Search found 7 matches
- Sat Dec 08, 2007 9:35 am
- Forum: PSP Development
- Topic: SceUtilitySavedataParam
- Replies: 14
- Views: 6372
yes, but compiler can handle it diffrend way than creating a pointer by using *. if you thing that way, then everything is pointer to some location in memory (yes, data must be stored somewhere) int is array of 4 chars: int somenum; char somechars[4]; char is pointer without using *? and why int isn...
- Sat Dec 08, 2007 3:40 am
- Forum: PSP Development
- Topic: SceUtilitySavedataParam
- Replies: 14
- Views: 6372
- Fri Dec 07, 2007 11:01 pm
- Forum: PSP Development
- Topic: SceUtilitySavedataParam
- Replies: 14
- Views: 6372
- Fri Dec 07, 2007 2:58 am
- Forum: PSP Development
- Topic: SceUtilitySavedataParam
- Replies: 14
- Views: 6372
- Thu Dec 06, 2007 11:29 pm
- Forum: PSP Development
- Topic: SceUtilitySavedataParam
- Replies: 14
- Views: 6372
but, in first post is this: in struct SceUtilitySavedataParam: char *saveNames; pointer to char(s), is it right? and after i defined new struct typedef struct { char name1[20]; char name2[20]; char name3[20]; char name4[20]; char name5[20]; char nothing[20]; // Terminator } savenames_t; no pointers,...
- Thu Dec 06, 2007 3:43 am
- Forum: PSP Development
- Topic: SceUtilitySavedataParam
- Replies: 14
- Views: 6372
- Thu Dec 06, 2007 1:01 am
- Forum: PSP Development
- Topic: SceUtilitySavedataParam
- Replies: 14
- Views: 6372
SceUtilitySavedataParam
I dont know if it is somewhere on net ... I wanted to update all 3 ports (hexen, heretic, doom) with PSP's system functions, and i discovered bug in SceUtilitySavedataParam, i found correct things in memory of original game, there is fix: typedef struct SceUtilitySavedataParam { pspUtilityD...