gbadev.org forum archive

This is a read-only mirror of the content originally found on forum.gbadev.org (now offline), salvaged from Wayback machine copies. A new forum can be found here.

DS development > Console and dual screen 3d

#167120 - Kath - Mon Mar 02, 2009 7:13 am

Hi,

I'm trying to achieve the same as AntonioND in this thread in regards to console output and dual screen 3d. I've tried to follow that thread but the libnds console functions have changed and I can't figure out how to get it working with the new functions.

Here is my setup code:
Code:
// Setup function called if two screen 3d wanted.
void GfxCore::Setup_Dual3D()
{
   // Setup the main screen to use the 3D core.
   videoSetMode( MODE_0_3D | DISPLAY_BG1_ACTIVE );
   
   // Set some memory for textures.
   vramSetBankA( VRAM_A_TEXTURE ); // 128k +
   vramSetBankB( VRAM_B_TEXTURE ); // 128k = 256k for textures.

   // Set some main bg ram for the console.
   vramSetBankF(VRAM_F_MAIN_BG);

   consoleInit(NULL, 1, BgType_Text4bpp, BgSize_T_256x256, 31, 0, true);

   // .. sub screen setup for dual 3d then videogl setup ...
}


The consoleInit() causes no$gba to crash (I don't have my DS to check on hardware). Am I not setting something up I should be? I've been poking around in the libnds console source but I can't figure out what else I need to be doing.

Thanks!

Edit: The reason no$gba was crashing was because I was calling iprintf() before I'd set up the console (silly me).

I've kind of got it working now but only if I set both the map and tile base to 0, it displays but the text is writing all over the tiles. I tried map base 4 (8k) and tile base 0 but all I get are random asterisks on the screen instead of the console. I'm still getting used to the 2d modes, am I missing something out again?

#167121 - albinofrenchy - Mon Mar 02, 2009 8:12 am

Tile base 0 will override map base 4. Try Map base 8.

I actually tend to do my maps in the first 8; and then put my tiles in tile base 1. Its easier not to goof up this way I think.

#167143 - Kath - Tue Mar 03, 2009 4:08 pm

Thanks :) After changing it and changing some other setup code it works now.