**** BEGIN LOGGING AT Mon May 22 20:24:46 2006 touko 22 20:24:46 * Now talking on #learn2d touko 22 20:24:46 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | First course will start in 20 minutes - Title: basic overview on the DS hardware touko 22 20:24:46 * Topic for #learn2d set by LiraNuna at Mon May 22 20:24:11 2006 touko 22 20:24:52 o/ touko 22 20:24:55 o/ touko 22 20:25:02 Hey touko 22 20:25:03 Nikolas: you wanna learn 2D? touko 22 20:25:12 * Nikolas already knows 2D but he joined anyway touko 22 20:25:17 * LiraNuna thought Nikolas already know touko 22 20:25:19 haha touko 22 20:25:20 +s touko 22 20:25:27 * LiraNuna gives channel operator status to Nikolas touko 22 20:25:30 :P touko 22 20:25:39 assistent touko 22 20:25:41 ;D touko 22 20:25:43 hehe touko 22 20:25:45 I know a little 2D, but I want to know more... you never know too much touko 22 20:25:54 Steven_H: that's the spirit :) touko 22 20:26:11 hmm touko 22 20:26:27 Master Volume 0..127=silent..loud < touko 22 20:26:29 Just use Ste (StevenH and Steven_H are the same person :D ) touko 22 20:26:29 haha touko 22 20:26:30 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | First course will start at 18:40 GMT - Title: basic overview on the DS hardware touko 22 20:26:46 Nikolas: sound rulz touko 22 20:27:03 * Nikolas nods touko 22 20:27:14 but 16chs are not enough... <_< touko 22 20:27:35 * JaJa_ (~jason@80-41-148-56.dynamic.dsl.as9105.com) has joined #learn2d touko 22 20:27:47 * Nikolas doesn't know sound well touko 22 20:27:55 * Nikolas reads about sound from dstek touko 22 20:28:11 yay for register poking touko 22 20:28:17 xD touko 22 20:28:36 * Nikolas doesn't know much about any sound touko 22 20:28:46 how many courses will there be? touko 22 20:28:54 200 touko 22 20:28:57 Anyone know where XIrc stores it's logs? touko 22 20:29:11 nopep touko 22 20:29:12 JaJa_: untill i'll reach a state i told anything i nkow touko 22 20:29:12 -p touko 22 20:29:16 every trick i know touko 22 20:29:20 anything? touko 22 20:29:26 :O touko 22 20:29:28 anything graphics related touko 22 20:29:44 hey, I have a good one: Will you teach palib 2D? touko 22 20:29:47 * zeeshan (ALMAAS.@digital-62-233.wol.net.pk) has joined #learn2d touko 22 20:29:52 from basic tiles to advance compression techniques. and finaly - HBHlank efects touko 22 20:29:55 +f touko 22 20:29:58 Nikolas: go away! touko 22 20:30:03 no u touko 22 20:30:04 you do like your hblank touko 22 20:30:13 JaJa_: it's powerful touko 22 20:30:30 and you can save a lot of cycle power touko 22 20:30:37 *cpu touko 22 20:30:45 9minutes to go touko 22 20:30:53 WOOT found it... touko 22 20:31:15 That means I can now leave this PC running while I do other stuff :D touko 22 20:31:25 ^_^ touko 22 20:31:28 "... 8..13 can be used for PSG, and 14..15 for white noise." <-- The hell is white noise? touko 22 20:31:38 static touko 22 20:31:42 Nikolas: err, like you clow to a mic touko 22 20:31:48 /\/\/\/\/\/\/\/\/\/\/\ touko 22 20:31:54 turn your tv to a channel without a station touko 22 20:31:58 Have you heard of a music genre called PowerNoise? touko 22 20:32:01 yeah, exactly touko 22 20:32:03 that 'snow' is a visual representation of static touko 22 20:32:11 JaJa_ said it better touko 22 20:32:13 I see touko 22 20:32:20 and the horrid crackling, static crazy noise is the audio representation touko 22 20:33:13 it's usually used as a bass addon touko 22 20:33:15 sounds nice touko 22 20:33:28 * zeeshan has quit (Client Quit) touko 22 20:33:37 :( touko 22 20:33:55 i'm currently into what's called symphonic rock touko 22 20:34:03 ooo that's leet touko 22 20:34:20 such as Nightwish, Edenbridge and Within Temptation touko 22 20:34:23 tarnce with a symphny lead touko 22 20:34:25 also After Forever touko 22 20:34:30 5minutes touko 22 20:34:31 and Evanescence touko 22 20:34:39 i'm gonna go and eat now touko 22 20:34:42 oh touko 22 20:34:44 log then touko 22 20:34:47 * JaJa_ is now known as JaJa|Food touko 22 20:34:49 * zeeshan (ALMAAS.@digital-62-233.wol.net.pk) has joined #learn2d touko 22 20:34:50 LiraNuna: always touko 22 20:34:53 :) touko 22 20:35:12 the first lesson will overview the hardware touko 22 20:35:22 only theory - no code for now touko 22 20:35:37 Set +m while you're talking touko 22 20:35:46 o_O touko 22 20:35:47 no touko 22 20:35:47 Are all the lessons going to be today? touko 22 20:35:50 * poffy (~111728-68@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 22 20:35:52 and -m when you're finished touko 22 20:35:54 :O touko 22 20:35:54 Psy|Home: no no no touko 22 20:36:00 Nikolas: what about questions? touko 22 20:36:11 after you're finished touko 22 20:36:35 after you're finished with the current section of your lesson that is touko 22 20:36:47 neh, it's an open "class" touko 22 20:36:59 questions are allways good touko 22 20:37:13 * GPFaway (~gpferror@c-24-0-64-10.hsd1.tx.comcast.net) has joined #learn2d touko 22 20:37:28 :0 touko 22 20:37:28 heh, but it's annoying when someone goes like "Hey how do I do sprites?" while you're explaining tiles touko 22 20:37:45 yeah, heh touko 22 20:37:51 that's when the kick command comes in handy :D touko 22 20:37:55 ;D touko 22 20:38:00 like what happened on #learn3d touko 22 20:38:06 oh touko 22 20:38:07 :( touko 22 20:38:12 neimod <_< touko 22 20:38:24 What happened? touko 22 20:38:29 I want to start #learn4d touko 22 20:38:35 laZmike was explaining something and DF and neimod asked stupid questions touko 22 20:38:40 yeah touko 22 20:38:52 ok, i'm starting in 1 minute touko 22 20:38:58 and ex-coder asked things that were explained in the previous lesson touko 22 20:39:15 lol touko 22 20:39:20 * [GPF] (~gpferror@208.229.189.211) has joined #learn2d touko 22 20:39:35 So it would be a good idea to log these lessions somewhere then... touko 22 20:39:39 * phigan (phigan@ip68-109-169-37.ph.ph.cox.net) has joined #learn2d touko 22 20:39:59 * j0hanb123 (johanb123@c-69-246-215-52.hsd1.in.comcast.net) has joined #learn2d touko 22 20:39:59 ok, everyone's ready? touko 22 20:40:10 yep touko 22 20:40:26 ok touko 22 20:40:46 This lesson will cover theory only. No coding is needed for this lesson. touko 22 20:41:27 We will disscuss the abilities and limitation of tiled backgrounds touko 22 20:41:37 also called Text Backgrounds touko 22 20:42:07 a text BG is consist of a map and a tileset touko 22 20:42:34 the map is a fixed size array - parallal to the BG size in tiles touko 22 20:43:00 each item in the array is the tile index touko 22 20:43:30 a tileset is made up to 1024 tiles. a tile is 8x8 block touko 22 20:43:38 [_] <- a tile touko 22 20:43:39 [_ touko 22 20:43:41 er touko 22 20:43:47 [_][_][_][_][_] <- a tile set touko 22 20:44:01 1, 3, 4, 4, 4, 5, < a map touko 22 20:44:11 Think of it like your floor touko 22 20:44:30 each tile is a block, and the map is what block to put where touko 22 20:44:56 that's it for basic terms. any questions ? touko 22 20:45:09 (no, lesson hadn't over ;P) touko 22 20:45:14 *is not touko 22 20:45:52 i guess that there are no questions. touko 22 20:45:52 the map's size is the screen? touko 22 20:46:08 phigan: i'll get to it soon touko 22 20:46:20 Just a quick overview - a tile is a block of 64 pixels (8x8)... and a tile set has a max of 1024 tiles... cool touko 22 20:46:31 correctly touko 22 20:46:35 <[GPF]> so the smallest you can address is 8X8? touko 22 20:46:35 *-y touko 22 20:46:44 -l touko 22 20:46:44 So far so good... touko 22 20:46:46 [GPF]: the smallest what? touko 22 20:46:58 <[GPF]> tile touko 22 20:47:05 a tile is allways 8x8 touko 22 20:47:09 <[GPF]> oh ok touko 22 20:47:14 "a tile is a block of 64 pixels (8x8)" touko 22 20:47:20 no metter what touko 22 20:47:34 may i continue touko 22 20:47:37 ? touko 22 20:47:48 jes touko 22 20:48:08 Ok touko 22 20:48:25 so where to put my tiles and maps? you ask touko 22 20:48:47 The DS has a special RAM region to put the graphics in touko 22 20:48:56 it's called VRAM (Video RAM) touko 22 20:49:19 the VRAM is "programable" and it's size can very touko 22 20:50:09 each VRAM programmable block is called a "Bank" touko 22 20:50:23 there are 9 VRAM banks touko 22 20:50:49 the differs in thier size and settings touko 22 20:51:03 the main VRAM banks - VRAM banks A to D are 128Kbytes touko 22 20:51:15 VRAM E is 64Kbyte touko 22 20:51:40 VRAM F is 16Kbytes touko 22 20:51:52 so is VRAM G and I touko 22 20:51:56 VRAM H is 32Kbyte touko 22 20:52:05 (Sorry for the mis-order) touko 22 20:52:27 So the VRAM banks can be setted up. but how? touko 22 20:52:49 we will not touch code currnetly, but it's usefull to know thier adresses touko 22 20:53:28 0x6000000 is the location for the first core (main core is stronger) touko 22 20:53:43 it can rech a max of 512Kbytes in size touko 22 20:53:56 (we do it by setting VRAM A-D to it) touko 22 20:54:23 and that's all about VRAM banks for now (just a peak) touko 22 20:54:27 questions ? touko 22 20:55:06 guess not touko 22 20:55:56 a VRAM bank is seperated into "bases" touko 22 20:56:04 there are 3 types o f bases touko 22 20:56:30 Tile base - each base is 16Kbyte and it is used to store the tiles touko 22 20:56:38 (it's also called Char base) touko 22 20:56:58 Map base - each base is 2Kbytes and is used to save the maps touko 22 20:57:20 BMP base - similer to a tile base, just called by a diffrent name ;P touko 22 20:57:35 and for the fact that you will save bitmaps in it :) touko 22 20:58:05 a graphic core can display a maximum of 4 BGs touko 22 20:58:24 one of them, BG0 can be setted to 3D - but that's not why we here toady touko 22 20:58:44 either 3D or tile BG (text) touko 22 20:58:45 * JaJa|Food is now known as JaJa_ touko 22 20:59:43 i guess a lot of questions are poping out from your head now: "do i have to use all of the BGs? how do i tell each BG to use diffrent tile set?" touko 22 21:00:09 the DS has 6 diffrent video modes touko 22 21:00:17 each video mode with it's specielty touko 22 21:00:55 swapping a video mode is achived by simply setting the right bits in the main display mannagment register touko 22 21:01:21 each video mode is being called by it's number touko 22 21:01:29 mode0, mode1, mode2 et touko 22 21:01:31 +c touko 22 21:01:41 quick overview for each mode: touko 22 21:02:00 (in ALL of them, BG0 can be used as 3D) touko 22 21:02:18 mode0 - 4 bgs - all of them are text touko 22 21:02:37 mode1 - 2 tile bgs, and one affine BG (don't panic) touko 22 21:02:56 mode2 - no tile bgs, but has 2 affine BGs touko 22 21:03:39 mode3 - three text BGs, one extended affine BG touko 22 21:04:04 mode4 - two tile BGs, affine BG and an extended affine BG touko 22 21:04:35 mode5 - two tile BGs, two extended rotoscale BGs touko 22 21:05:13 mode6 (only working from main stronger core) - one tile BG, one huge extended rotosacle BG touko 22 21:05:27 then the dude puts a gun in her pussy and shoots her touko 22 21:05:29 (huge means 512x1024 or 1024x512) touko 22 21:05:35 laZmike: !? touko 22 21:05:37 oh.....wrong window :/ touko 22 21:05:46 ooook... touko 22 21:05:50 just got in touko 22 21:05:51 * Nikolas sets mode +m #learn2d touko 22 21:05:56 lol Nikolas touko 22 21:05:58 go ob touko 22 21:06:05 *on touko 22 21:06:08 anyhow, back to our video modes touko 22 21:06:26 i bet you just feel bombed with info right now touko 22 21:06:36 "OMG WTF? AFFINE? WTF?!" touko 22 21:06:44 "EXTENDED AFFINE?! O_o" touko 22 21:07:23 affine BG is a text BG - but it can rotate touko 22 21:07:55 extended affine BG is a big bitmap (aka framebuffer) that can be also rotate touko 22 21:07:59 (oh, and scale) touko 22 21:08:13 rotoscale BG is another name for an affine BG touko 22 21:08:50 roto-scale means rotate and then scale (yes, the sequence does metter!) touko 22 21:09:18 "ok, i think i know enough theory! let's start rock'nroll!" touko 22 21:09:41 that's all for all theoretical overview touko 22 21:09:45 * LiraNuna sets mode -m #learn2d touko 22 21:10:04 Questions? touko 22 21:10:11 it's only the base - stuff i need you to understand before i start the real thing touko 22 21:10:12 so both BG's are roto and scale? touko 22 21:10:21 Psy|Home: depends on the mode touko 22 21:10:29 well affine? touko 22 21:10:36 affine BG is a rotoscale BG touko 22 21:10:41 k touko 22 21:10:46 i used a diffrent name so you will know them both touko 22 21:11:31 any more questions? touko 22 21:11:47 Basically the 3 types of BG are - Tile, RotTile and Bitmap touko 22 21:11:59 bitmap is an extended rotoscale BG touko 22 21:12:08 can you somehow show two at once touko 22 21:12:08 ? touko 22 21:12:18 phigan: you can show a max of 4 BGs at once touko 22 21:12:24 word touko 22 21:12:29 again - depending on the mode touko 22 21:12:29 Tile and Rot tile are like the modes on the GBA, and the Bitmap is an extended rotated bitmap touko 22 21:12:39 StevenH: exactly touko 22 21:12:46 YOu can have 4 BG's per core... touko 22 21:12:50 yes touko 22 21:13:06 * StevenH is not just a pretty face - shame I'm so ugly :D touko 22 21:13:06 the "weak" core (aka sub core) can't use mode6 touko 22 21:13:32 * zeeshan (ALMAAS.@digital-62-233.wol.net.pk) has left #learn2d touko 22 21:13:40 And can not do 3D :( touko 22 21:13:48 brb touko 22 21:13:57 Great Efnet.co.uk is going down soon :( touko 22 21:14:08 use .pl touko 22 21:16:27 StevenH: what? touko 22 21:16:51 who told you? touko 22 21:17:01 -James0ff- Hi folks; efnet.demon.co.uk will be doing down for an upgrade in about an hour. It'll take a few minutes. touko 22 21:17:11 bah touko 22 21:19:08 * JaJa_ has quit (Quit: EFNet UK is going down) touko 22 21:19:23 * JaJa__ (~jason@80-41-148-56.dynamic.dsl.as9105.com) has joined #learn2d touko 22 21:20:03 * StevenH has quit () touko 22 21:20:29 * JaJa__ is now known as JaJa_ touko 22 21:20:52 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 22 21:22:39 back touko 22 21:22:56 :) touko 22 21:23:07 ok get yourself for coding touko 22 21:23:20 we'll be starting a demo of using one tile BG using mode0 touko 22 21:23:26 remember - mode0 is 4 text BGs touko 22 21:24:33 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 2: Setting up a tile BG - will start at 19:45 GMT touko 22 21:24:55 21min touko 22 21:25:19 enough time to catch up i think touko 22 21:25:31 yeah touko 22 21:26:06 feel free to ask questions about the first lesson touko 22 21:26:30 and I'd suggest everyone to get a nds project up for some 2D training... touko 22 21:26:33 btw - you don't have to memories the video modes touko 22 21:26:41 just some key ones touko 22 21:26:55 mode0, mode2 and mode5 are widly useable touko 22 21:28:29 * Cooleo (~Cooleo@host86-142-79-241.range86-142.btcentralplus.com) has joined #learn2d touko 22 21:28:29 * LiraNuna sets ban on *!*Cooleo@*.range86-142.btcentralplus.com touko 22 21:28:29 * LiraNuna has kicked Cooleo from #learn2d (You are an asshole troller, blacklisted) touko 22 21:28:33 :D touko 22 21:28:40 blacklist! touko 22 21:28:56 Nikolas: ^ blacklist ftw ^ touko 22 21:29:07 wow touko 22 21:29:09 heh touko 22 21:29:19 Wheee! touko 22 21:29:21 blacklist touko 22 21:29:22 ;D touko 22 21:30:04 * snubber (snubber@seahat.com) has joined #learn2d touko 22 21:30:12 i'm minimizing. for questions, call my nickname touko 22 21:30:37 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 22 21:30:46 z0MGWTFBBQ! touko 22 21:31:00 hi2u2 Whacko touko 22 21:34:59 * WntrMute (~wntrmute@cpc1-port4-0-0-cust56.cos2.cable.ntl.com) has joined #learn2d touko 22 21:35:40 :o touko 22 21:36:11 * sgstair (~sgstair@chaoshq.de) has joined #learn2d touko 22 21:36:33 huh touko 22 21:36:42 Liran is teh famous 2D professor touko 22 21:36:46 :o touko 22 21:37:06 * LiraNuna gives voice to WntrMute sgstair touko 22 21:37:17 <[DS]LynxW> like.. Prof. LiraNuna will be teaching a corse on NDS 2D on Monday 5/22 at xx:xx touko 22 21:37:37 lol touko 22 21:37:45 from #mellow? touko 22 21:37:47 :) touko 22 21:37:50 from #ToD2 touko 22 21:37:57 oh yeah touko 22 21:38:17 (+poffy) Nikolas: I was very close at one point to typing "Hey, how do I do sprites?" touko 22 21:38:19 lol ;) touko 22 21:38:25 :D touko 22 21:38:37 hehe :) touko 22 21:38:40 :D Now sg and Wntr can interrupt you while I get annoyed by people asking questions while you're speaking and set +m touko 22 21:38:50 hehe touko 22 21:38:55 * LiraNuna remembers #learn3d touko 22 21:38:55 we're not here to interrupt ;) touko 22 21:39:00 good touko 22 21:39:05 * Nikolas removes voice from sgstair WntrMute touko 22 21:39:12 they here to tease me incase i will say some sort of mistake touko 22 21:39:15 i'm sure ;) touko 22 21:39:20 You won't be needing those then xD touko 22 21:39:20 j/k touko 22 21:39:23 lol touko 22 21:39:36 nah, I'm just here to log and answer questions if any arise :P touko 22 21:39:47 :) touko 22 21:39:53 2D through wifi? :p touko 22 21:39:57 haha touko 22 21:40:05 Heh touko 22 21:40:10 :) touko 22 21:40:19 2D graphics core is amazing on the DS imo touko 22 21:40:24 indeed touko 22 21:40:29 it's useless to render what the DS can do touko 22 21:40:36 * phigsmoke (~pocket@ip68-109-169-37.ph.ph.cox.net) has joined #learn2d touko 22 21:40:39 (i.e using framebuffer) touko 22 21:40:46 yup. touko 22 21:41:03 and it's also useless to use a wrapper library that hides most of the HW touko 22 21:41:07 (i.e palib) touko 22 21:41:20 anyhow - next lesson in 3 minutes touko 22 21:41:44 hope you have an empty project setted up touko 22 21:42:13 Nope :D Just capping the logs touko 22 21:42:15 * Nikolas doubts that touko 22 21:42:34 * StoneCydh (~john@adsl-69-227-3-48.dsl.sndg02.pacbell.net) has joined #learn2d touko 22 21:42:35 you mean have vi open? :) touko 22 21:42:36 StevenH: practical experience is also good touko 22 21:42:53 phigan: with the option to compile :0 touko 22 21:42:55 *:) touko 22 21:43:08 Too tired to code - I've been sitting in a waiting room doing nothing all day Damm Jury Duty touko 22 21:43:09 >LiraNuna< lolol even SC wants to hear your teachings touko 22 21:43:14 this channel became kind of popular touko 22 21:43:41 Yeah, I just wanted to see what you were doing about classes. touko 22 21:43:43 the more the better? touko 22 21:43:51 Looks like nearly everyone in here already understands 2d. touko 22 21:43:54 I think I might post my BMF font thingy at some point... touko 22 21:44:07 Kind of a surprising crowd. touko 22 21:44:14 for me too touko 22 21:44:33 Would you nopaste a log? I learn from watching people learn. touko 22 21:44:47 everyone's ready? i'm about to start the second lesson touko 22 21:44:54 stone: I can, if noone else. touko 22 21:44:57 I'm