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; My method of drawing a filled circle (note this is just written up, havent tried it if itll work, so ...
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01-17-2007, 10:32 PM #2551words are stones in my <3

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My method of drawing a filled circle (note this is just written up, havent tried it if itll work, so give it a shot)
Thats if your using graphics library.Code:#include <math.h> #define DEG2RAD 3.14159/180 void drawFilledCircle(int x,int y, float radius) { for (int i=0; i < 360; i++) { float degInRad = i*DEG2RAD; drawLineScreen(x+radius,y+radius,cos(degInRad)*radius,sin(degInRad)*radius); } }

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01-18-2007, 02:42 PM #2552QJ Gamer Silver

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No it won't, and even if it did, it would be a lot slower than the previous code :P
Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
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Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.
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01-19-2007, 05:25 AM #2553QJ Gamer Green
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can anyone give me some help on recompiling this code
http://0okm.blogspot.com/2006/11/3rd...in-sample.html
thx mafia1ft
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01-19-2007, 03:42 PM #2554
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Why dont you compile it??
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01-20-2007, 03:24 AM #2555Heroes never die

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how big is flash0 (in bytes) ?
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01-20-2007, 06:33 AM #2556QJ Gamer Gold
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Right here.
Zitat von hallo007
I think it is like 20 MB or something but I'm not sure.
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01-20-2007, 10:15 AM #2557Heroes never die

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yeah ,a bit more ,but i need to now in bytes exactly and where is the system version name stored?
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01-20-2007, 11:33 AM #2558
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well i guess, it checks your sceKernelDevKitVersion number and then does if statements to print to the screen the right one...
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01-20-2007, 12:58 PM #2559Heroes never die

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no i mean on flash , so i can reflash it
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01-20-2007, 01:34 PM #2560words are stones in my <3

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Raphael - Can you explain your reasoining? Im learning here, and you arent too helpful by not giving a reason :o

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01-20-2007, 01:46 PM #2561
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Hello, I've a problem, When I start the .bat file, then comes this when cygwin says that the program is succesfully installed :

He stays on this part
,, Can someone help me?
Thnxx, Bennoo
*Sorry if this English is a little bit strange
because i'm dutchman.*
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01-20-2007, 01:53 PM #2562QJ Gamer Silver

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The biggest difference is that you are calling a sin and cos math function 360 times each which is VERY expensive without a LUT. The other snippet didn't use any.
Zitat von SG57
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01-20-2007, 11:42 PM #2563QJ Gamer Green
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i remember when i was seting up toolchain i had to go find mirors for half the files because they wern't there maybe you will to or you can try my toolchain.sh file http://rapidshare.com/files/12649221/toolchain.sh.html
Zitat von Bennoo
-= Double Post =-
can some helpme with this code
i got it to compile but when i run it my psp frezzes up
main.c
makefileCode:#include <pspkernel.h> #include <pspctrl.h> PSP_MODULE_INFO("HOOK", 0x1000, 1, 1); PSP_MAIN_THREAD_ATTR(0); int module_start(int *pad_data, int count, int mode, int ret_data, int *Buff) { unsigned int Buttons = pad_data[1]; unsigned char Lx = pad_data[2] & 0x000000FF; unsigned char Ly = (pad_data[2] & 0x0000FF00) >> 8; if (Lx > 0xC0) { Buttons = Buttons | PSP_CTRL_RIGHT; } if (Lx < 0x40) { Buttons = Buttons | PSP_CTRL_LEFT; } if (Ly > 0xC0) { Buttons = Buttons | PSP_CTRL_DOWN; } if (Ly < 0x40) { Buttons = Buttons | PSP_CTRL_UP; } pad_data[1] = Buttons; return 0; }
Code:TARGET = screenshotbmp OBJS = main.o BUILD_PRX=1 INCDIR = CFLAGS = -Os -G0 -Wall -fno-strict-aliasing -fno-builtin-printf CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti ASFLAGS = $(CFLAGS) LIBDIR = LDFLAGS = -mno-crt0 -nostartfiles LIBS = PSPSDK=$(shell psp-config --pspsdk-path) include $(PSPSDK)/lib/build.mak
Geändert von mafia1ft (01-20-2007 um 11:42 PM Uhr) Grund: Automerged Doublepost
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01-21-2007, 01:52 AM #2564QJ Gamer Green
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Compiler brings up ALOT of errors
The compiler brings up ALOT of errors, here is the code:
I'm not exactly using CYGWIN, I installed the psp sdk and im compiling using the start.bat. Will it work when i install CYGWIN on my other computer?Code:#include <pspkernel.h> #include <pspdebug.h> #include <pspdisplay.h> #include <pspctrl.h> PSP_MODULE_INFO("Buttons", 0, 1, 1); #define printf pspDebugScreenPrintf int exit_callback(void) { sceKernelExitGame(); return 0; } void CallbackThread(void *arg) { int cbid; cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL); sceKernelRegisterExitCallback(cbid); sceKernelSleepThreadCB(); } 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() { pspDebugScreenInit(); SetupCallbacks(); int fun = 0; int counter = 0; int i = 0; SceCtrlData pad; printf("Press X to start the counter"); while(1) { sceCtrlReadBufferPositive(&pad, 1); if(pad.Buttons & PSP_CTRL_CROSS) { break; } } while(1) { sceCtrlReadBufferPositive(&pad, 1); if(pad.Buttons & PSP_CTRL_CIRCLE) { break; } pspDebugScreenClear(); printf("Press O to stop the counter\n"); printf("Counter: %i", counter); counter++; for (i=0, i<5, i++) { sceDisplayWaitVBlankStart(); } } pspDebugScreenClear(); printf("Counter Finished\n"); printf("Final Count: %i\n", counter); printf("Press TRIANGLE for the next feature"); while(1) { sceCtrlReadBufferPositive(&pad, 1); if(pad.Buttons & PSP_CTRL_TRIANGLE) { break; } } while(1) { sceCtrlReadBufferPositive(&pad, 1); if(pad.Buttons & PSP_CTRL_CIRCLE) { break; } pspDebugScreenClear(); printf("Press X to increase the number, O to stop\n"); printf("Number: %i", fun); if(pad.Buttons & PSP_CTRL_CROSS) { fun++; } } sceKernelSleepThread(); return 0; }...Just Returned To The Scene...
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01-21-2007, 02:10 AM #2565words are stones in my <3

