Search found 212 matches

by zeromus
Thu Jun 02, 2011 4:49 am
Forum: DS/DSi Development
Topic: Saving game data
Replies: 13
Views: 19094

Re: Saving game data

that was for enay, not you
by zeromus
Tue May 24, 2011 8:45 am
Forum: DS/DSi Development
Topic: dsdoom source
Replies: 53
Views: 137033

Re: dsdoom source

this is not completely on topic, but somebody really ought to remake the doom music as mods using samples derived from the adlib patches.
by zeromus
Sun May 22, 2011 4:02 am
Forum: DS/DSi Development
Topic: Saving game data
Replies: 13
Views: 19094

Re: Saving game data

that code should work. you must be confused, or you must have no c: drive. unless, of course, by running on PC, you mean, running on an emulator. in which case you are very badly confused.
by zeromus
Mon May 16, 2011 7:00 pm
Forum: DS/DSi Development
Topic: game timing
Replies: 2
Views: 3579

Re: game timing

don't do that. don't draw more graphics than game logic executions. it is silly. definitely do not use timers for anything like this. you may want to add a vblank handler to count the number of frames that have elapsed, and then each time you go through your main loop, you can consider whether you a...
by zeromus
Mon May 16, 2011 6:54 pm
Forum: DS/DSi Development
Topic: Image padding
Replies: 1
Views: 2792

Re: Image padding

Write framebuffer programs until you understand how to do this yourself. It is really too simple to be explained. You load the data, and then you add padding while you copy it to a new buffer.
by zeromus
Mon May 16, 2011 6:52 pm
Forum: DS/DSi Development
Topic: create 3d and include
Replies: 61
Views: 160860

Re: create 3d and include

1. you must do computations with fixed point. the cost of using floats is apalling. 2. using multiple models for animation steps would definitely cost less cpu. however you will run out of ram really fast. if you just have one object with a couple of anims it could work. just do the math, nummodels ...
by zeromus
Mon May 16, 2011 6:47 pm
Forum: DS/DSi Development
Topic: glloadmatrix 4x4?
Replies: 4
Views: 5364

Re: glloadmatrix 4x4?

you must clear that matrix before using it. set it to identity, and then set your rotate and translate parameters.
by zeromus
Fri Apr 15, 2011 9:24 pm
Forum: DS/DSi Development
Topic: Accessing sound channels volume divisor
Replies: 2
Views: 4076

Re: Accessing sound channels volume divisor

what's startSound?
by zeromus
Wed Apr 06, 2011 12:23 am
Forum: DS/DSi Development
Topic: Help with fixed point numbers
Replies: 11
Views: 12571

Re: Help with fixed point numbers

it is possible to represent poodles with ints as well. but obviously thats not what i meant. when i said int, i meant a normal 2s complement integer such as we use every day for various things. im saying how things _are_ not how they _might be_ if youre choosing to be contrarian.
by zeromus
Tue Apr 05, 2011 11:08 pm
Forum: DS/DSi Development
Topic: Help with fixed point numbers
Replies: 11
Views: 12571

Re: Help with fixed point numbers

integers have sign bits. a 32 bit integer is 32 bits and has a sign bit. a 4.12 fixed point integer has 4 integer bits and one of those is a sign bit. a normal integer is 32.0 fixed point. all of this is completely sensible and consistent. you don't ask for an integer to be called 31.0 or 1.31.0 or ...