no_skill
gp2x! bananas! mayhem! mayham!
Hi,
after loosing the war against c++ + gp32 i've decided to rewrite SuperMarioWar in plain c.
but i still had problems with the sdk so i decided to not bother with it and write it so it can be ported more than easily.
now i'm looking for someone to build me a gp32 backend (gp32sdk, mrmirko`s, don`t care).
the function prototypes in this header are looking for an implementation:
you can see what i`ve done so far here:
http://no-skill.kbs-design.net/tmp/gpsmw.zip
i hope someone can help me.
huge thanks in advance,
no_skill
after loosing the war against c++ + gp32 i've decided to rewrite SuperMarioWar in plain c.
but i still had problems with the sdk so i decided to not bother with it and write it so it can be ported more than easily.
now i'm looking for someone to build me a gp32 backend (gp32sdk, mrmirko`s, don`t care).
the function prototypes in this header are looking for an implementation:
Code:
#define KEY_A 0
#define KEY_B 1
#define KEY_L 2
#define KEY_R 3
#define KEY_START 4
#define KEY_SELECT 5
#define KEY_UP 6
#define KEY_DOWN 7
#define KEY_LEFT 8
#define KEY_RIGHT 9
#define KEY_LAST 10
extern int keys[KEY_LAST];
#define bool int
#define true 1
#define false 0
typedef struct {
int width;
int height;
//uint16 *pixels; //whatever...
}sys_gfx_Surface;
void sys_init(); //inits gfx, sfx, inp etc
void sys_gfx_flipBuffer(); //flip gfx buffers
sys_gfx_Surface * sys_gfx_load(char *name, bool colorkey); //load surface
void sys_gfx_draw(sys_gfx_Surface *surface, int x, int y);
void sys_gfx_drawpart(sys_gfx_Surface *surface, int x, int y, int px, int py, int pw, int ph);
void sys_gfx_free(sys_gfx_Surface *surface);
void sys_inp_updateKeys();
int sys_clk_getMs();
you can see what i`ve done so far here:
http://no-skill.kbs-design.net/tmp/gpsmw.zip
i hope someone can help me.
huge thanks in advance,
no_skill