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.
Search found 133 matches
- Tue Jun 01, 2010 12:21 pm
- Forum: Announcements
- Topic: New site front end
- Replies: 16
- Views: 73771
- Tue May 11, 2010 11:14 am
- Forum: DS/DSi Development
- Topic: libnds documentation incomplete?
- Replies: 7
- Views: 9698
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
http://nocash.emubase.de/gbatek.htm
- Sun May 02, 2010 12:54 pm
- Forum: DS/DSi Development
- Topic: Filesystem not working on M3, OK on emus
- Replies: 27
- Views: 163159
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 ...
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 ...
- Sun May 02, 2010 12:37 pm
- Forum: DS/DSi Development
- Topic: Filesystem not working on M3, OK on emus
- Replies: 27
- Views: 163159
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 ...
By the way, I've thought about a way of making ...
- Tue Apr 27, 2010 10:46 am
- Forum: DS/DSi Development
- Topic: Better way to manage animations?
- Replies: 8
- Views: 9282
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?
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?
- Fri Apr 23, 2010 12:01 pm
- Forum: DS/DSi Development
- Topic: load sprites from filesystem
- Replies: 21
- Views: 22154
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 ...
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 ...
- Fri Apr 23, 2010 1:07 am
- Forum: DS/DSi Development
- Topic: Filesystem not working on M3, OK on emus
- Replies: 27
- Views: 163159
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 ...
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 ...
- Fri Apr 23, 2010 1:01 am
- Forum: DS/DSi Development
- Topic: load sprites from filesystem
- Replies: 21
- Views: 22154
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
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
- Thu Apr 22, 2010 6:16 pm
- Forum: DS/DSi Development
- Topic: Better way to manage animations?
- Replies: 8
- Views: 9282
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 ...
...
(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 ...
- Thu Apr 22, 2010 12:06 pm
- Forum: DS/DSi Development
- Topic: Better way to manage animations?
- Replies: 8
- Views: 9282
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 ...
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 ...