Search found 1828 matches

by WinterMute
Fri Dec 18, 2009 10:23 pm
Forum: DS/DSi Development
Topic: Filesystem not working on M3, OK on emus
Replies: 27
Views: 92865

Re: Filesystem not working on M3, OK on emus

No, they're generic patches which need updated when Nintendo update the official SDK.
by WinterMute
Fri Dec 18, 2009 10:19 pm
Forum: devkitARM
Topic: How to Render Bitmaps
Replies: 4
Views: 5555

Re: How to Render Bitmaps

It might help if you told us what you expect the bitmaps to look like and what their actual appearance is. Screenshots are probably the best way to explain it.
by WinterMute
Fri Dec 18, 2009 4:31 pm
Forum: devkitARM
Topic: DS Emulator for windows?
Replies: 1
Views: 3347

Re: DS Emulator for windows?

The best DS emulator for windows is still no$gba. Unfortunately the author seems to have disappeared and there have been no further updates. http://nocash.emubase.de/gba.htm Desmume is coming on in leaps and bounds these days. http://desmume.org/ Most, if not all, of the other available emulators ar...
by WinterMute
Thu Dec 17, 2009 9:12 pm
Forum: devkitARM
Topic: FreeImage.dll missed from devkitARM_r27-win32.exe
Replies: 1
Views: 3510

Re: FreeImage.dll missed from devkitARM_r27-win32.exe

Looks like a packaging problem, sorry, I'll sort this later.
by WinterMute
Thu Dec 17, 2009 9:09 pm
Forum: Announcements
Topic: devkitARM release 27 and associated libraries.
Replies: 5
Views: 13397

Re: devkitARM release 27 and associated libraries.

Oops, sorry, looks like something went wrong with the packaging script. I'll fix these shortly.
by WinterMute
Sat Dec 12, 2009 4:28 am
Forum: maxmod
Topic: Playing a wav file at a random offset
Replies: 3
Views: 4944

Re: Playing a wav file at a random offset

Rather than looping make it one shot & triggered by some aspect of your animation code then vary the volume and playback rate a little with each step.
by WinterMute
Sat Dec 12, 2009 4:21 am
Forum: DS/DSi Development
Topic: DMA vs for loop
Replies: 2
Views: 3112

Re: DMA vs for loop

Simplest answer, change the palette at compile time rather than run time. This code also looks like setup code to me which should be run once and unlikely to be every game loop. There are also approximately 560190 cycles in one frame so you'll be able to manage that code just under 40 times a frame....
by WinterMute
Sat Dec 12, 2009 4:08 am
Forum: devkitPPC
Topic: Umm... Where's the documentation set?
Replies: 4
Views: 8637

Re: Umm... Where's the documentation set?

Not written yet, sorry it's all still a bit of a work in progress. Lack of time and manpower doesn't help much.

all you really need to know about fat.h is fatInitDefault() - the rest is all standard IO.
by WinterMute
Sat Dec 12, 2009 4:03 am
Forum: devkitPPC
Topic: Help
Replies: 3
Views: 4535

Re: Help

No, you should be using the latest devkitPPC, version 19 from the SF download pages. I just checked, both 32 & 64bit linux builds are statically linked with freeimage. See http://wiki.devkitpro.org/index.php/Getting_Started/devkitPPC for the appropriate links. Please don't link to random sites a...
by WinterMute
Sat Dec 12, 2009 2:42 am
Forum: Bug Reports
Topic: [gamecube examples]NeHe lesson 8 doesn't compile
Replies: 3
Views: 6590

Re: [gamecube examples]NeHe lesson 8 doesn't compile

Sorry, I meant to check and update the gamecube examples with the latest devkitPPC release. The latest set are now available through the updater and SF download page.

Thanks for reminding me.