they probably used software to draw each pixel to the right position instead of using the hardware. its bigger and slower, but not impossible and useally has a better result.
Mmm.. honestly I may say that I doubt it.. I mean, I find it hard to believe that for every dialogue every game just ...
Search found 7 matches
- Fri Feb 20, 2009 10:43 pm
- Forum: DS/DSi Development
- Topic: Console problems: Font is too big
- Replies: 7
- Views: 8088
- Fri Feb 20, 2009 9:33 pm
- Forum: DS/DSi Development
- Topic: Console problems: Font is too big
- Replies: 7
- Views: 8088
Re: Console problems: Font is too big
the hardware uses tiles of 8*8 pixels, so its not easely possible to put text at a position thats not a multiple of 8. to do this means that you can't let the hardware do it and that you have to draw the text on it yourself, which will be both slower and bigger.
you can also shift the entire ...
you can also shift the entire ...
- Thu Feb 19, 2009 4:22 pm
- Forum: DS/DSi Development
- Topic: Console problems: Font is too big
- Replies: 7
- Views: 8088
Console problems: Font is too big
I have a problem with using the console.. the problem is the font is too big.. I mean, I know 8x8 isn't THAT big, but I can only put it at certain tile coordinates (meaning no half tiles.. so If I want the text to start at pixel coords of 1,3 I can't because those aren't multiple of 8 so they aren't ...
- Fri Jan 30, 2009 5:27 pm
- Forum: DS/DSi Development
- Topic: Problem with passing sprite pointers in function
- Replies: 0
- Views: 2991
Problem with passing sprite pointers in function
Hello everyone, I'm having a problem with array pointers in a function to manage my sprite during movements.. What I have is a function that checks which button's been pressed then adjusts the x and y and sets the frame to the object with the correct one (it's a walking character which has 3 frames ...
- Fri Jan 30, 2009 4:36 pm
- Forum: DS/DSi Development
- Topic: setting Vram I to Sub BG giving error
- Replies: 5
- Views: 6864
Re: setting Vram I to Sub BG giving error
Hi. I've been learning libnds and have been playing with things. In the documentation I've read, this code should work, but it gives me an error when compiling. Here is the code that throws the error:
vramSetBankI(VRAM_I_SUB_BG);
It gives me the error 'VRAM_I_SUB_BG' undeclared. The tutorials ...
vramSetBankI(VRAM_I_SUB_BG);
It gives me the error 'VRAM_I_SUB_BG' undeclared. The tutorials ...
- Wed Jan 28, 2009 4:30 pm
- Forum: DS/DSi Development
- Topic: How to load a sprite table
- Replies: 3
- Views: 5451
Re: How to load a sprite table
I'm sure if I'll be able to answer this correctly, but I can try. If you're starting with a vertical framestrip of a sprite, lets say 16 x 16 in one frame and 10 frames long, what you'll have once grit (or whatever conversion program you use) converts the image is an array that in which each 256 ...
- Tue Jan 27, 2009 8:39 pm
- Forum: DS/DSi Development
- Topic: How to load a sprite table
- Replies: 3
- Views: 5451
How to load a sprite table
Hello everyone.. I was wondering if there is a way to load a whole sprite table and then separate sprites inside the game itself... what I mean is (I don't know if it's really called sprite table >.<) load an image with all the frames of different sprites (like different ways a character can walk ...