[Tutorial PSP] - Adding Menu Options to PSP Quake 1.1
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[Tutorial PSP] - Adding Menu Options to PSP Quake 1.1
Hello.
I am writeing this to answer LonePossum's question and for anyone else that might wonder how to do this.
This is a tutorial on how to add menu options to psp quake 1.1 I use Add Bot and Remove Bot for the options to answer LovePossum's question.
Step 1.
Open
Step 2.
If you have implemented Adhoc support follow go to Part A if not go to Part B.
**NOTICE**
This tutorial assumes impulse 101 adds a bot and impulse 103 removes a bot changes these impulses to whichever impulse you need, if they aren't already the ones you need
Part A.
Search for the Multiplayer Menu section
At the top of that section it says this:
Change it to this:
Step 3
Scroll down to this:
The first number is the X value which measures the x axis
The second number is the Y value which measures the y axis.
They work just like cordinates do (X, Y) ex (4, 5)
As we can see the x value stays at 72 We will follow this pattern.
Lets subtract the y values.
117 - 97 = x
We get this
117 - 97 = 20
x = 20
So each options has a distance of 20 units between them on the y axis we will also follow this pattern.
Right after this:
Add this:
Scroll down to this:
After that add this:
Part B.
Scroll down to this:
Add this:
Scroll down to this:
After that add this:
Now you are done.
Congratulations.
I am writeing this to answer LonePossum's question and for anyone else that might wonder how to do this.
This is a tutorial on how to add menu options to psp quake 1.1 I use Add Bot and Remove Bot for the options to answer LovePossum's question.
Step 1.
Open
- Code: Select all
menu.c
Step 2.
If you have implemented Adhoc support follow go to Part A if not go to Part B.
**NOTICE**
This tutorial assumes impulse 101 adds a bot and impulse 103 removes a bot changes these impulses to whichever impulse you need, if they aren't already the ones you need
Part A.
Search for the Multiplayer Menu section
At the top of that section it says this:
- Code: Select all
#ifdef PSP
#define MULTIPLAYER_ITEMS 4
#else
#define MULTIPLAYER_ITEMS 3
#endif
Change it to this:
- Code: Select all
#ifdef PSP
#define MULTIPLAYER_ITEMS 6
#else
#define MULTIPLAYER_ITEMS 3
#endif
Step 3
Scroll down to this:
- Code: Select all
ifdef PSP
M_Print (72, 97, "Infrastructure ");
M_DrawCheckbox (220, 97, tcpipAvailable );
#if 0
// Sort out adhoc later
M_Print (72, 117, "Adhoc ");
M_DrawCheckbox (220, 117, adhocAvailable);
#endif
The first number is the X value which measures the x axis
The second number is the Y value which measures the y axis.
They work just like cordinates do (X, Y) ex (4, 5)
As we can see the x value stays at 72 We will follow this pattern.
Lets subtract the y values.
117 - 97 = x
We get this
117 - 97 = 20
x = 20
So each options has a distance of 20 units between them on the y axis we will also follow this pattern.
Right after this:
- Code: Select all
ifdef PSP
M_Print (72, 97, "Infrastructure ");
M_DrawCheckbox (220, 97, tcpipAvailable );
#if 0
// Sort out adhoc later
M_Print (72, 117, "Adhoc ");
M_DrawCheckbox (220, 117, adhocAvailable);
#endif
Add this:
- Code: Select all
M_Print (72, 137, "Add Bot ");
M_Print (72, 157, "Remove Bot ");
Scroll down to this:
- Code: Select all
#ifdef PSP
case 3:
Datagram_Shutdown();
tcpipAvailable = !tcpipAvailable;
if(tcpipAvailable)
Datagram_Init();
break;
#if 0
// Dont need adhoc at the moment
case 4:
Datagram_Shutdown();
adhocAvailable = !adhocAvailable;
tcpipAvailable = 0;
if(adhocAvailable)
Datagram_Init();
break;
#endif
After that add this:
- Code: Select all
case 5:
Cbuf_AddText ("impulse 101\n");
break;
case 6:
Cbuf_AddText ("impulse 103\n");
break;
Part B.
Scroll down to this:
- Code: Select all
ifdef PSP
M_Print (72, 97, "Infrastructure ");
M_DrawCheckbox (220, 97, tcpipAvailable );
#if 0
// Sort out adhoc later
M_Print (72, 117, "Adhoc ");
M_DrawCheckbox (220, 117, adhocAvailable);
#endif
Add this:
- Code: Select all
M_Print (72, 117, "Add Bot ");
M_Print (72, 137, "Remove Bot ");
Scroll down to this:
- Code: Select all
#ifdef PSP
case 3:
Datagram_Shutdown();
tcpipAvailable = !tcpipAvailable;
if(tcpipAvailable)
Datagram_Init();
break;
#if 0
// Dont need adhoc at the moment
case 4:
Datagram_Shutdown();
adhocAvailable = !adhocAvailable;
tcpipAvailable = 0;
if(adhocAvailable)
Datagram_Init();
break;
#endif
After that add this:
- Code: Select all
case 4:
Cbuf_AddText ("impulse 101\n");
break;
case 5:
Cbuf_AddText ("impulse 103\n");
break;
Now you are done.
Congratulations.
Last edited by Team Xlink on Sun Jul 11, 2010 6:56 pm, edited 1 time in total.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Thanks a bunch, This Helps me with a lot of things im trying to do.
Worked Like a Charm But on PSP With the no comunitcations Avalible thing it gets split inbetween them / Does not really bother me also they go far to low and theres a gap where more menu options could go and due to the ammount of Multiplayer Options the menu would not go down to the Remove Bot Function so I just modified it to 7 and I could reach it.
Either you could fix your tut to 7 or fix it so there isint a gap / Hope you get me. I did the tut on PSP Quake 1.1. Hope I didnt do something wrong causing this issue.
Thanks Again.
Worked Like a Charm But on PSP With the no comunitcations Avalible thing it gets split inbetween them / Does not really bother me also they go far to low and theres a gap where more menu options could go and due to the ammount of Multiplayer Options the menu would not go down to the Remove Bot Function so I just modified it to 7 and I could reach it.
Either you could fix your tut to 7 or fix it so there isint a gap / Hope you get me. I did the tut on PSP Quake 1.1. Hope I didnt do something wrong causing this issue.
Thanks Again.
- LonePossum.
- Posts: 38
- Joined: Mon Nov 02, 2009 11:07 am
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