Search found 94 matches

by sverx
Tue Aug 26, 2014 12:22 pm
Forum: DS/DSi Development
Topic: Microphone volume
Replies: 2
Views: 6464

Re: Microphone volume

You have to record to a buffer and check the values there. If MAX-MIN> some threshold I bet you could assume someone is blowing into the mic. Surely there are better ways :roll:
by sverx
Wed Aug 13, 2014 4:46 pm
Forum: DS/DSi Development
Topic: [Easy Gl2D] Sprite not displaying properly
Replies: 2
Views: 6600

Re: [Easy Gl2D] Sprite not displaying properly

I don't see your code loading any palette...
by sverx
Wed Jun 18, 2014 2:08 pm
Forum: maxmod
Topic: Scrolling background messes up MaxMod
Replies: 1
Views: 12575

Re: Scrolling background messes up MaxMod

id is int? How you initialized it?
by sverx
Wed May 14, 2014 12:48 pm
Forum: DS/DSi Development
Topic: Getting started with libnds
Replies: 8
Views: 11396

Re: Getting started with libnds

If it's ok for you to have the same extended palettes for backgrounds 0 and 2 and for backgrounds 1 and 3, then you could use VRAM_BANK_F or VRAM_BANK_G, which are only 16KB and you won't waste anything. To achieve this, you should set BG0 to use the extended palettes for BG2 using BG_PALETTE_SLOT2 ...
by sverx
Mon Apr 14, 2014 1:12 pm
Forum: GBA Development
Topic: Is it worth it
Replies: 3
Views: 10548

Re: Is it worth it

the community is not much active nowadays, true, but there are lots of docs around and probably you would also have some support from oldtimers... :roll:
by sverx
Thu Jul 11, 2013 3:16 pm
Forum: GBA Development
Topic: Running out of channels (on GBA)
Replies: 16
Views: 26262

Re: Running out of channels (on GBA)

FYI the correction that fixed the bug was:

in mm_effect.s (around line 230)

Code: Select all

	ldr	r2, [r1]
	orr	r2, r3
	str	r3, [r1]
the 3rd line should be changed to

Code: Select all

	str	r2, [r1]
:)
by sverx
Tue Jun 25, 2013 9:31 am
Forum: GBA Development
Topic: Running out of channels (on GBA)
Replies: 16
Views: 26262

Re: Running out of channels (on GBA)

One last test , I finally found out that the problem was related to firing two SFX at the same time. If you fire both effects (just press 'L' shoulder key) and you wait for them to release both channels, no problem. If you fire them again with a short to very short delay in between, you'll make one...
by sverx
Thu Jun 20, 2013 1:06 pm
Forum: GBA Development
Topic: Running out of channels (on GBA)
Replies: 16
Views: 26262

Re: Running out of channels (on GBA)

Here 's another test: no modules, just SFX. I reduced the channels to 6, to be able to fire enough SFX to saturate them. If you click shoulder buttons like crazy, after a while you'll see that some channels are stuck to 0. This means it's no longer able to use that channel. Full source follows. Eve...
by sverx
Thu Jun 20, 2013 8:45 am
Forum: GBA Development
Topic: Running out of channels (on GBA)
Replies: 16
Views: 26262

Re: Running out of channels (on GBA)

Yesterday evening I noticed I can make the bug appear even without restarting the module... just triggering sound effects like crazy makes the program malfunctioning. So I bet the problem can be related to trying to use at a given moment more channels than those available. :evil: The search goes on...
by sverx
Mon Jun 17, 2013 4:33 pm
Forum: GBA Development
Topic: Running out of channels (on GBA)
Replies: 16
Views: 26262

Re: Running out of channels (on GBA)

Here 's the small test program. If you keep on firing SFXs (shoulder keys) and while they're playing you restart the module (A or B keys) you'll see and hear that something is going wrong (on no$gba emulator too). Full source (just few lines) it's right here: #include <gba_console.h> #include <gba_...