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 ...
Search found 29 matches
- Sun Mar 14, 2010 5:33 pm
- Forum: DS/DSi Development
- Topic: [NDS] Backgrounds without transparency [Solved]
- Replies: 2
- Views: 6883
- Tue Dec 22, 2009 8:37 pm
- Forum: DS/DSi Development
- Topic: Simple OAM (Sprite) Beginner Problem (Solved)
- Replies: 2
- Views: 3514
Re: Simple OAM (Sprite) Beginner Problem
This may be the error:
Change oamMain to oamSub
Code: Select all
u16 *sprite = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_Bmp);
- Tue Dec 15, 2009 8:09 pm
- Forum: devkitARM
- Topic: Problems making my own headers files
- Replies: 3
- Views: 5046
Re: Problems making my own headers files
Add #include <nds.h> to the include file.
- Mon Dec 14, 2009 9:20 am
- Forum: DS/DSi Development
- Topic: Filesystem not working on M3, OK on emus
- Replies: 27
- Views: 163171
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 ...
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 ...
- Mon Dec 07, 2009 11:37 am
- Forum: devkitARM
- Topic: iprintf etc. don't print chars > 0x7F ?
- Replies: 1
- Views: 4326
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 ...
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 ...
- Tue Dec 01, 2009 5:20 pm
- Forum: DS/DSi Development
- Topic: Creating calculator programme. Looping variables
- Replies: 9
- Views: 9857
Re: Creating calculator programme. Looping variables
Use %lf for doubles (=64bit). %f is for floats (=32bit).
- Wed Oct 21, 2009 5:44 pm
- Forum: Bug Reports
- Topic: glGetInt(GL_GET_POLYGON_RAM_COUNT, &count) not working.
- Replies: 3
- Views: 5741
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 ...
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 ...
- Fri Jun 26, 2009 10:05 pm
- Forum: DS/DSi Development
- Topic: [solved] Text Backgrounds
- Replies: 10
- Views: 16922
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 ...
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 ...
- Fri Jun 26, 2009 1:50 pm
- Forum: DS/DSi Development
- Topic: [Solved] Problems using "HomebrewMenu"
- Replies: 4
- Views: 7388
Re: Problems using "HomebrewMenu"
Updated to latest libnds and arm7 and redownloaded HomebrewMenu, recompiled and everything works fine : -)
- Fri Jun 26, 2009 10:47 am
- Forum: DS/DSi Development
- Topic: [solved] Text Backgrounds
- Replies: 10
- Views: 16922
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 ...
The default palettes are 512 Bytes (256 x 16bit ...