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..
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? :))
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).
"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,
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
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:
26 April 2008
NDS Programming - Get Ready
Good Night everyone, well I understand for a .net developer could think why can be interesting programming the nds, really? It's a great machine, you can develop using c++ like in the old days. Are you one of the guys (or woman) who played with the Spectrum, and are you one of who knows that games from de old ages were made by small teams, or one person with great ideas done them. Well I'm, one of them, I'm making with all the (lack) info a book with improvements, and making a libary for a easy use and a map editor in visual too. I'm making a library to make really similar games like New SMB and Zlda games, I don't know exactly the word but it's incredible that a machine like the NDS can understand me talking in C++, so why dont do it. At the moment the library can create easly horizontal levels with two animated layer maps (one tileset per layer) and with plus other bmp backgrounds, with differents scrollings. When I finished, take a look at the moment:
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