Search found 133 matches

by StevenH
Tue Jun 01, 2010 12:21 pm
Forum: Announcements
Topic: New site front end
Replies: 16
Views: 56749

Re: New site front end

It's a nice new fresh look for the site.

Once the missing document's are sorted out I think this site will be THE place for help and advice, as well as the IRC chat room.
by StevenH
Tue May 11, 2010 11:14 am
Forum: DS/DSi Development
Topic: libnds documentation incomplete?
Replies: 7
Views: 6089

Re: libnds documentation incomplete?

Check the GBATek pages for any information relating to these types of issues (missing information about the bitfields etc)

http://nocash.emubase.de/gbatek.htm
by StevenH
Sun May 02, 2010 12:54 pm
Forum: DS/DSi Development
Topic: Filesystem not working on M3, OK on emus
Replies: 27
Views: 75491

Re: Filesystem not working on M3, OK on emus

How without argv support you don't know what the .nds file name is going to be, and I've got a feeling your next step will be a "Scan the SD card for the nds file". Sorry, I forgot one thing. The NDS filename has to be passed on compile time as well with the -D flag. I'm not sure if I understood yo...
by StevenH
Sun May 02, 2010 12:37 pm
Forum: DS/DSi Development
Topic: Filesystem not working on M3, OK on emus
Replies: 27
Views: 75491

Re: Filesystem not working on M3, OK on emus

Well, the real reason I'd like my homebrew to work on any linker menu is that I'm making NDS demos, and if I want them to be widely watched, I can't force people to change their menu. If they'd like to run cracked games, it's their problem... By the way, I've thought about a way of making libfilesy...
by StevenH
Tue Apr 27, 2010 10:46 am
Forum: DS/DSi Development
Topic: Better way to manage animations?
Replies: 8
Views: 5019

Re: Better way to manage animations?

First comment on the code when I downloaded your first offering - WTF?!?!?! C++....

Then it was HOLY MONOLITHIC CODING, in C++!!!!!

Apart from that it looks OK-ish...

Oh why is FP_PI = 16 << 10??

Also have you looked in the tile viewer of DesMuMe at how your OBJ memory has been allocated?
by StevenH
Fri Apr 23, 2010 12:01 pm
Forum: DS/DSi Development
Topic: load sprites from filesystem
Replies: 21
Views: 10168

Re: load sprites from filesystem

Thanks for posting these pieces of code. :) I've read that the speeds of microSD varies. I'm guessing writing directly to vram might not always work depending on how much data you are moving and the speed of the card. I wonder if its possible to steam sound this way on some cards. There is some exa...
by StevenH
Fri Apr 23, 2010 1:07 am
Forum: DS/DSi Development
Topic: Filesystem not working on M3, OK on emus
Replies: 27
Views: 75491

Re: Filesystem not working on M3, OK on emus

I just ran into the same problem. So, while looking for a solution I ended up here. I just downloaded and tested the HBMenu, and it works great ! But I still miss some features from the R4 firmware. So I tried one thing : I put back the R4 firmware and the HBMenu in a folder. Then I launched the HB...
by StevenH
Fri Apr 23, 2010 1:01 am
Forum: DS/DSi Development
Topic: load sprites from filesystem
Replies: 21
Views: 10168

Re: load sprites from filesystem

The channel is irc://irc.blitzed.org/dsdev

and the functions for reading grt files (generated by GRIT) have been posted:

<TheLazy1> Here we go: http://www.mediafire.com/file/4kxhnjyck ... le.tar.bz2 -- flame away
by StevenH
Thu Apr 22, 2010 6:16 pm
Forum: DS/DSi Development
Topic: Better way to manage animations?
Replies: 8
Views: 5019

Re: Better way to manage animations?

StevenH: ... that's so gay... ... (I'm terribly sorry. I simply couldn't resist.) *hand hovers over the moderator button* I know it's a little gray (I'm assuming that you miss typed gray there) but its a solution that to me works very well, as both methods have pro's and cons, and the hybrid scheme...
by StevenH
Thu Apr 22, 2010 12:06 pm
Forum: DS/DSi Development
Topic: Better way to manage animations?
Replies: 8
Views: 5019

Re: Better way to manage animations?

You missed one - ManWoman Hybrid. This is where you work out your OAM in advance and use the best method for your game. If you have multiple ships of the same type, all with different animation frames, and the number of ships on screen are more than or equal to the number of frames in the animation ...