I have code like this to move the player in my game left, right, up, and down:
keysSetRepeat(20, 5);
while (lives) {
scanKeys();
if (keysDownRepeat() & (KEY_LEFT | KEY_RIGHT | KEY_UP | KEY_DOWN)) {
u8 new_x = x;
u8 new_y = y;
if (keysDownRepeat() & KEY_LEFT) {
new_x--;
} else if (keysDownRepeat() & K...
I'm working on a pong game for the Nintendo DS. I'm using libnds to set things up and I've come across a very strange behaviour. So far I've only tried it out in emulators, but I use three different ones and they all exhibit this behaviour so I suspect I'm doing something bad.
The actual problem is that when I use background layer 1 or ...
The documentation implies that you can either have 3D rendering or framebuffer mode, and each only to the active display. Is there any way to render 3D to one screen and framebuffer to the other?
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From what I know, code to run on the DS has to be loaded into RAM, thus taking from the already-restrictive 4M. Is there any way to run DS code directly from the image?
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I've been looking in to Nintendo DS development on behalf of my agency and begun using the devkitPro/libnds and PAlib, it seems ideal for our needs until we decide if it's a viable route for us and hopefully invest/apply for a development kit and licence.
My main concern is that, while developing and learning PAlib style is it possible ...
i try´d nothing yet. =)
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