#37451 - josath - Fri Mar 11, 2005 7:19 pm
You can see my fun progress into DS Development land on my DS page, here:
http://rorexrobots.com/ds/ - has some screenshots, downloads, and sourcecode for some of the demos.
Current Demos/Games are:
CalcEmu - Work In Progress graphic calculator emulator. screenshot
Sponge - Work In Progress platform game screenshot
Birds - simple game using Sprites screenshot
Mines - minesweeper clone screenshot
Water Drops - framebuffer demo screenshot
Draw - line drawing screenshot
Test 1 - random crap screenshot
Visit the main link above for downloads & sourcecode.
NOTE: a few of them don't work on actual ds + passme unfortunately =(
The ones that DO work are: DROPS, MINES, and 2D Example, and CalcEmu, BIRDS, and SPONGE
Last edited by josath on Mon May 09, 2005 8:49 pm; edited 10 times in total
#37465 - Lynx - Fri Mar 11, 2005 8:23 pm
Test didn't work on my PassMe.. Drops is a CPU KILLER! I'm talking major bogging.. And what's the green line across the top?
Edit: Maybe if the squares faded out faster, so they wouldn't be on the screen as long?
#37471 - josath - Fri Mar 11, 2005 9:36 pm
hehe death to cpu
the green line is just a status bar showing how many circles you have on the screen.
test - whoops, forgot to compile using the new passthrough boot code. i'll update it later today
#37502 - josath - Sat Mar 12, 2005 6:26 am
updated test1 to use new passthru code, made drops a little more efficient, but not too much.
#37505 - garlic - Sat Mar 12, 2005 8:04 am
you might want to consider calculating out a sine table before hand.
#37509 - josath - Sat Mar 12, 2005 9:33 am
i'm using the SIN[] and COS[] look up tables in ndslib NDS/ARM9/trig_lut.h
#37558 - josath - Sun Mar 13, 2005 3:28 am
update: drops runs full speed on emulator now with no slowdown, but i don't know how accurate that is. Also tweaked colors a little bit
Added: 2D_Example from drunkencoders.com, with a minor addition so touching the screen affects the 'fire' display.
#37560 - zazery - Sun Mar 13, 2005 3:53 am
I really appreciate the source code for your demos they are teaching me a lot. Any chance that you might make a 3D demo?
#37634 - Lynx - Mon Mar 14, 2005 4:12 pm
Very nice! Much better response on hardware with the new drops. I can almost fill the whole line accross the top.. It doesn't start to bog untill about 3/4 the way accross.
Test 1 (davr.ds.gba) still doesn't work on hardware. And, I tried the previous version with both PassMe codes.
#37725 - josath - Tue Mar 15, 2005 10:16 am
Update: another touchscreen test, this time with real line drawing, and it's antialiased! (but really really inefficient, and not that great quality) http://rorexrobots.com/ds/draw/
as far as 3d, i don't really have any 3d experience, and the 3d code in ndslib is even more experimental than the 2d stuff. so i will eventually, but not soon.
#37728 - walkir - Tue Mar 15, 2005 12:20 pm
Nice work :)
Maybe I'll go through Aaron's tutorial to see if I can do something cool. At this stage I would even be proud of "Hello world" over both screens ;)
#37729 - Tim Schuerewegen - Tue Mar 15, 2005 12:25 pm
test1 - does not work on hardware, adding x/y range checking might fix it
draw - might not work on hardware, wait-for-vblank swi depends on vblank irq and the associated user-controlled ack bit, no?
#37738 - josath - Tue Mar 15, 2005 5:02 pm
oh really? i didn't know about the vblank thing. wait for vblank doesn't seem to work on emulators, as in it doesn't wait, but doing anything with irqs tends to crash emulators. like i said, once i get some hardware, i'll be able to get this all sorted out
#37769 - josath - Wed Mar 16, 2005 5:29 am
sorry for spamming the forum ;)
new: added a very simple minesweeper game
#37777 - Wriggler - Wed Mar 16, 2005 10:20 am
These are awesome, the code is really helping. Sorry to go off topic a bit, but josath what's your understanding of the swiWaitForVBlank function? It doesn't seem to work the same as a normal GBA waitForVBlank(), does it use interrupts or something? My test seems to just ignore this call, and run at about a billion frames per second!
