Search found 38 matches

by Kaiser
Tue May 01, 2012 6:20 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Re: Doom64 DS

Okay, I am getting extremely frustrated with this. I am even going by code by code with how you have it in CHeretic and I am still getting very thick lines going across the screen. If this is correct, I am basically doing the following steps: * Clear depth values, set viewport size and fog * Setup v...
by Kaiser
Mon Apr 30, 2012 10:44 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Re: Doom64 DS

Mines is almost the same as well, except I am drawing segs instead of lines and I have a function that's called before rendering that resets the viewport, depth and fog values. That could be responsible for the tearing... need to investigate that when I get home.
by Kaiser
Mon Apr 30, 2012 7:40 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Re: Doom64 DS

I do not think you need a particulary sophisticated scale algorith for the ds. the hardware is using point sampling to render the textures. I tried a few different approaches for heretic (uses doom engine in case you are not familiar) and the sprites are the main issue. the available vram is so sma...
by Kaiser
Mon Apr 30, 2012 5:11 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Re: Doom64 DS

I assume texture streaming from game data -> RAM -> VRAM is not being done, but is pre-loaded into RAM when the game is first loaded (for general re-used textures) and in between area transitions (for textures unique to those areas) I've kinda done that already by determining if a texture has been ...
by Kaiser
Sun Apr 29, 2012 8:09 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Re: Doom64 DS

Maybe it might be possible or you to use 2 main VRAM banks (say banks A&B) for 'static' assets and use alternatively one of the other 2 (say C&D) as a bank where you can upload textures for the next frame... each bank is 128KB and should be enough, hopefully. Doom64's sprites range from small 16-pa...
by Kaiser
Fri Apr 27, 2012 4:34 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Re: Doom64 DS

After a bit of fudging with my code, I got it to work without getting any lines. Though when I was inspecting your code I saw that you never used swiWaitForVBlank. Even when I had a similar setup to yours I was still getting the issue of seeing the lines. What I did to fix it on my end was that I ca...
by Kaiser
Wed Apr 25, 2012 6:07 pm
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Re: Doom64 DS

What's weird was that I actually tried doing that before after reading that other thread. I would throw all textures to VRAM_A on the first frame, and then throw textures on VRAM_B on the second frame, and then start over. The tearing was even worse than what I had before. Seems like the tearing wou...
by Kaiser
Wed Apr 25, 2012 6:19 am
Forum: DS/DSi Development
Topic: Doom64 DS
Replies: 94
Views: 120438

Doom64 DS

Greetings! For those who don't know me, I have this project to perfectly recreate Doom64 for the PC. I also have full reverse engineering documentation on how the game works on the N64 hardware. Lately I've been expressing some interest in porting the game to the Nintendo DS and for the most part I ...