23 May 2008

Big Buck Bunny

Well and what's that? Well I am not used to post information of another matters, but this is special is an OPEN MOVIE, yes open source movie, well you have to pay for the DVDs with 720p and 1080p versions:
"You can help us to realize future projects by purchasing the DVD edition of the Peach project.
On the Big Buck Bunny DVD (two disks) you will find:- The movie in best DVD quality widescreen format (versions in both NTSC and PAL)- The HD version of the movie (.avi and/or .mov)- Commentary tracks by the creators- All .blend files, models, textures, and so on... the material used to create the movie.- The original script, breakdown, storyboards- Documentation and video tutorials by the team members about all technical aspects the movie; like how to re-use assets, animate characters, or add new shots."
but I found it really interesting, because it has a great quality at the trailer and in the movie frames. It has been made with blender which is improving a lot since last time I saw and practise, and taking a look at the blog you can see yesterday arrived the dvds for circulation. I have just bought a copy of the set here, maybe a bit expensive for the spanyards but well the money is not for a enormous company is for people with initiative, so here I put some of the images, I hope you help too. For further info, here

20 May 2008

Delay due to spyware

On Sunday I had one of the most complex spy or virus I ever had. I had the virtumonde.dll spy and Spybot, Adaware, Spyware terminator, didn't work, so I downloaded combofix.exe it turned my desktop to black and the icons have only the description, I don't see the image of them, ie doesn't work, I spent the afternoon trying to restore my machine but at the end I have decided to format, so I will try to make the videos on my laptop.

17 May 2008

Few videos "in progress" of BG library on weekend

Last night I was playing with the method to scroll strips of scanlines, at the end on the last version of dsmume it runs at 64 fps indeed, so I have decided to use as good enough method. It is a bit annoying that a interrupt can't assign a class' method, but I find a way to solve it elegantly.

I have define a bg class with the possibility of ten strips with y0,yf and own speed. This afternoon I will write code to be able to scroll not only horizontal but vertical, and for the bmp bg and tile bg you want to scroll, shake or wave. Then I'll put the example videos on the blog. A new "unof" new SMB is coming.

I have some few experiments with gravity and tile collision, the next steps after having an alpha release version are:

1.- Setting different "tile class" classes like: transparent, block, teletransport, jumper, ramp, ladder, and so on.
2.- Setting gravity and acceleration for the sprites.(I have tried 2 Newton laws with the jump and I'm delighted how it works :)).
3.- Placing animated tiles..

16 May 2008

Libro sobre programacion para la NDS

Ha sido una ardua tarea la de programar para la NDS, la verdad que la informacion existente esta, no solo mezclada con el antiguo codigo para GBA, sino que muchas veces se explica pero no hay ni un solo snippet, he estado realizando un libro que explica de cero utilizando la libnds, como poner 4 fondos (2 tiles, 2 bgs) como hacer efectos de scroll, shaking (agitar) y wave (ondear) la pantalla, como poner mapas grandes de tiles, como utilizar sprites y aplicar la gravedad. Faltan muchas cosas aun, pero estoy pensando en publicarlo como primera parte y despues uno mas avanzado con temas mas complejos.

NOTA: Por ahora es todo sobre el 2D, ya que quiero dominar tanto horizontal, como vertical y el isometrico. Mi primer gran proyecto sera horizontal, el segundo vertical (the gusto Tyrian?) y el mas fuerte y tercero sera isometrico (te gusto Diablo? :))

13 May 2008

First way to scroll scanlines

Yesterday, I was exhausted, but I found out a code that could be interesing, the matters was that it used PAlib, but I think it wasn't restrictive, so I tried. I explain it a bit.

"Way to scroll scanlines (strips) of a bitmap bg via registers"
link here

1.- REG_VCOUNT is a readable register, and tell us in which line, the NDS is painting
2.- If we activate the IRQ_HBLANK interruption and mix with REG_VCOUNT, when we modify the BG2_CX, only will scroll the actual REG_VCOUNT line, so we can make effects like shaking, wavy, scrolling, etc...
3.- It's necessary activate IRQ_VBLANK to make only 192 changes per frame (swiWaitForVBlank();)

NOTES: BG2_CX =_val<<8; means 1pixel scroll, <<4 1/2 pixel scroll, and so on.

Now I'm looking for the way to do with HDMA, because this way needs to use the CPU for itself 192 times per frame, so takes a lot of CPU. (I think that because dsmume puts 120 but other emulators tells more than 35 fps, so I'm not sure about consumption).

02 May 2008

NDS: Scrolling bitmap bg by software

I'm interesting on making a better scrolling of parts of a bitmap background, so I'm thinking of creating regions instead of width*y parts to be able to scroll them faster, if you have done some code to do this, choose to know if I'm in the good way


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Libero el visor de factura plus

Debido a mi actual trabajo, ya no voy a seguir desarrollando con el facturaplus, por lo que si veo que hay gente interesada, esta hecho en visual c# y la verdad funciona estupendamente aqui, y como es un programa bastante estandar (la base de datos es rígida), a mucha gente le puede ser interesante. De hecho la última version que hice permite recoger datos de diferentes años (carpetas) a la vez para ver asi los pendientes en diferentes años y se obtienen mucha mas informacion de manera rápida albaranes y sus facturas, viceversa, el estado de los mismos, cuantos dias se pasa de la fecha de pago.... Si estas interesado, elige una opcion:


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