// Some handy defines for knowing exactly how many bits you're working with typedef signed char PsxInt8; typedef unsigned char PsxUInt8; typedef signed short PsxInt16; typedef unsigned short PsxUInt16; typedef signed int PsxInt32; typedef unsigned int PsxUInt32; typedef struct { PsxUInt8 r,g,b,code; PsxUInt16 x,y; PsxUInt8 u,v; PsxUInt16 clut; } SPRITE; // "bool" apparently isn't defined, so I set these defines up: typedef char bool; #define true 1 #define false 0 // The address in texture memory (SPR_X, 0) that the font is stored at #define SPR_X 512 void loadfont(); // Loads the font into Texture memory void WaitGPU(); // Waits for the GPU to be ready to receive commands void DisplayStatus(); // Verbosely displays the GPU's status /* Prints characters using the font loaded with loadfont() listed above by drawing 2 8x8 sprites for each 8x16 text character. Author: Jimb Esser Original Code: doomed@c64.org|psx.rules.org */ void printGPU(char *s, PsxUInt32 x, PsxUInt32 y, PsxInt32 color);