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?Ghost6765 wrote:Does it have to be a really good graphical game.
Search found 212 matches
- Sun Aug 29, 2010 9:07 pm
- Forum: devkitPPC
- Topic: Commercial Games
- Replies: 20
- Views: 23214
Re: Commercial Games
- 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
- 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.
- 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...
- 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...
- 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)
#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)
- 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...
- 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
- 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...
- 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.
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.