Ben
#37778 - Tim Schuerewegen - Wed Mar 16, 2005 11:08 am
Wriggler wrote: |
Sorry to go off topic a bit, but josath what's your understanding of the swiWaitForVBlank function? It doesn't seem to work the same as a normal GBA waitForVBlank(), does it use interrupts or something? My test seems to just ignore this call, and run at about a billion frames per second! |
afaik it works the same way as on gba
#37779 - Wriggler - Wed Mar 16, 2005 11:21 am
Tim Schuerewegen wrote: |
afaik it works the same way as on gba |
Yep, I can still make a pointer to 0x4000006 (REG_VCOUNT), and check it's value like in the good old days... but swiWaitForVBlank() doesn't seem to work the same way...?
Ben
#37781 - Tim Schuerewegen - Wed Mar 16, 2005 12:19 pm
The VCOUNT register depends on nothing, you can always read its value. The IntrWait (4) and VBlankIntrWait (5) SWI's however depend on the specified interrupt being enabled and the user-controlled interrupt ack bit at [DTCM + 0x3FF8] being set. Not enabling an interrupt or not acknowledging it will make SWI 4/5 hang as can be seen by running most of the recently released "demos" on a certain emulator.
#37885 - josath - Fri Mar 18, 2005 8:11 am
updated mines game, with somewhat nicer graphics, a title screen, able to beat the level and it gets harder, and able to place flags. also used the default irq handler, seems ok so far on emulator. maybe it'll work on hardware now....can't wait until i can do that myself.
#37891 - Tim Schuerewegen - Fri Mar 18, 2005 2:06 pm
The latest version of "mines" has halfword-aligment issues causing the title screen to display garbage on a certain emulator. You should make sure the data that is to be copied with COPY16() is halfword-aligned.
#37898 - ector - Fri Mar 18, 2005 2:51 pm
Bug: You can place flags (and remove them from) on already revealed tiles :)
#37954 - dovoto - Sat Mar 19, 2005 2:54 am
swiWaitForVblank works on a certain emulator but seems to hang on hardware. I do reflect IF and IE to DTCM + 0x3FF8 in the handler (mainly because it will not work on a certain emulator without it) so something is not quite right. According to Joat the arm9 bios does not requre these flags at all for the vblank wait. My irq handler is just a c function at the moment and there are a billion other things it could be. I just got my DS replaced a day or two ago so will do a bit of extensive testing this weekend.
_________________
www.drunkencoders.com
#37992 - Lynx - Sat Mar 19, 2005 8:17 pm
Your demo's with PassMe:
2D Example (new version)
Work: NO
Display: two black screens
Water Drops
Work: YES
Display: What you would expect
Test1
Work: NO
Display: two white screens
Draw
Work: NO
Display: bottom screen flickers and then just two white screens (no touch)
Mines
Work: NO
Display: No title, Blue bottom screen with "TOUCH TO START" After touching, Green on top screen, and very ugly broken patter on bottom screen with blue background. No touch input.
PhoenixRising and I have realized that demos will work on Dualis even if you don't turn on the displays, etc. Hardware seems to care..
Just thought I would let you know..
#38061 - josath - Mon Mar 21, 2005 7:16 am
i'm a little surprised about the 2D example not working, all i did was add about 10 lines of code to it.
mines i expected to not work, it has to do with misaligned halfword writes i believe.
the other two, not sure what's wrong,
#38641 - josath - Tue Mar 29, 2005 8:46 pm
new: a sprite demo added, 'birds'. shoot the birds with your man. will add more features to it when i get time.
direct link: http://rorexrobots.com/ds/birds/
updated: i updated 2d example & mines, so i think they should work on hardware now.
#38714 - josath - Wed Mar 30, 2005 8:15 pm
Updated: 'Birds' game now has hitpoints, scoring, birds drop poops, and various power-ups.
