Hi everyone.
I have two main questions.
First, the .sef file format
I have found code from gamepark that allows me to load .gpg files from a smc, assign them to a pointer and then allow me to use the GpBitBlt or GpTransBlt etc functions on them. However, I have found no code to do the same with .sef files. At the moment I can only embed them as .c files into my .fxe file, and it is getting rather large (sound files are heaps bigger than the graphics ones!!) Does anyone know how to load a .sef file from the smc and then be able to use the standard GpPcmOut function?
And the GpTextOut function
I have two integers, px and py, which are the player's x and y co-ordinates. I want to print their numbers to the screen, but when I use the
GpTextOut(NULL, &gpDraw[nflip], 20, 70,(char*)px, 0x00);
function, all it prints is garbage
I've tried combinations of pointers, creating char type casts, but they all print garbage. Can someone tell me how to print integer values?
Thanks everyone!
I have two main questions.
First, the .sef file format
I have found code from gamepark that allows me to load .gpg files from a smc, assign them to a pointer and then allow me to use the GpBitBlt or GpTransBlt etc functions on them. However, I have found no code to do the same with .sef files. At the moment I can only embed them as .c files into my .fxe file, and it is getting rather large (sound files are heaps bigger than the graphics ones!!) Does anyone know how to load a .sef file from the smc and then be able to use the standard GpPcmOut function?
And the GpTextOut function
I have two integers, px and py, which are the player's x and y co-ordinates. I want to print their numbers to the screen, but when I use the
GpTextOut(NULL, &gpDraw[nflip], 20, 70,(char*)px, 0x00);
function, all it prints is garbage
I've tried combinations of pointers, creating char type casts, but they all print garbage. Can someone tell me how to print integer values?
Thanks everyone!