Hello everyone, I know maybe I shouldn't be posting here about code help or anything like that (maybe I should've gone to a more appropriated forums) but I like this place and it's the best forums around for hacking and homebrew so I wanted to try.. you can always lock this topic if you find it inappropriate..
anyways, three days ago I started programming for homebrew with libnds and devkitARM on the DS and, after following the tutorials and doing some non-graphical tests (like messing around with system input-output and basic clock libraries and stuff) I wanted to give a go to the graphical part of this console.
Reading back on the examples there's the part where you have to initialize the different backgrounds on the screen, and there's a part that isn't clear to me:
CODEvoid initBackgrounds() {
ÂÂÂÂ/*ÂÂSet up affine background 3 on main as a 16-bit color background. */
ÂÂÂÂREG_BG3CNT = BG_BMP16_256x256 |
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ BG_BMP_BASE(0) | // The starting place in memory
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ BG_PRIORITY(3); // A low priority
ÂÂÂÂ/*ÂÂSet the affine transformation matrix for the main screen background 3
ÂÂÂÂ *ÂÂto be the identity matrix.
ÂÂÂÂ */
ÂÂÂÂREG_BG3PA = 1
anyways, three days ago I started programming for homebrew with libnds and devkitARM on the DS and, after following the tutorials and doing some non-graphical tests (like messing around with system input-output and basic clock libraries and stuff) I wanted to give a go to the graphical part of this console.
Reading back on the examples there's the part where you have to initialize the different backgrounds on the screen, and there's a part that isn't clear to me:
CODEvoid initBackgrounds() {
ÂÂÂÂ/*ÂÂSet up affine background 3 on main as a 16-bit color background. */
ÂÂÂÂREG_BG3CNT = BG_BMP16_256x256 |
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ BG_BMP_BASE(0) | // The starting place in memory
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ BG_PRIORITY(3); // A low priority
ÂÂÂÂ/*ÂÂSet the affine transformation matrix for the main screen background 3
ÂÂÂÂ *ÂÂto be the identity matrix.
ÂÂÂÂ */
ÂÂÂÂREG_BG3PA = 1