#39134 - zazery - Tue Apr 05, 2005 12:09 am
For some reason when I run Drops and when I just barely touch the screen, the circles can originate from anywhere. I also noticed this with Darkain's DS Paint as well. Could it be something to do with how the input is checked? It doesn't seem to happen in any commercial games. Cool demos by the way.
#39135 - josath - Tue Apr 05, 2005 12:57 am
zazery: is this on a real ds or on an emulator? i am not using the correct touchscreen calibration formula, just something that seems to work for most people, thus a few people with very different touch screens may find it doesn't work correctly. i believe darkain found the correct formula, but i haven't really looked at it or implemented it.
#39143 - NMcCoy - Tue Apr 05, 2005 3:52 am
Also, there might be a minimum pseudo-pressure to be sensed in commerical games in order to register a touch.
#39145 - zazery - Tue Apr 05, 2005 4:20 am
Yeah this occurs only on the real hardware. I haven't had this problem with emulators probably because the mouse->emulator interface is very concrete as opposed to actual hardware.
NMcCoy is right. I don't have any problem when I press harder on the screen; it's very accurate. I did some testing with natrium42's "Under Pressure" demo with the same sort of pressure that would make these anomalies occur. When it reads ~85+ the touch screen can be inaccurate, so you might want to try to only take input when the pressure is <85. Another suggestion would be to take a few input samples and then take the average.; though the pressure sensor seems to be there for the purpose of accurate input.
If I have some free time tonight I'll see if I can implement it and check if it works.
#39196 - The 9th Sage - Tue Apr 05, 2005 9:31 pm
josath wrote: |
new: a sprite demo added, 'birds'. shoot the birds with your man. will add more features to it when i get time.
direct link: http://rorexrobots.com/ds/birds/
updated: i updated 2d example & mines, so i think they should work on hardware now. |
For some reason I cannot get Birds to work on the hardware. Looks interesting in Dualis however.
#39262 - josath - Wed Apr 06, 2005 6:59 pm
Started working on a 'sponge' game with Forza. You can see the work in progress here:
http://rorexrobots.com/ds/sponge/
#39281 - zazery - Wed Apr 06, 2005 11:39 pm
Nice to see another game being made. It looks really nice in Dualis, however it doesn't work on the actual hardware. All I see is a blue screen and a red screen; no input works.
#39288 - josath - Thu Apr 07, 2005 12:32 am
yeah the failure to work on hardware was confirmed by dovoto as well. my gba cart is being shipped out soon (supposedly) so as soon as i get it, i can debug for real.
#39547 - The 9th Sage - Sun Apr 10, 2005 4:15 am
josath wrote: |
yeah the failure to work on hardware was confirmed by dovoto as well. my gba cart is being shipped out soon (supposedly) so as soon as i get it, i can debug for real. |
Heh, ah, didn't see that. ^_^;;
I feel almost like I shouldn't comment about this stuff since I am by no means a developer, but this whole scene is endlessly fascinating to me.
#39745 - josath - Tue Apr 12, 2005 12:06 am
feel free, keep the comments coming.
Updated: Sponge demo now has 3 BG layers: The sky, the rocks, and the grass, and the sky scrolls at a different rate than the rocks, so it looks cool. slowed down whole game a bit too.
I'm pretty sure it still wont work on hardware. Feel free to try, but don't get your hopes up.
#40201 - Ethos - Sat Apr 16, 2005 12:57 am
Just got my passme today and could run my 3D Objects demo,
Emu
PassME
Man glRotatef was a pain to implement, and nowhere near optimized, stupid normalization requirement.
Will only run on ideas, but it doesn't clean up right there.
#40205 - josath - Sat Apr 16, 2005 2:30 am
Started work on a TI-85 (z80 based) calculator emulator! I found an old DOS version, and am porting it to the DS. Take a look at what I have so far here:
http://rorexrobots.com/ds/calc/
Note: There is no input yet, so doesn't do much. But you can see that it boots up!
