Search found 221 matches

by vuurrobin
Fri Jun 19, 2009 12:27 am
Forum: Announcements
Topic: libnds 1.3.4
Replies: 3
Views: 10540

Re: libnds 1.3.4

I looked at the [url=http://libnds.devkitpro.org/a00100.html]libnds documentation[/url] and the [url=http://devkitpro.cvs.sourceforge.net/viewvc/devkitpro/libnds/source/arm9/sprite.c?revision=1.13&view=markup&sortdir=down]code from sprite.c[/url], but I can't seem to find oamAffineTransforma...
by vuurrobin
Tue Jun 16, 2009 7:37 pm
Forum: DS/DSi Development
Topic: some questions about 3d
Replies: 1
Views: 2786

Re: some questions about 3d

IIRC, libnds has an opengl-isch interfase, and the examples came from the nehe tutorials. so I would suggest nehe's opengl tutorials: http://nehe.gamedev.net/

after you know the beginnings of 3d programming, you can try it on the ds.
by vuurrobin
Tue Jun 16, 2009 1:15 am
Forum: DS/DSi Development
Topic: USB Programming
Replies: 6
Views: 6761

Re: USB Programming

seeing as the nds has no usb port, my guess would be no.
by vuurrobin
Thu Jun 04, 2009 8:53 pm
Forum: Bug Reports
Topic: devkitpro and PALib
Replies: 2
Views: 5957

Re: devkitpro and PALib

PAlib has a lot of issues with staying up to date with libnds, resulting in PAlib not working correctly when libnds updates. you can either move to a previous version of devkitARM* ( NOT recommanded , everything but the last version contains bugs and isn't supported) and hope somebody updates PAlib ...
by vuurrobin
Thu Jun 04, 2009 1:23 pm
Forum: DS/DSi Development
Topic: Question about creating tile maps
Replies: 2
Views: 3967

Re: Question about creating tile maps

1. the ds (and gba?) hardware uses 8*8 tiles, and so grit defaults to that. however, you can tell grit that the tiles are in another format, like 16*16, and grit will convert 1 16*16 tile into 4 8*8 tiles so that you can easily use it with the ds. the options are -Mh and -Mw. look at http://www.cora...
by vuurrobin
Sun May 31, 2009 1:11 am
Forum: DS/DSi Development
Topic: sub engine LCD access
Replies: 2
Views: 3526

Re: sub engine LCD access

the sub engine doesn't have a framebuffer mode.

see here for all the posible modes:
http://www.dev-scene.com/NDS/Tutorials_Day_2#2D
by vuurrobin
Mon May 25, 2009 6:42 pm
Forum: devkitARM
Topic: Makefile Problems...
Replies: 2
Views: 4692

Re: Makefile Problems...

thats the part that he modified.

the 'real' ndstool line is in the ds_rules file, which is included in the beginning. if you look there you can see what to define for getting icon and author and stuff.
by vuurrobin
Sun May 24, 2009 4:27 pm
Forum: DS/DSi Development
Topic: Using oamInit() to reset the OAM
Replies: 4
Views: 4855

Re: Using oamInit() to reset the OAM

or by setting the sprites visibility to false, which is what oamClear() does.

also, oamInit() calls oamAllocReset() in the end, so I think it would be ok.
by vuurrobin
Sat May 23, 2009 6:14 pm
Forum: Bug Reports
Topic: libnds: sprite functions and document bugs
Replies: 0
Views: 3470

libnds: sprite functions and document bugs

1. the dx parameter of the oamSetMosaic() function doesn't work (the dy parameter does work). 2. there is a function to set the mosaic for the main sprites, but there isn't a function to set the mosaic for the sub screen. I've created a function that you can copy, (modify) and paste to sprite.h. do ...
by vuurrobin
Fri May 22, 2009 11:58 pm
Forum: DS/DSi Development
Topic: Using oamInit() to reset the OAM
Replies: 4
Views: 4855

Re: Using oamInit() to reset the OAM

well, one of the first things oamInit() does is a call to dmaFillWords(), so my guess would be yes. I suggest you try it out and see if anything weard happens.

but why aren't you using oamClear() to clear/reset the oam?