Search found 84 matches

by relminator
Fri Nov 19, 2010 6:00 am
Forum: User Contributions
Topic: Easy GL2D
Replies: 56
Views: 299414

Easy GL2D

Poll added by WinterMute A very small, simple, yet very fast DS 2D rendering lib using the DS' 3D core. http://rel.betterwebber.com/images/screenies/gl2d_ds_1.png http://rel.betterwebber.com/images/screenies/gl2d_ds_2.png Download: http://rel.phatcode.net/junk.php?id=117 Notice: * glColorTable ...
by relminator
Wed Nov 03, 2010 4:06 am
Forum: devkitARM
Topic: Help with manual installation - devkitARM release 32
Replies: 3
Views: 6520

Re: Help with manual installation - devkitARM release 32

I had the same problem as you when I first started. it turned out that I never needed to do too much to install the whole thing on my system. All you have to do is: 1. DL all the stuff you need via the online installer (Download Only) 2. Put the stub installer and the downloaded packs in one ...
by relminator
Sat Oct 23, 2010 1:51 am
Forum: DS/DSi Development
Topic: Background problem
Replies: 15
Views: 16330

Re: Background problem

Touhou games are notorious for the insane amounts of bullets on screen. The OAM could only give you 128 sprites max. So there is no way the OAM could be used well in porting any Danmaku game. Using the 3d hardware could draw more than 1000 sprites on screen using any size you want. The only ...
by relminator
Fri Oct 22, 2010 2:56 am
Forum: DS/DSi Development
Topic: Background problem
Replies: 15
Views: 16330

Re: Background problem

woot!! Another Danmaku game!!! I'd say ditch the OAM and since you know OpenGL, use that backend as the 2d renderer. Here are some simple examples: http://rel.betterwebber.com/junk.php?id=112 Which is exactly what I used in this danmaku engine: http://rel.betterwebber.com/index.php?action=contents ...
by relminator
Fri Oct 15, 2010 4:04 pm
Forum: DS/DSi Development
Topic: I'm new and need a little help
Replies: 2
Views: 3362

Re: I'm new and need a little help

Those sprites are first converted by GRIT into 8x8 chunks. There are 2 ways the example is handling the animation. One is preloaded into vram and just being referenced by state * numframes and the other is loaded on the fly via DMA. The OAM is kinda tricky to figure out but once you figure it out ...
by relminator
Thu Sep 30, 2010 2:45 am
Forum: DS/DSi Development
Topic: Needs some code critique...
Replies: 3
Views: 4166

Re: Needs some code critique...

Yo WinterMute,

I'm in the process of writing my article. Can you confirm the functions that would be included on the next libnds release? I don't want any name conflicts from libnds.

Or I could just wait for the next release of libnds before I recode my article. What do you suggest?
by relminator
Mon Sep 27, 2010 7:19 am
Forum: DS/DSi Development
Topic: Needs some code critique...
Replies: 3
Views: 4166

Re: Needs some code critique...

Sorry for the late reply, I was hospitalized for a few days. Thanks for the clean tip. It's a wonder it didn't occur to me a all. LOL Some of the functions you have in there I think should probably be assimilated into libnds - glVertex3i, glVertex2i & glTexcoord2i for instance. Does your ortho code ...
by relminator
Tue Sep 21, 2010 12:53 am
Forum: Off Topic
Topic: Collision systems WIN
Replies: 5
Views: 10317

Re: Collision systems WIN

I use devkitARM for DS coding and the DS has no FPU. I reckon you are coding for WII or PSP?
by relminator
Mon Sep 20, 2010 5:00 am
Forum: DS/DSi Development
Topic: Needs some code critique...
Replies: 3
Views: 4166

Needs some code critique...

Hi guys, I started writing the codes for my little DS tutorial. I want to ask for some criticisms with my example codes. Being a non-C coder, I may have messed some things up. http://rel.betterwebber.com/junk.php?id=112 I need your advices before I write the actual article. Thanks! PS. I'll also add ...
by relminator
Mon Sep 20, 2010 4:36 am
Forum: Off Topic
Topic: Collision systems WIN
Replies: 5
Views: 10317

Re: Collision systems WIN

Nice! Is that 2d or 3d? Just a week ago I helped someone with his collisions for a 3d DS kart game. We used line + vector projection. My current game (a space shooter) uses a simple AABB (Though it may change to SAT for bosses). I have implemented SAT in 20.12 fixed point but I'm having problems ...