logging on my other PC at the mo Stone... touko 22 21:44:59 please do. touko 22 21:45:03 sgstair: you missed class one ;P touko 22 21:45:05 sgstair's got it, looks like. touko 22 21:45:06 oh touko 22 21:45:11 true that. touko 22 21:45:11 you can use paste.nintendev.com (has 'diff' ;) touko 22 21:45:13 * Nikolas can post lods touko 22 21:45:16 *logs touko 22 21:45:17 basic theory and terminology touko 22 21:45:21 Nikolas: I'd appreciate it. touko 22 21:45:26 * StoneCydh shuts up. touko 22 21:45:26 I'll sort out posting it somewhere tomorrow touko 22 21:45:28 no problem touko 22 21:46:13 after Nikolas will post the log, we start. touko 22 21:46:18 *-wil touko 22 21:46:24 hmm touko 22 21:46:32 *after Nikolas posts the log, we start touko 22 21:46:33 there touko 22 21:46:39 * [DS]LynxW (~JZAWACKI@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 22 21:46:53 lo [ds touko 22 21:46:56 +tab touko 22 21:47:17 <[DS]LynxW> I couldn't help myself. touko 22 21:47:24 * phigsmoke has quit (back in my pocket, you.) touko 22 21:47:25 [DS]LynxW: i'm happy to have you here ^_^ touko 22 21:48:08 http://koti.welho.com/plahtin6/files/learn2d.log <-- Logs to this point touko 22 21:48:32 [DS]LynxW: i'm happy to have you here ^_^ <-- or to that point actually touko 22 21:48:54 hehe touko 22 21:49:08 crap, its not live :P touko 22 21:49:23 fuck no, it's a log, not irc feed touko 22 21:49:27 lol touko 22 21:49:31 :D touko 22 21:49:43 ok, everyone's ready? touko 22 21:49:49 yeah touko 22 21:50:10 got a project dir setted up? touko 22 21:50:20 Yup touko 22 21:50:28 ok, were starting touko 22 21:50:54 so you know the basics - cool. touko 22 21:50:56 ARM9 only? touko 22 21:51:04 yes touko 22 21:51:06 StevenH: yes touko 22 21:51:26 so how do i make this knowladge come to life using the DS? touko 22 21:51:58 here i assume eevryone knows how to program and compile touko 22 21:52:09 * zalbag (zalbag@hlfxns01bbg-142068079098.dhcp-dynamic.ns.aliant.net) has joined #learn2d touko 22 21:52:11 s/ev/ve/ touko 22 21:52:18 i'm zalbag touko 22 21:52:49 * Nikolas sets mode +m #learn2d touko 22 21:53:04 to "command" the DS what to do and how, we set bits into "Registers" touko 22 21:53:25 those registers are your interface for commanding the DS touko 22 21:53:38 we talked about video modes on the last lesson touko 22 21:53:55 * zalbag has quit () touko 22 21:54:07 so how to set them up? touko 22 21:54:24 how to actually command the DS to switch to my needed mode? touko 22 21:54:48 the register DISPLAY_CR (pre-defined in libnds) is what you need to set touko 22 21:54:55 (CR is Control Register) touko 22 21:55:09 libnds uses a define for better readability touko 22 21:55:21 we'll use only the main core for now touko 22 21:55:45 to set to a video mode - we use the pre-defined macro: touko 22 21:55:51 videoSetMode(my mode) touko 22 21:55:59 where my mode is: touko 22 21:56:10 MODEx_2D or MODEx_3D touko 22 21:56:21 again, i will not cover 3D here touko 22 21:56:27 * StoneCydh (~john@adsl-69-227-3-48.dsl.sndg02.pacbell.net) has left #learn2d touko 22 21:57:01 so touko 22 21:57:12 this example will use MODE0 touko 22 21:57:22 * Lutggah (Alone@dsl-hkigw7-fe1df900-241.dhcp.inet.fi) has joined #learn2d touko 22 21:57:31 as you (need to) know, mode 0 is 4 text BGs touko 22 21:57:42 but what if we only need to use one of them? touko 22 21:58:01 simple - we use those registers to turn on/off the BGs we need touko 22 21:58:13 using the same macro from libnds: touko 22 21:58:31 videoSetMode(mymode | bgs) touko 22 21:58:53 | is binary OR - if you don't know what it does, condifure it a simple addition touko 22 21:59:00 "mymode and bgs" touko 22 21:59:30 * Lutggah (Alone@dsl-hkigw7-fe1df900-241.dhcp.inet.fi) has left #learn2d touko 22 21:59:37 so touko 22 21:59:51 in this example we will use one of the four avaliable text BGs touko 22 22:00:06 BG0 touko 22 22:00:30 before we start - we should set up power_cr with mandatory touko 22 22:00:43 for those poor guys who bought an M3 ;P touko 22 22:00:44 (j/k) touko 22 22:00:59 POWER_CR = POWER_ALL_2D; touko 22 22:01:13 next up we setting our mode touko 22 22:01:25 * Alone (Alone@dsl-hkigw7-fe1df900-241.dhcp.inet.fi) has joined #learn2d touko 22 22:01:29 videoSetMode(MODE0_2D | DISPLAY_BG0_ACTIVE); touko 22 22:01:52 i'm removing +m so you all can ask questions while i present and explain the code touko 22 22:01:54 * LiraNuna sets mode -m #learn2d touko 22 22:02:12 next up - as disscussed - we need to set up the VRAM banks touko 22 22:02:18 * Alone (Alone@dsl-hkigw7-fe1df900-241.dhcp.inet.fi) has left #learn2d touko 22 22:02:33 since it's a small tech demo, we don't have to worry about size touko 22 22:02:47 so we'll use VRAM bank A (which is as you remember, 128Kbytes) touko 22 22:03:39 as you remember - we set it to the video ram for the main core - 0x6000000 touko 22 22:04:02 vramSetBankA(VRAM_A_MAIN_BG_0x6000000); touko 22 22:04:37 so we got everything setted up (almost). what now? touko 22 22:05:08 remember tilebases and map bases? touko 22 22:05:18 where are they ? touko 22 22:05:38 since we have 4 BGs, each BG has it's own CR (Control register) touko 22 22:05:52 pre-defined in libnds as BGx_CR (replace x with 0-3) touko 22 22:06:12 we are using BG0 - so it's CR is BG0_CR touko 22 22:06:23 so what to set it to? touko 22 22:06:51 i will ignore bit positioning atm, and will use the libnds defines for simplicity touko 22 22:07:05 BGs can have 4 diffrent sizes touko 22 22:07:14 (tile bgs) touko 22 22:07:25 32x32, 32x64, 64x32 and 64x64 touko 22 22:07:48 the sizes are represented in tiles (reminder - 8x8 blocks) touko 22 22:08:21 so to get the size in pixels of that BG - we'll multiply: touko 22 22:08:31 (32x32) x (8x8) = 256x256 touko 22 22:09:10 for this demo we will use the simple 32x32 BG touko 22 22:09:20 * Alone (Alone@dsl-hkigw7-fe1df900-241.dhcp.inet.fi) has joined #learn2d touko 22 22:09:23 up for now, our BG0_CR set up will be like this: touko 22 22:09:46 BG0_CR = BG_32x32; touko 22 22:10:03 we are still missing the tile bases and map bases. where are they? touko 22 22:10:23 as you know, inside a tile base, a tile set is stored touko 22 22:10:36 (tileset is up to 1024 tiles) touko 22 22:10:56 each BG can be setted up to use a diffrent tile set touko 22 22:11:30 BG0_CR = BG_32x32 | BG_TILE_BASE(n); touko 22 22:11:35 so what's n ? touko 22 22:11:56 future lessons will disscuss smart VRAM organizing touko 22 22:12:09 for now we will use the tile base 0 touko 22 22:12:17 which is the first tile base avaliable touko 22 22:12:38 next up - colors. touko 22 22:12:52 BGs can be setted up as 16colors or 256cols touko 22 22:13:19 those colors are indexed - which means they are pre-defined inside a changeable palette touko 22 22:13:27 so we do BG_TILE_BASE(0)? touko 22 22:13:36 Psy|Home: yes, for this demo touko 22 22:14:01 since it's just a single BG, we "don't care" where things are in touko 22 22:14:23 ok, 16cols and 256cols... touko 22 22:14:30 palette... touko 22 22:14:49 as i said - a palette is an array of colors defined in memory touko 22 22:14:53 (0x5000000) touko 22 22:15:20 a palette has 256cols or 16x16 colors for 16col use touko 22 22:15:27 (16palettes of 16cols) touko 22 22:15:39 for this example we will use 256 coloes touko 22 22:15:42 *colors touko 22 22:16:02 that means, we will have to add BG_COLOR_256 to the CR touko 22 22:16:12 BG0_CR = BG_32x32 | BG_TILE_BASE(0) | BG_COLOR_256; touko 22 22:16:15 up untill now touko 22 22:16:27 so we got tiles touko 22 22:16:33 and the tiles are using a palette touko 22 22:16:42 but something is still missing touko 22 22:16:53 how will the video core know what tiles displays where/ touko 22 22:16:59 exactly - the map base touko 22 22:17:27 since we can't use map base 0 (it's overlapping tilebase 0) touko 22 22:17:41 but not only that touko 22 22:17:54 it occupies quite more then that touko 22 22:17:57 some math touko 22 22:18:05 is every map base is 2Kbytes touko 22 22:18:13 and every tile map is 16Kbytes touko 22 22:18:21 how much map bases will fit one tile base? touko 22 22:18:47 ok, no activity... touko 22 22:19:12 it will occupied (16Kbytes / 2Kbytes) == 8Kbytes touko 22 22:19:22 err touko 22 22:19:24 *8 touko 22 22:19:38 so we will start off map base 8 touko 22 22:19:44 that's where the map will be stored touko 22 22:19:51 * sgstair notes you can, in 256-color mode, use up to 64k of tiles touko 22 22:20:09 sgstair: ? touko 22 22:20:22 assuming we use a full tile base touko 22 22:20:26 you're allowed 1024 tiles from whatever tile base you start from touko 22 22:20:29 for now touko 22 22:20:36 so, you could use a lot more or at lot less than just 16k touko 22 22:20:53 sgstair: it's just a simple example to get them to use tiles correctly touko 22 22:20:58 k. touko 22 22:20:58 i'm focusing basic theory touko 22 22:21:17 so up to now we have touko 22 22:21:35 BG0_CR = BG_32x32 | BG_COLOR_256 | BG_TILE_BASE(0) | BG_MAP_BASE(8); touko 22 22:22:20 congradulations! you got a tile BG setted up to use 32x32 256col tile BG! touko 22 22:22:33 * Zielony19 (xoxzielony@bip22.neoplus.adsl.tpnet.pl) has joined #learn2d touko 22 22:22:35 * [1]nyinyo (HydraIRC@ip124-40.cbn.net.id) has joined #learn2d touko 22 22:22:37 but if you compile, you will only get a