由小白到大大的涅盘,从vgsky.com开始!

学习PSP游戏制作实况记录:加载和显示PNG文件

Update:2007/10/6,Click:0 本文如有下载 请从下面附件中下载

举手之劳 是您对我们最大的支持 感谢您!

无意中发现了读写PNG的代码, 大喜过望, 马上"盗为己用" :)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 PNG读写的原代码请参考:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 PNG  Sample3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 先给大家看一下截图:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 背景来自QJ Forum3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 我把showimage 改成 LoadImage, 而自定了一个Image 的 struct 把像素数据存在记忆内, 留作后用:
 typedef struct3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
{3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int mWidth;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int mHeight;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      u32* mBits;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
} Image;
LoadImage基本上和本来的showimage差不多, 只是现在把相关的数据写进记忆内而不是VRAM:
       Image* image = (Image*) malloc(sizeof(Image));3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
       if (image)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
       {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
              image->mBits = (u32*) malloc(width * height * sizeof(u32));3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
              if (image->mBits)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
              {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                           image->mWidth = width;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                           image->mHeight = height;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                           3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                     p32 = image->mBits;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                     p16 = (u16*) p32;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                     for (y = 0; y < height; y++) 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                     {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                      png_read_row(png_ptr, (u8*) line, png_bytep_NULL);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                      for (x = 0; x < width; x++) 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                      {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       u32 color32 = line[x];3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       u16 color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       int r = color32 & 0xff;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       int g = (color32 >> 8) & 0xff;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       int b = (color32 >> 16) & 0xff;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       // 本文的程式只用了32bit像素模式, 但本函数是支持psp所有像素格式的3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       // 參考下面, 就可以看出不同像素格式的顏色編排3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       switch (pixelformat) {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                               case PSP_DISPLAY_PIXEL_FORMAT_565:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       color16 = (r >> 3) | ((g >> 2) << 5) | ((b >> 3) << 11);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       *(p16+x) = color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                               case PSP_DISPLAY_PIXEL_FORMAT_5551:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       color16 = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       *(p16+x) = color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                               case PSP_DISPLAY_PIXEL_FORMAT_4444:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       color16 = (r >> 4) | ((g >> 4) << 4) | ((b >> 4) << 8);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       *(p16+x) = color16;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                               case PSP_DISPLAY_PIXEL_FORMAT_8888:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       color32 = r | (g << 8) | (b << 16);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       *(p32+x) = color32;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                                       break;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                       }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                      }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                         p32 += width;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                         p16 += width;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                     }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                 }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                 else3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                 {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                        free(image);3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                        image = NULL;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                 }
我把上一篇和这篇所弄出来的有关图像functions都放到另一个独立档内, 一来方便整理和查看, 二来为可能转去c++做点准备. 现在的代码包内有以下的档案:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 
  • main.c
  • common.h
  • gfx.c
  • gfx.h
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
好了, 到了要介绍本篇主角的时候了! 我们把图像存在记忆, 接着要做的, 当然是把它显示在屏幕, 这就是新函数DrawImage 的功能, 因为不想任意写进VRAM以外的地方, 我也加了些避免画出界的简单测试:
void DrawImage(Image* image, int x, int y)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
{3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int xImage = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int yImage = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int width = image->mWidth;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int height = image->mHeight;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      if (x < 0)                                          // 把畫圖限制在螢幕範圍3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             xImage = 0-x;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             width -= xImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             x = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      if (y < 0)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             yImage = 0-y;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             height -= yImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             y = 0;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      if (width<=0 || height<=0) return;     // 要是圖在螢幕外, 干脆不用畫3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      if (x+width>SCREEN_WIDTH)              3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             width = SCREEN_WIDTH-x;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      if (y+height>SCREEN_HEIGHT)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             height = SCREEN_HEIGHT-y;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      // 計算第一個像素的位置3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      u32* pFrameBuffer = pVRAM + y * FRAME_BUFFER_WIDTH + x;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      u32* pImage = image->mBits + yImage * image->mWidth + xImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int i, j;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      u32* pSrc;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      u32* pDest;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      for (i=0;i<height;i++)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      {3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             pSrc = pImage;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             pDest = pFrameBuffer;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             for (j=0;j<width;j++)3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
                    *pDest++ = *pSrc++;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             pImage += image->mWidth;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
             pFrameBuffer += FRAME_BUFFER_WIDTH;    // 到下一行3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      }3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
}
用devkitPro 或用PSPSDK而没有libpng和zlib的朋友, 请把附件libpng_zlib.zip的*.h放在".../pspdev/psp/include"内和把*.a放在".../pspdev/psp/lib"内, 我在devkitPro 测试过, 应该可以顺利编译.3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 关于用cygwin安装libpng的补充, 请看23楼3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 本篇到此为止了, 和上一篇一样, 当程序结束时, 会把一张画面截图放在根目录, 不同的是, 今次用的是PNG档. 相同的情况, 要是大家不想截图, 请把有关命令从代码里拿掉.
 ScreenShot("ms0:/screenshot.png");
[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y

注: 附件是1.50的执行文件.

[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y

忘了提醒大家: 要是大家自己编译并用kxploit tool 把game01放入psp, 要记得把"mario.png" 也放在"game01"目录内!


[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y

下面是问题解答:

[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y

如何把jpg or gif 转换成png ?3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 如果要使用到rand 这个随机数的话,需要#include 什么东西3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 因为如果我只有3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 #include &lt;pspkernel.h&gt;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 #include &lt;pspdisplay.h&gt;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 #include &lt;pspdebug.h&gt;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 在编译时会出现waring3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 main.c: In function &#39;main&#39;:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 main.c:142: warning: implicit declaration of function &#39;rand&#39;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
 还有rand的语法也请教我一下,谢喔

[\<xSE|/A!.i}<J'~'9$Z]'uo'MT^hsTDto4}E<s'GU.O9B^aV7Ke}24K]TBrO#4.|V4K(M~zC(&70WrhA>本文来自:V电G玩S天K空Y

我是用Paint Shop Pro 做图像文件格式转换.3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
至于想用rand, 你应#include &lt;stdlib.h&gt;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
用rand 应该得到一个int 的随机数, 怎样应用要看你的需要了, 例如:3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      int n = rand()%100;3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
      printf("%d", n);
3a>H]4r2GMH;vk-B:0Q`c~tX~本文来自:V电G玩S天K空Y
就是产生一个0-99的随机数放在n.

【分类导航】

【热门游戏资讯】

更多

【推荐游戏资讯】

更多

【最新资讯更新】

更多

【赞助商链接】