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; Do you know what is meant by "call by reference" and "call by value"?! and more general how pointer works? ...
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12-22-2006, 02:01 PM #2401
Do you know what is meant by "call by reference" and "call by value"?!
and more general how pointer works?
1. why is your function type "char *" ?char *function(char *key)
{
sprintf(key, "hi");
return key;
}
void will do the same as the functions return ability is not used in main()->uselessint main()
{
char key[20];
function(key);
}
Therefore the return statement in your function is useless too.
You already passed key by reference ;)
proper use would look like this:
This will allocate a char array $size elements.int main()
{
char *p;
p = foo(16);
}
char *foo(int size)
{
char *t;
t = (char *)malloc(sizeof(char)*siz e);
return t;
}
You allocate memory dynamically which will stay in memory even if the function returns and then you return the location for your allocated space which will be stored in t, now you are ready to use it ;)
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12-22-2006, 04:31 PM #2402Developer

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well the use of the return value I were thining of was if you used the funtction like,
Zitat von tommydanger
printf("%s", function(key));
then the return value would be used.
I ofcourse know that it wouldn't do anything in the code i posted :/
also, no I don't know what "call by reference" and "call by value" means (I'm going to find out though), but I know how pointers work.
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12-22-2006, 09:58 PM #2403
Okay, so you open a portion of memory that won't be cleared before the return by using the malloc and you tell it the number of bytes to prepare to accept. Next, you substitute the open number of bytes to the numbers of characters it will be able to hold including the '\0'.
Zitat von tommydanger
This allows you to pass a character or set of characters outside a function, right?
why does passing characters and strings differ so much from passing integers and other values?
and t returns the address, correct? Meaning that the actual string will be found it 'p', this is though, like addressing using the '&' or am I lost?
Does this mean you could pull the string by using '&t'
and do you have to have a pointer created outside the function to hold the actual value to be read... is there no way to read it directly from the function's return, that's just how it seems.Geändert von Devun_06 (12-22-2006 um 10:45 PM Uhr)
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12-23-2006, 08:32 AM #2404QJ Gamer Green
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Hey everyone im back xD I was redoing some of the tutorials as i suck at coding still....and i cant find my error here. can anyone help me?
Heres the result from CYGWINCode://Button Pushing Will this work? #include <pspkernel.h> #include <pspdebug.h> #include <pspctrl.h> #define printf pspDebugScreenPrintf PSP_MODULE_INFO("DisplayClearReappear", 0, 0, 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(){ pspDebugScreentInit(); SetupCallbacks(); printf("Push [x] to display \n Push [o] to display something else \n push [^] to display other thing \n push [ ] to display i forgot whhat it displays"); while(1){ if(pad.Buttons&PSP_CTRL_CROSS){ printf("you have found hidden content \n not much of a secret ..."); } if(pad.Buttons&PSP_CTRL_CIRCLE){ printf("i dont have anything to say but yay"); } if(pad.Buttons&PSP_CTRL_SQUARE){ printf("what happens now?"); } if(pad.Buttons&PSP_CTRL_TRIANGLE){ printf("is this for real"); } } return 0; }
Code:$ make kxploit psp-gcc -I. -I/usr/local/pspdev/psp/sdk/include -O2 -G0 -Wall -c -o main.o mai n.c main.c: In function 'main': main.c:42: warning: implicit declaration of function 'pspDebugScreentInit' main.c:46: error: 'pad' undeclared (first use in this function) main.c:46: error: (Each undeclared identifier is reported only once main.c:46: error: for each function it appears in.) make: *** [main.o] Error 1
Thansk everyone
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12-23-2006, 08:35 AM #2405Developer

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It's pspDebugScreenInit() not pspDebugScreentInit()
Declare a pad variable before your while(1) loop (SceCtrlData pad;)
Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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12-23-2006, 08:42 AM #2406QJ Gamer Green
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xD thats it. im a bit tired lol. sorry. Thanks so much

edit: aww crud. i still have a couple of errors still
im goiing to try to resolve. does anyonee have any clue?
thanks insomniac.Geändert von Sethis (12-23-2006 um 08:54 AM Uhr)
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12-23-2006, 09:24 AM #2407Developer