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yaustar - But it still drew a filled circle right? Just not as efficiently as another method... Im asking because I want to knwo if my mental calculations were wrong when i was writing that up. I cant check it as Im PSPless- but i suppose I could port it to lua and check it out...

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01-21-2007, 07:41 AM #2566QJ Gamer Silver

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Nope, I can't see it drawing a circle either.
Zitat von SG57
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01-21-2007, 08:23 AM #2567QJ Gamer Gold
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Would you mind posting the errors?
Zitat von JaSo PsP
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01-21-2007, 08:38 AM #2568QJ Gamer Green
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I sorted my problem out.
...Just Returned To The Scene...
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01-21-2007, 04:08 PM #2569QJ Gamer Silver

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Zitat von SG57
This does NOT draw a circle. It draws a bunch of lines from the "center" (x+radius, y+radius) to a number of points that lie between (-radius, -radius) and (radius, radius).
Zitat von SG57
Even if you changed it to draw the lines from center to (center-radius | center+radius) then it would in most cases not be a completely filled circle. Apart from the thousands of times of overdrawing pixels unnecessarily, wasting even more cpu time than for the hundreds of trigonometric function calls.
If you want to draw filled primitves, always try to draw them in horizontal lines.Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.
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01-21-2007, 04:43 PM #2570QJ Gamer Green
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ok i havn't done anything with pictures latly but when i was about to try i get a strange error saying:
main.c
.text+0xc): undefined reference to `loadImage'
main.c
.text+0x2c): undefined reference to `blitAlphaImageToScreen'
here is my code
any help would be greatCode:#include <pspdisplay.h> #include <pspctrl.h> #include <pspkernel.h> #include <png.h> #include <stdlib.h> #include <stdio.h> #include <psputils.h> #include <malloc.h> #include "graphics.h" #define printf pspDebugScreenPrintf #define MAX(X, Y) ((X) > (Y) ? (X) : (Y)) PSP_MODULE_INFO("SHUTDOWN", 0, 1, 1); int main() { char buffer[200]; Image* splash; splash = loadImage("splash.png"); blitAlphaImageToScreen(0, 0, 480, 282, splash, 0, 0); sceKernelSleepThread(); return 0; } /* Exported function returns the address of module_info */ void* getModuleInfo(void) { return (void *) &module_info; }
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01-21-2007, 04:58 PM #2571QJ Gamer Silver