#40223 - josath - Sat Apr 16, 2005 10:43 am
Update: Calculator emu is working now! uses the touchscreen for a 'virtual' keypad. Reported to work, but slowly, on real DS.
#40286 - shadow1w2 - Sun Apr 17, 2005 2:00 am
Hey, awsome Calc EMU
Been wanting one of these for awhile, was planing on programing my own eventually, well, a calc program from scratch, not an emu, but this is good :3
(I wanna use my DS for school, so far just Dante Advance has been helpfull with that)
you planing on makeing a DS Calc Emu for a graphing calculator?
Also, you planing on using custom skins? I could make a few if you are :p
Oh and that Birds game is so dang fun, great job on that.
Cant wait to grab a PassMe and try this stuff out.
#40315 - Cbass182 - Sun Apr 17, 2005 1:41 pm
Just wondering if in the ti85 emulator i will be able to run ti85 games? like the ones at ticalc.org?
aliens.zip Aliens v2.1
arcademario85.zip Arcade Mario Brothers
area51v0.zip Area-51 (v0.0)
astddemo.zip Asteroids 2042 (v1.0)
bandit.zip Bandit v1.0
bball.zip Bouncing Ball
bd.zip BoulderDash 1.0
bjack.zip BlackJack (v1.1)
blkbustr45.zip Blockbuster v4.5
bombard.zip Bombardment (v1.0)
boneyard.zip Bone Yard (v1.0)
boxes.zip Boxes (v1.0)
brkout50.zip Super Breakout (v5.0)
caves40.zip Caves (v4.0)
chess12.zip Chess (v1.2)
columns3.zip Columns (v3.0)
comrad.zip Comrad (v0.1)
connectf.zip Connect Four 1.4
contra.zip Contra v0.4 Beta
crunch.zip Crunch (v2.5b)
cubes.zip Cubes^2!!! Puzzle Game v1.0
daedalus.zip Daedalus 3D Raycasting Engine (with Level Editor) 0.31 Beta
daleks.zip Daleks! v1.0
dicegame.zip Dice Game 0.5 Beta
dots.zip Dots 1.2
drmario.zip Dr. Mario 1.1
eblepack.zip Original ZShell games by Dan Eble
etch.zip Etch-A-Sketch (v1.0)
etcha.zip Etch a sketch
expway13.zip Express Way v1.3LG
eyes10.zip Eye animation
ffcall.zip Final Fantasy: The Calling (Demo)
formula1.zip Formula 1 racing (v0.8 beta)
froggies.zip Froggies v1.01
gamepak2.zip More of Dan Ebles ZShell games
globe.zip Spinning globe
hexagon.zip Hexagon 1.0
hexshrwr.zip Hex Fighter v1.0
hgalaga.zip HyperGalaga 1.0.055
hgalagal.zip HyperGalaga Lite 7
insane.zip Insane Game 2.71
invader.zip Invader 1.0
invaders.zip Space Invaders 1.2
jezzball.zip JezzBall v2.1
jonwv.zip Weak version of Weave
knight.zip Knight (v2.0)
labby.zip Labby 2.1
lander.zip Lunar Lander v1.0 beta
leetphoenix85.zip Leet Phoenix for TI-85
life.zip Life (beta)
loderun2.zip Lode Runner 1.50a
look.zip A little demo with some nice gfx
lr18.zip Lode Runner (v1.8)
lunoid8.zip Lunoid 8.6
magic.zip Magic 0.0a
