Search found 212 matches

by zeromus
Sun Jul 03, 2011 9:47 pm
Forum: DS Development
Topic: background and text
Replies: 8
Views: 5144

Re: background and text

Not good enough. Now I need to see what parameters you passed to ODI_CargarFondosSencillos(). Not to mention, the source art.
Quit wasting time and zip up your project.
by zeromus
Sun Jul 03, 2011 2:59 am
Forum: devkitARM
Topic: Background image wierd
Replies: 1
Views: 2353

Re: Background image wierd

you have things backwards. you are always choosing the same 256x192 pixels from your source bitmap. you write bitmap[(y_pos * width) + x_pos] now consider what values y_pos and x_pos will take. you are drawing out of bounds to your destination BG. you write draw_pixel(background, x + x_pos, y + y_po...
by zeromus
Sun Jul 03, 2011 2:54 am
Forum: DS Development
Topic: background and text
Replies: 8
Views: 5144

Re: background and text

1a. you are very confused. you set MAP to NULL, and then write values into the map. all this is going to do is make your program crash eventually. 1b. you have not posted enough code. we dont know how your BG is setup, we dont know how your tiles are setup, we dont know how MAP is declared. you prob...
by zeromus
Tue Jun 28, 2011 10:19 pm
Forum: DS Development
Topic: ADPCM sample
Replies: 12
Views: 11039

Re: ADPCM sample

yes, maybe later. the real-time speed at which desmume runs hblanks is irrelevant. it runs at the exactly right rate for the emulation. it may run in 0.0001 msec real-time if your computer is very fast, and then it will sit and do nothing until 1/60 second has passed. desmume is just decoding your a...
by zeromus
Tue Jun 28, 2011 5:44 pm
Forum: DS Development
Topic: ADPCM sample
Replies: 12
Views: 11039

Re: ADPCM sample

mysoft, if you can send me your buildable project zipped up I will investigate why it sounds so crappy in desmume. advanced spu logic is supposed to be flawless.
by zeromus
Tue Jun 28, 2011 7:07 am
Forum: DS Development
Topic: ADPCM sample
Replies: 12
Views: 11039

Re: ADPCM sample

man, that sounds terrible and poppy in desmume. be aware that if you have a looping sample, there is some kind of quirk where the loop point needs to be a multiple of 16 or something like that. pay close attention, and look it up on gbatek. you may need to resample the sound to a funny samplerate so...
by zeromus
Thu Jun 23, 2011 5:11 am
Forum: DS Development
Topic: How to merge wav files?
Replies: 3
Views: 2679

Re: How to merge wav files?

you know the lengths of the sounds. schedule them to play based on their lengths and pay very close attention to the time. thats probably the easiest way to get close to what you want. going the streaming route is probably doable. it should be a straightforward modification to any streaming example ...
by zeromus
Wed Jun 15, 2011 11:25 pm
Forum: DS Development
Topic: Text + GL
Replies: 3
Views: 2939

Re: Text + GL

look for relminator's easy gl2d stuff in this forum
by zeromus
Fri Jun 10, 2011 8:21 am
Forum: DS Development
Topic: BG image shows up as garbage
Replies: 3
Views: 3494

Re: BG image shows up as garbage

Beware that the tutorials may be wrong and out of date in more ways than just this.
by zeromus
Thu Jun 02, 2011 5:41 pm
Forum: DS Development
Topic: writing directly to the sub engine's framebuffer.
Replies: 5
Views: 5266

Re: writing directly to the sub engine's framebuffer.

it's vram framebuffer display mode that youre trying to use, and that does not work on the sub engine. use bgInit with BgType_Bmp16 instead which works pretty much the same way on both engines.

"any engine use any combo" is an exaggeration. You can mix and match according to 100 rules.