总目录:OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
>第0篇: 由零开始!OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
>第1篇: 加载和显示PNG文件OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
>第2篇: 用家操控和动画OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
>第3篇: 透明色的处理OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
>第4篇: 双缓冲区和背景卷动OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
>第5篇: 制造噪音OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
------------------------------------------------------------------------OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
补充篇:OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
关于VRAM和sceDisplayWaitVblankStart()OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
利用cgywin安装libpngOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
关于OR, AND 和 XOROtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
------------------------------------------------------------------------OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
Bugs:OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
集中于36楼OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
2005.10.20 - DrawImage() 找到一个BugOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
2005.10.22 - DrawImage(), DrawImageRect() 又找到一个BugOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
------------------------------------------------------------------------#\_vXO`z(f本文来自:V电G玩S天K空Y
当我知道PSP可以直接读写VRAM(VIDEO RAM), 我心中不由一喜, 要知道可以直接读写VRAM, 以游戏编程的角度来说, 可是拿到了一把"屠龙宝刀", 只要我们有相应的知识, 2D/3D/特效等等都可以弄出来. OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
当然, 话分两头说, 要是只靠读写VRAM, 游戏能不能达到到圆滑畅快的感觉, 是很依赖PSP处理器和VRAM的速度和编程功力了. 还好, PSP还有3D加速芯片和OPENGL ES可供选择. OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
但我们应该先学爬再学跑, 所以我会从最基本开始, 这一篇, 我会说一下在屏幕上画点和画四方形, 下面是本篇程序的截图:OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
本篇尾有原始码和1.5的执行文件附件, 大家也可以在这里下载:OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
source OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
1.5执行档OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
大家看到本篇的原始码, 就会知道它只是由HELLO WORLD改成, 所以我只是着重说明一下在屏幕上画点和画四方形的部份.
| #define SCREEN_WIDTH 480OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y #define SCREEN_HEIGHT 272OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y #define SCAN_LINE_SIZE 512 // 512 units (either 16bits or 32bits per scanlineOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y #define ARGB(a, r, g, b) (a<<24|b<<16|g<<8|r) |
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
当屏幕设定为32bit一个像素时, 颜色的排列是ABGR, 即透明度, 蓝, 绿, 红. 和我们平时用的ARGB有点不同, 所以用这个ARGB MACRO方便一下.OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
| // VRAM actually starts from 0x04000000 but need to OR with 0x40000000 to prevent OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y // unpredictable behaviours due to cachingOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y u32* pVRAM = (u32*)(0x04000000+0x40000000); |
pspdev wiki 所言, 一定要OR 0x40000000才可直接运用, 要不然会有意想不到的后果!OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
有了VRAM地址, 我们就可以画点了:
| // Plot a single pixel on screenOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y void Plot(int x, int y, u32 color)OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y u32* p = pVRAM + y * SCAN_LINE_SIZE + x;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y *p = color;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y } |
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
明白了画点, 画四方形也就很容易了:
| // Fill a rectangular area with a specific colorOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y void FillRect(int x, int y, int width, int height, u32 color)OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y // 計算第一個像素地址OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y u32* p = pVRAM + y * SCAN_LINE_SIZE + x;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y int i, j;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y for (j=0;j<height;j++)OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y for (i=0;i<width;i++) // 畫一條綫OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y *(p+i) = color;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y }OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y p += SCAN_LINE_SIZE; // 把地址移到下一行OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y }OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y } |
| sceDisplayWaitVblankStart(); |
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
本篇到此也该完结了, 但忽然想到用作示范的话, 有个方便的截图功能会比较好, 于是加了从QJ FORUM 找到的截图功能.
| // Taken from: http://forums.qj.net/showthread.php?t=19422OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y // Original programmer: YeldarbOtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y void WriteByte(int fd, unsigned char data) OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y sceIoWrite(fd, &data, 1);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y }OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y void ScreenShot()OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y const char tgaHeader[] = {0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0};OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y const int width = SCREEN_WIDTH;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y const int lineWidth = SCAN_LINE_SIZE;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y const int height = SCREEN_HEIGHT;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y unsigned char lineBuffer[width*4];OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y u32* vram = pVRAM;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y int x, y;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y int fd = sceIoOpen("ms0:/screenshot.tga", PSP_O_CREAT | PSP_O_TRUNC | PSP_O_WRONLY, 0777);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y if (!fd) return;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y sceIoWrite(fd, tgaHeader, sizeof(tgaHeader));OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y WriteByte(fd, width & 0xff);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y WriteByte(fd, width >> 8);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y WriteByte(fd, height & 0xff);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y WriteByte(fd, height >> 8);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y WriteByte(fd, 24);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y WriteByte(fd, 0);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y for (y = height - 1; y >= 0; y--) {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y for (x = 0; x < width; x++) {OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y u32 color = vram[y * lineWidth + x];OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y unsigned char red = color & 0xff;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y unsigned char green = (color >> 8) & 0xff;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y unsigned char blue = (color >> 16) & 0xff;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y lineBuffer[3*x] = blue;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y lineBuffer[3*x+1] = green;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y lineBuffer[3*x+2] = red;OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y }OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y sceIoWrite(fd, lineBuffer, width * 3);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y }OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y sceIoClose(fd);OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y } |
当用户按"HOME"中止, 本篇程序就会在MEMORY STICK 的根目录, 写入一个叫"screenshot.tga"的图档.OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
OtHTNEI0OEqC|^fwD/2?UmgY^/t|pN~]CD6vqi55I~^RDp'V0FAJgZUQrzQ>xs~}*>本文来自:V电G玩S天K空Y
要是大家不想每次都浪费时间写入这个档, 可以把以下的句子删掉:
ScreenShot();
#\_vXO`z(f本文来自:V电G玩S天K空Y#\_vXO`z(f本文来自:V电G玩S天K空Y


