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DS development > Concerning Rotation Backgrounds on the SubScreen

#108044 - thegamefreak0134 - Sat Nov 04, 2006 7:42 pm

I am using libnds for my compilation for the DS. I have managed to get the mainscreen to work using the framebuffer mode and have been doing various tests and things for a basic paint application. I wanted to set up a second framebuffer mode on the second (sub) screen to draw things like my current palette info and such. (Framebuffer mode-like so I can have more that 256 colors if I really need them.)

For some strange reason, whenever I try to draw to the rotation background (which all tutorials and such say is basically a framebuffer with the rotation/scaling controls) I get nothing. Diddly squat. Poo.

I don't know how reliable my sources are, so I am asking for two things. I was always under the impression that a Rot/Scale background was in tiled mode, from my days in GBA dev. Is this still true, or is it really set up as a framebuffer mode now?

If this is the case, can someone show me some basic code (using libnds) to enable the subscreen with BG2 set as a rotation background and mapped to VRAM bank C? Thanks.

For the record, I have code to so this already, it's just not working, so I need to see where I screwed up. Yes, I set the scale settings to 1<<8 so the background would actually show. Yes, I am testing on real hardware.

Thanks for any help you can offer, this problem is particularly annoying. I can't post any code right now because I am in a library, but I will try to post my attempt at a later date. (Prolly monday.)

Once again, thanks!

-thegamefreak
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#108048 - Dark Knight ez - Sat Nov 04, 2006 8:19 pm

Are all your RGB15 writes (as if it were framebuffer mode) also ORed with BIT(15)?
If you don't set the first bit (which can be done by ORing with BIT(15)), nothing will show up (a transparent pixel in the BG).

#108081 - knight0fdragon - Sun Nov 05, 2006 3:38 am

something like BG_BMP_16 in the BGx_CR should place it in a framebuffer type mode
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