Search found 212 matches

by zeromus
Sun Aug 29, 2010 9:07 pm
Forum: devkitPPC
Topic: Commercial Games
Replies: 20
Views: 23214

Re: Commercial Games

Ghost6765 wrote:Does it have to be a really good graphical game.
It has to be good enough for nintendo to press it at their secret plant in siberia. Have you seen any really, really, really terrible wii games? Is your game going to be any better?
by zeromus
Sun Aug 29, 2010 6:21 pm
Forum: devkitPPC
Topic: Commercial Games
Replies: 20
Views: 23214

Re: Commercial Games

nintendo presses all the discs at a secret factory in antarctica
by zeromus
Sun Aug 29, 2010 1:03 am
Forum: devkitPPC
Topic: Commercial Games
Replies: 20
Views: 23214

Re: Commercial Games

Make a game first, and then we'll tell you how to get it pressed on official nintendo disks.
by zeromus
Fri Aug 27, 2010 6:23 pm
Forum: DS/DSi Development
Topic: Understanding oamSet() parameter palette_alpha
Replies: 9
Views: 9118

Re: Understanding oamSet() parameter palette_alpha

What you should be doing is "rendering" data structures for raindrops into oam. If you have a method called Raindrop::RenderToOAM(OamState*, int id) then you're probably doing it right. loop through your sprites, pick an oam slot (probably just go through them sequentially) and set the oam...
by zeromus
Fri Aug 27, 2010 12:40 am
Forum: DS/DSi Development
Topic: Understanding oamSet() parameter palette_alpha
Replies: 9
Views: 9118

Re: Understanding oamSet() parameter palette_alpha

what you're doing is insane, by the way. worst case is 64 bytes per oam for all the oamSet parameters, so 16K for your own copies of the main and sub engine sprites parameters. You need so low footprint that 16K is too much? anyway you're so far off into the realm of crazy that I can't process all t...
by zeromus
Wed Aug 25, 2010 9:43 pm
Forum: devkitPPC
Topic: C++ Game Error
Replies: 6
Views: 8934

Re: C++ Game Error

enter this code after int GameSpeed = 200;

#define I_NEED_TO_DO_C_TUTORIALS_BEFORE_MESSING_WITH_WII_PROGRAMMING(howbadly) void
#define struct I_NEED_TO_DO_C_TUTORIALS_BEFORE_MESSING_WITH_WII_PROGRAMMING(REALLY BADLY)
by zeromus
Fri Aug 20, 2010 9:27 pm
Forum: User Contributions
Topic: NDS Sprite Handler
Replies: 9
Views: 29856

Re: NDS Sprite Handler

if you search for strings in some games you can find uses of STL such as basic_string and deque::push_back. Here are some examples: splinter cell chaos theory, harry potter goblet of fire, scribblenauts, pokemon platinum. I'm not saying any of these games are sterling examples of tight and cool game...
by zeromus
Fri Aug 20, 2010 9:08 pm
Forum: DS/DSi Development
Topic: Understanding oamSet() parameter palette_alpha
Replies: 9
Views: 9118

Re: Understanding oamSet() parameter palette_alpha

you can see where it is stored in the source code to oamSet() in sprite.c of libnds
by zeromus
Fri Aug 20, 2010 5:30 pm
Forum: User Contributions
Topic: NDS Sprite Handler
Replies: 9
Views: 29856

Re: NDS Sprite Handler

Yeah, professional c++ programming firms are all on an email list and a memo went out saying that they should buy expensive winzip for all their employees and immediately start internally using .xzip or whatever. The firms working on platforms other than windows were a little befuddled, but they com...
by zeromus
Tue Aug 17, 2010 10:44 pm
Forum: DS/DSi Development
Topic: Blending sprites
Replies: 5
Views: 6095

Re: Blending sprites

two problems:

1. always test on hardware
2. if you are testing in emulators, always use more than one. if you insist on only using one, then make it desmume, where at least you have some recourse if the emulation fails. in this case, nocash is rendering incorrectly.