matricks.zip Matricks 1.3
mcmiks.zip M.C. Miks (v1.0+)
megarace.zip Mega Racers Version 1.04
megaraces_zshell.zip Mega Racers Version 1.04
meister.zip Meister Mind (v1.201)
memory.zip Memory 1.6
mine.zip Minesweeper v1.2
minehunt.zip MineHunt (like the HP48 game)
mineswp.zip Minesweeper 2.7
morons.zip Morons 0.8
mutiny2.zip Mutiny2 (v1.0)
nibbles.zip Nibbles (v1.1)
nibbles2.zip Nibbles 1.36
okiedoke.zip Okiedoke
othello2.zip Othello2 v1.0
pacman26.zip PacMan 2.6
pacman97.zip Pac-Man 98 v77
perversi.zip Perversi (Othello style game) 1.0
pj2.zip Plain Jump II v0.9 Beta
plainjmp.zip Plain-Jump (v1.0)
pongk.zip Pong Kombat 0.3
pool.zip Pool (v1.0)
ppong12.zip Perigee Pong
puyo85.zip Puyo Puyo
qnibbles.zip QNibbles v1.2
quick.zip Quick Snake
raid.zip Raid (v1.0)
ricochet.zip Ricochet (v1.0)
rinistys.zip Rinistys - demo presented at Asm96
road.zip Road v0.5b
scroll40.zip Scrolls (v4.0)
simcity.zip SimCity '99 v0.99 Beta
simon.zip Simon 1.1
slippy.zip Slippy 1.0, SlipEdit 1.01
snakeman.zip SnakeMan 0.4
solitair.zip Solitaire 1.0
solomnsz.zip Solomons Key
solytarz.zip Solytare v2.1
spamspam.zip Spam Spam 2.0
speedgam.zip Speed Game 1.0
spw1b2.zip Spacewar 1.0 Beta 2
spy.zip SpyHunter 0.4.2a
sqrxz.zip Sqrxz 0.3
squarez.zip Squarez 1.0
tapper.zip Tapper v1.2
tesbwan85.zip TesBwan 0.3
tetris45.zip Tetris (v4.5)
tetris97.zip Tetris 97.89
texan.zip TexaNoid 1.0
tibobble.zip Ti-Bobble
tictac.zip Tic-Tac-Toe 1.0 (by Jim Paris)
tictac13.zip Tic Tac Toe v1.3 (by Mike Young)
tiles20.zip Tiles (v2.0)
toad.zip Toad Stomp (v0.1)
toggles.zip Toggles (v1.0)
trimnt02.zip TriMounts (v0.2 beta)
tron.zip Tron 1.4
ttt.zip Tic Tac Toe v2.1
tube.zip Tube 0.5
vert85.zip Vertigo v0.94
vidpoker.zip Video Poker (v1.0)
weave33.zip Weave (v3.3)
xc1701.zip XC-1701 v1.3h
xc1701bd.zip XC-1701 v1.3h (Happy Birthday edition)
yahtz.zip Yahtz 1.0a
yatzy.zip Yatzy 1.0
z-mut85.zip Mutiny85 v1.3
zbike13.zip ZBike (v1.3)
zcasino.zip ZCasino 1.3
zfight.zip ZFight 0.78 Beta
zgenie.zip ZGenie (v1.3.7)
zjoust20.zip ZJoust (v2.0)
zkart.zip Z-Kart v7.0
zkart3d.zip Z-Kart 3D v5.0
zpong.zip zPong v2.05
zshess.zip ZShess v1.0
ztetris.zip ZTetris 2.11
ztron.zip ZTron
zwar.zip ZWar v12
#40342 - chrissieboy - Sun Apr 17, 2005 7:13 pm
hi i checked out all your demo's your good!!
I got a question how do you compile them ???
Because with aaronrogers tutorial i can't compile birds???
it gives alot of errors???
Because i want to use your 2 screen as one screen (engine) because im making a game like breakout wich use both screens as one big screen.
