Search found 32 matches
- Thu Dec 31, 2009 9:04 am
- Forum: DS/DSi Development
- Topic: C++ stream function lockup libFAT
- Replies: 4
- Views: 5958
Re: C++ stream function lockup libFAT
Unfortunately emulators will quite often run code quite happily that will then die on hardware. It's difficult to say what the problem might be without seeing your code but STL streams are quite memory heavy - see http://www.coranac.com/2009/02/some-interesting-numbers-on-nds-code-size/ for some ...
- Wed Dec 30, 2009 11:03 pm
- Forum: DS/DSi Development
- Topic: fadein/fadeout in paletted screenmode
- Replies: 2
- Views: 3859
fadein/fadeout in paletted screenmode
Hi,
I'm using SDL to perform fadein/fadeout on my game.
On the PC in 24 bit mode I use alpha channel to perform this, but on the DS I have opened a 8 bit screen to save memory and CPU (maybe I'm misled because 16 bit depth would be better but I have tried this first and it was rather slow).
So my ...
I'm using SDL to perform fadein/fadeout on my game.
On the PC in 24 bit mode I use alpha channel to perform this, but on the DS I have opened a 8 bit screen to save memory and CPU (maybe I'm misled because 16 bit depth would be better but I have tried this first and it was rather slow).
So my ...
- Wed Dec 30, 2009 10:43 pm
- Forum: DS/DSi Development
- Topic: C++ stream function lockup libFAT
- Replies: 4
- Views: 5958
C++ stream function lockup libFAT
Hi,
I just want to report this (on devkitpro 1.5):
I was using isstrstream to parse integers, floats instead of atoi/atof. Worked OK with NitroFS on emus, but on the real DS with libFAT it locks up.
I don't see why it locks up since even if it's a stream, it's a stream on a buffer, not on a file ...
I just want to report this (on devkitpro 1.5):
I was using isstrstream to parse integers, floats instead of atoi/atof. Worked OK with NitroFS on emus, but on the real DS with libFAT it locks up.
I don't see why it locks up since even if it's a stream, it's a stream on a buffer, not on a file ...
- Wed Dec 30, 2009 10:35 pm
- Forum: Bug Reports
- Topic: homebrew menu freezing
- Replies: 3
- Views: 6771
homebrew menu freezing
Hi,
Following the advice of Steven, I changed some voidfn stuff in homebrewmenu source and could recompile it. But now when I'm trying it on my M3.
I select fat:/NDS/mygame.nds. Any game gives me:
0 argument(s)
Init'ing FAT...
=> lockup!
I have tried a lot of homebrew games (including mine) and ...
Following the advice of Steven, I changed some voidfn stuff in homebrewmenu source and could recompile it. But now when I'm trying it on my M3.
I select fat:/NDS/mygame.nds. Any game gives me:
0 argument(s)
Init'ing FAT...
=> lockup!
I have tried a lot of homebrew games (including mine) and ...
- Mon Dec 28, 2009 4:01 pm
- Forum: Suggestions and Feedback
- Topic: decreasing executable size with gcc options
- Replies: 4
- Views: 11008
decreasing executable size with gcc options
Hi,
Since .elf contents are loaded in memory on Nintendo DS and that we face big memory limitations (specially when including graphics & sound in the .elf file), I propose a modification of the Makefile template (if there's one) or at least suggest some fine option which allow to reduce code size ...
Since .elf contents are loaded in memory on Nintendo DS and that we face big memory limitations (specially when including graphics & sound in the .elf file), I propose a modification of the Makefile template (if there's one) or at least suggest some fine option which allow to reduce code size ...
- Mon Dec 28, 2009 3:56 pm
- Forum: Bug Reports
- Topic: homebrew menu not compiling with devkitpro 1.5
- Replies: 2
- Views: 5571
Re: homebrew menu not compiling with devkitpro 1.5
It does, indeed! thanks a lot. Will try that.StevenH wrote:No IIRC the homebrew menu code was updated to the next release of the toolchain, change it from the VoidFN to VoidFunctionPointer - it should now compile.
- Mon Dec 28, 2009 1:20 pm
- Forum: Bug Reports
- Topic: videoGL.h compile error
- Replies: 2
- Views: 5323
Re: videoGL.h compile error
What was the error?
What did you change?
Err, sorry I just checked, it was an old app (diggers) that I had downloaded that defined "near" with a #define => broke the compilation but not your fault. Diggers is broken, not videoGL! Sorry, I'm learning slowly here :)
devkitpro rulez!!
bye
What did you change?
Err, sorry I just checked, it was an old app (diggers) that I had downloaded that defined "near" with a #define => broke the compilation but not your fault. Diggers is broken, not videoGL! Sorry, I'm learning slowly here :)
devkitpro rulez!!
bye
- Mon Dec 28, 2009 10:19 am
- Forum: Bug Reports
- Topic: videoGL.h compile error
- Replies: 2
- Views: 5323
videoGL.h compile error
Hi,
I have tried to compile some applications including videoGL and I had a strange compilation error. I later understood that the "far" and "near" variable names were potentially a problem in the .h file.
After renaming them, everything compiled OK. I thought I should report it if nto already ...
I have tried to compile some applications including videoGL and I had a strange compilation error. I later understood that the "far" and "near" variable names were potentially a problem in the .h file.
After renaming them, everything compiled OK. I thought I should report it if nto already ...
- Mon Dec 28, 2009 10:17 am
- Forum: Bug Reports
- Topic: homebrew menu not compiling with devkitpro 1.5
- Replies: 2
- Views: 5571
homebrew menu not compiling with devkitpro 1.5
Hi,
I have downloaded source code for HomebrewMenu, and I just type "make" in the devkitpro MSYS console. It does not go very far.
arm-eabi-gcc -MMD -MP -MF /home/JOTD/HomebrewMenu/bootloader/build/boot.d -Wall -Os -mcpu=arm7tdmi -mtune=arm7tdmi -fomit-frame-pointer -ffast-math -mthumb -mthumb ...
I have downloaded source code for HomebrewMenu, and I just type "make" in the devkitpro MSYS console. It does not go very far.
arm-eabi-gcc -MMD -MP -MF /home/JOTD/HomebrewMenu/bootloader/build/boot.d -Wall -Os -mcpu=arm7tdmi -mtune=arm7tdmi -fomit-frame-pointer -ffast-math -mthumb -mthumb ...
- Mon Dec 28, 2009 9:32 am
- Forum: maxmod
- Topic: cannot play samples more than once
- Replies: 5
- Views: 9843
Re: cannot play samples more than once
Glad you got it working in the end. It might be worth sending a patch to the SDL maintainers if you have the time.
The problem with SDL NDS port is deeper than that. I had to switch to maxmod because SDL sound was not working on NDS. It even froze the system (IRQ?) at some point.
I tried to ...
The problem with SDL NDS port is deeper than that. I had to switch to maxmod because SDL sound was not working on NDS. It even froze the system (IRQ?) at some point.
I tried to ...