Search found 358 matches
- Fri Oct 12, 2012 12:05 am
- Forum: DS/DSi Development
- Topic: Clearing a tiled background memor
- Replies: 3
- Views: 7761
Re: Clearing a tiled background memor
Why do you need to clear? Just load the new background over the old one.
- Sun Sep 30, 2012 9:12 am
- Forum: Gamecube/Wii Development
- Topic: What does this bit do?
- Replies: 3
- Views: 8361
Re: What does this bit do?
The console refers to a text console. It is where the text from printf is displayed. Without this call it if not going to display stdout. The parameters to the function describe the screen resolution and the region of the screen to print to. In particular the 20, 20 values set the start x and y valu...
- Wed Sep 26, 2012 3:50 pm
- Forum: Gamecube/Wii Development
- Topic: Simple program gone wrong... Problem with devkitpro compiler
- Replies: 14
- Views: 22712
Re: Simple program gone wrong... Problem with devkitpro comp
your code example does not reflect the question you are asking, so it is a little hard to answer. in the question you asked the variable should change to 7 since you did not indicate that a new local variable was created. In the code example you provided you did create a new local variable. That bei...
- Wed Sep 26, 2012 10:56 am
- Forum: Gamecube/Wii Development
- Topic: Simple program gone wrong... Problem with devkitpro compiler
- Replies: 14
- Views: 22712
Re: Simple program gone wrong... Problem with devkitpro comp
You need to read up on "scope" and local variables in C. The { character creates a new scope. Variables created at in a scope go away when the matching } character is reached. These variables are called local variables. I think you will find learning C/C++ by forum posting to be very frust...
- Tue Sep 18, 2012 5:27 pm
- Forum: DS/DSi Development
- Topic: using included function crashes DS
- Replies: 10
- Views: 14842
Re: using included function crashes DS
if they are a static size then you can also make them global.
- Tue Sep 18, 2012 3:35 pm
- Forum: DS/DSi Development
- Topic: using included function crashes DS
- Replies: 10
- Views: 14842
Re: using included function crashes DS
the stack is 16k on the ds - you have overflowed the stack. your local declarations are too big - you will need to either make the global or dynamically allocate them (malloc or new). both will put the objects in main memory instead of the stack. as a note - I choose to ignore if you move new_anim i...
- Tue Sep 18, 2012 12:41 am
- Forum: DS/DSi Development
- Topic: using included function crashes DS
- Replies: 10
- Views: 14842
Re: using included function crashes DS
Emulators are not 100% accurate. What are you trying to prove with this example? Crashing an emulator is not particularly useful/meaningful in itself.
- Mon Sep 17, 2012 1:22 pm
- Forum: DS/DSi Development
- Topic: need help allocating and copying sprite tiles efficiently
- Replies: 14
- Views: 36130
Re: need help allocating and copying sprite tiles efficientl
dmaCopy reads directly from main memory bypassing the data cache. you need to make sure that you flush the data cache before using dmaCopy. You can call DC_FlushAll to flush the entire data cache at once, or you can use DC_FlushRange to flush a specific region. dmaCopy is the fastest method to copy ...
- Thu Sep 13, 2012 8:41 pm
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 272065
Re: Easy GL2D
I am not really a grit expert, but should do it
Code: Select all
-gT FF00FF
- Thu Sep 13, 2012 7:25 pm
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 272065
Re: Easy GL2D
GL_TEXTURE_COLOR0_TRANSPARENT indicates that paletted textures that specify index 0 in the image data should be transparent for that pixel - in other words it ignores the color value at index 0 in the palette and does not draw the pixels that reference this palette index.