But i when i use your code in my game then it gives an error that there is something wrong about comparing them?. It says its in here :
Code: |
//Moves a sprite in OAM memory
void MoveSprite(Sprite* sp)
{
int x = sp->x >> 8;
int y = sp->y >> 8;
sSpriteEntry *oam;
// only draw on top screen if y < 192
oam = &OAMCopySub[sp->oam];
if(sp->alive && y <= 192)
{
oam->attribute[0] = sp->attribute[0];
oam->attribute[1] = sp->attribute[1];
oam->attribute[2] = sp->attribute[2];
oam->attribute[1] &= 0xFE00;
oam->attribute[1] |= (x & 0x01FF);
oam->attribute[0] &= 0xFF00;
oam->attribute[0] |= (y & 0x00FF);
}
else
oam->attribute[0] = ATTR0_DISABLED;
// draw on bottom screen if y is > 128 (that is 192 - 64, the tallest possible sprite)
oam = &OAMCopy[sp->oam];
if(sp->alive && y >= 128)
{
y -= 192;
oam->attribute[0] = sp->attribute[0];
oam->attribute[1] = sp->attribute[1];
oam->attribute[2] = sp->attribute[2];
oam->attribute[1] &= 0xFE00;
oam->attribute[1] |= (x & 0x01FF);
oam->attribute[0] &= 0xFF00;
oam->attribute[0] |= (y & 0x00FF);
}
else
oam->attribute[0] = ATTR0_DISABLED;
}
|
thanx for your sources i learn alot from you!!!!
many many thanx
#40349 - josath - Sun Apr 17, 2005 9:40 pm
I wouldn't use the birds to base your code off of, it doesn't actually work on a real DS. If you want to figure out why, thats great, and I can fix it, but I think you'd be better off starting from one of the ndslib examplesd.
#40389 - TheChuckster - Mon Apr 18, 2005 12:02 pm
Sure, the Ti85 emu will run them provided we have a way of transfering them onto the virtual calculator. Until then, you're stuck with BASIC programs you type yourself.
#40394 - tepples - Mon Apr 18, 2005 2:28 pm
TI-85 has 32 KB of RAM. Many GBA carts have 32 KB of SRAM.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#40482 - Vince - Tue Apr 19, 2005 9:53 am
Hello,
As we are speaking about calculators, I'd gladly see an HP49 emu. I own one (the calc) and it's fantastic, albeit a bit slow. The chip is a Saturn@ 4Mhz.
Great work josath !
Vince
_________________
Reclaim control of your F2A/F2AU with if2a !!
#40485 - khan - Tue Apr 19, 2005 11:38 am
sorry if this has been discussed b4 but is there a way to play those homebrewers i.e. CalcEmu on my DS?
i dont have passme but i do own a ezfa as well as supercard if that helps?
#42150 - josath - Fri May 06, 2005 9:15 pm
Update: TiCalcEmu downloads are back, and it is much faster now. Useable for basic caculations! (graphing still a bit slow)
http://l33t.spod.org/ratx/davr/calc/
Also: Birds is now working on hardware!
http://l33t.spod.org/ratx/davr/birds/
#42152 - maniacdevnull - Fri May 06, 2005 9:22 pm
I have a TI-86. Any chance the ROMs are interchangable?
#42159 - josath - Fri May 06, 2005 10:17 pm
current version only works with 85.
With some very minor modifications, it should also work with 82, 83 (not 83 plus, not 83 silver), and 86.
#42161 - tepples - Fri May 06, 2005 10:37 pm
Good job so far. Do you plan on scaling the top screen properly (vertical factor of 3, not 2, as TI-85/86 pixels are not square)?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#42168 - josath - Sat May 07, 2005 1:53 am
now that you mention it, a factor of 3 would exactly fit in the screen, and won't cost me anything since i'm using hardware scaling.
Aare you sure about the pixels not being square though? to me, it looks about right the way it is now. I just thought the screen had a wider aspect ratio.
#42172 - tepples - Sat May 07, 2005 3:06 am
In 1997, in my junior year of high school, I developed my first Tetris clone on a TI-83. (Interestingly enough, Tetanus On Drugs is ultimately a descendant of that code.) During that time I saw TI-82, TI-83, TI-85, and TI-86 graphing calculators in use. The screens of the TI-82 and TI-83 are the same spec (96x64 pixels). The screens of the TI-85 and TI-86 are the same size as the TI-83 screen but 128x64 pixels. The pixel aspect ratio of a TI calculator might not be exactly 2:3; it's probably closer to 3:4 (or in your case, 2:2.667), which means you will need to use some PocketNES style flickery scaling to make it look 100% authentic.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#42173 - crossraleigh - Sat May 07, 2005 3:08 am
No, the pixels aren't square for sure. Here is what I did to determine an aspect ratio for my TI-86:
Code: |
ZStd
ZSqr
xMax / yMax
|
This gives about 1.7:1.
