Search found 12 matches

by yrro
Fri Feb 06, 2009 4:44 pm
Forum: maxmod
Topic: Is there a limit to the number of sound effects in maxmod?
Replies: 1
Views: 4673

Is there a limit to the number of sound effects in maxmod?

I have a project with 44 sound effects, resulting in a soundbank file of about 4.5 MB. I am using mmInitDefault to keep the soundbank external and only loading the sounds into memory as and when i need them. When I no longer need them, I call mmEffectCancel and then mmUnloadEffect. However, my ...
by yrro
Fri Jan 16, 2009 3:54 pm
Forum: maxmod
Topic: how can I tell if a sound effect has finished playing?
Replies: 1
Views: 4447

how can I tell if a sound effect has finished playing?

If I use a MOD, I can query if the player is running using mmActive, but there doesn't appear to be a similar facility for sound effects, i.e. WAV files and the like.

Is there a way I can do this?

Thanks
by yrro
Sun Jan 11, 2009 2:33 pm
Forum: devkitPPC
Topic: SNES source Code
Replies: 1
Views: 4748

Re: SNES source Code

by yrro
Mon Dec 15, 2008 5:35 pm
Forum: DS/DSi Development
Topic: console over background in MODE_5_2d doesn't work
Replies: 8
Views: 11645

Re: console over background in MODE_5_2d doesn't work

I have just upgraded to devkitPro 24, and initially couldn't make the above concept function with the new library code. After a bit off hunting around, I realised that as the new PrintConsole routine sets up the background layers for me, the only thing i had to do to replicate the above was to reset ...
by yrro
Mon Dec 15, 2008 1:40 pm
Forum: DS/DSi Development
Topic: console over background in MODE_5_2d doesn't work
Replies: 8
Views: 11645

Re: console over background in MODE_5_2d doesn't work FIXED :)

Yay! Thanks for that eKid, it all works properly.

Now I can use my extra banks for other things.

Cheers.
by yrro
Mon Dec 15, 2008 11:50 am
Forum: DS/DSi Development
Topic: console over background in MODE_5_2d doesn't work
Replies: 8
Views: 11645

Re: console over background in MODE_5_2d doesn't work

Ah, yes, what I meant to say was the PCX takes up 96k, not 128k (oops). It is a 8 bpp image that I am then converting to 16 bpp via image8to16(). Ok, so if BG_MAP_BASE(24) is at 48k, what value should I use? I thought the max value allowed was 31? I had tried setting DISPLAY_SCREEN_BASE(1) of BG0_CR ...
by yrro
Fri Dec 12, 2008 7:15 pm
Forum: DS/DSi Development
Topic: console over background in MODE_5_2d doesn't work
Replies: 8
Views: 11645

console over background in MODE_5_2d doesn't work

I am trying to use MODE_5_2D to render a background image and then use the default console to write text over that image. My image is a 256*192 PCX, which I have calculated uses up 128k of a VRAM bank. Now I would like to only use one VRAM bank for all of this as I have other things planned, so I ...
by yrro
Wed Dec 10, 2008 4:35 pm
Forum: devkitARM
Topic: JPEG decompression from main memory into VRAM is slow. FIXED
Replies: 2
Views: 5034

Re: JPEG decompression from main memory into VRAM is slow. why?

*ahem* I was doing it wrong :) instead of messing about with a while loop, just read the file into the buffer thus: //get file size fseek(file, 0L, SEEK_END); int size = ftell(file); fseek(file, 0L, SEEK_SET); //allocate buffers unsigned char* buffer1 = new unsigned char[size]; uint16* buffer2 = new ...
by yrro
Tue Dec 09, 2008 2:56 pm
Forum: devkitARM
Topic: JPEG decompression from main memory into VRAM is slow. FIXED
Replies: 2
Views: 5034

JPEG decompression from main memory into VRAM is slow. FIXED

I am writing a simple app for the DS that loads jpegs from cart (via libfat) and then, using Burt Radons JPEG decompression library, displays the result in BG_GFX. My problem is that this process is too slow (somewhere in the order of 18 seconds). If I link the jpeg directly into the binary using ...
by yrro
Thu Sep 04, 2008 11:25 am
Forum: DS/DSi Development
Topic: GL_RGB32_A3: problems with real hardware
Replies: 0
Views: 4238

GL_RGB32_A3: problems with real hardware

Hello all, I am having problems wiht A3I5 textures being rendered incorrectly on the real hardware. The code works fine under no$gba version 2.6, but not on an R4DS running version 1.18 of the kernel. Has anybody else managed to get variable alpha textures working on the real hardware? If so, how ...