#152312 - ben0bi - Thu Mar 13, 2008 6:36 pm
ok i fixed this issue. thanks for the help.
now i got another problem (im really new to DS as you might see. ;) ):
i want to setup an 8bit screen to save memory.
works with images but now i want to draw pixels. i set bg_palette 255 to my color and try this:
that does not work on the machine (emulator works..). WHY?
it works if i use:
but what is the difference? i don't get it....i mean, 8bit is half a 16bit. but why can i not assign the space directly with u8?
does anyone have a clue about this?
now i got another problem (im really new to DS as you might see. ;) ):
i want to setup an 8bit screen to save memory.
works with images but now i want to draw pixels. i set bg_palette 255 to my color and try this:
Code: |
u8* mybuffer=(u8*) BG_BMP_RAM(0); mybuffer[0]=255; mybuffer[1]=255; |
that does not work on the machine (emulator works..). WHY?
it works if i use:
Code: |
u16* mybuffer=(u16*) BG_BMP_RAM(0); mybuffer[0]=255 + 255<<8; // <<8 = second pixel //mybuffer[1]=255; |
but what is the difference? i don't get it....i mean, 8bit is half a 16bit. but why can i not assign the space directly with u8?
does anyone have a clue about this?