// This example shows how to use 8 bit backgrounds, // on which you can draw with the stylus or show text in different sizes, colors, or rotations // Includes #include // Include the newly converted fonts... #include "all_gfx.h" int main(){ PA_Init(); // Let's put some colors... in the background palettes PA_SetBgPalCol(0, 1, PA_RGB(31, 31, 31)); PA_SetBgPalCol(0, 2, PA_RGB(31, 0, 0)); PA_SetBgPalCol(0, 3, PA_RGB(0, 0, 31)); PA_SetBgPalCol(0, 4, PA_RGB(0, 31, 0)); PA_SetBgPalCol(1, 1, PA_RGB(31, 31, 31)); PA_SetBgPalCol(1, 2, PA_RGB(31, 0, 0)); PA_SetBgPalCol(1, 3, PA_RGB(0, 0, 31)); PA_SetBgPalCol(1, 4, PA_RGB(0, 31, 0)); // Let's not load any backgrounds :p // This will initialise an bit background on each screen. This must be loaded before any other background. // If you need to load this after a backgrounds, you'll have to use PA_ResetBgSys, PA_Init8bit, then reload // your backgrounds... PA_Init8bitBg(0, 3); PA_Init8bitBg(1, 3); // Slots 0-4 are already used by default PAlib fonts, so we'll load on slots 5 and 6. // Available slots : 5-9. You can overwrite a PAlib font though if you want to use slot 0 for example... PA_AddBitmapFont(5, &smallfont); PA_AddBitmapFont(6, &bigfont); PA_8bitText(1, 0, 20, 255, 40, "Small custom font...", 1, 5, 1, 100); PA_8bitText(1, 0, 40, 255, 60, "Big custom font...", 1, 6, 1, 100); // Different colors on the bottom sreen... int i; for(i = 0; i < 10; i++) PA_8bitText(0, 10, i*20, 255, i*20 + 20, "Hello World", i+1, 6, 1, 100); // Infinite loop to keep the program running while(true){ PA_WaitForVBL(); } }