#132380 - Dark Knight ez - Tue Jun 26, 2007 11:32 am
Hey all.
I decided to install the latest development setup for the DS as the touch screen code was hugely improved. That's actually a big plus in my RTS engine and it's definitely noticable. Great job on that.
Anyway, the main screen suddenly refuses to show sprites. On devkitARM r19 it worked just fine.
Now, my sprite setup for my RTS was kind of advanced, so I just removed the following to check if it would work after that:
- HBlank and VBlank trickery
- extended palettes
This way, it should be the same as the sub screen when it comes to sprite showing code.... but whereas the sub screen actually shows it sprites, the main screen still did not.
So then I tried to just load the main graphics and palette to _SUB and copy the sprites to OAM_SUB, etc... changing nothing else in code really but adding the _SUB part, and then the sprites meant for the main screen show up properly on the sub screen. So that tells me that the actual sprite setting code is proper, but... well... I still don't know what could possibly be the problem.
I'm stumped. Any ideas on what could be wrong?
[side note]
I'm not as stupid as to not have sprite graphics VRAM for main screen set up or anything.
_________________
AmplituDS website
I decided to install the latest development setup for the DS as the touch screen code was hugely improved. That's actually a big plus in my RTS engine and it's definitely noticable. Great job on that.
Anyway, the main screen suddenly refuses to show sprites. On devkitARM r19 it worked just fine.
Now, my sprite setup for my RTS was kind of advanced, so I just removed the following to check if it would work after that:
- HBlank and VBlank trickery
- extended palettes
This way, it should be the same as the sub screen when it comes to sprite showing code.... but whereas the sub screen actually shows it sprites, the main screen still did not.
So then I tried to just load the main graphics and palette to _SUB and copy the sprites to OAM_SUB, etc... changing nothing else in code really but adding the _SUB part, and then the sprites meant for the main screen show up properly on the sub screen. So that tells me that the actual sprite setting code is proper, but... well... I still don't know what could possibly be the problem.
I'm stumped. Any ideas on what could be wrong?
[side note]
I'm not as stupid as to not have sprite graphics VRAM for main screen set up or anything.
Code: |
VRAM_A_CR = VRAM_ENABLE | VRAM_A_MAIN_BG; // 128 kb
VRAM_B_CR = VRAM_ENABLE | VRAM_B_MAIN_SPRITE; // 128 kb VRAM_C_CR = VRAM_ENABLE | VRAM_C_SUB_BG; // 128 kb VRAM_D_CR = VRAM_ENABLE | VRAM_D_SUB_SPRITE; // 128 kb |
_________________
AmplituDS website