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 Forum: DS Development   Topic: background and text

 Post subject: Re: background and text
Posted: Sun Jul 03, 2011 9:47 pm 

Replies: 8
Views: 4465

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.

 Forum: devkitARM   Topic: Background image wierd

 Post subject: Re: Background image wierd
Posted: Sun Jul 03, 2011 2:59 am 

Replies: 1
Views: 2075

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...

 Forum: DS Development   Topic: background and text

 Post subject: Re: background and text
Posted: Sun Jul 03, 2011 2:54 am 

Replies: 8
Views: 4465

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...

 Forum: DS Development   Topic: ADPCM sample

 Post subject: Re: ADPCM sample
Posted: Tue Jun 28, 2011 10:19 pm 

Replies: 12
Views: 9634

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...

 Forum: DS Development   Topic: ADPCM sample

 Post subject: Re: ADPCM sample
Posted: Tue Jun 28, 2011 5:44 pm 

Replies: 12
Views: 9634

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.

 Forum: DS Development   Topic: ADPCM sample

 Post subject: Re: ADPCM sample
Posted: Tue Jun 28, 2011 7:07 am 

Replies: 12
Views: 9634

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...

 Forum: DS Development   Topic: How to merge wav files?

 Post subject: Re: How to merge wav files?
Posted: Thu Jun 23, 2011 5:11 am 

Replies: 3
Views: 2327

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 ...

 Forum: DS Development   Topic: Text + GL

 Post subject: Re: Text + GL
Posted: Wed Jun 15, 2011 11:25 pm 

Replies: 3
Views: 2577

look for relminator's easy gl2d stuff in this forum

 Forum: DS Development   Topic: BG image shows up as garbage

Posted: Fri Jun 10, 2011 8:21 am 

Replies: 3
Views: 3072

Beware that the tutorials may be wrong and out of date in more ways than just this.

 Forum: DS Development   Topic: writing directly to the sub engine's framebuffer.

Posted: Thu Jun 02, 2011 5:41 pm 

Replies: 5
Views: 4651

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.
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