#153491 - TheMagnitude - Mon Mar 31, 2008 9:56 pm
When all seems perfectly fine on no$gba but then doesn't work on the hardware, how do you find the problem?
What are the differences that no$gba CAN do and what the actual DS CANNOT?
#153496 - M3d10n - Mon Mar 31, 2008 10:55 pm
If it's a crash, I use libnds' exception handling to find out where in my code the game crashed. If its a graphical glitch... well, I add code so I can change certain values or to change between different versions of drawing functions on the fly using the buttons and lots of printf's.
I don't remember exactly what I did that crashed a real DS but not nocash, but there are a couple graphical features that aren't emulated yet. The most notable are fog and alpha-blending the 3D BG against a 2D BG. There might be a few inaccuracies on texture coordinate interpolation precision as well (specially using the fast software renderer).
#153499 - TwentySeven - Mon Mar 31, 2008 11:12 pm
Alpha blending a 3d bg vs a 2d bg works in the latest (Paid) builds.
#153509 - M3d10n - Tue Apr 01, 2008 4:02 am
You mean 2.6a? I actually bought that one for the improved software renderer, but I remember it not working... but it's been a while since I tested it.
#153521 - TwentySeven - Tue Apr 01, 2008 10:45 am
Yah 2.6a works (quads with POLYALPHA's transparent over tile bgs) whereas the version before that didn't.
I think theres some difference in the actual blend function compared to the results on hardware, the opacity level of a quad blended over tiles vs another opaque polygon object seems noticably wrong...
Althought that could just as easily be my blendfunc src/dst too..
#153590 - a128 - Wed Apr 02, 2008 4:01 pm
sprite rotations does not work.
#153596 - silent_code - Wed Apr 02, 2008 5:30 pm
i have the most recent non-pay version (2.5?) and sprites rotate as they should. :^)
edit:
a128 wrote: |
sprite rotations does not work. |
what doesn't work? will it work on hw?
Last edited by silent_code on Wed Apr 02, 2008 9:03 pm; edited 1 time in total
#153602 - SiW - Wed Apr 02, 2008 7:36 pm
silent_code wrote: |
i have the most recent non-pay version (2.5?) and sprites rotate as they should. :^) |
Same here.
#153611 - Dwedit - Wed Apr 02, 2008 9:30 pm
NO$GBA doesn't emulate the cache, so code which uses DMA improperly may work in NO$GBA and fail on hardware.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#153612 - a128 - Wed Apr 02, 2008 9:33 pm
silent_code wrote: |
i have the most recent non-pay version (2.5?) and sprites rotate as they should. :^)
edit:
a128 wrote: | sprite rotations does not work. |
what doesn't work? will it work on hw? |
I had sprite rotation code that does work on hardware, but not on the emulator....
#153622 - silent_code - Thu Apr 03, 2008 12:51 am
you *had*? please share your knowledge or point to some forum thread, because lots of people (of which i have helped some recently) have problems with sprites, especially when getting started with the gba/nds. :^)
well, and i hope you sent martin a small demo of the problem, so he could improve no$gba in that point (if it was indeed the emulators fault.) ;^D
#153637 - a128 - Thu Apr 03, 2008 9:18 am
silent_code wrote: |
you *had*? please share your knowledge or point to some forum thread, because lots of people (of which i have helped some recently) have problems with sprites, especially when getting started with the gba/nds. :^)
|
I discovered somethink different you can read it here
http://forum.gbadev.org/viewtopic.php?t=15303
So I must admit maybe no$gba displays roational sprites...but no$gba also displays rotational sprites ..even when no rotational parameter is initialized (the angles values etc pp.) ....but the NDS does not.
#153643 - TheMagnitude - Thu Apr 03, 2008 11:16 am
Dwedit wrote: |
NO$GBA doesn't emulate the cache, so code which uses DMA improperly may work in NO$GBA and fail on hardware. |
That explains why its not working sometimes with me.