/GAME/MPHGAMELOADER/EBOOT.BIN", 0);
I tryed with sceKernelLoadExec("ms0:/PSP/GAME/MPHGAMELOADER%/EBOOT.BIN", 0); but that didn't work either...
-----------------------------------------------------
I know how to dump a single file with this code but what should I do if I want to dump the entire kd folder or the whole flash0?
btw. This is not the exact code I used but it should look something like this.Code:void DumpAta.prx(void) { int i; int fd; fd = sceIoOpen("flash0:/kd/ata.prx", PSP_O_RDONLY, 0777); if(fd >= 0) { char path[256]; build_path(path, "ms0:/", kd, 0); sceIoMkdir(path, 0777); write_file("flash0:/kd/", path, "ata.prx"); } }Geändert von SodR (03-13-2006 um 03:48 PM Uhr)
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03-14-2006, 06:29 AM #13411th Squad Captain
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what do i do with loadvsh.sh?
I Wanna load my PRX File in the PSP's OS,
and i got told that loadvsh.sh will do that for me.
But at the moment i dont know how to load it?
Should i open it up with a text editor and add
the code from loadvsh.sh to my main.c file?FAVORITE GAME! - BEER & ANIME! - SO EXICTING!

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03-14-2006, 07:42 AM #135words are stones in my <3

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The game can not be started becasue there isnt a Eboot.bin in the MPH game folder, its .PBP, and your probably thinking about a UMD how you have to load the eboot.bin.
Zitat von SodR
Just kinda guessing
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03-14-2006, 08:04 AM #136Developer

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Yes that was my fault of course it should be eboot.pbp =P but it seems that you can only start eboots form the ms in kernel mode and only start umd's in user mode(!).
Zitat von SG57
Because when I'm in user mode I can't start eboot.pbp from the ms but i can start UMD's with sceKernelLoadExec("disc0:/PSP_GAME/SYSDIR/BOOT.BIN",0); . But when I go into kernel mode with this line
I can only start eboots from the ms but when I try to start a UMD it just gives me the same error as I got when I tryed to start a eboot from the ms in user mode.Code:PSP_MODULE_INFO("MyApp", 0x1000, 1, 1); // 0x1000 = Kernel mode PSP_MAIN_THREAD_ATTR(0); // Kernel Mode
I have no idea why I can't launch UMD's in kernel mode =S
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03-14-2006, 08:40 PM #137words are stones in my <3

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Well, think about the GTA exploit for a sec.... if UMD = USER MODE ONLY and GTA does not use kernel, only user mode, that may just be because it is in user mode, so that kinda verifys that user mode = UMD, unless fanjita or someone has a bigger brain ;-)

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03-15-2006, 03:02 AM #138Developer

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So there is not way to have a function like this "press X and start the UMD and press O to start MPH Game Loader" ??
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03-15-2006, 07:19 AM #139words are stones in my <3

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Yes there is, do some multithreading. OSS like PSIX and such play UMD Games and run eboots.

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03-15-2006, 02:31 PM #140
does any one know of any IR source codes, im sure IR is not simple but iv got an idea for sending out raw IR, i just gotta know how to do it. Ir capture "captures" raw IR, im looking to emit it.
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03-16-2006, 08:16 AM #141
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Anybody know how I could launch EBOOT.PBP -files from my program? I'm trying to do a program where I could launch all my emulators by pressing the buttons on PSP, lets say that X launches NES-emulator, O launches SNES emulator and so on. I know everything else of how to do that except the loading of EBOOT.PBP's. I've tried to load them like this:
The problem is that it doesn't work on my 1.5 PSP. All I have is a black screen, memstick light flashes couple of times, then it gets back to XMB. For some emus it doesn't give any error, but with some it gives "80020001". I know that there's programs with source codes which load .PBP's (ex. FileAssistant), but it's too hard for me to find the information that I need from the sources.Code:// Sets The Program To Kernel Mode PSP_MODULE_INFO("EMULATOR_LAUNCHER", 0x1000, 1, 1); PSP_MAIN_THREAD_ATTR(0); . . . and in main I'm trying to launch the eboot like this: sceKernelLoadExec("ms0:/EMULATORS/SNES.PBP",0);
So, does somebody know what's wrong and how I could succesfully load those .PBP -files?
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03-16-2006, 04:35 PM #142words are stones in my <3

