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Help Wanted

This is a discussion on Help Wanted within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hi, I'm making a simple and short homebrew game (I haven't chosen the title yet, but it's based on my ...

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Old 07-06-2006, 02:05 PM   #1
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Hi, I'm making a simple and short homebrew game (I haven't chosen the title yet, but it's based on my upcoming comic [go check out pspnetworkonline.com if you want to know about it]), and I want some people to help me with it. Since this is my first game, and I am a newbie at coding , it'll suck a little, but don't fret . Contact me via private message if you want to help me . Here's the list of jobs:

GFX and Design: If you can make characters and backgrounds good, I'd be happy to give you the job. If you can make 3d graphics, more better.

Music Writer: If you can do the piano, guitar and sing, consider this job.

Programmer: To help me code the homebrew; I can't do it alone!

Well, that's it. I'll give you the story of the game when you decide a job.

EDIT: Did I mention that I can only code Hello Worlds? Eh, heh, heh... But I keep getting errors when making compiling. So I haven't made an EBOOT yet. Here're the things I know:

-You need to put in "#include <pspkernel.h>" in every homebrew program.
-To print a message in the program, you have to type "pspDebugScreenPrintf " to print it, or shorten it with the "#define" command.
-int means integer.
-To pause the program after anything, type "sceKernelSleepThread ();" to pause it.

That's all I know... sorry.

Last edited by Appleseed629; 07-06-2006 at 02:17 PM..
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Old 07-06-2006, 05:50 PM   #2

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Uhh... Seems like a request for a coder to make your game, along with some background knowledge about you and howyou have tried to make a Hello World app in C, but cant compile it. Along with some wrong notes. Theres more then 1 way to print a message. int means integer, but that doesnt mean anything really. 'int' keyoword is a data type that returns a whole value in short. Oh and to pause your program, you do not want to use that as it freezes it permanently unless you are using PSPLink with it to 'cancel' it. There are many ways to pause a program, some are:

sceKernelDelayThread(#sec ondsUwant2delay * 1000000);

^ that 'delays' a thread for how ever long you want. Note 1 second of delay = 1,000,000, i think its in microseconds, but not sure there. So just place h owever many seconds you want to delay, as a value before the * operation (overwrite the fake variable)

sceDisplayWaitVblank();

This delays for 1/16 of a second (?). Also, im not 100% sure if thats the functions name, since i always get teh LUA and C versions mixed, so search your the doxygen at ps2dev.org for the sceDisplay prototypes.

You may also use a loop to pause a program..

SceCtrlData control;
do {
} while( !control.Buttons & PSP_CTRL_START );

This will pause the program until START is pressed. You could inject your own code in the brackets but still.
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Old 07-06-2006, 06:11 PM   #3

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Quote:
Originally Posted by SG57
i think its in microseconds, but not sure there.
It is in microseconds, yes.

Quote:
Originally Posted by SG57
sceDisplayWaitVblank();

This delays for 1/16 of a second (?). Also, im not 100% sure if thats the functions name, since i always get teh LUA and C versions mixed, so search your the doxygen at ps2dev.org for the sceDisplay prototypes.
sceDisplayWaitVblankStart () is what you are looking for.

Also it fires a maximum of 60 times per second (1/60 of a second) assuming that what is being drawn/done before it doesn't slow it down.

I would seriously never use this as a method to pause. It's alright saying it 'pauses for 1/60th of a second' but that is not it's intention, and you are assuming your app/game is running at 60FPS...

Quote:
Originally Posted by SG57
You may also use a loop to pause a program..

SceCtrlData control;
do {
} while( !control.Buttons & PSP_CTRL_START );

This will pause the program until START is pressed. You could inject your own code in the brackets but still.
I'm pretty sure you need to add a sceCtrlReadBufferPositive (&control, 1); or similar within that loop, otherwise it will just be a permanent loop.
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Old 07-07-2006, 09:56 AM   #4
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... I learned what I learned from PSP-Programming's Yeldarb's tutorials... but I only read 3 tutorials, and I can't seem to get them in my head.
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Old 07-07-2006, 09:58 AM   #5
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Okay, here's my Hello World app...

Quote:
//Hello World by Appleseed
#include <pspkernel.h>
#include <pspdebug.h>
PSP_MODULE_INFO("Hello World",0,1,1);
#define printf pspDebugScreenPrintf
/* 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);
sceKernelRegisterExitCall back(cbid);

sceKernelSleepThreadCB();

return 0;
}

/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void) {
int thid = 0;

thid = sceKernelCreateThread("up date_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
if(thid >= 0) {
sceKernelStartThread(thid , 0, 0);
}

return thid;
}
int main() {
pspDebugScreenInit();
SetupCallbacks();
printf("Hello World!");
sceKernelSleepThread();
return 0;
}
And... sorry for the double post. Can any of you guys check if there's something wrong?

Last edited by Appleseed629; 07-07-2006 at 10:07 AM..
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