I'm glad that someone is interested
get full source of my game here, includes patched SDL
http://pagesperso-orange.fr/jotd/bagman ... 32-1.1.zip
Search found 32 matches
- Sun Jul 04, 2010 7:16 pm
- Forum: maxmod
- Topic: cannot play samples more than once
- Replies: 5
- Views: 7649
- Tue Jun 15, 2010 5:44 pm
- Forum: DS/DSi Development
- Topic: reset/reboot the NDS function
- Replies: 3
- Views: 4881
reset/reboot the NDS function
Hi,
I think I saw that somewhere but no way to find this in the forums
how to reboot/reset the NDS from a homebrew game I'm coding ?
thanks
I think I saw that somewhere but no way to find this in the forums
how to reboot/reset the NDS from a homebrew game I'm coding ?
thanks
- Thu Jun 10, 2010 9:12 pm
- Forum: DS/DSi Development
- Topic: my SDL ports are darn slow
- Replies: 4
- Views: 5440
Re: my SDL ports are darn slow
Thanks for this reply. I wonder how jEnesis does to be so fast, whilist emulating a 68000 & sound! Or the MarcaDS emulator. Ok they don't use SDL but SDL DS actually performs blits using devkitpro, and emulators are pixel-pushing programs too (even if blits can be sometimes emulated with blits b...
- Wed Jun 09, 2010 10:32 pm
- Forum: DS/DSi Development
- Topic: my SDL ports are darn slow
- Replies: 4
- Views: 5440
my SDL ports are darn slow
Hi, I have coded some C++/SDL ports of some games (either from me or from other 3rd party developpers), however I found out that the games are darn slow. And I'm wondering if it is not linked to the update from libnds 1.4.1 to libnds 1.4.2 Also what's the fastest mode on the DS? Is that 8-bit? I'm a...
- Sun Apr 25, 2010 8:06 pm
- Forum: Suggestions and Feedback
- Topic: decreasing executable size with gcc options
- Replies: 4
- Views: 8631
Re: decreasing executable size with gcc options
To my knowledge, objcopy is stripping your elf clean already. It's set up in the rules too. Yeah, so no need for -s switch. I dunno for you, but I'm not using Makefiles for day-to-day coding. I have set up a Code::Blocks project which is able to generate code for NDS or Windows (different targets)....
- Sun Apr 25, 2010 7:06 am
- Forum: Suggestions and Feedback
- Topic: decreasing executable size with gcc options
- Replies: 4
- Views: 8631
Re: decreasing executable size with gcc options
Yes, -s is good too, since you don't need debug symbols on the DS
Also use -Os instead of -O2. Saves some more bytes.
to sum it up, compile -ffunction-sections, -fdata-sections, -Os, link with --gc-sections and -s
Also use -Os instead of -O2. Saves some more bytes.
to sum it up, compile -ffunction-sections, -fdata-sections, -Os, link with --gc-sections and -s
- Tue Jan 05, 2010 10:47 pm
- Forum: maxmod
- Topic: SFX stop playing, Mod refuses to pause/stop/unload correctly
- Replies: 4
- Views: 5874
Re: SFX stop playing, Mod refuses to pause/stop/unload correctly
I have downloaded version 1.0.6 of maxmod and replaced the libmm7 and libmm9 of devkitpro 1.5 by the fresh ones (but maybe they were already the newest ones...). I have the same problem here. On No$GBA everything is working fine, but on the real DS, samples stop playing after a few seconds. The game...
- Thu Dec 31, 2009 6:39 pm
- Forum: Bug Reports
- Topic: homebrew menu freezing
- Replies: 3
- Views: 5144
Re: homebrew menu freezing
Have you re-downloaded the SVN copy as WinterMute was playing around with a thumb version of the homebrew menu over the last few days and this was on SVN over the last few days. Re-download the SVN do a make clean, and then see if this fixes the issues. I recompiled everything and it get a init fat...
- Thu Dec 31, 2009 6:04 pm
- Forum: DS/DSi Development
- Topic: C++ stream function lockup libFAT
- Replies: 4
- Views: 4813
Re: C++ stream function lockup libFAT
About memory concerns, adding ffunction-sections and -Wl,--gc-sections helps (see my post in "suggestions"): http://forums.devkitpro.org/viewtopic.php?f=14&t=1665 Your confusing the file size of the nds file and the memory footprint of STL - it's 2 separate things. Yes you will be rem...
- Thu Dec 31, 2009 9:10 am
- Forum: DS/DSi Development
- Topic: fadein/fadeout in paletted screenmode
- Replies: 2
- Views: 3216
Re: fadein/fadeout in paletted screenmode
5 bits!!! That's more than enough. I have an Amiga so I know how to stay humble when it come to color. I'll try this, looks very interesting for what I want to do. Thanks EDIT: works fine and is very simple !!!! I hate this generic SDL shit when it comes to the DS: you have 2 registers to poke into,...