Search found 16 matches
- Fri Jan 13, 2012 2:15 pm
- Forum: Off Topic
- Topic: 3DS Friend Codes
- Replies: 6
- Views: 18870
Re: 3DS Friend Codes
0473-8079-3592
- Tue Jun 07, 2011 6:28 pm
- Forum: DS/DSi Development
- Topic: Makefile - calling a converter
- Replies: 10
- Views: 18814
Re: Makefile - calling a converter
Thanks mtheall, I see it in the .MAP file now, and no reference errors 

- Tue Jun 07, 2011 3:51 pm
- Forum: DS/DSi Development
- Topic: Makefile - calling a converter
- Replies: 10
- Views: 18814
Re: Makefile - calling a converter
What does the letter before each variable mean when using arm-eabi-nm
I got the output:
00000000 R dolphin_md2_bin
00001000 R dolphin_md2_bin_end
00001000 R dolphin_md2_bin_size
Also I used the converter to create a .bin before hand, placed it in the data folder, and it worked as normal.
It ...
I got the output:
00000000 R dolphin_md2_bin
00001000 R dolphin_md2_bin_end
00001000 R dolphin_md2_bin_size
Also I used the converter to create a .bin before hand, placed it in the data folder, and it worked as normal.
It ...
- Tue Jun 07, 2011 12:37 am
- Forum: DS/DSi Development
- Topic: Makefile - calling a converter
- Replies: 10
- Views: 18814
Re: Makefile - calling a converter
This is the most up to date makefile: http://pastebin.com/AJzUuHCn
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set ...
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set ...
- Mon Jun 06, 2011 9:53 pm
- Forum: DS/DSi Development
- Topic: Makefile - calling a converter
- Replies: 10
- Views: 18814
Re: Makefile - calling a converter
I have no idea if I'm doing this right, or even understanding the concepts of it all, but anyway!
I didn't exactly get your way working, but did end up with the following makefile:
#---------------------------------------------------------------------------------
.SUFFIXES ...
I didn't exactly get your way working, but did end up with the following makefile:
#---------------------------------------------------------------------------------
.SUFFIXES ...
- Mon Jun 06, 2011 3:02 am
- Forum: DS/DSi Development
- Topic: Makefile - calling a converter
- Replies: 10
- Views: 18814
Re: Makefile - calling a converter
Thanks, going to try this out tomorrow when I wake up 
Yea I definitely need to read more on makefiles. I kept saying I would and still I haven't. I was looking at some sites before making my post and it
seems quite a big topic, which is why I wasn't wanting to start it just yet.
Anyway, TY again.

Yea I definitely need to read more on makefiles. I kept saying I would and still I haven't. I was looking at some sites before making my post and it
seems quite a big topic, which is why I wasn't wanting to start it just yet.
Anyway, TY again.
- Mon Jun 06, 2011 12:32 am
- Forum: DS/DSi Development
- Topic: Makefile - calling a converter
- Replies: 10
- Views: 18814
Makefile - calling a converter
Might not be right place to post, but hoping you can help me.
I want to edit the makefile to use a program on files within in a folder, and then automatically link those files in.
Basically I have a folder called "stuff".
Inside stuff, are files *.stf.
I have a program "stfConverter".
I want to ...
I want to edit the makefile to use a program on files within in a folder, and then automatically link those files in.
Basically I have a folder called "stuff".
Inside stuff, are files *.stf.
I have a program "stfConverter".
I want to ...
- Mon Mar 14, 2011 5:10 pm
- Forum: DS/DSi Development
- Topic: Does glDeleteTextures work?
- Replies: 4
- Views: 6542
Does glDeleteTextures work?
Have others successfully been using glDeleteTextures? I'm curious as I'm having some problems with my game, just thought I'd ask as I test some things in my code.
It's no doubt me, just thought I'd ask and double check it works with other people :)
My problem is not the glDeleteTextures call itself ...
It's no doubt me, just thought I'd ask and double check it works with other people :)
My problem is not the glDeleteTextures call itself ...
- Wed Jan 05, 2011 5:31 am
- Forum: User Contributions
- Topic: nglVideo - an alternative to videoGL (update 2/17/11)
- Replies: 17
- Views: 94988
Re: nglVideo - an alternative to videoGL (update 1/1/11)
Not tested it with my game, but the tests I tried were fixed.
However in nglVideo.cpp, line:557 you have
texture->palIndex = (uint32)DynamicArrayGet( &nglGlob->deallocPal, nglGlob->deallocTexSize-- );
I'm guessing nglGlob->deallocTexSize should be nglGlob->deallocPalSize
I tink!
However in nglVideo.cpp, line:557 you have
texture->palIndex = (uint32)DynamicArrayGet( &nglGlob->deallocPal, nglGlob->deallocTexSize-- );
I'm guessing nglGlob->deallocTexSize should be nglGlob->deallocPalSize
I tink!
- Fri Dec 31, 2010 2:02 am
- Forum: User Contributions
- Topic: nglVideo - an alternative to videoGL (update 2/17/11)
- Replies: 17
- Views: 94988
Re: nglVideo - an alternative to videoGL (includes source)
I tried to integrate it into libnds, but didn't turn out perfectly :p
I made some changes, mostly noted with "//NOTE: "
Would be imba if you commented more on your mem block code.
I think glDeleteTextures isn't working, well, tbh Im not overly sure. Guess it needs more tests.
I also added 2 ...
I made some changes, mostly noted with "//NOTE: "
Would be imba if you commented more on your mem block code.
I think glDeleteTextures isn't working, well, tbh Im not overly sure. Guess it needs more tests.
I also added 2 ...