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Look at the FileAssistant Source, tahts what they released it for ?-S

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03-17-2006, 02:35 AM #143QJ Gamer Blue
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Substring in C?
is there a routine in C that will allow me to copy a substring from a given string.
for instance, say I want to extract the word 'World' from 'Hello World'?
At the moment I'm using loops, which are a pain.. :)
Thanks
PS: I scanned the sdk docs, but nothing gave me any ideas, I'm sure there used to be a function though...
EDIT: I've been using this.....
Code:char source[20]; char dest[20]; int f; strcpy(source, "Hello World"); printf("source = %s\n", source); for (f=0; f<=4; f++) { dest[f] = source[f+6]; } printf("dest = %s\n", dest);Geändert von polomint (03-17-2006 um 02:48 AM Uhr)
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03-17-2006, 06:12 AM #144
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I would, but as you can see I'm just a beginner and FileAssistant source has so many files that I don't know where to start looking
Zitat von SG57
PSP-OSS and some other programs use Bootloader 1.0 to boot EBOOT.PBP's, but I haven't find anything of it.
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03-17-2006, 09:05 PM #145QJ Gamer Silver
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Zitat von Andorien
I havn't worked with classes much, but I know I had a similar problem with structs.
normally you can declare a struct like..
struct mystruct
{
stuff
};
then declare it like...
mystruct* mystructarray[10];
but for some reason you have to declare structs as...
struct mystruc* mystructarray[10];
so maybe when you declare something of paddle class try
class paddle* mypaddles;
Only thing that I can think of
PSN: Shatterdome
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03-17-2006, 09:34 PM #146QJ Gamer Blue
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What you say makes sense, however I don't have to do that with any of my other classes (which now includes puck, paddle, block, level, design, pause, Menu_Item<TARGET> and Menu<ITEM>). I've since just moved the paddle class into the same files as the puck class, and it seems to work fine.
Zitat von Shatterdome
Geändert von Andorien (03-17-2006 um 09:38 PM Uhr)
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03-19-2006, 11:41 AM #147Developer

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Yes, that bootloader would fix everything, too bad I can't find the sources.
btw. Miikkiz, have you made sure there is actually an eboot that is at ms0:/EMULATORS/SNES.PBP?? Shouldn't it be like this: ms0:/PSP/GAME/"theemulatorsfoldernamehe re"/EBOOT.PBP, since the excutable is always called eboot.pbp it's kinda weird to link to snes.pbp...
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03-21-2006, 07:38 AM #148
This is kinda like the source code to one(.PBP^booter), but as it says... it doesn't work on 1.0
http://forums.ps2dev.org/viewtopic.p...00576e0177cb77
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03-21-2006, 12:48 PM #149
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There actually is EBOOT at ms0:/EMULATORS/SNES.PBP, I copied it from the folder of SNES-emu (without the %-mark), and renamed it to SNES.PBP, so that they wouldn't take the space of my Game->Memory Stick -menu, because I could launch them with my own program, so only one icon needed.
Zitat von SodR
Devun_06, thanks for posting that, I'll look for more in to it tomorrow, still it seems pretty confusing to me, a guy who just started to learn coding
Im just wondering what do I need to edit in that code, where do I put the path to my EBOOT? I'll try something and post my results then.
Geändert von MiiKKiZ (03-21-2006 um 12:51 PM Uhr)
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03-26-2006, 07:31 AM #150
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Damn, I'm going to lose my mind, I've tried to get it working today and yesterday, and I have actually no clue how to do that. Maybe I should start to read some C-programming book or something. Anyways, could somebody post a sample which would include that code, and it would load ms0:/Emulators/NES/EBOOT.PBP straight after the program is executed, so it would be as simple as possible and I could maybe understand it :)
Zitat von MiiKKiZ
EDIT:
I actually found the source of Bootloader from FileAssistant forums, it can be downloaded here: http://www.easy-monkey.co.uk/Downloads/BootLoader.rar
"Check out CFrameWork::RunExecutable and CFrameWork::RunUMD functions in FA++ source code to see how to use the loaders."
But, as I'm a dumb idiot, I don't know how to use this, either. So, if somebody could post an example of this, how to load ms0:/Emulators/NES/EBOOT.PBP after the program starts, I would be so happy :icon_winkGeändert von MiiKKiZ (03-26-2006 um 07:48 AM Uhr)


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