I am guessing the .zip file would be easiest to manage using Windows unless I use 7-zip, right?
Yes the zip will work fine, but the tar.xz is way way smaller.
"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live" -Unknown
"If you've done something right no one will know that you've done anything at all" -Futurama
"Have a nice day, or not, the choice is yours." Tom Steiner
<Michael_V> or create a Borg collective and call it The 83+
<Michael_V> Lower your slide cases and prepare to be silent linked. Memory clears are futile.
What do I do now, I have the zip. It contains alot of folders and alot of files, I don't have a clue what to do.
zeldaking wrote:
What do I do now, I have the zip. It contains alot of folders and alot of files, I don't have a clue what to do.
Did you read the setup guide on WikiPrizm?
http://prizm.cemetech.net/index.php?title=PrizmSDK_Setup_Guide
Nope. Thanks for the help, hopefully I will get to coding. I looked at Ashbad's pong example and I understand the code except for one part. The file with bunch of 0xf0e stuff (assuming this is picture data) but I am not sure. Is this the info for the selected and unselected homescreen image?
zeldaking wrote:
Nope. Thanks for the help, hopefully I will get to coding. I looked at Ashbad's pong example and I understand the code except for one part. The file with bunch of 0xf0e stuff (assuming this is picture data) but I am not sure. Is this the info for the selected and unselected homescreen image?
Nope, the two images are converted automatically in the build process. What you probably looked in was data.h, which held the converted picture data for the PONG logo on the title screen and the "copyright" at the bottom of the title screen I then copy the sprites to the screen using CopySpriteMasked (or CopySprite or CopySpriteMaskedAlpha).
Yeah it was the header file. Okay that makes more sense. Thanks. I will try to make a small program tonight.
Questions:
Can I use cout<< "Text
Also can i use...
cin << Var
If not is there any fuction that will allow easy user input?
Third: Is there a list of #include anywhere?
Questions:
Can I use cout<< "Text
Also can i use...
cin << Var
If not is there any fuction that will allow easy user input?
Third: Is there a list of #include anywhere?
If you look in the /include/ folder of the PrizmSDK, you'll see all of the include files you can use, and inside them are all the system calls that you can use. This is C, not C++, and there's no stdio anyway, so you can't use cout and cin. There's no super-easy function for user input yet, but we're working on building a compendium of such routines.
- KermMartian
- Site Admin (Posts: 64056)
- 28 Feb 2012 05:53:35 pm
- Last edited by KermMartian on 28 Feb 2012 06:27:44 pm; edited 1 time in total
graphmastur wrote:
Also, for the record, the correct C++ syntax is cin >> var, IIRC.
You remember correctly. The (stupidly overloaded shifting operators) stream operators are meant to show which direction the stream is going:
Code:
cout << "Text points " << 2 << " into the cout and stdout" << endl;
cin >> mystring; //text comes out of cin and into mystring.
Haha, sorry about that. I havent coded C++ in about a year. Ahh yes it is C. Okay will look into the SDK
Phew... I actually have some time to code some C. Okay first off I have a question. Where do you put your unselcected BMP and selected BMP? Meaning the unselected and selected pictures that show up on the prizm homescreen. Should I make a folder just for this project?
zeldaking wrote:
Phew... I actually have some time to code some C. Okay first off I have a question. Where do you put your unselcected BMP and selected BMP? Meaning the unselected and selected pictures that show up on the prizm homescreen. Should I make a folder just for this project?
You indeed need a folder for each project. In the makefile, you specify which images in the project folder you use to be selected/unselected, and the makefile is also in there as well. Also, make sure you set it up correctly: http://prizm.cemetech.net/index.php?title=PrizmSDK_Setup_Guide#Setting_Up_the_SDK_on_Windows
You should make a folder for each project in the projects folder. You specify the icons as arguments to mkg3a in the makefile. Did you see our thread about Prizm icon guidelines?
This is directed to Ashbad or anyone who knows. What does this do?
Code:
Code:
int PRGM_GetKey(int x){
unsigned char buffer[12];
PRGM_GetKey_OS( buffer );
return ( buffer[1] & 0x0F ) * 10 + ( ( buffer[2] & 0xF0 ) >> 4 );
}
zeldaking wrote:
This is directed to Ashbad or anyone who knows. What does this do?
Code:
Code:
int PRGM_GetKey(int x){
unsigned char buffer[12];
PRGM_GetKey_OS( buffer );
return ( buffer[1] & 0x0F ) * 10 + ( ( buffer[2] & 0xF0 ) >> 4 );
}
Returns the keycode of the last key pressed, in the format KEY_PRGM_<XXX> (example, KEY_PRGM_SHIFT mean the shift key -- all of the keycodes can be found in keyboard.hpp).
I honestly suggest you use this, though: http://prizm.cemetech.net/index.php?title=Debouncing_Multiple-Keypress_PRGM_GetKey
Ahh okay I was thinking it was along those lines. Could anyone help me make some C code based off of this...
Code:
Sorry I am just a beginner C coder
Code:
While Getkey=0
code...
End
Sorry I am just a beginner C coder
Honestly, I've just been pointing all beginning C programmers here: http://www.cprogramming.com/tutorial/c-tutorial.html
Feel free to read through that, I'll be glad to answer any questions. Once you go through all of that and understand it all, then you'll probably be ready for C programming on the Prizm.
Feel free to read through that, I'll be glad to answer any questions. Once you go through all of that and understand it all, then you'll probably be ready for C programming on the Prizm.
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