Search found 29 matches

by RyouArashi
Sun Mar 14, 2010 5:33 pm
Forum: DS Development
Topic: [NDS] Backgrounds without transparency [Solved]
Replies: 2
Views: 4479

[NDS] Backgrounds without transparency [Solved]

How can I tell grit to create a background image without transparency (i.e. without using palette color 0) ? When converting the image http://ryouarashi.ry.funpic.de/grit_source.png using the options (.grit file) -ftb -fh! -g -gt -gB8 -gT FF00FF -m -mRtf -mLs -p i get transparent areas on the backgr...
by RyouArashi
Tue Dec 22, 2009 8:37 pm
Forum: DS Development
Topic: Simple OAM (Sprite) Beginner Problem (Solved)
Replies: 2
Views: 1715

Re: Simple OAM (Sprite) Beginner Problem

This may be the error:

Code: Select all

u16 *sprite = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_Bmp);
Change oamMain to oamSub
by RyouArashi
Tue Dec 15, 2009 8:09 pm
Forum: devkitARM
Topic: Problems making my own headers files
Replies: 3
Views: 2123

Re: Problems making my own headers files

Add #include <nds.h> to the include file.
by RyouArashi
Mon Dec 14, 2009 9:20 am
Forum: DS Development
Topic: Filesystem not working on M3, OK on emus
Replies: 27
Views: 60686

Re: Filesystem not working on M3, OK on emus

M3 Real doesn't pass ArgV, which libfilesystem needs. Use HomebrewMenu to load your file. libfilesystem works on Emulators, because they emulate some kind of "Slot 2" boot, so the lib can access the whole nds file. If you have the GBA module from the Perfect bundle or some other Slot 2 RAM, you coul...
by RyouArashi
Mon Dec 07, 2009 11:37 am
Forum: devkitARM
Topic: iprintf etc. don't print chars > 0x7F ?
Replies: 1
Views: 2410

iprintf etc. don't print chars > 0x7F ?

I'm writing a iprintf-like function for printing text using a 8x16 font to a text background. My font contains the standard ASCII character set for codes 0-127 and language specific characters starting at 128, e.g. german umlauts: 128 = 'ä', 129 = 'ö', 130 = 'ü' (and so on) However, output is stoppe...
by RyouArashi
Tue Dec 01, 2009 5:20 pm
Forum: DS Development
Topic: Creating calculator programme. Looping variables
Replies: 9
Views: 3913

Re: Creating calculator programme. Looping variables

Use %lf for doubles (=64bit). %f is for floats (=32bit).
by RyouArashi
Wed Oct 21, 2009 5:44 pm
Forum: Bug Reports
Topic: glGetInt(GL_GET_POLYGON_RAM_COUNT, &count) not working.
Replies: 3
Views: 2586

Re: glGetInt(GL_GET_POLYGON_RAM_COUNT, &count) not working.

no$gba (and maybe other emulators as well) don't emulate this, but it works fine on hardware (just tested the BoxTest example on M3DS Real). Note: In the BoxTest example the printfs for polygon and vertex count use "%i", which give incorrect output when the number of digits changes. It should be som...
by RyouArashi
Fri Jun 26, 2009 10:05 pm
Forum: DS Development
Topic: [solved] Text Backgrounds
Replies: 10
Views: 9285

Re: Text Backgrounds

You cannot directly load a bitmap into a text background. A bitmap stores the image per pixel, while text backgrounds use tiles of 8x8 pixels. First, you have to use pagfx or grit (havent used the latter yet, pagfx works fine for me and is easy to use) to convert your bitmaps into tile and map data ...
by RyouArashi
Fri Jun 26, 2009 1:50 pm
Forum: DS Development
Topic: [Solved] Problems using "HomebrewMenu"
Replies: 4
Views: 4449

Re: Problems using "HomebrewMenu"

Updated to latest libnds and arm7 and redownloaded HomebrewMenu, recompiled and everything works fine : -)
by RyouArashi
Fri Jun 26, 2009 10:47 am
Forum: DS Development
Topic: [solved] Text Backgrounds
Replies: 10
Views: 9285

Re: Text Backgrounds

If you use extended palettes, each BG layer gets 16 palettes of 256 colors (4k colors total) to use. Each tile can be assigned one of these inside the map entry (theres a macro called something like TILE_PALETTE(n) which is or'd to the tile index). The default palettes are 512 Bytes (256 x 16bit col...