black screen :( touko 22 22:22:39 why? touko 22 22:22:47 simple - we have nothing to display :0 touko 22 22:22:50 * [1]nyinyo (HydraIRC@ip124-40.cbn.net.id) has left #learn2d touko 22 22:23:05 so how we convert to tiles???????????? you must be asking touko 22 22:23:35 god blessed us with a simple yet powerfull tool called gfx2gba touko 22 22:24:01 you will find yourself worshiping this tool... and.... ahem touko 22 22:24:34 you can of course find an alternative touko 22 22:24:42 assuming you don't know or have gfx2gba, let me find a link touko 22 22:24:56 JaJa_: why for? gfx2gba does it all :0 touko 22 22:25:02 :)* touko 22 22:25:03 doesn't work on Mac X touko 22 22:25:10 unless you are on mac touko 22 22:25:12 :) touko 22 22:25:18 * Zielony19 (xoxzielony@bip22.neoplus.adsl.tpnet.pl) has left #learn2d touko 22 22:25:29 sorry MAC users, i habe no tools for you :( touko 22 22:25:32 *have touko 22 22:25:46 JaJa_ might know of one touko 22 22:26:09 http://www.ohnehirn.de/tools/gfx2gba013.zip < this is gfx2gba touko 22 22:26:35 yeah, I used Graphics Converter ( http://www.lemkesoft.de/en/graphcon.htm ) and http://www.patatersoft.info/hconvert.html touko 22 22:26:35 a tiny program used to convert BMPs to a format the DS can understand (tiles, maps and a palette" touko 22 22:26:56 JaJa_: will you help me explain for mac users? touko 22 22:27:07 maybe, i haven't used it much myself touko 22 22:27:08 i will explain for win32/linux touko 22 22:27:11 oh touko 22 22:27:27 off you all go to grab gfx2gba touko 22 22:27:27 Does anyone in here use a mac anyway? touko 22 22:27:37 if they don't then don't worry touko 22 22:27:41 * LiraNuna thinks channel is dead touko 22 22:27:52 I use mac touko 22 22:28:01 but you can do windows touko 22 22:28:10 i use the same as JaJa touko 22 22:28:30 ok, so i am sorry in advance - i don't know anything about MAC touko 22 22:28:41 thats fine touko 22 22:28:57 yeah, fine. you can't use what you don't have touko 22 22:29:00 so i'm not able to help you convert. but - i will supply the data if you can't get it right currently touko 22 22:30:31 i'm oing to take a 5minutes to myself to rest, eyes hurt touko 22 22:30:33 +s touko 22 22:30:37 *-a touko 22 22:30:38 :o touko 22 22:31:46 brb in 5 minutes touko 22 22:38:06 * neimod (neimod@do.you.dare.screw-with.me.uk) has joined #learn2d touko 22 22:39:02 ok folks, we continue touko 22 22:39:28 O/ touko 22 22:40:01 how to convert a bmp with gfx2gba ? touko 22 22:40:17 gfx2gba is a command line program touko 22 22:41:02 for those who don't know what that means, create a file called conv.bat in the same directory gfx2gba is, fill it with the we will say here touko 22 22:41:21 so we need something to convert touko 22 22:41:55 gfx2gba reads only 256col BMPs and 16cols bmps touko 22 22:42:15 you can create those using paint, gimp, photoshop or psp touko 22 22:42:37 so here's a task to make you moving touko 22 22:42:53 make a 256x256 (32x32) BMP with 256cols touko 22 22:43:04 save it in the same folder as gfx2gba is touko 22 22:43:14 name it myBG.bmp touko 22 22:44:53 i guess you are all lazy touko 22 22:45:17 'i did it touko 22 22:45:23 :) touko 22 22:45:56 try to have something in it, instead of a static color touko 22 22:46:11 it can be an image cropped to 256x256 pixels with 256cols touko 22 22:46:15 i have a picture touko 22 22:46:36 someone else ? touko 22 22:48:31 *sigh* touko 22 22:48:45 I guess it was just me touko 22 22:49:05 so be it touko 22 22:49:45 I have as well touko 22 22:50:00 to convert the image to a "bg" we will tell gfx2gba our options touko 22 22:50:10 (dont freak out) touko 22 22:50:26 gfx2gba -t8 -c256 -pmyBGPal.bin myBG.bmp touko 22 22:50:30 err touko 22 22:50:36 gfx2gba -m -t8 -c256 -pmyBGPal.bin myBG.bmp touko 22 22:50:40 :s touko 22 22:50:58 don't freak out touko 22 22:51:00 let me explain :) touko 22 22:51:10 let's go by option by option touko 22 22:51:24 >LiraNuna< don't mind Alone, he's not here to learn touko 22 22:51:27 -m stands for "map" touko 22 22:51:34 >he's< a friend of mine touko 22 22:51:46 -t8 means, 8x8 tiles touko 22 22:51:53 which is our "normal" tiles touko 22 22:52:12 i will cover "odd" tiles and meta-tiles at another lesson touko 22 22:52:46 -c256 is color 256 touko 22 22:52:55 which is our BG color number touko 22 22:53:15 next up is -pFILENAME touko 22 22:53:21 -p stands for palette touko 22 22:53:43 FILENAME will be a new file the palette will be written to touko 22 22:53:53 last is out bitmap touko 22 22:54:01 try to guess why it's there ;) touko 22 22:54:35 now execute gfx2gba with that command line option touko 22 22:54:41 and you will get 2 files touko 22 22:54:44 *3 files touko 22 22:54:57 myBG.raw touko 22 22:55:00 myBG.map touko 22 22:55:07 myBGPal.bin touko 22 22:55:34 untill now - everyone has what i listed? touko 22 22:55:43 yep touko 22 22:56:16 to keep everything organized, i name my BGs at a nice format touko 22 22:56:24 name.bin - tiles touko 22 22:56:28 namePal.bin - palette touko 22 22:56:33 nameMap.bin - map touko 22 22:56:55 Psy|Home: you doing this on a windows pc? touko 22 22:57:01 right now yeah touko 22 22:57:05 Im at work touko 22 22:57:07 k touko 22 22:57:12 JaJa_: i'm sorry touko 22 22:57:19 don't worry about it touko 22 22:57:24 so do you rename the .raw to .bin? touko 22 22:57:32 Psy|Home: yeah, touko 22 22:57:48 i usually add a ren *.raw *.bin after the call to gfx2gba touko 22 22:57:57 cool touko 22 22:58:08 and rename the .map file to nameMap.bin touko 22 22:58:52 I've got to go... Logging on other PC, I'll read it tomorrow at some point. touko 22 22:58:54 but is it important everything will have the extension .bin touko 22 22:58:57 * StevenH has quit () touko 22 22:59:24 so you got your BG converted touko 22 22:59:28 NOW WHAT?! touko 22 22:59:39 since our BG is already setted up touko 22 22:59:56 we just need to copy out data into the location we setted up touko 22 23:00:27 (don't forget to include the binaries in the data folder, and #include them too) touko 22 23:00:41 someone here has no idea what the #include is for? touko 22 23:00:47 or how to do it touko 22 23:01:40 guess not touko 22 23:01:45 assuming your data is included touko 22 23:01:50 #include myBG_bin.h right? touko 22 23:02:01 along with the others touko 22 23:02:10 #include "myBG_bin.h" touko 22 23:02:11 :) touko 22 23:02:13 yes touko 22 23:02:57 so now to copying! touko 22 23:03:03 first of all palette touko 22 23:03:20 palette adress is pre-defined in libnds as BG_PALETTE touko 22 23:03:47 we will use DMA to copy touko 22 23:04:06 if you don't know what's DMA, it's basicly a fast copying method stored in the HW touko 22 23:04:32 dmaCopy(myBGPal_bin, BG_PALETTE, myBGPal_bin_size); touko 22 23:04:38 now wasn't that easy? touko 22 23:05:21 after the palette touko 22 23:05:26 we'll move on to map touko 22 23:05:54 we need to copy to the map address we used in the BG0_CR touko 22 23:06:27 libnds has a pre-defined macro to calculate the RAM address from a map base touko 22 23:06:55 dmaCopy(myBGMap_bin, (void*)BG_MAP_BASE_RAM(8), myBGMap_bin_size); touko 22 23:07:44 and finally touko 22 23:07:46 the tiles touko 22 23:08:11 i think you can guess how it will look touko 22 23:08:27 dmaCopy(myBG_bin, (void*)BG_TILE_BASE_RAM(0), myBG_bin_size); touko 22 23:08:55 after the copy is done, we need to stop our program from doing anything intresting touko 22 23:09:01 while(1); is effective :) touko 22 23:09:28 that's all for lesson 2! you should have a tiled BG with the image you converted on the main core touko 22 23:09:55 what would the includes be? touko 22 23:10:01 includes? touko 22 23:10:06 i have #include touko 22 23:10:12 and the data touko 22 23:10:14 that's all touko 22 23:10:18 #include "myBG_bin.h" touko 22 23:10:21 #include "myBGPal_bin.h" touko 22 23:10:24 I have those too. touko 22 23:10:25 #include "myBGMap_bin.h" touko 22 23:10:27 that's all touko 22 23:10:39 try to compile and execute touko 22 23:11:13 i get c:/DS/source/test.cpp: In function 'int main()': touko 22 23:11:14 c:/DS/source/test.cpp:8: error: 'MODE0_2D' was not declared in this scope touko 22 23:11:14 c:/DS/source/test.cpp:18: error: 'BG_MAP_BASE_RAM' was not declared in this scop touko 22 23:11:14 e touko 22 23:11:14 c:/DS/source/test.cpp:21: error: 'BG_TILE_BASE_RAM' was not declared in this sco touko 22 23:11:15 pe touko 22 23:11:32 * Ex-Coder (~ET-Coder@212.76.80.23) has joined #learn2d touko 22 23:12:09 err touko 22 23:12:13 BG_TILE_RAM touko 22 23:12:16 BG_MAP_RAM touko 22 23:12:17 sorry touko 22 23:12:33 o/ touko 22 23:12:35 \o touko 22 23:12:47 also a problem with MODE0_2D touko 22 23:12:55 am i allowed in here? touko 22 23:13:13 why ont? touko 22 23:13:15 *not touko 22 23:13:18 No. Go away. joking... touko 22 23:13:27 Psy|Home: MODE_0_2D touko 22 23:13:34 just asking touko 22 23:13:47 Psy|Home: i'm using my own defines, that's why the confusion touko 22 23:14:47 LiraNuna: is there a log of this somewhere?