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TIFF Code

This is a discussion on TIFF Code within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; I am trying to understand the readme that came with the SDK and how to code a simple TIFF game ...

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Old 09-27-2006, 10:09 PM   #1
 

 
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Question TIFF Code

I am trying to understand the readme that came with the SDK and how to code a simple TIFF game or rogram...but I dont get any of it. I was wondering of someone could either explain it to me or redirect me to a tutorial somewhere.
Thanks a lot!
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Old 09-27-2006, 10:33 PM   #2

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Not much to say about it, but look at the Functions.txt, that holds all available external functions that are useable. Nonne of the std libraries are available, limiting yourself dramatically, but you can easily remake some of them (i sucessfully remade the stdlib function 'atof'... what a pain )

As for graphics and whatnot...

Understanding the usage of double buffering is important when using the gfx library supplied... I think itd be best if you just fiddled around with it yourself, and get a feel for the double buffering.

(I was gonna post the Raodrunner source, but its pathetic as I can see where my for loop for the checkered effect went wrong... Oh and because of an update of it will be coming out in October some time *whistles*)
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Old 09-27-2006, 10:39 PM   #3
 
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Default hmm....

Look the txt files carefully.
You have diffrent funcs for KERNEL access.
Frame Buffer is max.
So you'll have to code the same way with TIFF lib.

I'll look at it and post here.
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Old 09-27-2006, 11:14 PM   #4
 

 
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thx for repling, guys. For SG, what is `double buffering ( or even frame buffering, for that matter )

for gamer, those txt files are what doesnt make sense to me
god i hate typing on my psp
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Old 09-27-2006, 11:20 PM   #5

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'dobule buffering' - http://en.wikipedia.org/wiki/Double_buffering

The usage and manipulation of the display buffer in lamen terms... You can turn on display on or off as if it were a light switch. But, to show certain things not being looped, you need the light on before a delay...
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Old 09-28-2006, 12:11 AM   #6
 
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Quote:
Originally Posted by SG57
Nonne of the std libraries are available, limiting yourself dramatically
That's not really true. You can include them- you do, however, need to make sure that any psp functions required by the libs you include are 1) available and 2) properly placed in tiffsdk.c
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Old 09-28-2006, 07:55 AM   #7
 

 
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ok, that makes a little more sense SG...

Ok, I looked at the functions.txt. Lets say all I wanted to do would be to make a TIFF htat just displays the time. maybe updatses it, too

Would i use this function?
b736e9ff,sceKernelFreeVpl db738f35,sceKernelGetSyst emTime


If so, what do i do with it?

Also, I looked at the tetris gff.c file and none of it makes sense to until the bottem where it displays the text that appears in the game conserning the contfols. i replaced noobz.eu with my name to see if that woulf work but now tetris wont boot. What did i do wrong...is there something else i have to change?

UPDATE: ok all ive done is change the colors of diplayed text in the tetris.c file...but iI dont know what to do with that file since all i see in the tetris game folder on my psp ins the loadbionary.tiff, a pic of the game (thumbnail(, and the tetris.BIN file. So what did they do with the gfx and tetris.c files????
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Last edited by tremianor; 09-28-2006 at 03:57 PM..
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Old 09-28-2006, 04:08 PM   #8

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Your not ready for programming just yet tremianor if you don't know how and what compiling does.
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