#138311 - ubercatch22 - Wed Aug 22, 2007 9:06 pm
Can someone help my?
i acnt seem to get the compiler to compile my code i aways get error
***no specific target and no make file found
can anyone help
Last edited by ubercatch22 on Thu Aug 23, 2007 3:27 am; edited 1 time in total
#138322 - tepples - Wed Aug 22, 2007 11:16 pm
How are you running make? Are you trying to double-click make.exe?
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#138327 - ubercatch22 - Wed Aug 22, 2007 11:32 pm
I guess since im using devkitpro i open programmers note pad 2 and write my file and thne click on tools make or hit alt + 1 for short cut
the examples that comewith it work but mine do not
but i have bypassed this by copying a example in to another folder and then over writing the ds code file
it seems to work for know
#138340 - tepples - Thu Aug 23, 2007 2:27 am
ubercatch22 wrote: |
but i have bypassed this by copying a example in to another folder and then over writing the ds code file |
Good job. This is how most people start a libnds project: by copying the hello world project into a new folder and going from there.
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-- I think he moved to Tilwick.
#138342 - ubercatch22 - Thu Aug 23, 2007 2:52 am
yep i got it to work and did that but how do i get images on the ds i have been reading and it seems it needs to be in a .bin file formate.
if someone could help that would be great
#138361 - Dood77 - Thu Aug 23, 2007 8:14 am
http://filext.com/file-extension/BIN
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#138384 - Risine - Thu Aug 23, 2007 2:05 pm
In your makefile, you probably have that lines to include bin files.
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
You can add that for pcx image files. ( they must be 256 indexed coloured images. )
#---------------------------------------------------------------------------------
%.pcx.o : %.pcx
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
And then you just need to load the pcx file in your code using gbfs :
----------
#include"gbfs.h"
...
char *data;
sImage Img;
WAIT_CR&=~0x80;
GBFS_FILE const *gbfs_file=find_first_gbfs_file((void*)0x08000000);
data=(char *)gbfs_get_obj(gbfs_file,str_files[i],(u32 *)&length);
loadPCX((u8 *)data,&Img);
--------------
---->>> str_files[i] is the "case sensitive" name of the file.
You can do the same with all you data files ( just replace loadpcx with your own data reading functions ).
Just read a little more things about gbfs, that's not that complicated to get in.
These links are quite useful for beginners :
http://www.double.co.nz/nintendo_ds/
http://www.dev-scene.com/NDS/Tutorials
#138393 - tepples - Thu Aug 23, 2007 4:08 pm
Risine wrote: |
GBFS_FILE const *gbfs_file=find_first_gbfs_file((void*)0x08000000); |
The find_first_gbfs_file function works only on ds.gba (aka sc.nds), not on the original GBA Movie Player or on SLOT-1 cards. But you can malloc() some space and load a GBFS file using libfat.
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#138394 - wintermute - Thu Aug 23, 2007 4:21 pm
tepples wrote: |
Risine wrote: | GBFS_FILE const *gbfs_file=find_first_gbfs_file((void*)0x08000000); |
The find_first_gbfs_file function works only on ds.gba (aka sc.nds), not on the original GBA Movie Player or on SLOT-1 cards. But you can malloc() some space and load a GBFS file using libfat. |
gbfs will work fine if it's embedded in the arm9 binary. One of the libnds examples does just this.
Image files do *not* need to be in a bin format, there are several ways to approach adding graphics to a ds binary.
First you can link the image file directly using the bin2o macro in the makefile - this will involve writing code on the DS to decode the image and convert to a DS native format.
In the default arm9 template all files place in any directory referred to by the DATA variable will be automatically added to the project as a binary file.
This names directories within the project folder at the same level as the makefile.
For each extension you want to use you should copy the .bin rule & change the name to match.
Code: |
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
|
so, for .pcx files we add
Code: |
#---------------------------------------------------------------------------------
%.pcx.o : %.pcx
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
|
and for .bmp files
Code: |
#---------------------------------------------------------------------------------
%.bmp.o : %.bmp
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
|
The bin2o rule creates a header which we can use to access this data which will take the form <name>_<extension>.h. This file will define <name>_<extension> and <name>_<extension>_size
Code: |
// for test.bmp
#include "test_bmp.h"
int test_size = test_bmp_size;
char *test = test_bmp;
//for splash.pcx
#include "splash_pcx.h"
int splash_size = splash_pcx_size;
char *splash = splash_pcx;
|
You could also use libfat to load the graphics from your media device at runtime.
By far the simplest way is to use grit to convert your graphics to a DS native format at compile time. The current version of devkitARM includes a n earlier version of grit which is called git - the name was changed to avoid confusion with a linux application of the same name. Several of the examples use this approach to embed graphics.
Hopefully this all helps a bit but we can give more specific advice if you tell us exactly what you want to achieve. For instance "I want to use a file called logo.bmp and display it as a splash screen at startup"
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