StudioX64
Still Fresh
Many thanks out to everyone for all of their great help, this forum has been a god send! - I have 2 problem bits of code to figure out and my game is finally ready for release.
1. I need some code to return my palette back to the GP32 default, after making changes to it. Changes were made using the following code snippet:
h_pal = GpPaletteCreate(256, (GP_PALETTEENTRY*)stxlogo_Pal);
GpPaletteSelect(h_pal);
GpPaletteRealize();
GpPaletteDelete(h_pal);
h_pal = NULL;
2. I need my timer count to run on 1 second intervalls. I am creating a timer using the following code, however when I run it on the GP32 it never quite matches up real time 1 seconds = 1 second etc:
if(GPOS_ERR_ALREADY_USED == GpTimerOptSet(0,6,100,UpdateTimer0)) GpTimerKill(0);
GpTimerSet(0);
My timer interrupt code simply subtracts 1 from the second count each int. Any help would be much appreciated. Thanks in advance.
1. I need some code to return my palette back to the GP32 default, after making changes to it. Changes were made using the following code snippet:
h_pal = GpPaletteCreate(256, (GP_PALETTEENTRY*)stxlogo_Pal);
GpPaletteSelect(h_pal);
GpPaletteRealize();
GpPaletteDelete(h_pal);
h_pal = NULL;
2. I need my timer count to run on 1 second intervalls. I am creating a timer using the following code, however when I run it on the GP32 it never quite matches up real time 1 seconds = 1 second etc:
if(GPOS_ERR_ALREADY_USED == GpTimerOptSet(0,6,100,UpdateTimer0)) GpTimerKill(0);
GpTimerSet(0);
My timer interrupt code simply subtracts 1 from the second count each int. Any help would be much appreciated. Thanks in advance.