So I've looked through everything and with a tutorial for DirectX9 I'm doing, and I for the life of me cannot find out what's wrong with the code here:
Code:
/************************************/
/*            CRYSTAL BOND          */
/*************            ***********/
/*       DirectX game built by      */
/**     Glitch Softwares Studios   **/
/************************************/

//Include important files
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>

#include "functions.h"

//Include Direct3D Library
#pragma comment (lib, "d3d9.lib")

//Include files specifically for this game
#include "functions.h"

//Prototype of CALLBACK
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
	HWND hWnd;

	WNDCLASSEX wc;
		//Clear windows for use
	ZeroMemory(&wc, sizeof(WNDCLASSEX));

	//Build structure with information
	wc.cbSize = sizeof(WNDCLASSEX);
	wc.style = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = L"WindowClass";

	//Make the Windows Program
	hWnd = CreateWindowEx(NULL,
						L"WindowClass",				//Class name
						L"Crystal Bond",			//Window Caption
						WS_OVERLAPPEDWINDOW,		//Style
						5,							//X Start
						5,							//Y Start
						645,						//Width
						485,						//Height
						NULL,					//Parent Window
						NULL,					//Menus
						hInstance,				//Application handle
						NULL);					//Use with multiple windows

	//Make window visible
	ShowWindow(hWnd, nCmdShow);

	initD3D(hWnd);

	MSG resp;	//Create the structure to communicate the user input

	while(GetMessage(&resp,NULL,0,0))
	{
		TranslateMessage(&resp);	//Translate input to machine's language

		DispatchMessage(&resp);		//Send message to be processed.
	}
	return resp.wParam;

	while(true)
	{
		// Check to see if any messages are waiting in the queue
		while(PeekMessage(&resp, NULL, 0, 0, PM_REMOVE))
		{
			// Translate the message and dispatch it to WindowProc()
			TranslateMessage(&resp);
			DispatchMessage(&resp);
		}

		// If the message is WM_QUIT, exit the while loop
		if(resp.message == WM_QUIT)
			break;
		renderFrame();
	}
	cleanD3D();
}

LRESULT CALLBACK WindowProc(HWND hWnd,
							UINT message,
							WPARAM wParam,
							LPARAM lParam)
{
	//Look for what to do at message recieved
	switch(message)
	{
		//Message says: Close the program and window
	case WM_DESTROY:
		{PostQuitMessage(0);return 0;break;}
	}
	//Else, and nothing was supported in SWITCH
	return DefWindowProc(hWnd, message, wParam, lParam);
}
It's not the functions and the lack of certain pointers and things, as their defined in the other headers in "functions.h", I just KNOW it's in main.cpp here, it's GOTTA be.
So this code is compiled under Visual C++ 2008 Express Edition, and it compiles and works fine, but for some reason it doesn't show the window, but the program is running. However I've checked the line saying:
Code:
	//Make window visible
	ShowWindow(hWnd, nCmdShow);
And yet it still won't work, I'm pretty sure I did everything right, if anyone wants the other header files:

"functions.h"
Code:
#ifndef _FUNCTIONS_H_
#define _FUNCTIONS_H_

//Global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;


#include "prototypes.h"

#include "dxfunctions.h"

#endif
"prototypes.h"
Code:
#ifndef _PROTOTYPES_H_
#define _PROTOTYPES_H_

void initD3D(HWND hWnd);
// initilize DirectX

void renderFrame(void);
// renders one (1) frame

void cleanD3D(void);
// when the game ends, this will be called to clear everything

#endif
"dxfunctions.h"
Code:
#ifndef _DXFUNCTIONS_H_
#define _DXFUNCTIONS_H_

//                             Initilize Direct3D

void initD3D(HWND hWnd)
{
	d3d=Direct3DCreate9(D3D_SDK_VERSION);		//Create the D3D interface

	D3DPRESENT_PARAMETERS d3dpp;	//Structure for holding device information

	ZeroMemory(&d3dpp,sizeof(d3dpp));	//Erase STRUCT for usability

	d3dpp.Windowed = true;		// NOT Fullscreen
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;	//Erase old frames
	d3dpp.hDeviceWindow = hWnd;		//Makes the window compatible with D3D

	//Make the Direct3D class, using structure info above
	d3d->CreateDevice(D3DADAPTER_DEFAULT,
						D3DDEVTYPE_HAL,
						hWnd,
						D3DCREATE_SOFTWARE_VERTEXPROCESSING,
						&d3dpp,
						&d3ddev);
}


//                             Make new frame

void renderFrame(void)
{
	//Clear screen to color BLUE
	d3ddev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,40,100),1.0f,0);

	d3ddev->BeginScene();	//Begin the 3D image render

	//Render here

	d3ddev->EndScene();		//End the 3D image render

	//Display the rendered frame
	d3ddev->Present(NULL,NULL,NULL,NULL);
}


//                             Clear the DirectX engine and COM

void cleanD3D(void)
{
	d3ddev->Release();
	d3d->Release();
}


#endif
Thanks for the help, I suspect this was to go in either Windows Programming or Game Programming in DirectX, but I wasn't sure, so move if appropriate.