Search found 94 matches
- 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
- 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...
- 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?
- 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 ...
- 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...
- 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)
the 3rd line should be changed to
in mm_effect.s (around line 230)
Code: Select all
ldr r2, [r1]
orr r2, r3
str r3, [r1]
Code: Select all
str r2, [r1]
- 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...
- 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...
- 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...
- 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_...