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help with timing

 
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snoopshady



Joined: 10 Jan 2008
Posts: 5

PostPosted: Sat Jan 12, 2008 12:47 am    Post subject: help with timing Reply with quote

I was having a little trouble with loading sprites from my previous program (Tales of Symphonia the Homebrew (im trying to port it to C)) basically I want to the load attacking sprites without having to hold the required button combo until the attack finishes. Normally in lua i would do this:
Code:

function sonicthrustback()

counter:start()
current = counter:time()

if current >1050 then
status = "false"
playerimg = playerimgback
counter:reset()
end

if current >0 and current < 100 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust1.png")
end

if current >101 and current < 200 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust2.png")
end

if current >201 and current < 300 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust3.png")
end


if current >301 and current < 400 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust4.png")
end


if current >401 and current < 500 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust5.png")
end


if current >501 and current < 600 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust6.png")
end


if current >601 and current < 700 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust7.png")
end

if current >701 and current < 800 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust8.png")
end

if current >801 and current < 850 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust9.png")
end

if current >851 and current < 900 then
playerimg= Image.load("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust10.png")
end
end

is there a way to do this in C?(im not sure how one gets timers in C also)
EDIT:nvm i got it guess i got frustrated over nothing
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Sat Jan 12, 2008 4:55 am    Post subject: Reply with quote

Load the images in the init, putting the ptrs into an array:

Code:
  sonict_images[0] = loadImage("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust1.png");
  sonict_images[1] = loadImage("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust2.png");
...
  sonict_images[9] = loadImage("sprites/lloyd/Battle Sprites/Sonic Thrust/back/sonicthrust10.png");


then simply do:

Code:
  playerimg = sonict_images[current/100];


Again, you are loading images in a place where you shouldn't. All images should be loaded before the game (or level if different for level) starts, then just use the pointers in the main code.
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zilt



Joined: 21 Feb 2006
Posts: 45
Location: Ontario, Canada

PostPosted: Sat Jan 12, 2008 5:33 am    Post subject: Reply with quote

hmm.. I guess you must be bnc9 over in qj since you posted the exact same question:

http://forums.qj.net/f-psp-development-forum-11/t-help-with-timers-132245.html

For your current level of C++ expertise, you'll probably get more help there. These really are basic questions you're asking.
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Art



Joined: 09 Nov 2005
Posts: 647

PostPosted: Sat Jan 12, 2008 12:32 pm    Post subject: Reply with quote

I hate to imagine what Mortal Kombat would be like if it loaded images only as requred.
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Sat Jan 12, 2008 1:29 pm    Post subject: Reply with quote

Art wrote:
I hate to imagine what Mortal Kombat would be like if it loaded images only as requred.


Some 2D fighters for the PS1 actually DID load some images on the fly due to lack of memory. So certain transformations or attacks for certain characters would bring the game to a virtual halt while it loaded the images from CD.

That shouldn't be needed for a simple PSP game.
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snoopshady



Joined: 10 Jan 2008
Posts: 5

PostPosted: Sat Jan 12, 2008 1:49 pm    Post subject: Reply with quote

yea normally i would load images and then call them in the main code however the person who made this code(SavageSnip3r (hes part of my team and a good friend)) was too lazy to make variables in the beginning and i just
copied his code.
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Sat Jan 12, 2008 4:59 pm    Post subject: Reply with quote

snoopshady wrote:
yea normally i would load images and then call them in the main code however the person who made this code(SavageSnip3r (hes part of my team and a good friend)) was too lazy to make variables in the beginning and i just copied his code.


That's not lazy programming, it's BAD programming. It creates a new image every time you switch images. Even on a PC, this would eventually crash when you exhausted the virtual memory. On the PSP, it'll blow up REAL quick since you don't have that much memory to play with.

That and the fact that the code has that ridiculous if/then method of choosing the image demonstrates that whoever wrote the code needs a few more lessons.
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