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You are not compiling the graphics.c file and/or you are not linking to the graphics.o file that is generated when you compile graphics.c.
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01-21-2007, 06:24 PM #2572QJ Gamer Green
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ok now i get a sh*t load of errorsCode:$ make psp-gcc -I/usr/local/pspdev/psp/sdk/include/libc -I. -I/usr/local/pspdev/psp/sdk /include -O2 -G0 -Wall -L. -L/usr/local/pspdev/psp/sdk/lib -specs=/usr/local/ps pdev/psp/sdk/lib/prxspecs -Wl,-q,-T/usr/local/pspdev/psp/sdk/lib/linkfile.prx main.o graphics.o framebuffer.o /usr/local/pspdev/psp/sdk/lib/prxexports.o -lps pdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lpsplibc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver -lpsputility -lpspuser -lpspkernel -o mymodule. elf graphics.o: In function `loadImage': graphics.c:(.text+0x128): undefined reference to `png_create_read_struct' graphics.c:(.text+0x148): undefined reference to `png_set_error_fn' graphics.c:(.text+0x150): undefined reference to `png_create_info_struct' graphics.c:(.text+0x164): undefined reference to `png_init_io' graphics.c:(.text+0x170): undefined reference to `png_set_sig_bytes' graphics.c:(.text+0x17c): undefined reference to `png_read_info' graphics.c:(.text+0x1a4): undefined reference to `png_get_IHDR' graphics.c:(.text+0x1e0): undefined reference to `png_destroy_read_struct' graphics.c:(.text+0x20c): undefined reference to `png_set_strip_16' graphics.c:(.text+0x214): undefined reference to `png_set_packing' graphics.c:(.text+0x248): undefined reference to `png_get_valid' graphics.c:(.text+0x260): undefined reference to `png_set_filler' graphics.c:(.text+0x2b8): undefined reference to `png_read_end' graphics.c:(.text+0x2c8): undefined reference to `png_destroy_read_struct' graphics.c:(.text+0x2e0): undefined reference to `png_set_tRNS_to_alpha' graphics.c:(.text+0x2f8): undefined reference to `png_read_row' graphics.c:(.text+0x360): undefined reference to `png_set_palette_to_rgb' graphics.c:(.text+0x370): undefined reference to `png_set_gray_1_2_4_to_8' graphics.o: In function `saveImage': graphics.c:(.text+0xb08): undefined reference to `png_create_write_struct' graphics.c:(.text+0xb18): undefined reference to `png_create_info_struct' graphics.c:(.text+0xb2c): undefined reference to `png_init_io' graphics.c:(.text+0xb5c): undefined reference to `png_set_IHDR' graphics.c:(.text+0xb68): undefined reference to `png_write_info' graphics.c:(.text+0xc1c): undefined reference to `png_write_row' graphics.c:(.text+0xc38): undefined reference to `png_write_end' graphics.c:(.text+0xc44): undefined reference to `png_destroy_write_struct' graphics.c:(.text+0xc88): undefined reference to `png_destroy_write_struct' graphics.o: In function `flipScreen': graphics.c:(.text+0xce0): undefined reference to `sceGuSwapBuffers' graphics.o: In function `guStart': graphics.c:(.text+0xe6c): undefined reference to `sceGuStart' graphics.o: In function `initGraphics': graphics.c:(.text+0xe80): undefined reference to `sceGuInit' graphics.c:(.text+0xe9c): undefined reference to `sceGuDrawBuffer' graphics.c:(.text+0xeb0): undefined reference to `sceGuDispBuffer' graphics.c:(.text+0xeb8): undefined reference to `sceGuClear' graphics.c:(.text+0xec4): undefined reference to `sceGuDepthBuffer' graphics.c:(.text+0xed0): undefined reference to `sceGuOffset' graphics.c:(.text+0xee4): undefined reference to `sceGuViewport' graphics.c:(.text+0xef0): undefined reference to `sceGuDepthRange' graphics.c:(.text+0xf04): undefined reference to `sceGuScissor' graphics.c:(.text+0xf0c): undefined reference to `sceGuEnable' graphics.c:(.text+0xf1c): undefined reference to `sceGuAlphaFunc' graphics.c:(.text+0xf24): undefined reference to `sceGuEnable' graphics.c:(.text+0xf2c): undefined reference to `sceGuDepthFunc' graphics.c:(.text+0xf34): undefined reference to `sceGuEnable' graphics.c:(.text+0xf3c): undefined reference to `sceGuFrontFace' graphics.c:(.text+0xf44): undefined reference to `sceGuShadeModel' graphics.c:(.text+0xf4c): undefined reference to `sceGuEnable' graphics.c:(.text+0xf54): undefined reference to `sceGuEnable' graphics.c:(.text+0xf5c): undefined reference to `sceGuEnable' graphics.c:(.text+0xf70): undefined reference to `sceGuTexMode' graphics.c:(.text+0xf7c): undefined reference to `sceGuTexFunc' graphics.c:(.text+0xf88): undefined reference to `sceGuTexFilter' graphics.c:(.text+0xf90): undefined reference to `sceGuAmbientColor' graphics.c:(.text+0xf98): undefined reference to `sceGuEnable' graphics.c:(.text+0xfb0): undefined reference to `sceGuBlendFunc' graphics.c:(.text+0xfb8): undefined reference to `sceGuFinish' graphics.c:(.text+0xfc4): undefined reference to `sceGuSync' graphics.c:(.text+0xfd4): undefined reference to `sceGuDisplay' graphics.o: In function `clearScreen': graphics.c:(.text+0x101c): undefined reference to `sceGuClearDepth' graphics.c:(.text+0x1024): undefined reference to `sceGuClear' graphics.c:(.text+0x102c): undefined reference to `sceGuFinish' graphics.c:(.text+0x1040): undefined reference to `sceGuSync' graphics.o: In function `blitAlphaImageToScreen': graphics.c:(.text+0x10ec): undefined reference to `sceGuTexImage' graphics.c:(.text+0x1110): undefined reference to `sceGuTexScale' graphics.c:(.text+0x1120): undefined reference to `sceGuFinish' graphics.c:(.text+0x1158): undefined reference to `sceGuSync' graphics.c:(.text+0x118c): undefined reference to `sceGuGetMemory' graphics.c:(.text+0x120c): undefined reference to `sceGuDrawArray' graphics.c:(.text+0x1220): undefined reference to `sceGuFinish' graphics.c:(.text+0x1258): undefined reference to `sceGuSync' graphics.o: In function `blitImageToScreen': graphics.c:(.text+0x1320): undefined reference to `sceGuCopyImage' graphics.c:(.text+0x1328): undefined reference to `sceGuFinish' graphics.c:(.text+0x135c): undefined reference to `sceGuSync' collect2: ld returned 1 exit status make: *** [mymodule.elf] Error 1
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01-21-2007, 07:23 PM #2573QJ Gamer Green
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did u include the correct libs (including zlib)
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01-21-2007, 07:35 PM #2574words are stones in my <3