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You'll also need to 'sceCtrlPeekBufferPositiv e(&pad, 1);' at the start of your while loop.
What other errors are you having exactly?
Your main code should look like this:
Code:int main(){ pspDebugScreenInit(); SetupCallbacks(); SceCtrlData pad; printf("Push [x] to display \n Push [o] to display something else \n push [^] to display other thing \n push [ ] to display i forgot whhat it displays"); while(1){ sceCtrlPeekBufferPositive(&pad, 1); if(pad.Buttons&PSP_CTRL_CROSS){ printf("you have found hidden content \n not much of a secret ..."); } if(pad.Buttons&PSP_CTRL_CIRCLE){ printf("i dont have anything to say but yay"); } if(pad.Buttons&PSP_CTRL_SQUARE){ printf("what happens now?"); } if(pad.Buttons&PSP_CTRL_TRIANGLE){ printf("is this for real"); } } return 0; }
Check out my homebrew & C tutorials at http://insomniac.0x89.org/
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tshirtz: what is irshell ??
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12-23-2006, 11:22 AM #2408Heroes never die

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how do you work with font?
like bigger font size, your own font,....Geändert von hallo007 (12-23-2006 um 11:41 AM Uhr) Grund: Automerged Doublepost
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12-23-2006, 01:49 PM #2409Developer

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You could use my fontloader utility.
http://insomniac.0x89.org/index.php?id=46
Check out my homebrew & C tutorials at http://insomniac.0x89.org/
Coder formerly known as Insomniac197
tshirtz: what is irshell ??
Atarian_: it's where people who work for the IRS go when they die
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12-23-2006, 02:28 PM #2410words are stones in my <3

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Or use that TrueTypeFont library, freetype I think its called (freetype version 2 i think).
Oh and Insomniac - sceCtrlPeekBufferPositive has a down side besides just faster recognition of a button pressed - if you have too many button's needing checked and you use it, some may not be registered as pressed while some may, so if your using some all at once key combo, dont use PeekBuffer... Rather ReadBuffer...
Atleast thats what Ive read and changed some sentences here and there ;)
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12-24-2006, 12:15 AM #2411QJ Gamer Green
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I am looking for a way to place a file inside of an eboot. I honestly dont know where to look. What I mean is actually having a file that I need, inside of an eboot.pbp. An example of this is a 2.71/8 hybrid flasher. It was an eboot with 4 PRX's built into it. I just need to know where i need to begin looking.
Tried PS2DEV search...I cant seem to find what im looking for. Help.[CODE]Random Facts:
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[/CODE]
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12-24-2006, 02:53 AM #2412Heroes never die

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now i want that it is the background , so a screenclear will let it stayCode:Image* background= loadImage("background.png"); blitAlphaImageToScreen(0, 0, 480, 272, background, 0, 0);
in, the header file i found this:
Code:void pspDebugScreenSetBackColor(u32 color);
how do i change i so it loads the image?
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12-24-2006, 03:39 AM #2413words are stones in my <3

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..... You cant. Thats the debug console, solely there for debugging as in... if !loadImage { printf("error loading whatever image"); }
There's nothing graphical about it besides its 96 printable characters, and its manipulatable color scheme. Stop using it to make an externally loading image-based game. You can, however, combine graphics with the debug console in a different way, but it requires knowledge of the PSPs Graphic's Utility and setting the Debug consoles framebuffer address to match that of the one youll be using. This is done in those Nehe GU tutorials.
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12-24-2006, 03:45 AM #2414words are stones in my <3

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..... You cant. Thats the debug console, solely there for debugging as in... if !loadImage { printf("error loading whatever image"); }
There's nothing graphical about it besides its 96 printable characters, and its manipulatable color scheme. Stop using it to make an externally loading image-based game. You can, however, combine graphics with the debug console in a different way, but it requires knowledge of the PSPs Graphic's Utility and setting the Debug consoles framebuffer address to match that of the one youll be using. This is done in those Nehe GU tutorials.
...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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12-24-2006, 05:35 AM #2415Heroes never die

