1. sverx

    sverx a DS homebrewer
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    You really made me worry about being completely gone crazy... no, actually the fact is that you have to use bank C and background on odd frames and bank D and bitmap objects (sprites! really!!!) on even frames. What I'm not sure now is if rotscale double bitmap objects exist or not... I've never used them but it should be theoretically possible (ATTR0_ROTSCALE_DOUBLE|ATTR0_BMP).
    So you'll have to break up the captured image into sprites and resize them. Not easy. Also, you have to make sure you're using the proper "Bitmap OBJ Mapping (DISPCNT.6,5,22)"

    I believe it's easier to resize backgrounds and sprites directly on main engine and forget capture ;)
     
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  2. Drenn

    OP Drenn GBAtemp Advanced Fan
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    If there's a way to do that I'd love to know how. I'm under the impression that tile-based background layers are unscaleable.

    Bitmap sprites, well that hadn't even occurred to me! Scaling them in the same manner as the background certainly sounds like a complex task... I'm wondering how a filter would work this way. Can sprites be blended with themselves...?

    Anyway. The scaling I have is finally fairly usable, so, you can try it out using the master branch latest build. There are 2 filters, neither of which is particularly great. I'd recommend using filter B.

    No excuse to use lameboy anymore :evil:
     
  3. dickfour

    dickfour Banned
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    I'm using an XL so there's no need for scaling :)
    I just went back and tried Lameboy and it's not even close. Scaling or not I'd never use it again. There's just no reason
     
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  4. StruttingPhil

    StruttingPhil Advanced Member
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  5. dickfour

    dickfour Banned
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    Wow scaling! That was quick. Everything seems to work well. Nice job.
     
  6. StruttingPhil

    StruttingPhil Advanced Member
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  7. StruttingPhil

    StruttingPhil Advanced Member
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    In case people are having trouble with finding the DropBox link: dl.dropbox.com/u/100702766/gameyob/gameyob.nds
     
  8. wzhy90

    wzhy90 Member
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    I have cloned the source, and I want to translate it to chinese. how can I add a chinese font in source?
     
  9. sverx

    sverx a DS homebrewer
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    Oh, right, you wanted to hardware blend and jitter the image to 'filter' it. No, unfortunately there's no sprite-to-sprite blending. This makes this whole bitmap objects thing unfeasible.

    Tile based backgrounds CAN be scaled and rotated. On DS you've even got extended rotscale backgrounds, which supports up to 1024 tiles that can be even flipped (as in regular text BGs). But, again, if you scale also the sprites you won't have any blending filter there. So maybe you've found the right compromise, capturing the rendered MAIN screen to vram D and copying contents to vram C each frame for a 15bpp bitmap background on SUB screen, where you can have BG2 and BG3 (both using the same image) hardware blending and jittering them... well, not bad ;)
     
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  10. wzhy90

    wzhy90 Member
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    where is the emu save game?
    I run Zelda and creat a save, but i cant find any .sav files in my sd card
     
  11. dickfour

    dickfour Banned
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    That's odd, I was able to generate a Zelda sav file
     
  12. dickfour

    dickfour Banned
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    i found a bug Super RC pro Am racing works on an older version but doesn't launch on the latest build
     
  13. Aeter

    Aeter A walking contradiction
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    I found quite a lot of cheat files for GB and GBC, perhaps all:
    GB .CHT Files
    GBC .CHT Files

    They're in the BGB cheat format which appears to be the exact format GameYob uses according to StruttingPhil.
     
  14. Coto

    Coto -
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    I'm interested in this, about rotscale backgrounds. If you use them, the 2D engine is "busy" to perform another hw operation at the same time? Or is that part of the 3D engine?
     
  15. Geren

    Geren GBAtemp Regular
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    Whenever you save in a game, you must press the X button to save sram. It's the same as lameboy.
     
  16. pyrofool

    pyrofool Member
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    I noticed if there is an in game save from the game its self and you hit the reset option, when the game resets it does not reload the saved data. When you exit and load the game again, the save shows up. Maybe the reset function does not directly mirror the load game function.
     
  17. sverx

    sverx a DS homebrewer
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    'Tiled' backgrounds on DS can be of 3 types: 'normal', 'rotscale' (aka 'affine') and 'extended rotscale'. You can have 4 'normal' -OR- 3 'normal' and 1 of the other 2 kinds -OR- 2 normal and 2 of the other 2 kinds. Check BG modes here. All that is generated by the 2D core. Better: all that is possible on both 2D cores of the DS :)
     
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  18. Sizednochi

    Sizednochi GBAtemp Advanced Fan
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    EDIT: I made more because why not :P
    I made a small contribution for anyone using custom borders, you can download them here:

    Purple: http://www.mediafire.com/?yaw5c29jl5j7mb9
    Teal: http://www.mediafire.com/?i8r4innwuy1qrzn
    Dandelion (Yellow): http://www.mediafire.com/?uu50vx55r57bqoz
    Blue: http://www.mediafire.com/?g3zac8gmg6dv66c
    Kiwi (Light Green): http://www.mediafire.com/?qn5vicp6svyec5u
    Berry (Fuchsia): http://www.mediafire.com/?fghp12j3fea3rfw
    Atomic Purple: http://www.mediafire.com/?gvarybah37n9w5x

    Pikachu Edition: http://www.mediafire.com/?l7yu8871h9v20u0
    Pokémon Center Limited Edition: http://www.mediafire.com/?0m3pxad16qj13rf

    Previews:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    PS.: You have to rename the one you want to border.bmp and place it on the Root of your SD, as of now you can't select individual borders.​
     
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  19. Coto

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    Many thanks for the info given sverx ;)
     
  20. Drenn

    OP Drenn GBAtemp Advanced Fan
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    You'd have to replace consoleDemoInit calls with consoleInit calls (see here), and copy your font to the sub graphics engine. Maybe use the implementation of consoleDemoInit() in libnds as a guideline? I've never used a font other than the default myself.
    Nice :) When I make a new stable release I'll link to these in the first post, if you don't mind.
     
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