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You need to add
To your makefile's LIBS line. There is no reference there to a function in zlib PSPJunkie_.Code:-lpspgl -lpng
You may also have to add -lpspgum, but Im not seeing any references to it, so itd be unnecesary.
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01-22-2007, 04:41 AM #2575Developer

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Your LIBS line in the makefile should look like this:
You also need to have libpng and zlib installed if you haven't already.Code:LIBS = -lpspgu -lpng -lz -lm

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01-22-2007, 05:20 AM #2576QJ Gamer Green
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ok thx guys at least now it will compile
ok can anyone see where i have made a stupid mistake(it is a prx btw)
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("SHUTDOWN", 0, 1, 1); int main() { SceCtrlData pad; Image* splash; pspDebugScreenInit(); initGraphics(); splash = loadImage("spalsh.png"); sceDisplayWaitVblankStart(); blitAlphaImageToScreen(0, 0, 480, 272, splash, 0, 0); flipScreen(); sceKernelSleepThread(); return 0; }Geändert von mafia1ft (01-22-2007 um 06:56 AM Uhr)
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01-22-2007, 08:27 AM #2577Heroes never die

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wich errors?
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01-22-2007, 08:45 AM #2578
loadImage("spalsh.png");
I'm guessing you mean to load splash.png instead.
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01-22-2007, 12:34 PM #2579Heroes never die

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lol , some questions
is it possible to let led's change of color , they are placed in the r and l button
i know this will be very difficult
any idea's?
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01-22-2007, 12:59 PM #2580QJ Gamer Gold
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What do you mean?
Zitat von hallo007
You mean if you have LED's in the L and R button is it possible for them to change color with homebrew? If so, then I do think that is impossible. :S


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