/* NAME: IMAGE FILE DATE: FEB/23/07 CREATOR: Min Lee/Minsin ////////////////////MAKEFILE////////////////////// TARGET = hello OBJS = main.o CFLAGS = -O2 -G0 -Wall CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti ASFLAGS = $(CFLAGS) EXTRA_TARGETS = EBOOT.PBP PSP_EBOOT_TITLE = Hello World PSPSDK=$(shell psp-config --pspsdk-path) include $(PSPSDK)/lib/build.mak //////////////////////////////////////////////////*/ #include #include #include #include //bottom down is for image processing #include #include #include #include "graphics.h" //This is necessary. #define printf pspDebugScreenPrintf //I don't know what the fuck this is. #define MAX(X, Y) ((X) > (Y) ? (X) : (Y)) PSP_MODULE_INFO("IMAGE DISPLAYER", 0, 1, 1); /*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*//*/// /* Exit callback */ // int exit_callback(int arg1, int arg2, void *common) { // sceKernelExitGame(); // return 0; // } // // /* Callback thread */ // int CallbackThread(SceSize args, void *argp) { // int cbid; // // cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL); // sceKernelRegisterExitCallback(cbid); // // sceKernelSleepThreadCB(); // // return 0; // } // // /* Sets up the callback thread and returns its thread id */ // int SetupCallbacks(void) { // int thid = 0; // // thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0); // if(thid >= 0) { // sceKernelStartThread(thid, 0, 0); // } // // return thid; // } // /*_+*{}*|:*"<*>?**_+*{}*|:*"<*>?**_+*{}*|:*"<*>?**_+*{}*|:*"<*>?**_+*{}*|:*"<*>?**_+*{}*|:*"<*>?**_+*{}*/ int main() { char buffer[200]; Image* ourImage; pspDebugScreenInit(); SetupCallbacks(); initGraphics(); //For initializing graphics sprintf(buffer, "ourImage.png"); ourImage = loadImage(buffer); if (!ourImage) { //Image load failed printf("Image load failed!\n"); } else { int x = 0; int y = 0; sceDisplayWaitVblankStart(); while(x < 480) { while(y < 272) { blitAlphaImageToScreen(0 ,0 ,32, ourImage, x, y); y +=32; } x += 32; y = 0; } flipScreen(); } sceKernelSleepThread(); //Freezes the Game so that we can see the output. return 0; }