Search found 9 matches
- Fri Oct 22, 2010 9:41 am
- Forum: DS/DSi Development
- Topic: Background problem
- Replies: 15
- Views: 16418
Re: Background problem
Yes but what im doing is porting the touhou games to the nds.
- Thu Oct 21, 2010 9:58 am
- Forum: devkitARM
- Topic: Problem with new
- Replies: 1
- Views: 3694
Problem with new
I'm using notepad++ to write my code and then I compile it through command prompt with make( Widnows 7 Ultimate ).When I try to use the operator new it says new undeclared. And when I try to include the header new.h it says file not found.Is there a way to fix that without having to use visual ...
- Wed Oct 20, 2010 6:05 pm
- Forum: DS/DSi Development
- Topic: Background problem
- Replies: 15
- Views: 16418
Re: Background problem
What other options are available for the palette. Can I use SpriteEntry in some way.What other options are there. Did a little research and found something.The sprite_extended_palettes example. vramSetBankF(VRAM_F_LCD); for(i = 0;i < 256; i++){ VRAM_F_EXT_SPR_PALETTE[0][i] = reimuPal[i];// want to ...
- Tue Oct 19, 2010 9:27 pm
- Forum: DS/DSi Development
- Topic: Background problem
- Replies: 15
- Views: 16418
Re: Background problem
What I meant by displaying more that one sprite is for example in my game I have the character sprite.She can shoot bullets .The bullets have a sprite.And there are enemies which have their own sprites.So 3 sprites in total.How to load them and display them on the screen is my question. oamInit ...
- Mon Oct 18, 2010 10:11 pm
- Forum: DS/DSi Development
- Topic: Background problem
- Replies: 15
- Views: 16418
Re: Background problem
Background is all fixed and the sprite but now I have a couple of more problems First using this code oamInit(&oamMain, SpriteMapping_Bmp_1D_128, false); //initialize the oam u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64,SpriteColorFormat_256Color);//make room for the sprite dmaCopy ...
- Sun Oct 17, 2010 1:42 pm
- Forum: DS/DSi Development
- Topic: Background problem
- Replies: 15
- Views: 16418
Re: Background problem
@zeromus http://www.dev-scene.com/NDS/Tutorials_Day_3 Background struct @corey2 when i use the decode i compile with no problems,but when i run it in the emulator(no$gba) it says it need gba bios.Is that because something's wrong with the compiler or is it of the emulator I used the code from the ...
- Sun Oct 17, 2010 12:12 pm
- Forum: devkitARM
- Topic: DMA problem
- Replies: 1
- Views: 3841
DMA problem
Im using a function in my game that displays a bitmap as a background. void showBackground() { dmaCopyHalfWords(DMA_CHANNEL, reimuBitmap, /* This variable is generated for us by * grit. */ (uint16 *)BG_BMP_RAM(0), /* Our address for main * background 3 */ reimuBitmapLen); /* This length (in bytes ...
- Sat Oct 16, 2010 9:44 am
- Forum: DS/DSi Development
- Topic: Background problem
- Replies: 15
- Views: 16418
Background problem
I have been following the tutorials @ http://www.dev-scene.com and an having problems with the tutorial about the background. The code I have is this #include <nds.h> #include <stdio.h> #include <nds/arm9/background.h> #include "cirno_bin.h" typedef struct { char signature[2]; unsigned int fileSize ...
- Fri Oct 15, 2010 9:54 am
- Forum: DS/DSi Development
- Topic: I'm new and need a little help
- Replies: 2
- Views: 3372
I'm new and need a little help
I have been looking at the examples but some of the code doesn't make any sence to me and I can't figure out how it work.For example how are the man and woman loaded into memory from the animated sprites example.Is there a wiki or some documentation that I can read.That's all I need for now.