im just learning how to do all this - im currently on the 4th lesson http://www.scriptscribbler.com/psp/tuto ... sson04.htm
im having a problem though
as far asa i can tell - i have done everything that it says in the tutorial - but upon compiling i get the following messages
anybody give me a boot in the right direction with this - ive spent two hours looking at it now - and nothings jumping out at me.
thanks
RavenLife
Code: Select all
//test picture shit - mughahahah
#include <pspdisplay.h>
#include <pspctrl.h>
#include <pspkernel.h>
#include <pspdebug.h>
#include <pspgu.h>
#include <png.h>
#include <stdio.h>
#include "graphics.h"
#define printf pspDebugScreenPrintf
#define MAX(X, Y) ((X) > (Y) ? (X) : (Y))
PSP_MODULE_INFO("Image Display Program", 0, 1, 1);
/* 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);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void) {
int thid = 0;
thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
if(thid >= 0) {
sceKernelStartThread(thid, 0, 0);
}
return thid;
}
int main() {
char buffer[200];
Image* ourImage;
pspDebugScreenInit();
SetupCallbacks();
initGraphics();
// all of the above was a setup for the following program
sprintf(buffer, "ourImage.png");
ourImage = loadImage(buffer);
//the following four lines checks to see if the image has loaded
if (!ourImage) {
//Image load failed
printf("Image load failed!\n");
} else {
// if there were no errors the following 3 lines will execute
int x = 0;
int y = 0;
sceDisplayWaitVblankStart();
//loop through the entire screen. The screen is 480 pixels wide and 272 pixels high:
while (x < 480) {
while (y < 272) {
//display image
blitAlphaImageToScreen(0 ,0 ,32 , 32, ourImage, x, y);
y += 32;
}
x += 32;
y = 0;
}
//now to write to the screen (flipping)
flipScreen();
}
//shut down the program - allowing us to see the end product
sceKernelSleepThread();
return 0;
}