About sprites on the sub graphics engine

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josefn
Posts: 5
Joined: Tue Apr 14, 2009 11:33 pm
Location: Irvine, CA

About sprites on the sub graphics engine

Post by josefn » Sun Apr 19, 2009 9:01 pm

Hello,

I've been using Patater's tutorial as a guide and have been mostly successful in working with it. Currently, I am trying to figure out how to display and manipulate sprites on the sub engine and screen. Patater's manual covers the main engine.

What I am wondering is if the same protocol that applies to the main engine also applies to the sub engine as well.

I figure that it involves oam_sub rather than oam and that I will have to map a memory bank to hold sub screen sprite memory.

But some particular concerns I have are:

Is setting up and using the sub engine ostensibly the same as using the main engine?

Is Patater's sprites.cpp transferable to sprites on the sub engine, or is it made specifically for main engine use only?

Thanks for your help,

Sylus101
Posts: 179
Joined: Wed Dec 24, 2008 5:08 am

Re: About sprites on the sub graphics engine

Post by Sylus101 » Mon Apr 20, 2009 3:26 pm

I had once used Patater's tutorial myself, but when I finally sat down to learn libnds, the new sprite and background API's had just been added.

What I can say is that in terms of sprites, the engines are basically going to be the same. There is a 256K limit of available VRAM for Sprites on the Main Engine and 128K on the Sub... off the top of my head that is really the only major difference.
-Sylus "Not Stylus..." McFrederickson

Come visit my web site.

josefn
Posts: 5
Joined: Tue Apr 14, 2009 11:33 pm
Location: Irvine, CA

Re: About sprites on the sub graphics engine

Post by josefn » Mon Apr 20, 2009 7:48 pm

Thanks.

I've been futzing around with it the last few days, and I think I worked something out.

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