#76276 - Chris Holmes - Mon Mar 20, 2006 2:49 am
I'm working on a personal NDS project that involves loading quite a few textures and other binaries.
The method of loading textures in the devkitpro examples is to link the binaries into the project.
I'm looking for suggestions on the best way to handle lots of textures. Is it best to link them all into the final binary and just load them? I'm a little fuzzy on where the linked textures live. If the linked textures live in the active code memory, that would obviously be bad for large scale storage.
If the data that lives in the NDS just live off in some other mapped memory section, I'm very fuzzy on how to access that.
I intend to test my development on an SCSD equipped system, so I can always just store the textures in a binary file on the FAT filesystem. I don't know how "portable" that technique would be though to the emulators and to other flash card solutions.
Any advice would be wonderful.
Chris
The method of loading textures in the devkitpro examples is to link the binaries into the project.
I'm looking for suggestions on the best way to handle lots of textures. Is it best to link them all into the final binary and just load them? I'm a little fuzzy on where the linked textures live. If the linked textures live in the active code memory, that would obviously be bad for large scale storage.
If the data that lives in the NDS just live off in some other mapped memory section, I'm very fuzzy on how to access that.
I intend to test my development on an SCSD equipped system, so I can always just store the textures in a binary file on the FAT filesystem. I don't know how "portable" that technique would be though to the emulators and to other flash card solutions.
Any advice would be wonderful.
Chris