Search found 212 matches

by zeromus
Thu Aug 11, 2011 10:40 pm
Forum: DS Development
Topic: Get nds file icon?
Replies: 12
Views: 10784

Re: Get nds file icon?

card.h
by zeromus
Thu Aug 11, 2011 9:06 am
Forum: DS Development
Topic: How do you know when you run out of texture memory?
Replies: 19
Views: 9942

Re: How do you know when you run out of texture memory?

You can't tell much from how much memory your windows version uses in task manager. There may be many more things going on. I already told you how to know how much texture memory youre using (track it yourself). If you want to know how much ram is used then use: #include <malloc.h> mallinfo().uordbl...
by zeromus
Mon Aug 08, 2011 6:47 am
Forum: DS Development
Topic: How do you know when you run out of texture memory?
Replies: 19
Views: 9942

Re: How do you know when you run out of texture memory?

1. you know how big your textures are
2. you know how much vram you allocated for textures
3. glTexImage2D has a return value
by zeromus
Sat Aug 06, 2011 3:35 am
Forum: DS Development
Topic: new texture palette management bug
Replies: 9
Views: 8873

Re: new texture palette management bug

I checked in the updated grit and paletted_cube if you want to tinker around with my examples for any further research
by zeromus
Thu Aug 04, 2011 5:57 am
Forum: DS Development
Topic: new texture palette management bug
Replies: 9
Views: 8873

Re: new texture palette management bug

sure enough, that fixes it for all my cases. to be honest, I did not analyze what values should be stuffed into mb. I still dont understand how it gets used, but I thought I should indicate that the entire block (from the last starting point, up to the padded point, and then to the end of the newly ...
by zeromus
Wed Aug 03, 2011 4:12 am
Forum: DS Development
Topic: new texture palette management bug
Replies: 9
Views: 8873

Re: new texture palette management bug

there are still problems. after I cause the allocated address to get bumped up to the next alignment, subsequent textures get repeatedly loaded to that address. You'll see when I check in paletted cube. It is taking a while because it is part of a larger project to add texture support to grit. if yo...
by zeromus
Tue Aug 02, 2011 5:58 am
Forum: DS Development
Topic: new texture palette management bug
Replies: 9
Views: 8873

new texture palette management bug

I have uncovered what I think is a bug in the new texture palette management. If you allocate some 2bpp textures, such that the next available address is halfway through the alignment block size for higher bitdepth textures, then the next allocated texture (of a higher bitdepth) will get allocated t...
by zeromus
Fri Jul 15, 2011 6:41 pm
Forum: devkitARM
Topic: creating a very small basic rom (with no lib stuff)
Replies: 6
Views: 3847

Re: creating a very small basic rom (with no lib stuff)

yes, i read your whole post. i thought you were creating a rom from a PC, and so it wouldnt matter what image loading library you used because any of them could be compiled on PC.
by zeromus
Tue Jul 12, 2011 6:23 pm
Forum: devkitARM
Topic: How to create images usable by bmp2bin
Replies: 1
Views: 2018

Re: How to create images usable by bmp2bin

i wasnt able to find a single bmp that _doesnt_ work. you ought to share a broken bmp file for analysis (i am unlikely to get excited enough about this to go download the gimp). of course, i suspect you could use anything other than gimp to avoid the problem. I can tell you that tool doesnt support ...
by zeromus
Tue Jul 12, 2011 6:19 pm
Forum: devkitARM
Topic: creating a very small basic rom (with no lib stuff)
Replies: 6
Views: 3847

Re: creating a very small basic rom (with no lib stuff)

0xc0de wrote:@WinterMute
I don't think so, because then I have to write a fileloader that can
handle many different image files.
Or use one of the several libraries out there which have already been written that can do this