Search found 19 matches
- Mon Nov 15, 2010 12:26 am
- Forum: DS/DSi Development
- Topic: tiled bg and console problem SOLVED!!!
- Replies: 9
- Views: 9824
Re: tiled bg and console problem
Thanks man, you solved it!!!. Looking harder in this file, y understand something basic: when i use consoleInit, I must send a null pointer as *console, so libnds uses the default console. And the las parameter must be true, to tell libds i don't use custom font and I want to use system font. the ...
- Sun Nov 14, 2010 10:18 pm
- Forum: DS/DSi Development
- Topic: tiled bg and console problem SOLVED!!!
- Replies: 9
- Views: 9824
Re: tiled bg and console problem
In the console examples, the function used is "consoleDemoInit". I read console.c from libraries and it uses the consoleInit like me. But there is no place where palette is used. I'm confused about it. May be my palette shows white color as black.
- Sun Nov 14, 2010 10:02 pm
- Forum: DS/DSi Development
- Topic: loading pictures and sprites by FAT
- Replies: 7
- Views: 8700
Re: loading pictures and sprites by FAT
First you must have the .bmp file specification. The header, the palette and the pixels that point to the palette. After that, you must know if you are going to use tiled bg or bmp bg and if .bmp is 4 or 8 bpp. If bg is tiled, you must divide image into blocks of 8x8 pixels (tiles), each tile is ...
- Sat Nov 13, 2010 1:20 am
- Forum: DS/DSi Development
- Topic: tiled bg and console problem SOLVED!!!
- Replies: 9
- Views: 9824
Re: tiled bg and console problem
I cannot use an emulator because I load the .bmp files. I've read about emulate fat, but I use linux, and the document I read was for windows. The tiled backgrouds appear nice in the screen. May be I don't made text layer visible as zeromus said. Here I post my code. I don't post the .bmp loader ...
- Fri Nov 12, 2010 7:17 pm
- Forum: DS/DSi Development
- Topic: tiled bg and console problem SOLVED!!!
- Replies: 9
- Views: 9824
Re: tiled bg and console problem
That was that i tried first, but no text is shown. May be the problem is in another part of the code. I use mode 02D and put the bg in layers 0 and 1. Text is in layer 3. In mode 0 there are 4 layers of tiled bg, so that's not the problem. Before print text, I use the consoleSelect(console ...
- Fri Nov 12, 2010 6:35 pm
- Forum: DS/DSi Development
- Topic: tiled bg and console problem SOLVED!!!
- Replies: 9
- Views: 9824
tiled bg and console problem SOLVED!!!
Hi all: I'm trying to put two tiled bg and print over them in the main screen. I have a my own library that loads two 8bpp bitmap files. Their size is 256x256. With my library, I take the map and the tiles of each image, and compress tileset. After load and compress images I have these arrays: maps ...
- Sun Nov 15, 2009 8:37 pm
- Forum: DS/DSi Development
- Topic: Error compiling: "ogc/disc_io.h: No such file or directory"
- Replies: 1
- Views: 4888
Re: Error compiling: "ogc/disc_io.h: No such file or directory"
Ok, i've solved it. I've compiled the libfat src files and now it works!!!!!.
- Sun Nov 15, 2009 5:02 pm
- Forum: DS/DSi Development
- Topic: Error compiling: "ogc/disc_io.h: No such file or directory"
- Replies: 1
- Views: 4888
Error compiling: "ogc/disc_io.h: No such file or directory"
Hi all. I've installed Kubuntu 9.10 and installed the latest version of libnds, libfat, etc... I did it before and always work, but now, when i compile my program, i obtain this: /home/piter/NDS/devkitPro/libnds/include/fat.h:38:25: warning: ogc/disc_io.h: No such file or directory In file included ...
- Mon May 04, 2009 7:54 pm
- Forum: DS/DSi Development
- Topic: Load BMP Sprites
- Replies: 6
- Views: 6803
Re: Load BMP Sprites
You're right, but i have my code in class and headers and i'll have to put here all may proyect. It will be very difficult to examine it. I'm copying palette to Vram using: dmaCopy(palette, SPRITE_PALETTE_SUB, 512); (sprite in the sub screen and 256*2bytes = 512) I'll try to copy/paste code in a cpp ...
- Mon May 04, 2009 4:19 pm
- Forum: DS/DSi Development
- Topic: Load BMP Sprites
- Replies: 6
- Views: 6803
Re: Load BMP Sprites
As far as the colours not taking - are you sure you have set up your palette memory correctly? I think all is correct. If I only declare an array for the sprite and another one for pallette all works. But if i declare another array, the sprite is showed bad. Some colors disapears. And I only do ...