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k thnx , because i have a background image and every time I press a button it needs to be reloaded and that's ......
btw you pressed two times on post repley;)
-= Double Post =-
this app works great exept , when i pres one time a button the background stay , when i press a second time a button the background refresh , when i press i third time a button the background stay and so on
whats the problem????
Spoiler for g:Geändert von hallo007 (12-24-2006 um 05:35 AM Uhr) Grund: Automerged Doublepost
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12-24-2006, 06:05 AM #2416QJ Gamer Green
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The bin2c application should help you there. It's included with PSPSDK. Try googling "bin2c psp development" (no quotes), I'm not sure on good ways to use it.
Zitat von Moca
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12-24-2006, 07:01 AM #2417QJ Gamer Green
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Thanks insomniac. I dont think there are anymore errors. Thanks
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12-24-2006, 09:31 AM #2418The Unique Developer

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you made me to start coding again after a long time! :)
Zitat von coolguy5678
here is how you use bin2c :
Best,Code:$ bin2c file outfile(has to be .c) label or in other words : Usage: bin2c infile outfile label
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12-24-2006, 01:32 PM #2419QJ Gamer Green
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Thanks. Some noob was telling me how it could never happen....Lua person :P .
Zitat von coolguy5678
Ill take a look at that. :Jump:[CODE]Random Facts:
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12-24-2006, 02:05 PM #2420QJ Gamer Gold

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well i did a quick thread search for fps but it came back without finding anything but there probably is somewheres just don't feel like going though 242 pages of info to find it anyways is there a way to create a timer with the oslib or do i need a seperate libary as once i got the timer it well be pretty smooth from their to determine my fps if not by millisec then is there a way to get the psp timer because all i'd have to do is constatly check when it has changed a sec then divide by 60 to get my fps and i want to make sure my rts i'm working on is still running smoothly=-)
so any pointers on how to create a timer or how to get the psp's internal clock would help =-)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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12-24-2006, 04:11 PM #2421Developer

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Check out some of the PSPSDK samples. I know for a fact that some of them display an FPS counter - samples/gu/speed for one.

Check out my homebrew & C tutorials at http://insomniac.0x89.org/
Coder formerly known as Insomniac197
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12-24-2006, 05:22 PM #2422
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12-26-2006, 03:46 AM #2423Heroes never die

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Spoiler for h:
How do i use this in my source??
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12-26-2006, 07:34 AM #2424
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Hrrr... OK, I got my PSP 2 weeks ago, I almost made my 1st Homebrew I just needed some hints for :
1. random Numbers
2. adding sound (a really simple example - just the basic)
3. getting the hour of my PSP
I started with the random (I now use rand()%100 to get a random nr between 0 and 100 but it looks like it's not uniformly ditributed - more small numbers)
I used the search in this forum and returned this thread
... big one
can you point me to the pages where I can get some infos/hints/tips or whatever would do me good ?
10x
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12-26-2006, 10:25 AM #2425Heroes never die

