-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|394|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> AGAWFrame

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Posted : Thursday, 03 May 2018, 12:52
Jayenkai
Micro Clampett is now available for download for the 3DS!
Woot!
Downloady page

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Posted : Saturday, 05 May 2018, 11:04
Jayenkai
On a Space Shooting Trail is now on a 3DS Homebrewing Trail!!

Downloady page!

To9k a fair amount of memory management to get this one going, as I’d previously set up a giant "lines" array to draw all the extra polys. Had to strip that out from the 3DS edition, but the game doesn’t seem too bad without them.

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Posted : Monday, 07 May 2018, 04:37
Jayenkai
Flappadiddle-Doo 3DS Progress

Flappadiddle now.. "works" on 3DS.
But the graphics have all been shrunken down to 4 times their size, and the pixels are all a bit of a mess, so I need to re-art a whole lot of the game.

I WAS hoping to release it, today, but it's such a lovely day outside that I don't think I'll be sitting faffing about with pixels all day!

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Posted : Monday, 07 May 2018, 06:04
Jayenkai
Fuck going outside, Flappadiddle-doo needs Flappadiddle-doing!!!


Flappadiddle Doo is now available on 3DS Homebrew

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Posted : Monday, 07 May 2018, 16:18
rychan
Now I have a good reason to grab a 3DS XD
Posted : Monday, 07 May 2018, 16:34
Jayenkai
Probably not recommended just for my games! But, sure, why not

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Posted : Sunday, 13 May 2018, 06:37
Jayenkai
Hmm..
Memory issues again.

CreateBuffer(1024,1024) is SERIOUSLY breaking on the 3DS. Usually I scale all images down to 1/4 size, but if I do that to a draw buffer, it means all buffer-drawing will have to similarly be 1/4 scale, which means odd maths when drawing to the buffer, and things won't look anywhere near as "clean" as they do normally.

Not really sure what the best method for doing this might be.

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Posted : Sunday, 13 May 2018, 10:21
shroom_monk
Are you able to use a number of smaller buffers to represent the data of the one big one? e.g. four 512x512 buffers, or sixteen 256x256 ones. Still needs a bit of maths fiddling to get it right (though translation is arguably simpler than scaling) and you'd have to draw to several buffers when on the boundaries between them, but at least then you don't lose any resolution?

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A mushroom a day keeps the doctor away...

Keep It Simple, Shroom!
Posted : Sunday, 13 May 2018, 10:39
Jayenkai
Nah, tried that. Still hit the same memory block.
Poor little 3DS Original (not New) only has 6 measly megabytes of VRAM.
Add in the game logo, particle sprites, bitmap font image, and the actual game's sprites.. soon adds up.

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Posted : Sunday, 13 May 2018, 12:40
shroom_monk
Ah, curses. I guess something's going to have to get smaller then, yeah. :/ Any chance you're able to drop the colour depth down, so that each pixel requires less space?

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A mushroom a day keeps the doctor away...

Keep It Simple, Shroom!
Posted : Sunday, 13 May 2018, 13:07
Jayenkai
Not a clue!
I think (*!) that the DevKitPro stuff automagically ups everything back to RGBA32 when transferring it to VRam. Maybe..!?
I dunno, I'm bluffing my way through this, if I'm honest!!

Either way, it's probably better for me to just plain draw the tilemap per-frame with sprites. That way, I KNOW I can realtime switch tiles if need be (eg door animations). Otherwise, I'd probably have to do "draw to buffer, wait a frame, draw buffer to screen" for it to show up.

I was hoping to have realtime blood-splodges in a new Alien Deathmatch, but that plan's not going to happen if I can't do nice big rendered bitmap tilemaps.. But it also would've limited the size of the maps, and there's all manner of other complexities on top of just the tilemap..

Bah, humbug!

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Posted : Monday, 14 May 2018, 07:25
rockford
What happens if you unload/delete images from memory after use? You don't need logos etc. once displayed, so unload them. Don't keep everything in memory.
Posted : Monday, 14 May 2018, 08:05
Jayenkai
Sure I do!!!

Well, ok, maybe not.. But it's nice to have it there! Fills a bit of the blank space on the lower screen, for starters.

But basically I'm having a limit of 256x256 MAX, whether there's oodles of other stuff in memory or not, the 3DS (and/or my code) seems to refuse having anything larger. Maybe that's an actual physical texture limit, or maybe it just is the shitty way I'm loading them.. But everything I've tried so far seems to max out at 256x256.

So, that's a roadblock straight away.
The screen's 400x240, so you're going to have at least 2 of those buffers onscreen at once. And I'd assume you'd need 4, since there would be many instances where the vertical would need to have 2 showing, too.
I'm also assuming (although I haven't yet gotten to the point of testing this, but .. Android does it!! I've learned not to chance it..) that the moment between saying "Move this to the VRam" and "Draw it on the screen" will probably need at least a single frame's gap.
Realtime "Draw a blood splatter onto the buffer" would REALLY not be something that's doable, under those circumstances.

That was the main reason I wanted to get it working. Without it, I can use fading bloodsplat particles, and an old fashioned sprite based tilemap. The engine should run pretty smoothly, especially since it's running on such a low resolution.

Smaller buffers will still be usable for static backgrounds and the like, but they'll end up at a much lower resolution than the Windows version.. The Win edition is "Bigger than virtual screen" (1024x1024 against a typical 800x600), whilst the 3DS's buffer will be "Smaller than screen" (256x256 vs 400x240 screen)

I might double it up horizontally, but again that's memory dependent, and also brings all manner of scaling issues into play, too.
It's not ideal..

I'm wondering if it might be possible to access DS-style "Tilemap Layer" elements, alongside the 3D "GL-like" things that I'm currently doing.. And if so, how well I might be able to merge the two, and also get the Framework to manage the two different styles.
...
But for now, I'm just going to ignore the whole bloomin' thing, and move on to the more important stuff.

I can work around having missing graphical features. I have done in the past!
Flappadiddle-Doo is completely missing it's level backgrounds, and it doesn't ever feel like they're missing.

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Posted : Monday, 14 May 2018, 16:55
Jayenkai
Been a fun adventure, today, trying to get 3DS CIA compiles to work. Part of the issue is that every game needs a unique identifier. There’s a very small hex number to hold the numbers, and since the world of Homebrew is a chaotic wild-west, those numbers may or may not have already been used...
Bit crazy, IMO...




But there it is. Flappadiddle on the home screen... Mmmmm..

I still need to get online scoreboards working, before I go any further, though.
That’ll be tomorrow’s task.
.. I think...

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Posted : Tuesday, 15 May 2018, 09:45
Jayenkai
Uploaded the first ".zip with a .cia and a .3dsx in it" for testing. If anyone has a hacked homebrew capable 3DS, be sure to let me know if these work!

Flappadiddle Doo's 3DS download is now a zip!
Wooot!

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Posted : Saturday, 16 June 2018, 08:34
Jayenkai
Thought of the day..

If I get DirectX running, I can run my stuff on the XBone.. I *think* that still lets you use it as a devkit? Right!?!


So, I opened up the browser, and looked for OpenGL Examples.

Here's an example of "Clear the Screen"...

> Reveal 🔎

And then I gave up looking..

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