Variables, pointers, functions, structs, parameter passing, program structure, bit-shifting, type casting, if statements, loops, expressions.
This is just from looking at Day 4 of the tutorials. To be fair, this is covered in Day 2.
At the moment, you are asking the OP to dive in a very deep pool. The OP has no concept of the tools/applications involved nor the concept of programming which is why I suggested he/she to learn Python just to at least get comfortable with writing code, program flow and developing in general.
The problem is when following tutorials as specific as these that teach you how to use the library, you become very constrained by tutorials themselves since you are not learning to program, but learning to use the library.
This happens a lot (in the PSP community especially) where they come to the end of the tutorials and try to build something bigger then what the tutorials taught but continuously bump into problems such as "How do I do collision?", "How do I animate sprites?" or "How do I do AI?". They get so used to following tutorials to produce an effect that they don't stop and think on how to break down a problem and solve it with existing knowledge. What's worst is that they find a tutorial on let's say, collision but they can't apply it to their program because they don't bother to understand the logic and try to plant it directly in their code without considering what they need to change.
Programming is about solving problems and this is what must be learned first. The tutorials on PA_Lib (as good as they are for teaching the library) are not for teaching programming.
Edit: It even teaches bad practices:
Never EVER include source files. Source files are meant to be compiled and linked.#include <PA9.h>
// PAGfxConverter Include
#include "gfx/all_gfx.h"
#include "gfx/all_gfx.c"
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