(lesson 1) touko 22 23:15:10 cool touko 22 23:15:24 it appears that it works. touko 22 23:15:56 Psy|Home: check on real HW and have fun with your new knowladge touko 22 23:16:08 i will check when I get home touko 22 23:16:10 thanks touko 22 23:16:18 are you going to do more of this? touko 22 23:16:29 Psy|Home: stay for more, this channel wil cover EVERYTHING i know touko 22 23:16:36 including advanced effects touko 22 23:16:37 Ex-Coder: http://koti.welho.com/plahtin6/files/learn2d.log touko 22 23:17:03 i am going for a walk but I will check back touko 22 23:17:12 just hoping it doesnt go the road of #learn3d... touko 22 23:17:45 Ex-Coder: don't worry touko 22 23:19:04 and umm... I should just shut up by now touko 22 23:19:55 lol touko 22 23:20:30 http://koti.welho.com/plahtin6/files/learn2d.log isn't up anymore touko 22 23:20:36 oh touko 22 23:20:46 http://koti.welho.com/plahtin6/files/EFnet-%23learn2d.log will e the adress from now one touko 22 23:20:48 *on touko 22 23:20:52 *e touko 22 23:20:55 *be touko 22 23:21:02 ffs with this 'b' key touko 22 23:22:25 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 3: Setting up an tile BG:Continue - will start at 23/05/2006 (no time disclosed touko 22 23:27:48 Cool touko 22 23:28:50 did lesson2 just end?:P touko 22 23:28:52 *:O touko 22 23:31:27 Ex-Coder: yep touko 22 23:31:40 is there another log? touko 22 23:33:26 http://koti.welho.com/plahtin6/files/EFnet-%23learn2d.log touko 22 23:33:56 Psy|Home: what's your general impression with the 2D HW? touko 22 23:35:08 gtg touko 22 23:35:10 cya touko 22 23:35:13 * Ex-Coder has quit (Leaving) touko 22 23:40:42 * DarkFader (~DarkFader@chaoshq.de) has joined #learn2d touko 22 23:40:58 damn, I missed lesson 1 and 2 ? touko 22 23:41:17 when is 3D lesson 6 ? touko 22 23:42:09 DarkFader: don't you dare doing what you did in #learn3d touko 22 23:42:55 what do you mean? touko 22 23:44:28 you make it sound like I'm not wanted in here touko 22 23:44:47 (@Nikolas) laZmike was explaining something and DF and neimod asked stupid questions touko 22 23:44:55 DarkFader: no no no!!! :( touko 22 23:45:11 just don't inturrapt people when i'm teaching touko 22 23:45:34 stupid questions? touko 22 23:45:37 what stupid questions? touko 22 23:45:52 perhaps all questions are stupid touko 22 23:45:57 heh, here we go touko 22 23:46:05 a fight^^ touko 22 23:46:08 * Nikolas sets mode +m #learn2d touko 22 23:46:14 How about no touko 22 23:46:14 <_< touko 22 23:46:17 * LiraNuna sets mode -m #learn2d touko 22 23:46:21 whoa touko 22 23:46:22 nikola touko 22 23:46:23 * DarkFader (~DarkFader@chaoshq.de) has left #learn2d touko 22 23:46:33 -_- touko 22 23:47:01 What's his problem... touko 22 23:49:45 stupid because lazmike didn't know the answer? :) touko 22 23:49:58 he was teaching others touko 22 23:50:02 and i was among those others touko 22 23:50:31 i'm sure you know enough to investigate on your own touko 22 23:50:36 btw touko 22 23:50:38 this touko 22 23:50:39 some are afraid to start touko 22 23:50:40 [20:57] i usually add a ren *.raw *.bin after the call to gfx2gba touko 22 23:50:54 you could edit the makefile and add a rule for raw touko 22 23:50:54 what's wrong with that? touko 22 23:51:06 WntrMute: i know, but i like bins touko 22 23:52:01 nice of you to say that for others tho touko 22 23:54:09 * Andrew2k6 (~andrew@CPE00112fca790f-CM000a735d805e.cpe.net.cable.rogers.com) has joined #learn2d touko 22 23:54:22 * Andrew2k6 has quit (Client Quit) touko 22 23:58:49 * [DS]LynxW has quit (Quit: Goin Home) touko 23 00:00:46 * neimod (neimod@do.you.dare.screw-with.me.uk) has left #learn2d touko 23 00:08:52 Bye touko 23 00:08:54 * Alone has quit () touko 23 00:10:33 LiraNuna: sorry I was away. I like the 2D HW alot. touko 23 00:13:53 1) set bits touko 23 00:13:56 2) convert touko 23 00:13:58 3) copy touko 23 00:14:05 nothing is easier then that :) touko 23 00:16:58 yeah it is pretty easy once you know where everything goes touko 23 00:17:28 that's why all the beginners are afraid and use crappy libs such as PAlib touko 23 00:17:53 Not me. I hate it when programs or libs in this case do everything touko 23 00:18:02 http://koti.welho.com/plahtin6/ <-- Click, kthx touko 23 00:18:39 Nikolas: cool touko 23 00:19:16 Psy|Home: libnds does almost nothing. it's just some macroes and defines touko 23 00:19:19 Nikolas: ftw touko 23 00:19:19 * emma4 (~emma4@66.193.233.20) has joined #learn2d touko 23 00:20:06 nice fast advertising touko 23 00:20:35 amsg spam ftw touko 23 00:20:59 lol touko 23 00:21:36 Tales of Eternia for PSP is teh LEET touko 23 00:22:45 Nikolas you put the 24th instead of the 23rd touko 23 00:23:34 i guess it would be close to the 24th for you. touko 23 00:23:42 grr touko 23 00:24:43 fixed touko 23 00:25:27 * [GPF] has quit () touko 23 00:25:31 * luffy (link@cyberpirates.us) has joined #learn2d touko 23 00:26:00 * luffy (link@cyberpirates.us) has left #learn2d touko 23 00:26:50 * emma4 (~emma4@66.193.233.20) has left #learn2d touko 23 00:26:54 :( touko 23 00:27:12 ? touko 23 00:28:45 parts touko 23 00:28:58 oh :( touko 23 00:38:21 * zEcKtA (~benedicto@201.153.95.93) has joined #learn2d touko 23 00:38:41 join #s.o.a.d touko 23 00:38:57 orly? touko 23 00:39:03 does anyone speak spanish? touko 23 00:39:27 i need enter to one channel but i don't know :S:S:S touko 23 00:40:41 Err... this is #learn2d . Learn... 2D... touko 23 00:49:53 * obst][ (~obst]@217.20.127.208) has joined #learn2d touko 23 00:59:05 * zEcKtA (~benedicto@201.153.95.93) has left #learn2d touko 23 00:59:47 * LiraNuna is now known as Lira|ZzzZ **** ENDING LOGGING AT Tue May 23 01:07:42 2006 **** BEGIN LOGGING AT Tue May 23 01:07:42 2006 touko 23 01:14:02 Nikolas: LOL touko 23 01:41:27 * JaJa_ has quit (good night) touko 23 01:48:26 * DarkFader (~DarkFader@chaoshq.de) has joined #learn2d touko 23 01:48:47 phew... he's gone touko 23 01:51:28 Who? touko 23 01:51:30 What? touko 23 01:51:34 When? touko 23 02:02:43 lira touko 23 03:33:57 * snubber has quit (hub.efnet.us irc.easynews.com) touko 23 03:35:55 * snubber (snubber@seahat.com) has joined #learn2d touko 23 04:26:54 * laZmike has quit (Ping timeout: 246 seconds) touko 23 06:22:11 * blergh (~terd@adsl-70-231-192-144.dsl.snfc21.sbcglobal.net) has joined #learn2d touko 23 06:23:30 * blergh has quit (Client Quit) touko 23 06:25:23 * poffy has quit (Quit: poffy) touko 23 07:27:33 * Xandra29 (~bFdwRGuS@201.160.4.250.cableonline.com.mx) has joined #learn2d touko 23 07:27:33 * Xandra29 has quit (Connection closed) touko 23 08:11:06 * j0hanb123 has quit (Ping timeout: 360 seconds) touko 23 09:29:34 * Lira|ZzzZ is now known as LiraNuna touko 23 09:29:36 \o touko 23 09:58:11 Morning Lira touko 23 09:59:52 anyhow, food time and a lesson if anyone's ready touko 23 10:01:13 Well I think everyone's just logging this channel at the moment, I know I am as I've got to go to court soon... touko 23 10:18:12 bit early for a lesson, isn't it? touko 23 10:22:22 * WntrMute has quit (Read error 54: Connection reset by peer) touko 23 10:24:36 * WntrMute (~wntrmute@cpc1-port4-0-0-cust56.cos2.cable.ntl.com) has joined #learn2d touko 23 10:24:48 flipping machine touko 23 10:25:12 locks up occasionally, still nfi why touko 23 10:29:15 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 23 10:32:14 What's causing your PC to lock up Wntr? touko 23 10:37:28 * StevenH_D (~StevenH_D@sharriso.gotadsl.co.uk) has joined #learn2d touko 23 10:38:10 * StevenH_D is now known as Sfeven_ds touko 23 10:38:17 * Sfeven_ds has quit (SylphIRC/DS) touko 23 10:40:22 Stupid IRC thing... touko 23 10:40:35 * StevenH has quit () touko 23 10:41:08 Steven_H, uh nfi touko 23 10:53:44 hmm touko 23 10:53:53 how about 16:00 GMT then ? touko 23 10:57:38 LiraNuna, I dunno, you might want to ask some of the US people about the best sort of time touko 23 11:07:05 yeah, thats the problem touko 23 11:09:39 Best thing for you to do Lira is just point to a log of the convo to people that missed the tuts. touko 23 11:10:03 Nikolas is handling that touko 23 11:10:03 Also I'm going to type up the tuts in a nice and easy formatted way at some point... touko 23 11:10:16 hehe nice touko 23 11:10:33 Jury Duty calls - local logging is on :D later touko 23 11:11:14 bye touko 23 11:11:16 o/ touko 23 13:49:06 Never fear, Nikolas is here touko 23 14:49:13 \o touko 23 14:49:38 lesson 3 will start in 2 hours or so, i suppose touko 23 14:53:09 * poffy (~111728-68@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 23 15:13:32 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 3: Setting up an tile BG:Continue - will start at 23/05/2006 14:00 GMT touko 23 15:13:40 * JaJa_ (~jason@80-41-148-56.dynamic.dsl.as9105.com) has joined #learn2d touko 23 15:13:47 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 3: Setting up a tile BG:Continue - will start at 23/05/2006 14:00 GMT touko 23 15:15:50 rawr touko 23 15:16:01 \o touko 23 15:17:15 http://home.houston.rr.com/poffyprog/burritos.jpg touko 23 15:17:31 heh touko 23 15:38:49 5 minutes to go touko 23 15:39:02 er 12minutes? touko 23 15:40:24 err touko 23 15:40:26 oops touko 23 15:40:29 *15 touko 23 15:40:32 * laZmike (laZmike@cpe-65-185-33-43.columbus.res.rr.com) has joined #learn2d touko 23 15:40:41 no, more than that, i fail at maths touko 23 15:40:46 20 minutes touko 23 15:42:22 w/e touko 23 15:42:23 ! touko 23 15:47:27 30 touko 23 15:48:06 12 minutes..... touko 23 15:48:21 i still have to read the others touko 23 15:48:31 i hope my comp wasn't rebooted in the middle of lesson 2 touko 23 15:48:32 * DarkFader doesn't bother to read