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Old 04-05-2006, 03:25 PM
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HELP!!

i started making a game in C and when you print a text to the screen how do use different fonts and font sizes???
printTextScreen(400,260,"Lives:", black);
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Old 04-05-2006, 03:27 PM
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printTextScreen(400,260,"Lives:", black);, hm dats intersting in c u do printf, in LUA you define da colour like dat, i fink u need 2 go learn ur c properly 1st
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Old 04-05-2006, 03:30 PM
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no in C if you want to use printf you define it first #define printf pspDebugScreenPrintf then you would do printf("blah blah"); and for color you define that too #define RGB(r, g, b) ((r)|((g)<<8 )|((b)<<16));
Color black = RGB(255, 255, 255);
Color green = RGB(77, 255, 0);
EDIT and i no how to code it is i just dont no everything
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Old 04-05-2006, 03:32 PM
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oh i fought u meant like

red = Color.new (255,0,0)

soz, it mite make more sense if ur 1st post showd wot u done so far
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Old 04-05-2006, 03:34 PM
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if anyone knows can they please help me

Last edited by sharko : 04-05-2006 at 03:38 PM.
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Old 04-05-2006, 03:39 PM
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hm how bout making ur text an image? den u can make ny font and no hassle, i think its www.scriptscribbler.com/psp tut no 4 - i think, also has he stopped writing these tuts he aint updated in a while.
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Old 04-05-2006, 03:41 PM
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yes i no those tuts dont help at all.... well i have a menu and i have a backgound blit to the screen and i need to do this sceCtrlReadBufferPositive(&pad, 1);
blitAlphaImageToScreen(0, 0, 480, 272, background4, 0, 0);

if(pad.Buttons & PSP_CTRL_UP) {
if(selComponent > 0) {
selComponent--;
}
for(i=0; i<10; i++) {
sceDisplayWaitVblankStart();
}
} else if(pad.Buttons & PSP_CTRL_DOWN) {
if(selComponent < 3) {
selComponent++;
}
for(i=0; i<10; i++) {
sceDisplayWaitVblankStart();
}
}
sprintf(filler, "Start");
if(selComponent == 0) {
printTextScreen(226, 130, filler, shadowColorH);
printTextScreen(225, 130, filler, highlightColor);
}
else {
printTextScreen(226, 130, filler, shadowColorD);
printTextScreen(225, 130, filler, dimmedColor);
}
sprintf(filler, "Options");
if(selComponent == 1) {
printTextScreen(220, 140, filler, shadowColorH);
printTextScreen(219, 140, filler, highlightColor);
}
else {
printTextScreen(220, 140, filler, shadowColorD);
printTextScreen(219, 140, filler, dimmedColor);
}
sprintf(filler, "Credits");
if(selComponent == 2) {
printTextScreen(220, 150, filler, shadowColorH);
printTextScreen(219, 150, filler, highlightColor);
}
else {
printTextScreen(220, 150, filler, shadowColorD);
printTextScreen(219, 150, filler, dimmedColor);
}
sprintf(filler, "Exit");
if(selComponent == 3) {
printTextScreen(226, 160, filler, shadowColorH);
printTextScreen(225, 160, filler, highlightColor);
}
else {
printTextScreen(226, 160, filler, shadowColorD);
printTextScreen(225, 160, filler, dimmedColor);
}
if(pad.Buttons & PSP_CTRL_CROSS){
if(selComponent == 0) {
break;
}
}
if(pad.Buttons & PSP_CTRL_CROSS){
if(selComponent == 1) {
while(1){
blitAlphaImageToScreen(0, 0, 480, 282, background1, 0, 0);
flipScreen();
sceCtrlReadBufferPositive(&pad, 1);
if(pad.Buttons & PSP_CTRL_CIRCLE){
break;
}
}
}
}
if(pad.Buttons & PSP_CTRL_CROSS){
if(selComponent == 2) {
while(1){
blitAlphaImageToScreen(0, 0, 480, 282, background2, 0, 0);
flipScreen();
sceCtrlReadBufferPositive(&pad, 1);
if(pad.Buttons & PSP_CTRL_CIRCLE){
break;
}
}
}
}
if(pad.Buttons & PSP_CTRL_CROSS){
if(selComponent == 3) {
sceKernelExitGame();
}
}
for(i=0; i<1; i++) {
sceDisplayWaitVblankStart();
}
}
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