Search found 352 matches

by elhobbs
Tue Sep 18, 2012 12:41 am
Forum: DS Development
Topic: using included function crashes DS
Replies: 10
Views: 8278

Re: using included function crashes DS

Emulators are not 100% accurate. What are you trying to prove with this example? Crashing an emulator is not particularly useful/meaningful in itself.
by elhobbs
Mon Sep 17, 2012 1:22 pm
Forum: DS Development
Topic: need help allocating and copying sprite tiles efficiently
Replies: 14
Views: 27577

Re: need help allocating and copying sprite tiles efficientl

dmaCopy reads directly from main memory bypassing the data cache. you need to make sure that you flush the data cache before using dmaCopy. You can call DC_FlushAll to flush the entire data cache at once, or you can use DC_FlushRange to flush a specific region. dmaCopy is the fastest method to copy ...
by elhobbs
Thu Sep 13, 2012 8:41 pm
Forum: User Contributions
Topic: Easy GL2D
Replies: 56
Views: 145238

Re: Easy GL2D

I am not really a grit expert, but

Code: Select all

-gT FF00FF
should do it
by elhobbs
Thu Sep 13, 2012 7:25 pm
Forum: User Contributions
Topic: Easy GL2D
Replies: 56
Views: 145238

Re: Easy GL2D

GL_TEXTURE_COLOR0_TRANSPARENT indicates that paletted textures that specify index 0 in the image data should be transparent for that pixel - in other words it ignores the color value at index 0 in the palette and does not draw the pixels that reference this palette index.
by elhobbs
Wed Sep 12, 2012 4:27 pm
Forum: User Contributions
Topic: Easy GL2D
Replies: 56
Views: 145238

Re: Easy GL2D

sprites do not need to be a power of 2, but the textures used to hold the sprite frames do need to be power of 2. look at the spritres example, this is how it is setup. The lib source is in the download - the distributable_source directory. instead of referencing the lib in your makefile just copy t...
by elhobbs
Tue Sep 11, 2012 4:46 pm
Forum: DS Development
Topic: background tutorial cant find woodPalette_bin_size
Replies: 4
Views: 4401

Re: background tutorial cant find woodPalette_bin_size

sorry if this is a silly question, but you did not include your source code. so... did you manually add the #include lines for the header files generated by grit? if you are using the standard templates then the generated files should be in the build directory - you can make sure they are being gene...
by elhobbs
Thu Sep 06, 2012 9:26 pm
Forum: devkitARM
Topic: Building Animanatee problem
Replies: 8
Views: 7895

Re: Building Animanatee problem

yes, the linker will complain if the static data is too big. do you know how much memory it is trying to allocate when it fails? it could be a corrupt/bad/unreasonable value.
by elhobbs
Thu Sep 06, 2012 2:53 pm
Forum: devkitARM
Topic: Building Animanatee problem
Replies: 8
Views: 7895

Re: Building Animanatee problem

it may be the simplest reason of all - not enough free memory. the ds only has 4 MB of memory for code and data. sometimes you can squeak past these issues on the ds when you are updating an older project by reodering mallocs so that big objects are allocated before any little objects - it helps wit...
by elhobbs
Wed Sep 05, 2012 2:03 pm
Forum: DS Development
Topic: Background image & text on DS
Replies: 8
Views: 9545

Re: Background image & text on DS

I was trying to point out that the console and the background share a palette. dmaCopy expects the size to be in bytes. by changing the palette load to 128 bytes you are limiting your background to images that are 64 colors or less. which in this case is fine. however, you will likely find (dependin...
by elhobbs
Tue Sep 04, 2012 4:00 pm
Forum: DS Development
Topic: Background image & text on DS
Replies: 8
Views: 9545

Re: Background image & text on DS

are you loading the console first? does the background look ok if you disable the console? if you are loading the console first and then loading the palette for the background (or not loading the console) and it still looks bad then there is a problem converting your graphic in your build process. S...