Homebrew Coverflow DS (New project)

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spinal_cord said:
roku93 said:
1zzw4l.png

Up and down would navigate the options on upper screen and left and right browse the flow. A confirms a selection and x/y changes between favorited and all games. Opinions?


Would it not be a little complicated for the user to use the Dpad to control two different things at the same time?
I actually do like the layout though, maybe with the coverflow on the top screen instead.....
Why not have it set to use the lower screen and when you want to use the top screen press select or something
 
lol the reflection was based off of the bottom screen of the original shot
and i wasnt sure what text isnt pixelated so i just went with that
 
If you could implement a smoother flowing than DSision2, that would be nice (ie. holding down a direction on the D-Pad keeps flowing, not just one cover per press...) Also, would it be possible to 'cache' the nds files? (like put all of the filenames/locations in a txt file (with an "Update Files List" button in settings or something...) or something so that it would load quickly instead of the 4-20 second black screen first?)


Just a couple ideas...
 
Dead End said:
Dead End said:
VVThis is My IdeaVV
dsision3ideaproposal.png

^^Thats My Idea^^
any opinions on mine?

I like your ideas too. I had even started so implement some of the design, but I ran into a few problems. I have already used up a lot of memory with the covers and stuff which made adding some of the extra detail very difficult. I was doing all sorts of gfx experimenting over the past couple of days, none of which was much help. Even looking at roku93s simpler design, I might not be able to show the filename on the lower screen because I am out of free memory. Maybe if I remove the scrollbar or the reflections I might be able to add more stuff, but it is getting difficult
frown.gif
 
I think at least for me it wouldn't be that complicated, as up and down buttons have no use in bottom screen and left and right have no use in upper screen. Of course there could be a scroll bar to move through the covers or the screens could be flipped to have touch control on menu buttons.

EDIT: damn typo
 
spinal_cord said:
I like your ideas too. I had even started so implement some of the design, but I ran into a few problems. I have already used up a lot of memory with the covers and stuff which made adding some of the extra detail very difficult. I was doing all sorts of gfx experimenting over the past couple of days, none of which was much help. Even looking at roku93s simpler design, I might not be able to show the filename on the lower screen because I am out of free memory. Maybe if I remove the scrollbar or the reflections I might be able to add more stuff, but it is getting difficult
frown.gif


I'd say removing the reflections would be the best idea. I have a feeling that would free up an awful lot of RAM (the process and images) compared to removing the scrollbar (an idea I like, being able to flick through them all would be great)
Alternatively the simpler design with the menu AND a scrollbar on the lower screen would be very swish too
 
I think Hibern ran into some RAM issues with wiiflow too.. He solved it by using compressed images. The compression used is really not noticeable, excpect in reflections where he used even bigger compression. But I think he's choices were pretty good and wiiflow looks damn impressive. Of course the DS has even less RAM and less processing power but on the other hand the images have to be bigger on wii..
Anyways I thought if you remove the scroll bar you could make it so you can flick through the games by just swiping over the covers. Even though you can't jump to the other end quickly with that, I think I'd still prefer it.

EDIT: And about the confusing thing on my design: If you think about it, PSP menu is a lot like this. You can choose the main option horizontally and then vertically the sub option. On psp you choose like video and you have then a list of all videos on your device. On this you'd choose a game, and then what you want to do with it. It's just split on different screens. Hope you understand
smile.gif
 
Guys, I'm running into to very annoying problems with this. It looks like it will be impossible to have text on the bottom screen
frown.gif

About compression etc. I'm only holding the 8 visible covers at a time, and even when loading them, the buffer is only the size of a single cover. the only way currently to use less ram for the covers, would be either to reduce them to 16 colors, or reduce the size to 64x64, both would completely ruin the quality of the images.
 
alidsl said:
Yeah making the covers smaller would ruin the coverflow

BTW @spinal: you have 666 posts
ohmy.gif

Actually the devil's number is 616 and some guy ages ago used 666 instead because he thought it looked better so spinal isn't the devil... yey
 
I assume there's some techncal limitation that you have to have it either 128x128 or 64x64? Anyways, it's not that big of a loss not to have the text in bottom screen, I think it can still look good without it. The lower screen would only have the covers and nothing else and top screen would hold some buttons?

BTW, I think 5 visible covers would be enough.. That should free some RAM for you
smile.gif
 
roku93 said:
BTW, I think 5 visible covers would be enough.. That should free some RAM for you
smile.gif

I used 8 to make sure that the covers scroll onto and off the screen, as well as making the maths a hello of a lot simpler for calculating which object to use for each cover.

Quick question, do you guys think that the file/game names are vital, or can you tell from the covers which game you want to load? Or would it get to otricky if you forget to create covers fro the homebrew games?
 

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