Search found 179 matches

by Sylus101
Thu Jan 01, 2009 2:12 am
Forum: DS/DSi Development
Topic: Sprite Id Number
Replies: 6
Views: 7335

Re: Sprite Id Number

Well, I had the perfect thing typed up, and then I closed my browser before leaving work... I'll try to hopefully recreate what I'd said. I don't think a different name for oamSet is really necessary. Where I believe I became most confused was as I went out to find help in places other than here and...
by Sylus101
Tue Dec 30, 2008 5:20 pm
Forum: DS/DSi Development
Topic: Sprite Id Number
Replies: 6
Views: 7335

Re: Sprite Id Number

To hopefully clarify my confusion a little, here's what I'm getting at. In the SimpleSprite example, I commented out the top screen sprite and created two on bottom: //u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color); u16* gfxSub = oamAllocateGfx(&oamSub, Spr...
by Sylus101
Tue Dec 30, 2008 2:56 am
Forum: DS/DSi Development
Topic: Sprite Id Number
Replies: 6
Views: 7335

Re: Sprite Id Number

No sweat. I try not to, but I have a bad habit of asking questions and then diving in and researching anything an everything anyway, hence all the edits... I'll surely keep them coming, and I do have another. By sprite id I'm talking about the 2nd parameter of the oamSet function. I've basically jus...
by Sylus101
Mon Dec 29, 2008 9:19 pm
Forum: DS/DSi Development
Topic: Sprite Id Number
Replies: 6
Views: 7335

Sprite Id Number

Hello Again, I'm feeling a bit like a pest, but I'm hoping that some of my questions will end up helping others trying to make a similar transition. I can't find a way to define the sprite id number (second parameter of oamSet). Running a quick test, it seems to just increment itself (separately per...
by Sylus101
Mon Dec 29, 2008 6:29 am
Forum: DS/DSi Development
Topic: SpriteMapping layouts
Replies: 4
Views: 7187

Re: SpriteMapping layouts

Thanks dovoto, I believe I've finally got it. On to new ventures...

I suppose I may have a couple of other questions on the matter, but it's time to start applying and testing to see what I can do.
by Sylus101
Sat Dec 27, 2008 9:29 am
Forum: DS/DSi Development
Topic: Question on dmaCopy usage
Replies: 3
Views: 5519

Re: Question on dmaCopy usage

I will definitely give grit a try. Lets just say I created my own unsigned char array then. If I understand your answer then the dmaCopy function should work as I believed it would and it's not. If I have an array of 256 unsigned chars and use dmaCopy, shouldn't the size be 128? EDIT AS I'm TYPING.....
by Sylus101
Fri Dec 26, 2008 11:24 pm
Forum: DS/DSi Development
Topic: SpriteMapping layouts
Replies: 4
Views: 7187

Re: SpriteMapping layouts

I'm struggling a little bit to understand this, but I think I get the gist. I'll be using 256 color sprites of varying sizes mostly larger than 16X16. What would be a good default value for the boundary if I wasn't sure of the best way to maximize this option? I suppose what I'm not understanding is...
by Sylus101
Fri Dec 26, 2008 8:15 pm
Forum: DS/DSi Development
Topic: Question on dmaCopy usage
Replies: 3
Views: 5519

Question on dmaCopy usage

dmaCopy as defined should be copying half-words, and as I understand it are 16 bit values. I am working in the SimpleSprite example and added my own sprite array, just an array of 256 unsigned chars (output actually from PAGfx...). Anyway, it's just a single 16 X 16 sprite named face_Sprite and I've...
by Sylus101
Wed Dec 24, 2008 5:11 am
Forum: DS/DSi Development
Topic: SpriteMapping layouts
Replies: 4
Views: 7187

SpriteMapping layouts

(Had posted on dev-scene's forums but I'm not getting much help over there.) I almost fully understand all of the elements from the SimpleSprite tutorial, except for one thing:The SpriteMapping_1D_32 enum that is passed to the oamInit() function. After reviewing a spot in patater's tutorial, I belie...