Hello,
I've just updated my devkitPro (it's being a long time I don't play around...).
Along with the updates came the new default.arm7 0.5.6.
Then I had some trouble...
When merging any of my arm9 binaries with this new default.arm7 with ndstool, it just hanged.
Well, it does not hang but keeps ...
Search found 5 matches
- Tue Sep 15, 2009 1:07 pm
- Forum: Bug Reports
- Topic: precompiled default.arm7 0.5.6 issue?
- Replies: 0
- Views: 3754
- Sun Sep 13, 2009 4:55 pm
- Forum: DS/DSi Development
- Topic: 16-bit color tiled backgrounds (non-paletted)?
- Replies: 5
- Views: 5965
Re: 16-bit color tiled backgrounds (non-paletted)?
Thanks, StevenH!
Your answer solves all my questions.
Just to support your answer: meanwhile I made a few tests and realized that there is no alternative way to specify sprite sizes other than the OAM's standards. I've tried 1D ordering and works fine. Did not tried 2D yet, though. But that's not ...
Your answer solves all my questions.
Just to support your answer: meanwhile I made a few tests and realized that there is no alternative way to specify sprite sizes other than the OAM's standards. I've tried 1D ordering and works fine. Did not tried 2D yet, though. But that's not ...
- Sun Sep 13, 2009 1:04 pm
- Forum: DS/DSi Development
- Topic: 16-bit color tiled backgrounds (non-paletted)?
- Replies: 5
- Views: 5965
Re: 16-bit color tiled backgrounds (non-paletted)?
Thanks, vuurrobin
This clears the 16-bit color tiled background question.
I'll try to play around with some 16-bit sprites now and check the performance.
If they are actually bitmaps that means one could (theoretically) have arbitrary sizes (no more 8x8 bounding).
This leads to another question ...
This clears the 16-bit color tiled background question.
I'll try to play around with some 16-bit sprites now and check the performance.
If they are actually bitmaps that means one could (theoretically) have arbitrary sizes (no more 8x8 bounding).
This leads to another question ...
- Sun Sep 13, 2009 12:19 pm
- Forum: DS/DSi Development
- Topic: 16-bit color tiled backgrounds (non-paletted)?
- Replies: 5
- Views: 5965
Re: 16-bit color tiled backgrounds (non-paletted)?
Just a quick update:
"16-bit sprites, (that is to say, they don’t have a palette). However, these sprites are not used to often, as they use a lot more of video RAM, and takes up far too much space to be used."
Ok, 16-bit color sprites are possible.
Still wondering if 16-bit color tiled ...
"16-bit sprites, (that is to say, they don’t have a palette). However, these sprites are not used to often, as they use a lot more of video RAM, and takes up far too much space to be used."
Ok, 16-bit color sprites are possible.
Still wondering if 16-bit color tiled ...
- Sun Sep 13, 2009 12:03 pm
- Forum: DS/DSi Development
- Topic: 16-bit color tiled backgrounds (non-paletted)?
- Replies: 5
- Views: 5965
16-bit color tiled backgrounds (non-paletted)?
Hello,
It's just a simple question but I couldn't find the answer elsewhere so here we go:
I wonder if it is possible to use non-paletted 16-bit color tiles with either backgrounds or sprites.
I'm aware that some graphic modes support "extended" backgrounds which allow 16-bit color bitmap ...
It's just a simple question but I couldn't find the answer elsewhere so here we go:
I wonder if it is possible to use non-paletted 16-bit color tiles with either backgrounds or sprites.
I'm aware that some graphic modes support "extended" backgrounds which allow 16-bit color bitmap ...