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bspymaster
Member

Joined: 10 Dec 2010 Posts: 131 Location: here (where else?)
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Posted: 10 Apr 2012 03:59:07 pm Post subject: |
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I want to suggest one tiny little thing for your logo before we let go of the subject. I noticed that earlier, your logo looked more swirly like this:
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and later yout logo was more linear, like this:
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I just want to say that I kind of like the swirly (first) version better than the second version and that if at all possible, you should get that one back.
Ok, got my two cents in... carry on! _________________
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55886 Location: Earth, Sol, Milky Way
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Posted: 10 Apr 2012 04:02:32 pm Post subject: |
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Oh, I definitely agree on that. I do indeed like the swirlyness, but the edges ruin it for me.  _________________
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bspymaster
Member

Joined: 10 Dec 2010 Posts: 131 Location: here (where else?)
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Posted: 10 Apr 2012 04:11:26 pm Post subject: |
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well... he *in theory* under highly conceptualized ideals that could on rare occasions happen, fix them...
[insert dramatic soap opera music here]bum-bum-BAAAAAA!!!!![/music] _________________
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zeldaking
Power User

Joined: 31 Jul 2011 Posts: 474 Location: Utah
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Posted: 10 Apr 2012 04:59:44 pm Post subject: |
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bspy: hehe, thanks for the input, however I have decided code first, icon later. So once I get a decent beta version, I will go back to the icon.  |
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bspymaster
Member

Joined: 10 Dec 2010 Posts: 131 Location: here (where else?)
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Posted: 10 Apr 2012 07:44:22 pm Post subject: |
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*sigh* fine...
haha, that's probably a good idea. Good luck on the program! _________________
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Eiyeron

Member

Joined: 12 Dec 2011 Posts: 158
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Posted: 11 Apr 2012 12:04:37 am Post subject: |
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Some things:
1. I want to warn you, in 16bit mode, the color ranges goes from 0 to 32 for Red and Blue, and 0 to 64 for blue.
If you want to make Xth gray, you'll have to set RGB to X,2X,X
2.I was thinking too in a similar project. I could give to my functions: I have too a circle, and a filled circle routines (even it's just Wikipedia copy-pasta-fiddling)
3. PierrotLL did a custom font text routines for Gravity Duck, sure you can take a look!
4. Maybe export/import in bmp would be easy, other types use compressing...
5. You could add too an .C export, in source code!
6. Magnifying, and sprite edition would be epic for projects!
7. And if you feel it, try designing a palette mode, for example, Gravity duck's sprites are only 16colors per sprite!
And to finish: Good Luck with your project, I would be thankful to do some sprinting on-calc _________________
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zeldaking
Power User

Joined: 31 Jul 2011 Posts: 474 Location: Utah
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Posted: 11 Apr 2012 11:17:20 am Post subject: |
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Error on build...
Code:
C:\PrizmSDK-0.3\projects\Paint>..\..\bin\make.exe clean
rm -f -fr build C:/PrizmSDK-0.3/projects/Paint/Paint.bin C:/PrizmSDK-0.3/project
s/Paint/Paint.g3a
C:\PrizmSDK-0.3\projects\Paint>..\..\bin\make.exe
sh3eb-elf-gcc -mb -m4a-nofpu -mhitachi -nostdlib -TC:/PrizmSDK-0.3/common/priz
m.ld -Wl,-static -Wl,-gc-sections -LC:/PrizmSDK-0.3/lib -lfxcg -lgcc -o C:/Priz
mSDK-0.3/projects/Paint/Paint.bin
C:/PrizmSDK-0.3/lib\libfxcg.a(crt0.o): In function `main':
(.pretext+0x50): undefined reference to `_main'
collect2: ld returned 1 exit status
make[1]: *** [C:/PrizmSDK-0.3/projects/Paint/Paint.bin] Error 1
make: *** [build] Error 2
C:\PrizmSDK-0.3\projects\Paint>pause
Press any key to continue . . .
Did I do something wrong? |
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Eiyeron

Member

Joined: 12 Dec 2011 Posts: 158
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Posted: 11 Apr 2012 11:30:18 am Post subject: |
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May i see the content of the file with has the Main function? _________________
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zeldaking
Power User

Joined: 31 Jul 2011 Posts: 474 Location: Utah
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Posted: 11 Apr 2012 12:41:28 pm Post subject: |
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Okay how do I include my "data.h" file?
like this?
Code:
#include <data.h>
When I do this it tells me "data.h: no such file or directory", what now?
Also, more errors, specifically the "CopySprite" and the "For" loop, something to do with gnu99 or c99.
Code:
C:/PrizmSDK-0.3/projects/Paint/src/Paint.c: In function 'CopySprite':
C:/PrizmSDK-0.3/projects/Paint/src/Paint.c:49:4: error: 'for' loop initial decla
rations are only allowed in C99 mode
C:/PrizmSDK-0.3/projects/Paint/src/Paint.c:49:4: note: use option -std=c99 or -s
td=gnu99 to compile your code
C:/PrizmSDK-0.3/projects/Paint/src/Paint.c:50:7: error: 'for' loop initial decla
rations are only allowed in C99 mode
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helder7
Member

