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May 2008

[NDS] Les 4 opérations - Vos News - Dev-Fr

by sylvainulg
réviser ses tables de multiplication sur la DS ...

March 2008

2D

by sylvainulg (via)
ou "comment le FIFO 3D de la DS fonctionne"

Bilou HomeBrew's Blog: modplayer

by sylvainulg
I'm starting a serie of articles on extending 0xtob's XM module player on the nintendo DS with more effects. -- Une petite série d'articles où j'ajoute le support de différents effets (portamento, vibrato, tempo/speed, etc.) à la bibliothèque libntxm sur nintendo DS

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February 2008

Supercard SD Mini Gameboy color save help - MaxConsole Forums

by sylvainulg (via)
you cannot find out how to save your game in Zelda DX (or likely any other GBC game) with the SuperCard SD built-in emulator ? Here's how

gbadev.org :: View topic - Banks assignement on main- and sub-screens

by sylvainulg
another thread on funny bank assignment on the nds hardware

January 2008

gbadev.org :: View topic - Need help with effective VRAM setup

by sylvainulg
F and G can map anywhere in the first 128K. The catch is, they mirror in two places it should be possible to make F and G contiguous with A (neat mapping technique by cydrak, using the best of VRAM_OFFSET(x)) to offer 112+48K on BG areas plus 448K contiguous as spare (LCD).

gbadev.org :: View topic - DS to DS communication: need tests

by sylvainulg
mightymax is working on "liblobby", a DS-to-DS adhoc mode communication library.

ARM Information Center

by sylvainulg (via)
Tightly Coupled Memory (TCM) plays a significant role in optimizing programs on the ARM9 processor... Equivalent for the ARM7 is the WRAM where one can store code coming from the ROM to get faster execution ^_^

LemProject » Downloads

by sylvainulg
Lemmings on the DS, now with all the levels included ^_^

December 2007

Kukulcan - maouss DS

by sylvainulg (via)
dans la veine de "sokoban", kukulcan nous propose "maouss DS", un port du jeu CPC "touti rikiki, maouss kosto". à tester.

November 2007

Bilou HomeBrew's Blog

by cyborgjeff & 2 others
Design et (plus tard) réalisation d'un jeu de plateforme sur la Nintendo DS ... Aussi baptisé "repère d'un touche-à-tout" (j'aime)

September 2007

Le blog de Stravingo

by sylvainulg (via)
ka-boom, setsuzoku, DS weather, Treasures of Gaia ... que du bonheur ...

My Ketchup Is Dead

by sylvainulg (via)
a somewhat quiet blog from a belgian homebrew DS coder working on emulators (mainly)

beyond DS

by sylvainulg (via)
French guy doing nice DS homebrew game with the PAlib.

August 2007

Sander Stolks Projects

by sylvainulg (via)
The model converter and model viewer I created, both run on the Nintendo DS. People always talk about how nice portability would be for model tools, and the Nintendo DS is pretty damn portable! ;p Anyway, my model converter converts .x 3D models of a specific syntax to a .c file with an NDS display list array, which can be used in NDS programs and can be viewed in my model viewer. Do note that I didn't write support for normals in my converter program, but that could easily be added. For specific details on how these two programs work, I suggest you check the readme file. And/or the source code if you find that easier to understand; it being available and all.

gbadev.org :: View topic - Differing methods for making display lists...

by sylvainulg
the DS does not have OpenGL commands like glBeginList and glEndList. Some people (including myself) might have coded them -- or something similarly named -- to easily create such a u32 array with raw FIFO commands. So basicly, on the DS, a display list is a u32 array and nothing more. Sometimes hidden by functions.

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