the old ones touko 23 15:48:38 they probably suck anyways touko 23 15:48:53 and for n00bs touko 23 15:49:03 o/ touko 23 15:49:10 but I will stay quiet... touko 23 15:49:23 i have no knowledge of the 2d hw touko 23 15:49:42 I know a bit about GBA's touko 23 15:50:00 and less about DS' touko 23 15:50:45 but I guess I could dive into it when I go actually make something touko 23 15:51:38 laZmike: you should read the logs then touko 23 15:52:02 no time, coding my engine touko 23 15:52:23 hehe touko 23 15:55:44 learning by coding is the best touko 23 15:56:33 not ds :/ touko 23 15:56:39 pretty much everything else touko 23 15:56:54 laZmike: DF is right touko 23 15:57:16 at the moment, it supports win32 opengl and dx9, soon to add linux, then ps2 and psp touko 23 15:57:55 psp rulz touko 23 15:58:04 ;P touko 23 15:58:25 my engine will be very handy :) touko 23 15:58:33 what will it do? touko 23 15:58:40 going to be a little tough when i get to ps2 touko 23 15:58:47 fully cross platform touko 23 15:58:58 I want to make some engine too touko 23 15:59:04 multi-platform touko 23 15:59:12 basically a giant API wrapper touko 23 15:59:25 something like SDL ? touko 23 15:59:42 dunno, i've never used sdl touko 23 15:59:51 i guess touko 23 16:00:05 3D functions? touko 23 16:00:11 of course :) touko 23 16:00:27 what 3D functions? touko 23 16:00:34 going to try to add camera and object classes today touko 23 16:00:47 hmm touko 23 16:00:52 anything i can come up with touko 23 16:01:46 so we begin touko 23 16:01:51 in 2 minutes touko 23 16:01:54 k :) touko 23 16:02:20 so we begin 4 minutes late? touko 23 16:02:23 make that -2 minutes touko 23 16:02:24 hehe touko 23 16:02:32 yeah i know touko 23 16:02:36 and you announced it 12 minutes early? touko 23 16:02:38 was playing with my PSP touko 23 16:02:43 heh touko 23 16:02:46 tsk touko 23 16:03:14 so we start touko 23 16:03:16 * DarkFader is currently making some boring windows app touko 23 16:03:24 what's it do touko 23 16:03:28 <_< touko 23 16:03:33 * LiraNuna sets mode +m #learn2d touko 23 16:03:54 last lesson showed you how to set up a simple BG of 256 colors touko 23 16:04:06 * poffy has quit (Quit: poffy) touko 23 16:04:21 but there are more color modes supported by the BGs touko 23 16:04:26 such as 16col touko 23 16:04:58 the major diffrent between 256col BGs and 16col BGs is thier palette settings touko 23 16:05:32 if the BG is 256col, the BG can use only one palette with 255 color entries touko 23 16:05:41 (255cols + 1 trans) touko 23 16:06:05 but in 16 col mode, each tile can have a diffrent palette out of 16 diffrent palettes touko 23 16:06:26 because 256 = 16 x 16 touko 23 16:06:32 the same palette is used touko 23 16:06:52 so where di we set each tile to use each palette? touko 23 16:06:56 *do touko 23 16:07:04 inside the map touko 23 16:07:15 each map tile representation is 16bit per tile touko 23 16:07:48 it's combined out of 10bit tile selection index (1024 tiles), 4 bit palette of the tile (16 diffrent paletes) touko 23 16:08:01 and another 2 flip bits touko 23 16:08:57 now we will start a demo which will use those custom flip bits, and palette diffrences touko 23 16:09:13 * LiraNuna sets mode -m #learn2d touko 23 16:09:25 start up a new project touko 23 16:09:45 and set up mode 0 with BG0 like lest lesson touko 23 16:10:07 but this time, set it to 16col mode (libnds define is BG_COLOR_16) touko 23 16:11:05 anyone with me? touko 23 16:11:43 yep touko 23 16:12:12 we will only work with a single tile this lesson, and we will generate the map with our code touko 23 16:12:31 to understand the internals touko 23 16:13:21 let me create a tile for you all to convert touko 23 16:14:31 http://www.picfront.com/images/twotiles.bmp touko 23 16:14:42 as you will see, there are two tiles in this image touko 23 16:15:02 an empty one - and an arrow facing to the down right touko 23 16:15:28 i chose an arrow for you to show you how flipping works touko 23 16:15:46 convert the image using gfx2gba like in last lesson touko 23 16:15:49 but this time touko 23 16:16:01 don't generate a map or palette touko 23 16:16:09 (remove -m and -tNAME) touko 23 16:16:29 and this time we will use the -c16 (16color) mode touko 23 16:16:39 so the final call is touko 23 16:16:50 gfx2gba -c16 -t8 twotiles.bmp touko 23 16:17:19 you should get a single file called twotiles.raw touko 23 16:17:36 and possibly an additional file called master.pal touko 23 16:18:07 2 files touko 23 16:18:20 take only the .raw then touko 23 16:18:40 this is where the actuall tiles are saved touko 23 16:18:57 *- touko 23 16:18:58 l touko 23 16:19:10 include it to your project touko 23 16:19:23 and copy it to the tilebase your BG is setted to touko 23 16:19:41 * [DS]LynxW (~JZAWACKI@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 23 16:19:49 so what about the map and the palette? you ask touko 23 16:20:07 sometimes we can save size by auto-generation touko 23 16:20:17 if indeed, it has a pattern touko 23 16:20:43 let's start off with the palette touko 23 16:21:02 as i said, the palette is a 16bit array sized 256 touko 23 16:21:12 pre-defined in libnds as BG_PALETTE touko 23 16:21:43 all colors BG_PALETTE[16N] ( 0 <= N < 16 ) touko 23 16:21:53 will not be visable on the screen touko 23 16:22:01 (in 16col mode ofcourse) touko 23 16:22:37 we will set up 3 diffrent palettes with 3 diffrent colors touko 23 16:23:01 BG_PALETTE[0 + 1] = RPG15(31, 0, 0); // Color red touko 23 16:23:17 BG_PALETTE[16 + 1] = RPG15(0, 31, 0); // Color green touko 23 16:23:39 BG_PALETTE[32 + 1] = RPG15(0, 0, 31); // Color blue touko 23 16:24:14 as a good programmers, we need to check those touko 23 16:24:23 so compile and open the ROM with dualis touko 23 16:24:30 is RPG15 defined in libnds? touko 23 16:24:34 which has a nice palette viewer touko 23 16:24:38 Psy|Home: yes it is touko 23 16:24:51 it takes up 3 RPG values and packs them into a 15bit color format touko 23 16:25:11 as i said touko 23 16:25:20 open the compiled ROM using dualis touko 23 16:25:26 and start up the palette viewer touko 23 16:26:19 you should see three colors right down to each other touko 23 16:26:24 reg, green and blue touko 23 16:26:48 I get RPG15 was not declared touko 23 16:27:58 err... touko 23 16:28:00 RGB touko 23 16:28:07 typo, i'm sorry touko 23 16:28:19 RGB stands for RedGreenBlue touko 23 16:28:32 not a problem that is why i asked earlier touko 23 16:28:40 and it's how color is defined in light touko 23 16:29:59 is the palette writing working? touko 23 16:30:33 you should see three colors right down to each other touko 23 16:30:38 reg, green and blue touko 23 16:30:41 *red touko 23 16:30:43 dualis keeps crashing on me when using the lastest version touko 23 16:30:52 double clicking the ROM? touko 23 16:31:13 try to downgrade touko 23 16:31:14 no I load and executre touko 23 16:31:21 i will downgrade now touko 23 16:31:37 let me tell you what i use touko 23 16:32:04 i use the "2006-03-24" build touko 23 16:32:09 http://dualis.1emulation.com/files/dualis-19.zip touko 23 16:33:12 brb touko 23 16:35:21 in all the versions I can only run in GDI touko 23 16:35:29 but it works touko 23 16:36:10 great touko 23 16:36:25 some more debugging skills with dualis touko 23 16:36:44 if you have coiped the tiles, like you should had touko 23 16:36:57 the tiles should be stored in VRAM bank A touko 23 16:37:03 (we setted them to be there touko 23 16:37:12 open up the tile viewer touko 23 16:37:21 View -> Tiles touko 23 16:37:36 select bank A and color mode 16x16 touko 23 16:37:56 tile 0 should be empty touko 23 16:38:02 and tile 1 should have the arrow inside touko 23 16:38:10 nice touko 23 16:38:26 dualis is quite powerfull for debugging graphics touko 23 16:38:48 i will allways include tips on better graphics debugging with dualis touko 23 16:39:00 so next up - the map touko 23 16:39:15 as i said, the map is a fixed size array of 16bits integers touko 23 16:39:28 to directly write to it, we will use a pointer touko 23 16:39:53 u16* bgMap = (u16*)BG_MAP_RAM(8); touko 23 16:40:09 this will allow us to directly access the map on the VRAM touko 23 16:40:33 as you already know, the maps includes the tile index inside them touko 23 16:40:52 we can use the map to plot tiles on the BG touko 23 16:41:19 try filling bgMap[0] with 1, and the first tile should be a red arrow touko 23 16:41:40 bgMap[0] = 1; touko 23 16:42:05 yep touko 23 16:42:22 now to go a little more advenced touko 23 16:42:29 remember the last 6 bits? touko 23 16:42:45 now let's color our arrow with another palette touko 23 16:43:03 bgMap[2] = 1 | (1<<12); touko 23 16:43:36 * poffy (~111728-68@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 23 16:43:45 this should display the arrow in a blue color touko 23 16:44:24 erm touko 23 16:44:27 i have to go :( touko 23 16:44:41 so let's get throu it quickly touko 23 16:44:53 bits 14 and 15 are the flip flags touko 23 16:45:02 bit 14 will horisontal flip the tile touko 23 16:45:11 and bit 15 will verticly flip the tile touko 23 16:45:14 bgMap[2] = 1 | (1<<12) | BIT(14); touko 23 16:45:28 i will continue as i will get back touko 23 16:45:32 * LiraNuna is now known as Lira|Away touko 23 16:45:34 sorry touko 23 17:02:13 tralala touko 23 17:02:44 * JaJa_ whistles touko 23 17:06:33 * Vicky12 (CamilleYxq@host113-89.pool8259.interbusiness.it) has joined #learn2d touko 23 17:19:30 * Vicky12 has quit (Read error: Connection reset by peer) touko 23 17:26:22 * JaJa_ is now known as JaJa|Away touko 23 17:29:04 * jnx (jnx@219.94.116.181) has joined #learn2d touko 23 17:29:13 * jnx (jnx@219.94.116.181) has left #learn2d **** BEGIN LOGGING AT Tue May 23 18:20:33 2006 touko 23 18:20:33 * Now talking on #learn2d touko 23 18:20:33 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | Lesson 3: Setting up a tile BG:Continue - will start at 23/05/2006 14:00 GMT touko 23 18:20:33 * Topic for #learn2d set by LiraNuna at Tue May 23 15:13:41 2006 touko 23 18:20:41 * Lira|Away gives channel operator status to Nikolas touko 23 19:55:17 * Psy|Home is now known as Psy|Work touko 23 20:36:26 * JaJa|Away is now known as JaJa_ touko 23 20:59:31 * JaJa_ is now known as JaJa|Food touko 23 21:13:36 * JaJa|Food is now known as JaJa_ touko 23 21:34:56 * Lira|Away is now known as LiraNuna touko 23 21:34:57 o/ touko 23 21:35:07 \o touko 23 21:35:43 minor point touko 23 21:35:45 [14:21] all colors BG_PALETTE[16N] ( 0 <= N < 16 ) touko 23 21:35:45 [14:21] will not be visable on the screen touko 23 21:36:41 on 16col mode touko 23 21:36:48 there was a continue touko 23 21:36:49 those colors are transparent but BG_PALETTE[0] sets the backdrop color ( i.e. the color you see when *all* pixels at a particular position are transparent) touko 23 21:37:09 yeah i was in a hurry and forgot to say that touko 23 21:37:24 :) touko 23 21:37:34 thanks for completing me touko 23 21:37:58 LiraNuna i tried to do the BIT(14) and BIT(15) and it just showed up as a black tile touko 23 21:38:12 huh touko 23 21:38:40 earlier when going over the bgMap[2] = 1 | (1<<12) | BIT(14) touko 23 21:38:56 it would only show up as a black tile and not a flipped tile touko 23 21:39:16 odd... touko 23 21:39:21 let me look up some stuff touko 23 21:39:31 try 1 | BIT(15); touko 23 21:39:39 black would suggest all palette entries for pallette 1 are 0 touko 23 21:39:55 WntrMute: the palette was set touko 23 21:41:06 bgMap[8] = 1 | BIT(15); <-- gets the same black tile touko 23 21:41:08 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 23 21:41:20 what about just "1" ? touko 23 21:41:35 shows the arrow touko 23 21:41:42 with a red background touko 23 21:41:55 red background o_O touko 23 21:42:47 oooooh....! the image was set incorrectly touko 23 21:42:49 <_< >_> touko 23 21:42:58 ?? touko 23 21:43:39 the image should have the palette entry 0 set to the transparent color you want (for gfx2gba) touko 23 21:43:47 i didn't set it correctly touko 23 21:43:55 I see touko 23 21:43:58 i'm so sorry, i was in a hurry touko 23 21:44:06 its cool touko 23 21:44:06 (went to a food festival (ftw)) touko 23 21:44:27 let me upload the new bmp touko 23 21:44:34 ok touko 23 21:47:24 http://www.picfront.com/images/twotilesnw1.bmp touko 23 21:52:35 ok the arrows now change colors but the flips still didn't work touko 23 21:53:11 ok that's odd... touko 23 21:53:28 i can no paste if you want to see the code touko 23 21:53:32 sure touko 23 21:54:14 ooooo touko 23 21:54:15 <_< touko 23 21:54:20 ok here's my mistake touko 23 21:54:40 10bits tile index, 2bits flip, 4bits palette touko 23 21:55:02 http://rafb.net/paste/results/dFIsXE18.html touko 23 21:55:19 it was my mistake touko 23 21:55:47 so BIT 10 and 11? touko 23 21:55:55 yes touko 23 21:56:14 then the last nybl is the palette touko 23 21:56:59 ok that worked touko 23 21:57:08 i'm so sorry about that touko 23 21:57:20 not a problem. Just had to change some notes touko 23 21:57:25 : touko 23 21:57:26 *:) touko 23 22:04:25 Luckily my notes will not need changing :D - I'm still writing up tut 1... touko 23 22:05:06 we were meant to be taking notes :O whens the test? touko 23 22:05:08 :P touko 23 22:05:57 test my ass touko 23 22:05:59 * DarkFader (~DarkFader@chaoshq.de) has left #learn2d touko 23 22:06:12 it's positive touko 23 22:06:14 you're an ass touko 23 22:06:25 how much longer is left in the lesson touko 23 22:06:33 lesson 3 ? touko 23 22:06:45 maybe? touko 23 22:06:57 LiraNuna's stomach got in the way touko 23 22:07:03 he went to a food festival touko 23 22:07:10 what? i was in a food festival (ftw) touko 23 22:07:14 want pix ? touko 23 22:07:19 yeah touko 23 22:07:21 of course touko 23 22:07:24 hold on touko 23 22:07:33 pie eating contest touko 23 22:07:34 my cell battery died so i only took some :9 touko 23 22:07:37 *:( touko 23 22:07:45 laZmike: we don't have that here touko 23 22:08:03 good :) touko 23 22:09:15 about the lesson touko 23 22:09:31 i wanted to teach extended palettes, but i'll leave it for now touko 23 22:09:46 flipping and palette settings are a lot imo touko 23 22:11:31 even tho it's minor bit settings, but how map is buit up is important touko 23 22:13:36 i need to reboot touko 23 22:13:40 so hold on if you do anything touko 23 22:13:55 * laZmike has quit (reboot) touko 23 22:14:14 And when he comes back say something about 3D :D touko 23 22:14:26 LOL touko 23 22:14:44 or some advanced 2D stuff touko 23 22:14:45 "we finished lesson 12" touko 23 22:14:48 ; touko 23 22:14:50 ;P touko 23 22:14:51 LOL yup :D touko 23 22:15:08 "and that's how you do sprite rotation" touko 23 22:15:41 lol touko 23 22:16:41 "So using the HBlank interrupt and that simple bit of code I can change the sprites that's in VRAM right - cool that's going in my library code right now..." <-- Going to say that D: touko 23 22:17:01 rofl touko 23 22:17:08 and that's how to rotate a spritelol touko 23 22:17:17 err touko 23 22:17:19 <_< touko 23 22:19:57 * FuzzySlip (~Jack@CPE-72-128-102-221.wi.res.rr.com) has joined #learn2d touko 23 22:20:16 * FuzzySlip (~Jack@CPE-72-128-102-221.wi.res.rr.com) has left #learn2d touko 23 22:21:23 * laZmike (laZmike@cpe-65-185-33-43.columbus.res.rr.com) has joined #learn2d touko 23 22:21:24 and that's how you rotate a sprite touko 23 22:21:36 bastard touko 23 22:21:40 LOL touko 23 22:21:46 i knew it was fake :) touko 23 22:21:51 :O touko 23 22:22:09 ;) touko 23 22:22:11 And I wanted to say "So using the HBlank interrupt and that simple bit of code I can change the sprites that's in VRAM right - cool that's going in my library code right now..." touko 23 22:22:33 HBlank rox touko 23 22:23:02 But too busy playing catch up - still working on part 2's code... touko 23 22:23:58 i will not teach today touko 23 22:24:01 +more touko 23 22:24:42 So were done with the map stuff today? touko 23 22:26:34 yeah, you know all of the basic map stuf touko 23 22:26:43 MODE0 :) touko 23 22:26:45 oh wait touko 23 22:26:54 i still need to cover multiple BG touko 23 22:26:55 +s touko 23 22:27:02 sweet touko 23 22:27:24 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 4: Multiple BGs - 24/05/2006 @ ???? touko 23 22:27:30 sometime tommorow touko 23 22:27:45 ok touko 23 22:28:05 after that, we'll start sprites touko 23 22:28:11 teach me how to blend a 2d layer on top of a 3d layer touko 23 22:28:15 2d needs alpha touko 23 22:28:19 then rotations - BGs and sprites then effects touko 23 22:28:28 laZmike: everything at it's time touko 23 22:28:28 that's all i really need atm touko 23 22:28:40 need it for compo :( touko 23 22:28:44 oh ok touko 23 22:28:46 pm then touko 23 22:28:52 k hehe :) touko 23 22:36:34 oh wait touko 23 22:36:46 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 4: Multiple BGs and scrolling - 24/05/2006 @ ???? touko 23 22:36:49 there touko 23 22:37:41 PICTURES DAMN YOU touko 23 22:37:46 oh right touko 23 22:37:47 hold on touko 23 22:37:50 :P touko 23 22:38:09 my cell was charging touko 23 22:38:40 Never mind pictures how do I get gfx2gba support in the makefile?? touko 23 22:39:03 sorry, that's a question to WntrMute ;P touko 23 22:39:05 write a macro for the extension touko 23 22:39:16 Steven_H: but i don't recommend it touko 23 22:39:24 Why? touko 23 22:39:27 as you will use gfx2gba diffrently every time touko 23 22:39:28 cus it's evil touko 23 22:39:40 trust me - you'll be better while using it on your own touko 23 22:40:02 hmm touko 23 22:40:05 need drivers touko 23 22:40:07 True, and I'm only using it until I get my own tools designed and wrote up... touko 23 22:40:07 hold on touko 23 22:40:49 Steven_H: as i also said, i promiss to teach you tricks to save VRAM and graphics resources touko 23 22:42:13 gfx2gba sometimes plays a huge part of that optimizing touko 23 22:42:20 altho you have to use it smart touko 23 22:42:57 as i said on the introduction - here i will teach everything i know on the 2D HW - including tricks touko 23 22:43:37 damn cell touko 23 22:46:32 my biggest supprise was the rush for sushi..! touko 23 22:46:49 sushi is considured rich food here touko 23 22:47:03 sushi's expensive every where touko 23 22:47:09 * [DS]LynxW pushes LiraNuna back on track. touko 23 22:47:18 [DS]LynxW: no more lesson for today touko 23 22:47:26 GAME OVER touko 23 22:47:31 lol touko 23 22:47:35 <[DS]LynxW> Oh.. /part touko 23 22:47:37 * [DS]LynxW (~JZAWACKI@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has left #learn2d touko 23 22:47:49 there were 7 sushibars booths there touko 23 22:47:55 i felt like food E3 touko 23 22:49:32 stupid sync program touko 23 22:49:43 brb restart touko 23 22:54:14 Psy, did your code work first time for part 2? as my graphic is well it looks like a sliding puzzle :D touko 23 22:54:17 * _LiraNuna (~LiraNuna@IGLD-84-228-244-137.inter.net.il) has joined #learn2d touko 23 22:54:22 <_LiraNuna> o_O touko 23 22:54:36 <_LiraNuna> Nikolas: op plz touko 23 22:55:20 * Nikolas gives channel operator status to _LiraNuna touko 23 22:55:27 StevenH: No it didn't. It was a scrambled up picture touko 23 22:55:32 Lira, I've got a slight problem with the part 2 code, I've got a sliding puzzle effect... touko 23 22:55:45 * LiraNuna has quit (Ping timeout: 360 seconds) touko 23 22:55:47 Ahh so I'm not alone then.... touko 23 22:56:10 I think it may have had something to do with the gba2gfx though touko 23 22:56:24 *gfx2gba touko 23 22:56:58 <_LiraNuna> Steven_H: say what? touko 23 22:57:06 2 ticks touko 23 22:57:15 <_LiraNuna> what's the size of the image you are converting in pixels? touko 23 22:57:21 256x256 touko 23 22:57:39 <_LiraNuna> " sliding puzzle effect..."