Search found 7 matches

by Tychom
Tue May 17, 2005 5:54 am
Forum: PSP Development
Topic: Ty Shooter v0.1 - An arena shooter
Replies: 2
Views: 4038

Ty Shooter v0.1 - An arena shooter

Here's an initial release of the work I started on thursday evening. It's a sort of Robotron-slash-Smash TV clone I guess - use the dpad or analog to manouever and the face buttons to fire. I put together a video here (4MB, DivX 5.11) and you can download the initial version here (v1.0 PSPs only ofc...
by Tychom
Mon May 16, 2005 10:03 am
Forum: PSP Development
Topic: Some possibly silly questions regarding float, double &
Replies: 29
Views: 13129

Grover wrote:For a quick fix for this just test the sign bit on the float :-) bit 31..
Already gone there, it's as if you're reading my mind :)
by Tychom
Mon May 16, 2005 8:05 am
Forum: PSP Development
Topic: bmp to const unsigned short
Replies: 7
Views: 4859

I use this C++ code under win32: AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image { FILE *File=NULL; // File Handle if (!Filename) // Make Sure A Filename Was Given { return NULL; // If Not Return NULL } File=fopen(Fi...
by Tychom
Mon May 16, 2005 7:57 am
Forum: PSP Development
Topic: Some possibly silly questions regarding float, double &
Replies: 29
Views: 13129

Some possibly silly questions regarding float, double &

So today I passed the next stage in the development of my game (info + vid here ) but not without some trouble. The first problem I had was regarding comparisons of floats, i.e. something as simple as this (where 'x' is of type float): if &#40;x < 1.0f&#41; &#123; //something here that w...
by Tychom
Sun May 15, 2005 1:07 am
Forum: PSP Development
Topic: bitblt function
Replies: 7
Views: 5050

the mask array should be of type "const unsigned char []", not short. Other than that, your mask array is split 40-60% so you'll still see a bit of blue (if that's what you wanted then all's good :) )
by Tychom
Sat May 14, 2005 10:38 pm
Forum: PSP Development
Topic: bitblt function
Replies: 7
Views: 5050

As an aside, has anyone idea about how much static data can be held (i.e. how big the stack can be), without malloc i'm storing already upwards of 300k in bitmap & mask data..
by Tychom
Sat May 14, 2005 10:32 pm
Forum: PSP Development
Topic: bitblt function
Replies: 7
Views: 5050

well fwiw I knocked together a very quick and dirty alpha blending function last night for my game which is just an extension of the current - note this is bound to be terribly slow but it does at least work ;) #define MASK_RED 0x1F #define MASK_GREEN 0x3E0 #define MASK_BLUE 0x7C00 #define GET_RED&a...