Search found 211 matches

by mtheall
Tue Sep 25, 2012 3:14 am
Forum: devkitARM
Topic: other languages?
Replies: 2
Views: 8181

Re: other languages?

Sure, java if you have a java vm for your platform. I don't know what's required for Ada and Go. But C, C++ (and i think obj-c?) definitely work.
by mtheall
Sun Sep 23, 2012 3:09 pm
Forum: Bug Reports
Topic: devkitPPC dependency issues
Replies: 4
Views: 15797

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).
by mtheall
Sat Sep 22, 2012 9:17 pm
Forum: Gamecube/Wii Development
Topic: Need help with cursors please
Replies: 6
Views: 15009

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 ...
by mtheall
Sat Sep 22, 2012 9:06 pm
Forum: DS/DSi Development
Topic: copying over an ex palette?
Replies: 6
Views: 12088

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 this same palette, ignoring ...
by mtheall
Sat Sep 22, 2012 5:50 pm
Forum: DS/DSi Development
Topic: copying over an ex palette?
Replies: 6
Views: 12088

Re: copying over an ex palette?

What grit options were you using previously. And what parameters did you use in oamInit?
by mtheall
Sat Sep 22, 2012 3:05 am
Forum: DS/DSi Development
Topic: copying over an ex palette?
Replies: 6
Views: 12088

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 ...
by mtheall
Tue Sep 18, 2012 4:46 pm
Forum: DS/DSi Development
Topic: using included function crashes DS
Replies: 10
Views: 21012

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 that you have no idea what ...
by mtheall
Tue Sep 18, 2012 2:39 am
Forum: DS/DSi Development
Topic: using included function crashes DS
Replies: 10
Views: 21012

Re: using included function crashes DS

Yes. Try a different emulator. Desmume is particularly good for testing homebrew
by mtheall
Mon Sep 17, 2012 9:57 pm
Forum: DS/DSi Development
Topic: using included function crashes DS
Replies: 10
Views: 21012

Re: using included function crashes DS

This works as expected for me. Maybe you can describe what is a "crash"?
by mtheall
Mon Sep 17, 2012 9:41 pm
Forum: DS/DSi Development
Topic: need help allocating and copying sprite tiles efficiently
Replies: 14
Views: 42013

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.