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Some code questions

 
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TheHorst



Joined: 13 Apr 2006
Posts: 12

PostPosted: Tue Apr 18, 2006 7:00 am    Post subject: Some code questions Reply with quote

first: i´ve tried the search ....

how do i play more than one mp3 at the same time? how do i start a second thread for the second mp3?

second question ...
how can i use button input, while this code executes:

Code:
   sprintf(buffer, "gfx/questions/question%04d.png", question);
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 480, 272, ourImage, 0, 0);
   freeImage(ourImage);

   sprintf(buffer, "gfx/balken/balken01.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken02.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken03.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken04.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken05.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken06.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken07.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken08.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken09.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken10.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken11.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken12.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken13.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);

   sprintf(buffer, "gfx/balken/balken13.png");
   ourImage = loadImage(buffer);
   blitAlphaImageToScreen(0 ,0 , 442, 21, ourImage, 19, 100);
   flipScreen();
   freeImage(ourImage);
   sceKernelDelayThread(2000000);


tanks in advance ...
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Giuliano



Joined: 13 Sep 2005
Posts: 78

PostPosted: Tue Apr 18, 2006 7:09 am    Post subject: Reply with quote

I don't know about the sound (haven't done sound yet) but to get button input from that you can make your own sleep code and call a controller function from that

pseudo code:
draw image
starttime = get time
while ( current time - starttime < X ) {
parseKeys();
sceKernelDelayThread(200); //give a little time to sleep
}
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TheHorst



Joined: 13 Apr 2006
Posts: 12

PostPosted: Tue Apr 18, 2006 8:03 pm    Post subject: Reply with quote

Giuliano wrote:
I don't know about the sound (haven't done sound yet) but to get button input from that you can make your own sleep code and call a controller function from that

pseudo code:
draw image
starttime = get time
while ( current time - starttime < X ) {
parseKeys();
sceKernelDelayThread(200); //give a little time to sleep
}


thanks, good for my brain, solved that prob!
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