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if you use bin2c , how do u load the file then????
example:
Code:#ifndef __balk__ #define __balk__ static unsigned int size_balk = 2849; static unsigned char balk[] __attribute__((aligned(16 ))) = { 0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a, 0x00, 0x00, 0x00, 0x0d, 0x49, 0x48, 0x44, 0x52, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x0c, 0x08, 0x02, 0x00, 0x00, 0x00, 0x9c, 0x1f, 0xf3, 0x5e, 0x00, 0x00, 0x00, 0x09, 0x70, 0x48, 0x59, 0x73, 0x00, 0x00, 0x0b, 0x13, 0x00, 0x00, 0x0b, 0x13, 0x01, 0x00, 0x9a, 0x9c, 0x18, 0x00, 0x00, 0x0a, 0x4d, 0x69, 0x43, 0x43, 0x50, 0x50, 0x68, 0x6f, 0x74, 0x6f, 0x73, 0x68, 0x6f, 0x70, 0x20, 0x49, 0x43, 0x43, 0x20, 0x70, 0x72, 0x6f, 0x66, 0x69, 0x6c, 0x65, 0x00, 0x00, 0x78, 0xda, 0x9d, 0x53, 0x77, 0x58, 0x93, 0xf7, 0x16, 0x3e, 0xdf, 0xf7, 0x65, 0x0f, 0x56, 0x42, 0xd8, 0xf0, 0xb1, 0x97, 0x6c, 0x81, 0x00, 0x22, 0x23, 0xac, 0x08, 0xc8, 0x10, 0x59, 0xa2, 0x10, 0x92, 0x00, 0x61, 0x84, 0x10, 0x12, 0x40, 0xc5, 0x85, 0x88, 0x0a, 0x56, 0x14, 0x15, 0x11, 0x9c, 0x48, 0x55, 0xc4, 0x82, 0xd5, 0x0a, 0x48, 0x9d, 0x88, 0xe2, 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0xc0, 0xc0, 0x80, 0x81, 0x01, 0x03, 0x83, 0x81, 0x01, 0x03, 0x03, 0x06, 0x06, 0x0c, 0x0c, 0x06, 0x06, 0x0c, 0x0c, 0x18, 0x18, 0xfe, 0x5a, 0x00, 0x00, 0x00, 0xff, 0xff, 0x03, 0x00, 0x32, 0x94, 0x00, 0xd3, 0x8e, 0xfb, 0xda, 0xd3, 0x00, 0x00, 0x00, 0x00, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82, }; #endif
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12-26-2006, 01:02 PM #2426The Unique Developer

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here is what you have to do to get the file .
Zitat von hallo007
oe something like thatCode:int copy_from_memory(unsigned char* buffer, unsigned int size, char *dst) { SceUID outfd = sceIoOpen(dst, PSP_O_WRONLY | PSP_O_CREAT | PSP_O_TRUNC, 0777); if (outfd < 0) { //Error sceIoRemove(dst); return -1; } sceIoWrite(outfd, buffer, size); sceIoClose(outfd); return 0; }
, coz I'm not sure about the declaration part of copy_from_memory.
you use it like this :
there you go :)Code:copy_from_memory(balk, size_balk, "ms0:/myfile.extansion");
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12-26-2006, 11:15 PM #2427QJ Gamer Green
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ok, one question. Is there a way to format flash1. I need a function. Or even better, a binary. I personally am not looking for a GUI. Just a simple file to format flash1. It NEEDS to be formatted. Simply deleting files wont work this time im afraid. Can some one help me with that. Thanks.
BTW, restore default settings doesnt format. I checked.[CODE]Random Facts:
irc://irc.malloc.us #wtf #**********
[/CODE]
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12-28-2006, 10:21 AM #2428Heroes never die

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check the source of dark alex downgraders tests
there formats he flash0
-= Double Post =-
Spoiler for g:
this is a part of a file browser
if i press cross i select the file (variabel = temp)
how do i know of the file is an mp3 or an png or an.....????Geändert von hallo007 (12-28-2006 um 10:21 AM Uhr) Grund: Automerged Doublepost
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12-28-2006, 11:29 AM #2429QJ Gamer Green
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Hey everyone, i was trying to make the mp3 program thingy again, and i was wondering how i would show the mp3 title? and the time? Anyone. Help is much appreciated Thanks
Linux + Windows = Lindows FTW
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12-28-2006, 12:59 PM #2430
http://www.psp-programming.com/forum...p?topic=1362.0
I have an issue. I'm trying to create a structure while my game is already running and I've been using->
Zitat von Sethis
I want to be able to make the system do ->Code:typedef struct notes { int notery; }nothing; int void create_note() { AMLSystem01.AML_NOTECOUNT000123974+=1; GMLSystem01.AML_NOTENUMBCONTROLLER000123984+=1; notes noteSystem.GML_ROOMCOUNT000123974; }
but without it being programmed with the integer behind the title internally or within the actual source.Code:typedef struct notes { int notery; }nothing; void create_note() { note0//or whatever the int value is. }
Is this possible?


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