Here are my errors:
C:\devkitadv\test>c++ -Ic:\devkitadv\arm-agb-elf\include\gp32 gpmain.cpp
In file included from /cygdrive/c/devkitadv/arm-agb-elf/include/time.h:32,
from /cygdrive/c/devkitadv/arm-agb-elf/include/sys/reent.h:14,
from...
When i compile my gpmain.cpp with devkitadv, i get errors in the arm-agb-elf/include files: time.h, reent.h, stdlib.h, and g++'s types.h
i get parse errors, and "only mac or targets win32 supported errors"
anyone have this problem? can anyone help me?
Thanks everyone who had positive answers.
No i dont program VB, and the question i asked was stupid so i dont have to keep asking the same stupid questions!
thanks
:P
Ok, since sensible didn't post what's new in the 2nd Bloody Cross demo, I'm going to attempt to.
-2 new characters
-Yuuka, grappling style fighter
-Razor, boxer
-and Im not sure, but maybe some new moves for jinsu
-a new level (the town)...
thanks! :D
finally figured out what i was doing wrong.
But one more question:
How would you fix the pallete for the pix? When it displays them on gp32, it's kind of messed up. I am using 8 bit pix though.
or how can you set 16-bit graphics mode and use it?
;) Im kinda confused.
I cant find an image converter for gp32 that works...
The one by Edorul just makes a 1 dimension array for everything (.h, .c, etc.), but the only files that work are 2D arrays, and i dont know how to write a .gpg loader because im stupid.
I know how to use GpBitBlt()...
Uh, thank you very much.
Just to clarify:
I didnt just start C, im learning more about the GP32 C libraries and classes as to program for GP32
I was trying to get started with direct x earlier, but some of it is a little much right now.
Sorry about that! :D
I just have a comment on all the snes emu's
(i know they're still in progress and im not doing anything to help (because i just started C))
For any SNES emu's in the future, they should try to implement C4 snes emulation, so that Megaman X2/X3 will work. So far in SNES9xGP, there isnt any C4...