#42174 - tepples - Sat May 07, 2005 3:14 am
But then the 1.7:1 includes the status bar.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#42175 - josath - Sat May 07, 2005 3:29 am
after some careful measurements of the screens, DS yields 1:1 ratio for pixels, while ti 85 yields 1.23:1 for pixels.
So the resolution on DS for the ti calc emu should not be the 256x128 like i had it, but 256x160 (but still not the full 256x192)
#42180 - crossraleigh - Sat May 07, 2005 5:06 am
tepples wrote: |
But then the 1.7:1 includes the status bar. |
Yes, at least on the 86, the status bar ("y(x)=...") is just drawn over the graph.
Regardless, I forgot that the screen is twice as many pixels long as it is high; I need to change the ratio to 2 * yMax / xMax. When I do that I get 1.117:1, much closer to what josath got.
#42186 - josath - Sat May 07, 2005 8:21 am
Update: Sponge is working on hardware now!
http://l33t.spod.org/ratx/davr/sponge/ - also i took a video of it because i felt like it.
I'm on fire tonight!
#42299 - josath - Mon May 09, 2005 3:50 am
ti calc emu now supports 82, 83 (not plus or silver), 85, and 86 calculators.
There's a catch though: input is broken on the 82, and 83 doesn't even boot :(
These bugs will be fixed in the next version hopefully.
URL: http://l33t.spod.org/ratx/davr/calc/
#42320 - josath - Mon May 09, 2005 8:45 pm
ok dns finally updated. http://ds.rorexrobots.com/ is now the offical link to my DS site now.
#42379 - josath - Tue May 10, 2005 8:01 pm
Update: Sound effects added to my birds game! And diffuculty adjusted slightly, it got too hard too fast before. http://ds.rorexrobots.com/birds/
#42420 - Cleon I - Wed May 11, 2005 3:48 am
For the calc emu, it seems that the 2nd, Del, More, Stat and Clear buttons aren't recognized. Is anyone else having that problem? Everything else around them works fine, so I suspect this is a problem with the emu and not just my DS.
#52363 - joebob180 - Tue Aug 30, 2005 3:12 am
Is there an easy way to get the TI EMU to compile to a .NDS file?
#52448 - deltro - Wed Aug 31, 2005 1:05 am
Last post in this is over a month old, don't bump old posts.
#52452 - josath - Wed Aug 31, 2005 1:28 am
1. yeah some of the keys are broken
2. sorry, no easy way to make a nds currently
#52454 - MrAdults - Wed Aug 31, 2005 1:36 am
Quote: |
Last post in this is over a month old, don't bump old posts. |
I'm glad someone else feels the same way I do. If I had to read another word of this moderately aged text without someone putting that post bumping heathen in their place I just don't know what I would've done.
On a more productive note, you should be able to strip off the ds.gba header and end up with your standard .nds. There should be plenty of info on these forums in regard to how to accomplish that.
-Rich
#52456 - deltro - Wed Aug 31, 2005 1:56 am
MrAdults wrote: |
Quote: | Last post in this is over a month old, don't bump old posts. |
I'm glad someone else feels the same way I do. If I had to read another word of this moderately aged text without someone putting that post bumping heathen in their place I just don't know what I would've done.
|
There's more reason to not bump old post besides the fact that it's annoying as hell.
A.) Old age means old info, these proggies are old, long before the GBAMP hack, and any real need for .NDS
B.) His post was just bugging the author of this to do it again, because it's too old, that doesn't merit a forum post, just message the author.
