Share your game engine and 3 screenshots of your game! 👾
#indiegames #indiedev #gamedev #pixelart #MadeWithMyEngine #NintendoDS #ndsdev #gamedev #retrogaming#BilouDreamLand #desmume #libnds
Share your game engine and 3 screenshots of your game! 👾
#indiegames #indiedev #gamedev #pixelart #MadeWithMyEngine #NintendoDS #ndsdev #gamedev #retrogaming#BilouDreamLand #desmume #libnds
Now if we don't want vibecoding, then there's no way around it, people must learn C at the very least.
Now if we don't want vibecoding, then there's no way around it, people must learn C at the very least.
Here's a hastily written summary: 🧵
Here's a hastily written summary: 🧵
1. PictoChat (official touch driver),
2. libnds 1.8.x touch driver,
3. calico/libnds 2.0.0 touch driver,
4. BlocksDS 1.6.3 touch driver.
1. PictoChat (official touch driver),
2. libnds 1.8.x touch driver,
3. calico/libnds 2.0.0 touch driver,
4. BlocksDS 1.6.3 touch driver.
blocksds.skylyrac.net/docs/introdu...
blocksds.skylyrac.net/docs/introdu...
sitting at the bottom is devKitARM and libnds. above those two I use two main libraries for graphics:
NightFoxLib (for 2d - bottom screen) & nitro-engine for 3d (top screen)!
sitting at the bottom is devKitARM and libnds. above those two I use two main libraries for graphics:
NightFoxLib (for 2d - bottom screen) & nitro-engine for 3d (top screen)!
[1] github.com/devkitPro/li...
[2] github.com/fail0verflow...
[1] github.com/devkitPro/li...
[2] github.com/fail0verflow...
It doesn't really help the game progressing fast, but part of it is a quest to understand the hardware of the era and master it ^_^
sylvainhb.blogspot.com/2023/03/nds-...
sylvainhb.blogspot.com/2023/03/nds-...
It still uses good old REG_BGxCNT registers, although there's an alias to them, and has its own internal state github.com/devkitPro/li...
It still uses good old REG_BGxCNT registers, although there's an alias to them, and has its own internal state github.com/devkitPro/li...
today i rewrote my shitty snake clone in c and ported it to a bunch of platforms (windows, macos, linux, switch, 3ds, ds, gamecube)
here they all are running on real hardware
(very bad) code on my github
today i rewrote my shitty snake clone in c and ported it to a bunch of platforms (windows, macos, linux, switch, 3ds, ds, gamecube)
here they all are running on real hardware
(very bad) code on my github
currently still working on just getting text graphics themselves to be drawn so i have no real game state atm, just a character map
currently still working on just getting text graphics themselves to be drawn so i have no real game state atm, just a character map
github.com/mtheall/ftpd...
github.com/mtheall/ftpd...
the original blogpost for blocksds mentions some stuff about devkitpro, but idk how much it applies to gba: https://www.skylyrac.net/2023-08-18-blocksds-sdk.html
the original blogpost for blocksds mentions some stuff about devkitpro, but idk how much it applies to gba: https://www.skylyrac.net/2023-08-18-blocksds-sdk.html
libnds変わりすぎてて驚いたけど、Wi-Fi周りが便利になって良き。
やはり時刻は自動同期に限るね🕑️
github.com/inucat/times...
libnds変わりすぎてて驚いたけど、Wi-Fi周りが便利になって良き。
やはり時刻は自動同期に限るね🕑️
github.com/inucat/times...
github.com/devkitPro/li...
and it provides oamEnable / oamDisable to let you changing that any time, if you're not comfortable with masking REG_DISPCNT
github.com/devkitPro/li...
and it provides oamEnable / oamDisable to let you changing that any time, if you're not comfortable with masking REG_DISPCNT
libnds.devkitpro.org/videoGL_8h.h...
But the trouble is it doesn't exist anywhere else and it's like a strange offshoot of OpenGL, and I'm too lazy and inexperienced to build something that fills in the blanks and stubs out any features it can't handle.
libnds.devkitpro.org/videoGL_8h.h...
But the trouble is it doesn't exist anywhere else and it's like a strange offshoot of OpenGL, and I'm too lazy and inexperienced to build something that fills in the blanks and stubs out any features it can't handle.