#70782 - mlequim - Wed Feb 08, 2006 7:17 pm
hi,
there is something strange, the link to the compilator devkitpro is the same that the link to libnds in the drunken coders website.
then i have supposed that libnds is included by default in devkitpro. But the tutorial of doublecs say that I must unzip libnds and then do a make.
I have tried a make but I have the error : arm-elf-g++ command not found.
someone has an idea ?
#70783 - genfish - Wed Feb 08, 2006 7:25 pm
i got the same thing, use the examples that come with devkitpro
personally i used the 'combined' template and then looked at the code in the examples, and on doublec's site, and made my own hello world with that :)
#70788 - mlequim - Wed Feb 08, 2006 7:32 pm
it works !!
thanks !! ;O)
that even more easy than the tutorial, I love devkitpro :p
#70789 - genfish - Wed Feb 08, 2006 7:37 pm
its hard when your starting out with this. university just filled me with c/c++ and opengl/directx. closest thing i did to this was writing my own graphics library to render 3d images. had to do it in C from scratch. was pretty hard, but good fun.
#70888 - doublec - Thu Feb 09, 2006 9:08 am
Quote: |
I have tried a make but I have the error : arm-elf-g++ command not found. |
The error should tell you that it can't find the command 'arm-elf-g++'. A little bit of searching on your drive will show that this is in the devkitarm\bin directory of devkitpro. Adding this to your path will enable the makefiles to run.
In fact, tutorial one mentions this:
http://www.double.co.nz/nintendo_ds/nds_develop1.html
Quote: |
The environment variables and PATH changes I made on my system were:
DEVKITARM=/d/devkitPRO/devkitARM
DEVKITPRO=/d/devkitPRO
PATH=d:\devkitpro\msys\bin;d:\devkitpro\devkitarm\bin; |
Notice how the path statement contents the devkitarm\bin subdirectory.
#70889 - doublec - Thu Feb 09, 2006 9:10 am
Quote: |
personally i used the 'combined' template... |
I use the makefiles the way I did because I wanted to learn exactly what commands are used to generate the DS binaries. I'm familiar with GCC and wanted to know how things works.
The devkitpro combined templates hide a lot of stuff and made it difficult for me to find out what was going on. So I broke it down and created the makefiles and learnt about the ARM9 binary and the ARM7 binary, how to add binary resources, etc. Thus tutorial 1 and co was born.
#70902 - mlequim - Thu Feb 09, 2006 1:10 pm
doublec wrote: |
Quote: | I have tried a make but I have the error : arm-elf-g++ command not found. |
The error should tell you that it can't find the command 'arm-elf-g++'. A little bit of searching on your drive will show that this is in the devkitarm\bin directory of devkitpro. Adding this to your path will enable the makefiles to run.
In fact, tutorial one mentions this:
http://www.double.co.nz/nintendo_ds/nds_develop1.html
Quote: | The environment variables and PATH changes I made on my system were:
DEVKITARM=/d/devkitPRO/devkitARM
DEVKITPRO=/d/devkitPRO
PATH=d:\devkitpro\msys\bin;d:\devkitpro\devkitarm\bin; |
Notice how the path statement contents the devkitarm\bin subdirectory. |
you were right, it was my fault ! sorry ;)
#70950 - genfish - Thu Feb 09, 2006 5:31 pm
doublec, on the last tutorial, the extended rotation one. Is this a good method to create a scrolling background for a sprite based game? If so, can i use a long image, like 1024x192 and just have the viewable area in vram at any one time?
#71036 - doublec - Fri Feb 10, 2006 1:40 am
Quote: |
you were right, it was my fault ! sorry ;) |
Actually I get emails almost every day about it. I plan to revisit this tutorial to make it clearer, or make tutorial one use the standard devkitpro templates and leave the discussion of what commands are actually run to another tutorial. It would save a lot of headaches for everyone I think.
#71037 - doublec - Fri Feb 10, 2006 1:41 am
Quote: |
doublec, on the last tutorial, the extended rotation one. Is this a good method to create a scrolling background for a sprite based game? If so, can i use a long image, like 1024x192 and just have the viewable area in vram at any one time? |
To be honest, I don't know. I'm as much a newbie as everyone about programming the DS and the tutorials document pretty much the sum knowledge of what I know. That's why there hasn't been a tutorial for awhile. Still learning how things work!
#71134 - genfish - Fri Feb 10, 2006 4:06 pm
lol. trial and error it is then :)
ill try the extended rotation thing then, if it doesnt work, i might try and do it all myself in framebuffer mode. wonder if i could use a tga image reader with gbfs...
#71187 - Sausage Boy - Fri Feb 10, 2006 9:41 pm
I'll tell you a good way to do it genfish.
Use a regular tiled background, it doesn't have to be extremely big. Store your background image in ram, with a twist: you use a larger number of tiles than what should actually be possible. The map can contain lots of tiles, store them as 32bit containers or something, and you'll have some space.
You need to write code to make sure that the needed tiles are always loaded into vram when you need them, and to convert the 32bit map tiledata to data the DS will understand, that is, the tiles' location in actual vram, and not where they're stored in ram.
_________________
"no offense, but this is the gayest game ever"
#71777 - genfish - Tue Feb 14, 2006 1:38 pm
sounds complex, but im sure ill get my head round it :) thanks for your help
#71785 - mlequim - Tue Feb 14, 2006 2:56 pm
Hi, you seems to know how tiles works in DS, I have problems to set up an image in tiles environment in the DS, maybe one of you has a link to a tutorial for tiles under the DS ? or maybe can you see my other post over my tiles problem ? here is the link :
http://forum.gbadev.org/viewtopic.php?t=8541&sid=26c52cbe75e92c82c0e31515e3327bf6
#71944 - genfish - Wed Feb 15, 2006 2:38 pm
for my project i think im going to demonstrate both methods. i'll have some sprites on the touch screen which will represent buttons, and im gonna use framebuffer mode on the main screen and write my own code for drawing.
#72090 - mlequim - Thu Feb 16, 2006 10:05 am
I am a little curious, can you say more about your project genfish ?
#72127 - genfish - Thu Feb 16, 2006 4:26 pm
i am studying game programming at university. everything i have done in the past has been for the pc, so i told the university that for my dissertation i wanted to do a console game, so they bought me a flash cartridge :D
The ultimate aim of the project is to show that i can learn something new without tuition, so im making a few 'milestone' demo's for the DS:
1. a simple hello world
2. framebuffer demo
3. display a sprite (using the oam method)
4. a simple 3d demo
then finally i'll use code from the above to make a simple 2d game.
I think im going to be using the main screen in framebuffer mode and write my own drawing functions, loading in .tga files with gbfs (if its possible), then im going to draw sprites to the sub screen using the oam method, and use it to control weapons etc. The outcome i hope will be something like a basic version of Turrican from the Amiga :)
_________________
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#72130 - mlequim - Thu Feb 16, 2006 4:45 pm
that's sound very nice genfish ;O) ! I have also stuyed game programming at university, my memory was about 3D visibility engines.
I wish you success !
we will also make a 2D game, I love them and I found it sad that most of the new games are in 3D. That's why I love "cave" for their splendid shoot them up ! I hope we will do a shoot of such a good quality.
tell me when you have nice results ;O)