#135007 - jonnyhilly - Thu Jul 19, 2007 10:08 am
Hi, just started some homebrew DS coding.
and got screens and sprites setup OK, but I seem to be stuck with Touch and Audio.
I have Yarr and NDeSmuME emulators....
My code runs fine in Yarr but not the NDeS
The Devkitpro Touch demo runs fine in NDes,
...but not in Yarr (bottom screen is blank, and no touch input)
Does Yarr support touch input ? should it just be mouse clicking on the window ? anything special I have to do to switch it on ?
The DevKitPro AUdio demo Runs fine on NDeS, and not correct on Yarr (top screen is white) but I dont hear any sound on either emu when I press buttons.
Do these emulators support Audio ?
Are there any more reliable emulators than these two ?
Any tips for making Touch input work (or the devkitpro touch demo) on Yarr ?
thanks
J
#135012 - jetboy - Thu Jul 19, 2007 10:51 am
jonnyhilly wrote: |
Do these emulators support Audio ? |
I dont know about the other one, but ensata does not support audio.
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#135018 - Sunray - Thu Jul 19, 2007 12:08 pm
Try no$gba, the best emulator IMO (but slow in some cases, my game runs in 2 fps :).
#135025 - chuckstudios - Thu Jul 19, 2007 1:57 pm
If you are doing homebrew and not commercial coding, how do you have NITRO Ensata?
#135027 - dualscreenman - Thu Jul 19, 2007 2:04 pm
It was leaked at one point.
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#135034 - jonnyhilly - Thu Jul 19, 2007 4:54 pm
"If you are doing homebrew and not commercial coding, how do you have NITRO Ensata?"
yeah, I just did a google search for NDS emulators and it was one of the ones that cropped up.
Thanks very much
I just tried No$..... works very nice, with my code and Touch and audio works. :)
Its also super fast compared to both other emulators.
The only apparent immediate issue is that my everything only colors 0-15 appear to be drawn or something?
none of my paletted EBG sprites draw to screen if the color is >15
Is there a setting for this ?
#135047 - calcprogrammer1 - Thu Jul 19, 2007 7:29 pm
I use iDeaS, it works great from what I've tried, even the Metroid demo runs.
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#135048 - Dwedit - Thu Jul 19, 2007 7:32 pm
If it fails on nocash, but works on hardware, maybe send in a bug report. Even if the programmer is completely unresponsive to emails, he still requests them.
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#135058 - jonnyhilly - Thu Jul 19, 2007 8:32 pm
actually I had a thought about why some of the sprites dont show up.
My regular sprites use dma to copy the data to the rotation screen.
(those show up ok)
But my colored/(palette shifted) sprites use regular char by char copy with pointers to copy the graphics to the screen VRAM..... and these don't show up on No$
I just had a thought that maybe you HAVE TO use DMA to write to vram on NDS? or should I do something specific like halt interrupts or DMA before writing to VRAM with processor.
is this the case ?
if not then I'll check it again tonight, and maybe send a bug report as you suggest.
thanks guys
#135062 - elhobbs - Thu Jul 19, 2007 8:44 pm
you need to do 16 bit writes to the vram. 8 bit writes are not supported except on banks C and D when they are owned by the the arm7.. or something like that
#135066 - jonnyhilly - Thu Jul 19, 2007 10:15 pm
thanks elhobbs
that explains it then
so that means No$ is emulating properly, and NDeSmuME is allowing me to do things I shouldn't be able to do.
its going to make sprite rendering and clipping a bummer though on 256 color EBG :(
cheers
#135087 - tepples - Fri Jul 20, 2007 4:12 am
Sprite rendering can be done in hardware, you know ;-)
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#135114 - jonnyhilly - Fri Jul 20, 2007 8:06 am
yeah I know, thanks
but I'm trying to print a bunch of japanese text on screen, I figured sprites were not a good way to do that.
Are there enough sprites to fill the screen with arbitrary sized fonts ?
10,12,16,18 dot pitch kanji fonts ?
I figured, that would be tricky to do with sprites, but easy with bitmap, and speed doesn't matter much.
The sprite routines for byte for pixed screen were trivial till I found out about the having to write 2 pixels at a time thing.
Talking of that.. it seems like the pointer does not need to be 2-byte aligned when reading and writing from vram ?
is that correct ?
#135233 - tepples - Sat Jul 21, 2007 2:53 am
jonnyhilly wrote: |
but I'm trying to print a bunch of japanese text on screen, I figured sprites were not a good way to do that.
Are there enough sprites to fill the screen with arbitrary sized fonts ?
10,12,16,18 dot pitch kanji fonts ? |
For text, it might be worthwhile to consider drawing the glyphs to a 4-bit background. Yes, tiled VRAM is hard to get used to at first, but there are tricks to make it easy; the text engine of RAC demonstrates this. But if you go 16x16, you can cheat by loading each glyph into four contiguous tiles.
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#135236 - knight0fdragon - Sat Jul 21, 2007 5:25 am
I would just like to point out that Yarr is not a new NDS emulator, it is the sound a pirate makes, shiver me timbers
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#135237 - Dwedit - Sat Jul 21, 2007 5:30 am
I believe the post was edited to include such yarr.
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