Search found 212 matches
- 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
- 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.
- 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.
- 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...
- 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.
- 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 ...
- 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.
- 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?
- 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.
- 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 ...