Search found 28 matches

by daaa57150
Mon Jun 23, 2008 5:33 pm
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

Yes...he's right. Never thougt semaphores and parallelization problems are on the same level of string formatting, and the post was not aimed only at you (or at least it wasn't a reply to your question). I just take position when you incentive others to go on other forums because this isn't noob-fr...
by daaa57150
Fri Jun 20, 2008 11:12 pm
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

hlide wrote:daaa57150, it's okay. It just happens you fall here the wrong moment (Ne0h episode, noobish questions, psptoolchain install trouble, etc.).
Ok, I understand.
by daaa57150
Fri Jun 20, 2008 7:56 pm
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

Sorry to continue this but I feel quite insulted without a proper reason so I wont run dragging my tail behind me in shame. to know the things i know today, i'm studing (more or less) for 20 years; so seeing people claiming they're proficient in programming while they demonstrate they know NOTHING i...
by daaa57150
Fri Jun 20, 2008 5:01 pm
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

Sorry, but we get in that kind of mood when people ask about simple things that developers should already know... like how to debug. We aren't here to hold people's hands. You are not here to help? ok good to know, just don't bash freely on people that are sometimes a little bit more noobish than y...
by daaa57150
Fri Jun 20, 2008 5:46 am
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

Pirata Nervo wrote:lol if a mod warns someone for don't telling the others what to do I guess everybody will leave this forum.
That's not what I meant, I meant for that attitude of being so scornful.
by daaa57150
Fri Jun 20, 2008 5:30 am
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

Oh yes, because the little snippets you posted in the opening post would have allowed anyone to see that. :headdesk: I don't think so but noone asked me more details. Noone said it couldn't be because of the semaphores. with some discussion things go forward you know. Lord save us from noobies who ...
by daaa57150
Thu Jun 19, 2008 6:40 pm
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

We all know that people over here are often rough (to say it nice), J.F. in the first line. But you have to notice that the greatest part of active developers on ps2dev are professionals, and most of them are REALLY sick with children playing to "the greatest hacker". That's why Tyranid a...
by daaa57150
Thu Jun 19, 2008 6:10 pm
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

First, we already knew how the use semaphores - you'll find examples all over this forum. That's why no one answered your thread - you hadn't bothered to search, so we didn't bother to answer. The fact is, I have bothered to search, I found how to use semaphores here on ps2dev, but my PSP was still...
by daaa57150
Thu Jun 19, 2008 2:21 am
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

I got help on QJ, it works now if someone is interested:
http://forums.qj.net/showthread.php?p=2 ... ost2064106
by daaa57150
Tue Jun 17, 2008 9:32 pm
Forum: PSP Development
Topic: How to convert int to string?
Replies: 5
Views: 4038

I wrote one that can convert any number type to a string: #include <sstream> #include <string> #include <iostream> using namespace std; template<class T> inline string toString&#40;T number&#41; &#123; ostringstream ost; ost << number; return ost.str&#40;&#41;; &#125; I think...
by daaa57150
Tue Jun 17, 2008 8:01 pm
Forum: PSP Development
Topic: semaphores
Replies: 23
Views: 10021

semaphores

Hi, I have searched a lot about this and I thought I've found the proper way to have a mutex but it seems it's not the case, my PSP freezes. can please someone tell me if I do this correctly: I have an object that will handle a thread internally let's call it ObjWithThread . This ObjWithThread conta...
by daaa57150
Fri May 30, 2008 7:41 pm
Forum: PSP Development
Topic: Sound: perfect loop
Replies: 5
Views: 2138

sorry to bother again, but could someone share a recent compiled lib mad (.a and .h)? I still have no connection at home and can't access any svn from my work.
I can give you my mail by PM.

Thanks.
by daaa57150
Wed May 28, 2008 7:46 pm
Forum: PSP Development
Topic: Sound: perfect loop
Replies: 5
Views: 2138

So it really is a buffer problem..
If I manage to write an mp3player with proper buffer handling, (ie: when at the end of the MP3 file, continue with the start of the file), it will be fine then?
If so, I was right and I need some help!
by daaa57150
Wed May 28, 2008 4:34 pm
Forum: PSP Development
Topic: Sound: perfect loop
Replies: 5
Views: 2138

Ok thanks, I'll see if I can make an AT3 file loop correctly.
by daaa57150
Tue May 27, 2008 7:38 pm
Forum: PSP Development
Topic: Sound: perfect loop
Replies: 5
Views: 2138

Sound: perfect loop

Hi, I have a really hard time figuring out how to make a sound loop perfectly. I tried OSLib's inbuilt functions with BGM (oslib special sound format) and MP3, and I can always hear the gap between 2 loops. I searched other ways to play my MP3 in a loop and got a bit lost... I *think* all MP3 player...
by daaa57150
Fri Apr 11, 2008 4:57 pm
Forum: PSP Development
Topic: serialization
Replies: 11
Views: 3624

Your high score tables have pointers in to other data structures?! Come on, .net style serialization isn't necessary here. True, score tables can be done like you said, it's just that I want to do things properly if I can, and serialization can be useful for other things like data transfer between ...
by daaa57150
Wed Apr 09, 2008 9:38 pm
Forum: PSP Development
Topic: serialization
Replies: 11
Views: 3624

Jim wrote:Just use fread/fwrite on the whole data structures. Way easier than writing out all the elements by hand.