#52482 - josath - Wed Aug 31, 2005 5:49 am
MrAdults wrote: |
you should be able to strip off the ds.gba header and end up with your standard .nds. There should be plenty of info on these forums in regard to how to accomplish that. |
as said above, this wont work for the ti-emu. sorry. maybe when i get some time i'll fix up all my stuff
#52483 - IxthusTiger - Wed Aug 31, 2005 5:59 am
please please please because I need a TI for Math :)
#52526 - MrAdults - Wed Aug 31, 2005 3:25 pm
Quote: |
A.) Old age means old info, these proggies are old, long before the GBAMP hack, and any real need for .NDS
B.) His post was just bugging the author of this to do it again, because it's too old, that doesn't merit a forum post, just message the author. |
I guess it's a good thing you scolded him then. We can't allow this sort of thing to go unnoticed. Our entire social structure would collapse.
Quote: |
as said above, this wont work for the ti-emu. sorry. maybe when i get some time i'll fix up all my stuff |
I take it you're doing something special in the gba boot code then. Oh well.
Edit: The method used here was the method I originally had in mind.
-Rich
#52585 - deltro - Thu Sep 01, 2005 4:20 am
IxthusTiger wrote: |
please please please because I need a TI for Math :) |
I'm pretty sure there is an 85 emulator for DS out there, but It was pulled because is performed the cardinal sin of 'ROM INCLUSION!!!!'
>.> just typing that burns my tounge, skin, and eyes.
You could hunt it down, somewhere, probably.
#52691 - josath - Fri Sep 02, 2005 1:10 am
deltro wrote: |
IxthusTiger wrote: | please please please because I need a TI for Math :) | I'm pretty sure there is an 85 emulator for DS out there, but It was pulled because is performed the cardinal sin of 'ROM INCLUSION!!!!'
>.> just typing that burns my tounge, skin, and eyes.
You could hunt it down, somewhere, probably. |
Is this supposed to be a joke or something?? This is the very thread that talks about the emu...
And it doesn't include the rom. You have to provide it yourself.
#55785 - Jercos - Sun Oct 02, 2005 6:39 am
i recently downloaded what claims to be a port of libmad for nds it also claims that you wrote it. if you did write this could you provide some sort of instruction for it? i have tried placing an mp3 as sram data...
#55790 - The 9th Sage - Sun Oct 02, 2005 8:17 am
Jercos wrote: |
i recently downloaded what claims to be a port of libmad for nds it also claims that you wrote it. if you did write this could you provide some sort of instruction for it? i have tried placing an mp3 as sram data... |
That's a demo with a song hardcoded into it I think...you're better off using MoonShell in that case...it'll play MP3s, up to 32 megs worth of data off of a flash cart.
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#55966 - josath - Wed Oct 05, 2005 12:41 am
Jercos wrote: |
i recently downloaded what claims to be a port of libmad for nds it also claims that you wrote it. if you did write this could you provide some sort of instruction for it? i have tried placing an mp3 as sram data... |
1. you don't want this, try moonshell as mentioned above
2. yes, the mp3 is compiled in
3. put an mp3 in sram?? sram is at most 256KB, usually smaller I believe...that's not much space for mp3s...
#71304 - leif902 - Sat Feb 11, 2006 8:08 pm
Hm... that calc example only comes out as pme... can you possible tell me how i might convert it to .nds? (your pme to nds converter won't work ironicly :D) thanx -Leif902
EDIT: oh sorry, i see this has been asked before... very sorry, i should have read through the whole post rather than just the first pages :)
(oh also, i havn't really looked at it yet so mabe your doing this, could you not use floating point math to gain speed?)
#120301 - daninski - Fri Mar 02, 2007 2:16 pm
Does anyone know if draw is going to get a good DLDI'ing?
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#120398 - MaHe - Sat Mar 03, 2007 5:44 pm
Dude, thanks for reviving a TWO YEAR old thread. I'm not sure josath wrote Draw.
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#120402 - daninski - Sat Mar 03, 2007 6:12 pm
first page say's he did, and the link he gives goes to davr. get told off if you don't use the search and you get told off if you do! :P
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#120405 - Firon - Sat Mar 03, 2007 6:40 pm
It's only been a year. :P
Better thread necromancy (with relevant posts) than making duplicate threads, anyway.