Helloworld 2.0+ (gu-ge-vram as prx)

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whazilla
Posts: 13
Joined: Sat Sep 09, 2006 10:20 pm

Helloworld 2.0+ (gu-ge-vram as prx)

Post by whazilla »

hi,

i managed to compile hitmen's helloworld into a prx

i run it with ./hello.prx in psplink
and it works as it should ...

then i load it with another prx witch has gu code ...
as supposed direct vram acces of the hello.prx take the upperhand
and i see both prx'es loaded on my psp screen

only a few bugs ... 2 exactly when i load the ./effect.prx ... the hello.prx
suddenly shows its contents twice below eatch other and it allso regularly
flashes on and off some flickering and sutch

but im already happy my approach worked ... now maybe just use a
semaphore or some msg function between the prx'es to have them synced

But i allso wanted to ask help on blitting an image using vram or ge ... as
i noticed i cant have 2 gu prx'es ... but gu can work together with
vram(or ge) acces

so i wanted to learn what i all can do with ge ... as i didnt found a tut anywhere

Hope to hear y'all
and greetz
whaz:p
whazilla
Posts: 13
Joined: Sat Sep 09, 2006 10:20 pm

semawhore prxes into seemlessly gfx

Post by whazilla »

hm.
didnt expected all of yah at once.

from another forum ... i got a tip
In Nem's hello world app (the app all devs start on to begin with), in order to draw images, they need to be saved as hex-strings and then BitBlt is used to draw them to vram.
so i tried with that old source and got it goin ... vram fonts and gfx in an
overlay.prx with a 3D effect as bgeffect.prx ... really wicked

now i was thinking could somebody help me gettin this so with exported
variables or functions

so i could seamlessly semaphore ?
http://en.wikipedia.org/wiki/Semaphore_(programming)

any help is welcome xD
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