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Question about the PSPSDK

This is a discussion on Question about the PSPSDK within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; I've used c/c++ before but never for the psp, just used LUA. My first program for the psp using the ...

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Old 06-26-2006, 02:25 AM   #1
 
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I've used c/c++ before but never for the psp, just used LUA. My first program for the psp using the sdk is going to be a simple paint program. nothing fancy like photoshop or paintshop heck mspaint will be more advanced than mine Just something to quickly introduce me to c/c++ on the psp.

I've installed the pspsdk and got it up and running. my question is will I beable to use the functions of the graphics.h file, like line, circle, floodfill, get/putpixel?

would I have to init the bgi? I kinda hope not as its real slow...

I appreciate any help you can give me.

EDIT: oh one last thing, my pspsdk download doesn't have a docs folder I checked on the svn site and the docs folder there is empty. Where can I get the docs folder from so I can see all the psp variables/functions ?

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Old 06-26-2006, 07:17 AM   #2

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If you have doxygen installed when you run the toolchain script it will install the docs for the pspsdk.

You can use the graphics.h functions if you have the right files (graphics.h, graphics.c, framebuffer.h, framebuffer.c) and link them in your makefile

I'm not sure what you mean by your bgi question though.
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Old 06-26-2006, 07:42 AM   #3
 
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cool, thanks for the reply!

BGI stands for Borland Graphics Interface. It was mostly used with Turbo C in the old DOS days. Here is a LINK I found that explains about it.

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Old 06-26-2006, 08:11 AM   #4

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The PSP doesnt use BGI...

But yes, as believe you do have to init graphics.
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Old 06-26-2006, 08:17 AM   #5

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Yes you do, fortunately if you use the graphics.h it's all done already for you and you just have to call initGraphics();
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Old 06-26-2006, 08:21 AM   #6
 
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I checked my pspsdk and I don't have graphics.h, so I googled it and found it under luaplayer source. after looking at it I don't think its going to work unless there are 2 verisons of it...
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Old 06-26-2006, 08:24 AM   #7

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Use Yeldarbs tutorials. That information will get you started with everything you need.
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Old 06-26-2006, 09:14 AM   #8
 
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you need to install a few things thru svn
plus, you need to download the graphics.h /graphics.c file seperately
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Old 06-26-2006, 10:26 AM   #9

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Yeldarbs tutorials have those files. You also need a few libraries for it to work..
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Old 06-26-2006, 11:39 AM   #10
 
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I have a precompiled windows toolchain/compiler + PSPSDK, I have also installed libpng, zlib and libmad. should I have not used the precompiled version and gotten the one from svn and compiled it myself?
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Old 06-26-2006, 12:48 PM   #11

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Oh but if your more towards the paint app side or something, then use the primitive graphics library. It has great stuff, like draw line, draw box, draw filled box, built in sceDisplayWaitVblank(#her e) (pretty easy to do, but still, its convient).

I love it, and it uses the GU so no delay at all. It initilizes it for u adn everything.
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Old 06-26-2006, 06:29 PM   #12
 
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Well I deleted my precompiled SDK and followed the directions in Yeldarb's tutorials. I'm just finished lesson 5 and about to start lesson 6.

I did find the graphics.h file and it not the same as the old borland one. but it does have put and get pixel in it so I should beable to create a floodfill command myself.

thanks agin for your help

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