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Re: Background problem

Posted: Wed Oct 20, 2010 9:56 pm
by zeromus
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().

Re: Background problem

Posted: Fri Oct 22, 2010 2:56 am
by relminator
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

Re: Background problem

Posted: Fri Oct 22, 2010 9:41 am
by solano
Yes but what im doing is porting the touhou games to the nds.

Re: Background problem

Posted: Sat Oct 23, 2010 1:51 am
by relminator
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.

Re: Background problem

Posted: Sat Oct 23, 2010 2:10 am
by coreyh2
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?

Re: Background problem

Posted: Sat Oct 23, 2010 6:03 am
by zeromus
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