Jim
this may work with simple structures, but with pointers or members containing pointers (std containers for example) only the memory address will be written and not the data pointed.
by daaa57150
Wed Apr 09, 2008 6:08 pm
Forum: PSP Development
Topic: serialization
Replies: 11
Views: 3624

As long as C++ does support polymorphism, inheritance and the other nice things we are used to, generic serialization through so called "reflection" is something commonly done only by managed code (java,.net,mono). With this i'm not teling this cannot be done (if code has to be polymorphi...
by daaa57150
Wed Apr 09, 2008 5:47 pm
Forum: PSP Development
Topic: serialization
Replies: 11
Views: 3624

serialization

Hi, is there a library somewhere I can use for serializing my objects? I found that but it's not usable on cygwin. did someone already do serialization on his own? I need it for saving profiles (scores etc) into binary files for a beginning but I think I'll need it if I implement multiplayer one day..
by daaa57150
Mon Mar 31, 2008 6:01 pm
Forum: PSP Development
Topic: mounting a drive to a data file
Replies: 9
Views: 3037

thanks for the links.
by daaa57150
Fri Mar 28, 2008 8:40 pm
Forum: PSP Development
Topic: mounting a drive to a data file
Replies: 9
Views: 3037

sorry to bother you again but can someone please upload the sources of psplink somewhere I can get them by http? I can't connect to the svn here from my work (proxies and evrything) and I won't have internet at home for a while?
thanks.
by daaa57150
Fri Mar 28, 2008 7:15 pm
Forum: PSP Development
Topic: mounting a drive to a data file
Replies: 9
Views: 3037

thanks moonlight, I just hope I'll figure out how that works.
edit: pspiofilemgr_kernel.h does that mean it won't work on slims? or that I'll have to do smth different given the psp version?
by daaa57150
Thu Mar 27, 2008 6:17 pm
Forum: PSP Development
Topic: mounting a drive to a data file
Replies: 9
Views: 3037

Thanks for your answers. I don't really know how to do it, but i feel that adding virtual drives overhead only to avoid writing down a couple of paths and configuration strings doesn't look like a good programming practice... If you know how to do it by only writing down a couple of paths and config...
by daaa57150
Thu Mar 27, 2008 1:44 am
Forum: PSP Development
Topic: [SOLVED]Help with file info...
Replies: 5
Views: 2094

That's some code I found and mixed together to see if a file is a file or a folder. I don't know why the "for" loop is there but that works. If you want to test if it's a file rather than a folder, replace "FIO_SO_IFDIR" with "FIO_SO_IFREG": bool isFolder&#40;string...
by daaa57150
Thu Mar 27, 2008 1:26 am
Forum: PSP Development
Topic: mounting a drive to a data file
Replies: 9
Views: 3037

mounting a drive to a data file

Hi, I've searched for a while but haven't found what I need, maybe someone has an answer... What I'd like to do is mount a virtual drive pointing to a data file (in iso-like format). I need this so I can "pack" my external files for my homebrews in a transparent way: I could then use c++ s...
by daaa57150
Thu Apr 19, 2007 6:18 pm
Forum: PSP Lua Player Development
Topic: drawing characters with accents
Replies: 4
Views: 6225

Don't know if people are still interested in this, but I'm working on that problem using "Bitmap Font Builder". I'm developping a lib in Lua to recognize those characters and generate a bitmap of the text for you to blit. I'm just afraid this will be slow I don't know.
by daaa57150
Sat Nov 18, 2006 8:41 am
Forum: PSP Lua Player Development
Topic: random crash, please help
Replies: 0
Views: 2496

random crash, please help

Hi, I'm willing to make a card game for the psp. For the moment, the only thing it does is drawing all the 118 cards available on screen, and shuffles them when pressing on select. I'm quite a noob with lua for the moment, and my game crashes randomly. It's a pain I really don't see what is wrong. C...
by daaa57150
Fri Nov 17, 2006 10:47 pm
Forum: PSP Lua Player Development
Topic: drawing characters with accents
Replies: 4
Views: 6225

drawing characters with accents

Hi, I'm new to Lua in general and I wish to develop a game for the psp. My first pb is when I try to write characters with accents on screen (I'm french, so I'd like to write éèàê and so on). So I'm using that code: screen&#58;print&#40;150,150,"é"&#41; and all it does is print...