If you are interested in developing/ playing let me know so I can asses interest. I know I'm jumping on the wagon a little late– but I've only got the skills to program NDS recently.
http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dai0098a/index.html
3) Software Floating-Point Emulation (FPE), where code is still generated to use coprocessor floating-point instructions, but the actual coprocessor hardware does not exist in the system to implement them...
Yes it's pikmin on the DS, although it's still just a proof of concept.
There are pikmin and they rotate at semi-random speeds, shoulder buttons to rotate, arrows to zoom, letters to pan.
I also wrote a little test program for the conversion, if your UV values are in the range listed at the bottom, you're fine, ideally the should be close to the <1.0, 1.0> range that is 0<x<(1<<4).
Note that fractional information can only be such that x ± .16, so that doesn't give you a lot of...
Textures must be power's of 2 according to the 3D API, so insure that your input textures are 2^n x 2^n in size.
In your favourite image processing tool(gimp or photoshop), expand the canvas so that the image dimensions are square, then shrink the image to your preferred resolution (max...
Looks like your UV coordinates overflow remember you have to send them in
t16 12.4 fixed point , so if your float values are too big to fit in a short they'll wrap around.
Just experimenting with the nintendo DS 3D APIs, I made a small demo of Pikmin to see how many I could push. I didn't pack the models so imagine I could push more by avoiding all the float conversions, but it seems to run fine on my DS...
A while back I was considering doing PikminDS. I couldn't get bullet down to a reasonable size, but I have managed to get reactphysics3d into a pretty small ammount of memory. I'm still working on getting the 3D APIs to work, so it's difficult to test how successful the port was, or whether it...
I've noticed that the nintendo DS only appears to have 4mb of real memory, but the size of roms seems to well exceed this. I was working on some homebrew and wondering how this is handled because I only know how to address real memory and load things from the fat filesystem.
I know why legally you wouldn't want to load a commercial NDS ROM in your loader, but is there a reason you would as a developper be technically unable to load the commercial rom? I have some issues(mainly cosmetic, some functional) with my R4 clone, I have a real R4 that works reasonably well...
Ok, so first off, I am a programmer, I can program in several languages, although libnds and palib are C.
My question is how does software reset work, it seems to recieve an interrupt, and then jump to an address, which I assume is a hook designed for something different. But how does the...