Search found 210 matches
- Sun Sep 23, 2012 3:09 pm
- Forum: Bug Reports
- Topic: devkitPPC dependency issues
- Replies: 4
- Views: 13155
Re: devkitPPC dependency issues
If you mean this Getting Started page, there are no instructions about compiling devkitPPC, only about installing. You should only be compiling devkitPPC if you plan on aiding in its development (that is, development of devkitPPC, not development of Wii/GC homebrew).
- Sat Sep 22, 2012 9:17 pm
- Forum: Gamecube/Wii Development
- Topic: Need help with cursors please
- Replies: 6
- Views: 11721
Re: Need help with cursors please
Am I right in assuming that a new variable named tmpfb is created? What is the purpose of the asterisk? What does xfb mean? What is the purpose of the [y+1]? What does the >>= symbol mean? I've never seen it in C/C++ Programs before... Yes, a new variable named tmpfb is created. The * indicates tha...
- Sat Sep 22, 2012 9:06 pm
- Forum: DS/DSi Development
- Topic: copying over an ex palette?
- Replies: 6
- Views: 9755
Re: copying over an ex palette?
There are three kinds of sprites: 4bpp Tiled, 8bpp Tiled, and 16bpp bitmapped. 4bpp ones use the SPRITE_PALETTE (or SPRITE_PALETTE_SUB). The "palette" parameter picks which 16-color "row" to use in this 256-color palette. Use the grit options "-gt -gB4 -p" 8bpp ones use...
- Sat Sep 22, 2012 5:50 pm
- Forum: DS/DSi Development
- Topic: copying over an ex palette?
- Replies: 6
- Views: 9755
Re: copying over an ex palette?
What grit options were you using previously. And what parameters did you use in oamInit?
- Sat Sep 22, 2012 3:05 am
- Forum: DS/DSi Development
- Topic: copying over an ex palette?
- Replies: 6
- Views: 9755
Re: copying over an ex palette?
VRAM_F_SPRITE_EXT_PALETTE is an enum, not an address. You probably want to use VRAM_F_EXT_SPR_PALETTE. /* Unlock vram (cannot write to vram while it is mapped as a palette). */ vramSetBankF(VRAM_F_LCD); /* Copy main_gfx palette into palette memory. */ dmaCopy(main_gfxPal, VRAM_F_EXT_SPR_PALETTE, mai...
- Tue Sep 18, 2012 4:46 pm
- Forum: DS/DSi Development
- Topic: using included function crashes DS
- Replies: 10
- Views: 14897
Re: using included function crashes DS
Yes definitely the you have overflowed the stack. The sizeof(animation) is 21856 bytes (quite a bit higher than the 16KB limit). Change "animation a = new_anim();" to "animation *a = new animation();" or "animation *a = (animation*)malloc(sizeof(animation));" It appears...
- Tue Sep 18, 2012 2:39 am
- Forum: DS/DSi Development
- Topic: using included function crashes DS
- Replies: 10
- Views: 14897
Re: using included function crashes DS
Yes. Try a different emulator. Desmume is particularly good for testing homebrew
- Mon Sep 17, 2012 9:57 pm
- Forum: DS/DSi Development
- Topic: using included function crashes DS
- Replies: 10
- Views: 14897
Re: using included function crashes DS
This works as expected for me. Maybe you can describe what is a "crash"?
- Mon Sep 17, 2012 9:41 pm
- Forum: DS/DSi Development
- Topic: need help allocating and copying sprite tiles efficiently
- Replies: 14
- Views: 36187
Re: need help allocating and copying sprite tiles efficientl
swiCopy may be hanging if you give it an invalid pointer. I don't think dmaCopy will hang in some (if not all) circumstances.
- Mon Sep 17, 2012 5:14 pm
- Forum: DS/DSi Development
- Topic: need help allocating and copying sprite tiles efficiently
- Replies: 14
- Views: 36187
Re: need help allocating and copying sprite tiles efficientl
I added up the graphics and calculated 33436 bytes. If you used SpriteMapping_1D_32, then you have gone out of bounds of sprite graphics index (max 32KB). If you are mapping 128KB of VRAM for objects (which it appears you have), then I would suggest switching to SpriteMapping_1D_128. Make sure to ch...