Search found 63 matches
- Wed Mar 18, 2015 10:34 pm
- Forum: DS/DSi Development
- Topic: Sprite and background share tiles?
- Replies: 2
- Views: 8039
Sprite and background share tiles?
Is it possible for the sprites and backgrounds to use the same tileset in the same VRAM bank?
- Sat Jan 17, 2015 12:02 pm
- Forum: DS/DSi Development
- Topic: Enabling VBlank counter
- Replies: 1
- Views: 8211
Enabling VBlank counter
The VBlank counter is constantly stuck at 160, causing the DS to freeze if a swiWaitForVBlank is executed. I couldn't work out which registers to set in order to re-enable it, BIT(2) of DISPSTAT is a read only value for whether the VBlank counter is enabled or not, but I don't know what I have to do ...
- Thu Oct 30, 2014 11:07 pm
- Forum: maxmod
- Topic: How to tell if sound effect is currently playing?
- Replies: 3
- Views: 25849
Re: How to tell if sound effect is currently playing?
Nope. Without using a custom build of maxmod I don't think it is possible. I'm surprised MaxMod is missing such basic functionality when it is being pushed as the sound library to use for DS and GBA homebrew.Izhido wrote:So, have you had any luck finding such function?
- Thu Oct 30, 2014 5:36 pm
- Forum: DS/DSi Development
- Topic: libnds examples give errors in NO$GBA
- Replies: 0
- Views: 15963
libnds examples give errors in NO$GBA
If you run a libnds example in NO$GBA and go to Utility -> Errors it says there are upwards of 100 or so errors per second. Is this a problem with libnds, or NO$GBA? What causes this?
- Tue Oct 28, 2014 11:09 pm
- Forum: DS/DSi Development
- Topic: Using quaternions
- Replies: 15
- Views: 23365
Re: Using quaternions
Sorry, the file didn't upload correctly. Here it is.
- Tue Oct 28, 2014 11:04 pm
- Forum: DS/DSi Development
- Topic: Using quaternions
- Replies: 15
- Views: 23365
Re: Using quaternions
I'm not sure if this needs its own topic or not. Using the D-Pad you can rotate the teapot to a direction. Using L you can reposition the camera to be facing the model. I want the teapot to always face in the direction relative to the camera, not the world. So for example, I want pressing up to ...
- Sun Oct 26, 2014 12:56 pm
- Forum: DS/DSi Development
- Topic: Using quaternions
- Replies: 15
- Views: 23365
Re: Using quaternions
Just for the benefit of anyone who might find this useful, here's a complete demo of using quaternions with the camera following the model.
- Fri Oct 24, 2014 5:30 pm
- Forum: DS/DSi Development
- Topic: Saving like a commerical game
- Replies: 1
- Views: 6738
Re: Saving like a commerical game
This isn't possible, however, you can use argv[0] to get the name of the nds file and use it to get [the name of the nds].sav, giving the illusion of saving like a commercial game. Here's some sample code: char saveName[256] = { '\0' }; if(argc > 0 && strlen(argv[0]) > 4) { snprintf(saveName, 255 ...
- Fri Oct 24, 2014 5:15 pm
- Forum: DS/DSi Development
- Topic: Using quaternions
- Replies: 15
- Views: 23365
Re: Using quaternions
Never mind, the delta position is calculated correctly. I just forgot to reverse the rotation before applying the inverse of delta position.
- Fri Oct 24, 2014 4:26 pm
- Forum: DS/DSi Development
- Topic: Using quaternions
- Replies: 15
- Views: 23365
Re: Using quaternions
With help from IRC, I've rethought my approach and was able to get the model to translate in the direction it is rotated at. My problem now however is that I cannot get the new position which the model has been translated at. I first get the position matrix before movement has been applied ...