Joined: 23 Dec 2011 Posts: 136
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Posted: 11 Apr 2012 01:23:36 pm Post subject: |
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| zeldaking wrote: | Okay how do I include my "data.h" file?
like this?
Code:
#include <data.h>
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if you have the file data.h in project directory, you need put a full patch to data.h like:
Code: #include <C:\Users\HELDER\Desktop\PrizmSDK-0.3\projects\paint\data.h>
or simply copy data.h to \PrizmSDK-0.3\include
and you can use
Code:
#include <data.h>
_________________ SiO2 + CaCO3 ----------> CaSiO3 + CO2 |
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Ashbad

I am governor Jerry Brown

Joined: 01 Dec 2010 Posts: 2423 Location: There lived a certain man in Russia long ago
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Posted: 11 Apr 2012 01:53:25 pm Post subject: |
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no, if it's in the "/src" directory of the project, you can just do:
Code: #include "data.h"
and it'll work. _________________ -Ashbad |
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PierrotLL

Advanced Newbie

Joined: 29 Nov 2011 Posts: 72 Location: France
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Posted: 11 Apr 2012 04:02:32 pm Post subject: |
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#include <data.h> means file is in \PrizmSDK-0.3\include
#include "data.h" means file is in the same folder as the actual file.
About error : Code: C:/PrizmSDK-0.3/projects/Paint/src/Paint.c:49:4: error: 'for' loop initial decla
rations are only allowed in C99 mode you have wrote a loop like for(int i=0 ; i<n ; i++)
This int declaration into a for loop is allowed also in C99. So, juste declare your var before the loop. _________________ My fx-9860G & Prizm games
My fx-9860G graphic library, MonochromeLib |
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Ashbad

I am governor Jerry Brown

Joined: 01 Dec 2010 Posts: 2423 Location: There lived a certain man in Russia long ago
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Posted: 11 Apr 2012 04:11:53 pm Post subject: |
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| PierrotLL wrote: | | This int declaration into a for loop is allowed also in C99. So, juste declare your var before the loop. |
Or, even better, add "-std=c99" to your CFLAGS variable in the Makefile, and then it's considered legal to use C99 standard language features  _________________ -Ashbad |
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zeldaking
Power User

Joined: 31 Jul 2011 Posts: 474 Location: Utah
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Posted: 11 Apr 2012 07:23:02 pm Post subject: |
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| KermMartian wrote: | | zeldaking wrote: | | I have noticed it is really bright, meaning it stands out. The rest of the icons are a little dull colored, which is not a bad thing. | That's true. You could always turn down the saturation a hair if you wanted (in GIMP, Colors -> Hue/Saturation). Of course, you'd only want to adjust the color-wheel layer, not the black or gray background. |
For testing reasons I put it on a real Prizm, not the emulator. It looks loads better on calc, the colors are dimmed down quite a bit. So yeah... |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55886 Location: Earth, Sol, Milky Way
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Posted: 11 Apr 2012 07:50:13 pm Post subject: |
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| Ashbad wrote: | | PierrotLL wrote: | | This int declaration into a for loop is allowed also in C99. So, juste declare your var before the loop. |
Or, even better, add "-std=c99" to your CFLAGS variable in the Makefile, and then it's considered legal to use C99 standard language features  | Yup, that's what I do in all of my Prizm makefiles. It works a treat, since I love using C99-style loop variable declarations. _________________
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zeldaking
Power User

Joined: 31 Jul 2011 Posts: 474 Location: Utah
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Posted: 12 Apr 2012 12:36:29 am Post subject: |
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| Yeah much better the c99 declerations are much easier. I wrote some code.. now I can move the cursor arrow around the screen. My sprite is being dumb though. Replicating itself twice, and adding a black box underneath it. I will figure it out. I will have time starting Monday to actually start coding for real, so hang tight for a few days. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55886 Location: Earth, Sol, Milky Way
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Posted: 12 Apr 2012 09:06:01 am Post subject: |
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Ask us if you need help; you're probably either using the sprite routines wrong or not properly erasing the sprite when a mouse movement event is occurring. _________________
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krazylegodrummer56

Power User

Joined: 20 Nov 2011 Posts: 405
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Posted: 12 Apr 2012 10:13:13 am Post subject: |
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when will the beta be released?? _________________ Projects: Learn how to program in Prizm C
First C program!
Tic-Tac-Toe: Get it HERE!
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zeldaking
Power User

Joined: 31 Jul 2011 Posts: 474 Location: Utah
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Posted: 12 Apr 2012 11:03:04 am Post subject: |
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| KermMartian wrote: | | Ask us if you need help; you're probably either using the sprite routines wrong or not properly erasing the sprite when a mouse movement event is occurring. |
It was doing that before I added the movement code. :/
@Krazylego: When I get enough done no set date. |
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krazylegodrummer56

Power User

Joined: 20 Nov 2011 Posts: 405
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Posted: 12 Apr 2012 11:04:14 am Post subject: |
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ok thanks for the info _________________ Projects: Learn how to program in Prizm C
First C program!
Tic-Tac-Toe: Get it HERE!
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