Background problem

zeromus
Posts: 212
Joined: Wed Mar 31, 2010 6:05 pm

Re: Background problem

Post by zeromus » Wed Oct 20, 2010 9:56 pm

did you use oamInit() with true as the final parameter? that is necessary to make extended palettes work.

the extended palette format is the same as the regular palette format. youve been using rgb15 already.

pass the palette number you want to use as palette_alpha in oamSet().

relminator
Posts: 84
Joined: Sun Apr 11, 2010 10:43 am

Re: Background problem

Post by relminator » Fri Oct 22, 2010 2:56 am

woot!! Another Danmaku game!!!

I'd say ditch the OAM and since you know OpenGL, use that backend as the 2d renderer.

Here are some simple examples:

http://rel.betterwebber.com/junk.php?id=112

Which is exactly what I used in this danmaku engine:

http://rel.betterwebber.com/index.php?a ... Impakto-DS

The irc channel would also help you a lot.

server: irc.blitzed.net
channel: #dsdev

solano
Posts: 9
Joined: Fri Oct 15, 2010 8:45 am

Re: Background problem

Post by solano » Fri Oct 22, 2010 9:41 am

Yes but what im doing is porting the touhou games to the nds.

relminator
Posts: 84
Joined: Sun Apr 11, 2010 10:43 am

Re: Background problem

Post by relminator » Sat Oct 23, 2010 1:51 am

Touhou games are notorious for the insane amounts of bullets on screen.

The OAM could only give you 128 sprites max. So there is no way the OAM could be used well in porting any Danmaku game.

Using the 3d hardware could draw more than 1000 sprites on screen using any size you want. The only limitation you'd get is the speed of your particle system(which can be solved by using straight fixed-point math). Then the only thing to worry would be fillrate.

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coreyh2
Posts: 33
Joined: Tue Feb 02, 2010 12:43 am

Re: Background problem

Post by coreyh2 » Sat Oct 23, 2010 2:10 am

I need to learn how to use the 3d hardware. Having 1000 sprites sound amazing. How many sprites can be individually animated in a frame using the 3d hardware?

zeromus
Posts: 212
Joined: Wed Mar 31, 2010 6:05 pm

Re: Background problem

Post by zeromus » Sat Oct 23, 2010 6:03 am

1536

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