Search found 210 matches

by mtheall
Sun Sep 23, 2012 3:09 pm
Forum: Bug Reports
Topic: devkitPPC dependency issues
Replies: 4
Views: 13119

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: 11694

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...
by mtheall
Sat Sep 22, 2012 9:06 pm
Forum: DS/DSi Development
Topic: copying over an ex palette?
Replies: 6
Views: 9731

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...
by mtheall
Sat Sep 22, 2012 5:50 pm
Forum: DS/DSi Development
Topic: copying over an ex palette?
Replies: 6
Views: 9731

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: 9731

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...
by mtheall
Tue Sep 18, 2012 4:46 pm
Forum: DS/DSi Development
Topic: using included function crashes DS
Replies: 10
Views: 14845

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...
by mtheall
Tue Sep 18, 2012 2:39 am
Forum: DS/DSi Development
Topic: using included function crashes DS
Replies: 10
Views: 14845

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: 14845

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: 36130

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.
by mtheall
Mon Sep 17, 2012 5:14 pm
Forum: DS/DSi Development
Topic: need help allocating and copying sprite tiles efficiently
Replies: 14
Views: 36130

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...