? ? touko 23 22:58:15 <_LiraNuna> btw let me upload pix touko 23 22:58:25 <_LiraNuna> there are only 4 - as my cell's battery went out <_< touko 23 22:59:06 <_LiraNuna> Steven_H: did you notice later on i said to add the -m option ? touko 23 22:59:15 Lira - http://sharriso.gotadsl.co.uk/nds/dualis01.bmp - that's what I'm getting... the green effect is from the stupid screen capture code on dualis touko 23 22:59:40 * StevenH hunts for a less NSFW pic to try... touko 23 22:59:43 <_LiraNuna> ok that's a wrong setup touko 23 23:00:08 <_LiraNuna> show me the code - the tile copying seems ok touko 23 23:00:13 <_LiraNuna> so is the palette touko 23 23:00:16 <_LiraNuna> only the map is wrong touko 23 23:00:46 <_LiraNuna> http://www.picfront.com/images/P05-23-06_18.38.jpg < I took this image cause "Nonna" sounds like Nuna (and it's written the same in hebrew" touko 23 23:01:42 <_LiraNuna> http://www.picfront.com/images/P05-23-06_18.50.jpg < .nl came to israel ! touko 23 23:02:53 <_LiraNuna> http://www.picfront.com/images/P05-23-06_18.54.jpg < the sprite way touko 23 23:03:20 <_LiraNuna> http://www.picfront.com/images/P05-23-06_18.56.jpg < /jp came too!! mmmm sushy...! touko 23 23:03:27 http://rafb.net/paste/results/BrUEXG20.html <- this gives my scrambled code touko 23 23:03:31 * JaJa_ is now known as JaJa|CSI touko 23 23:04:23 I got identical code to Psy touko 23 23:04:30 <_LiraNuna> i think it's gf2gba then touko 23 23:04:41 <_LiraNuna> show me the command line you set touko 23 23:04:52 <_LiraNuna> code seems fine touko 23 23:05:06 \nds\gfx2gba013\gfx2gba -m -t8 -c256 -pmyBGPal.bin myBG.bmp touko 23 23:05:06 ren *.raw *.bin touko 23 23:05:06 ren *.map *map.bin touko 23 23:05:18 that's the 3 lines of code in my conv.bat touko 23 23:05:21 <_LiraNuna> *map.bin < teh wrong touko 23 23:05:32 * _LiraNuna is now known as LiraNuna touko 23 23:05:40 it still works touko 23 23:05:48 it will give you name.mapname.mapMap.bin touko 23 23:05:50 what is dvd-ram touko 23 23:06:14 there's a dvd burner that also has 5x dvd-ram burner touko 23 23:06:18 Actually it gives - myBG.map.bin touko 23 23:06:27 i renamed my myBGMap.bin touko 23 23:06:34 StevenH: that's the problem touko 23 23:06:37 liran: it says sakurasu touko 23 23:06:54 laZmike: yes touko 23 23:06:55 does it say that in that weird scribble? touko 23 23:06:56 dvd-ram is another propritry(sp) system that is piss poor touko 23 23:07:05 laZmike: that's what's written in hebrew too touko 23 23:07:05 ok touko 23 23:07:09 it's a sushi bar <3 touko 23 23:07:14 sushi FTW touko 23 23:07:17 anyhow touko 23 23:07:42 StevenH: try to rename it to myBGMap.bin touko 23 23:07:48 basically it's a way of using a DVD device as a random access drive, but it's very expensive and crap - it only works in the drive it was wrote in... touko 23 23:07:52 Same thing touko 23 23:08:17 StevenH: are you sure? try to clean the data folder, reconvert the image and copy touko 23 23:08:53 Only thing that changes is the variable name, from myBGMap_bin to myBG_map_bin touko 23 23:09:00 gfx2gba -m -t8 -c256 -pmyBGPal.bin myBG.bmp touko 23 23:09:07 is the command that I gave it touko 23 23:09:27 the only thing that is wrong is the map touko 23 23:09:35 and Psy's getting the same... touko 23 23:09:43 didn't you say yo got it right? touko 23 23:09:59 *yu touko 23 23:10:01 .. touko 23 23:10:02 YOU touko 23 23:10:04 I couldn't test until I got home touko 23 23:10:07 oh touko 23 23:10:15 When I tested on hw it was scrambled touko 23 23:10:34 try changine the map base to 31 touko 23 23:10:44 BG_MAP_BASE(31); touko 23 23:10:46 I just reran the gfx command and here is some output touko 23 23:10:50 Number of tiles before optimization: 1024 touko 23 23:10:50 Number of tiles after optimization: 0593 touko 23 23:10:52 BG_MAP_RAM(31) touko 23 23:11:03 Psy|Work: that's ok touko 23 23:11:34 (@LiraNuna) try changine the map base to 31 touko 23 23:11:46 Lira - http://sharriso.gotadsl.co.uk/nds/dualis00.bmp is new image and http://sharriso.gotadsl.co.uk/nds/myBG.bmp is the image I'm using touko 23 23:12:21 it's a map problem - no doubt touko 23 23:12:24 (@LiraNuna) try changine the map base to 31 touko 23 23:12:33 Does not work touko 23 23:12:33 k touko 23 23:12:43 it worked when i changed base and ram to 31 touko 23 23:12:54 Get scrambled image on left, and lines on right touko 23 23:12:59 ok so here's where i have mistaken touko 23 23:13:05 StevenH: ? touko 23 23:13:25 hang on I'll try again touko 23 23:14:08 meanwhile i'll explain what i have done wrong touko 23 23:14:11 Nope junk touko 23 23:14:25 StevenH: code + screenshot plz touko 23 23:14:25 but hit me anyway Lira I'll get it yet touko 23 23:14:55 tile bases are sized 16Kbytes per base, right? touko 23 23:15:11 while map bases are sized 2Kbytes per pase touko 23 23:15:14 *base touko 23 23:15:33 ok touko 23 23:15:35 when we set map RAM to 8 - we assumed the tileset will take only 16Kbytes touko 23 23:15:41 http://sharriso.gotadsl.co.uk/nds touko 23 23:15:53 screen grab and code are in there touko 23 23:16:09 1024 tiles of 256col will take up 64Kbytes - or 4 tile bases touko 23 23:16:34 StevenH: ... touko 23 23:16:37 (void*)BG_MAP_RAM(31); touko 23 23:16:45 (void*)BG_MAP_RAM(31); touko 23 23:16:58 you copied the map into the wrong locations :) touko 23 23:17:02 *-s touko 23 23:17:03 I know I saved part way though my edit... touko 23 23:17:18 ? touko 23 23:17:29 so 31 on both still doesnt work ? touko 23 23:17:33 Nope touko 23 23:17:39 comeon touko 23 23:17:45 that grab is 31 on both BTW... touko 23 23:19:03 try to comment out the map dma touko 23 23:19:40 screen grab that's on the website touko 23 23:19:53 oh and I'm using 1024 tiles touko 23 23:20:18 ok touko 23 23:20:56 are you sure they are both at 31? touko 23 23:21:11 Yup touko 23 23:21:34 Updated web site touko 23 23:21:59 try using psy's code touko 23 23:22:22 I am using Psy's code :D touko 23 23:22:27 hmmz touko 23 23:22:34 it's a conversion prob then touko 23 23:22:43 or touko 23 23:22:47 change to map base 32 touko 23 23:24:58 nope - garbage on other side of screen now - check dualis01.bmp on my website above touko 23 23:25:36 ok wtf touko 23 23:25:46 what are you calling gfx2gba with? touko 23 23:26:04 gfx2gba -m -t8 -c256 -pmyBGPal.bin myBG.bmp touko 23 23:26:55 i have no idea what's wrong... really touko 23 23:27:04 I'll try another image touko 23 23:27:08 it has to be the conversion touko 23 23:28:41 or something i've forgot <_< touko 23 23:30:04 Must be something stupid - check out the bmp's touko 23 23:31:18 psy got it correctl touko 23 23:31:19 y touko 23 23:32:11 Wonder if it's PSP 9 touko 23 23:32:26 err touko 23 23:32:29 could be touko 23 23:32:33 try ms paint touko 23 23:34:43 Nope even paint's getting werd results touko 23 23:34:53 i used ms paint touko 23 23:35:20 Psy|Work: upload your image touko 23 23:35:44 the 256col one touko 23 23:36:10 try this pic touko 23 23:36:20 www.stlwd.com/myBG.bmp touko 23 23:37:39 It's working - 32 is not a good map base, 31 is tho touko 23 23:37:51 i figured touko 23 23:38:16 it worked with my pic or did you do something different touko 23 23:38:17 it had too much tiles and no place to put the map in touko 23 23:38:25 too many tiles ;( touko 23 23:38:41 i will cover that in the VRAM mannagment section touko 23 23:38:49 how to avoid that kind of situations touko 23 23:38:54 *those touko 23 23:39:14 too many tiles - I just retried with the original image touko 23 23:39:35 was it something with the way that it converted? touko 23 23:39:47 no no touko 23 23:40:19 BGx_CR register has just 5 bits for map/tile bases (each) touko 23 23:40:28 that limits to you 0-31 bases touko 23 23:40:38 even tho the bank can take more touko 23 23:42:15 PSP 9 works, as long as you do not use too many tiles touko 23 23:42:35 try to disable diffusion when reducing the color coun touko 23 23:42:35 404 tiles in my test image now touko 23 23:42:40 LOL touko 23 23:42:51 compared to >600 before touko 23 23:42:57 actually 1023 :D touko 23 23:43:28 :( touko 23 23:43:42 i will teach dynamic tile mapping on the future touko 23 23:44:04 http://sharriso.gotadsl.co.uk/nds/dualis00.bmp - GAH dualis needs some better screen grabs touko 23 23:44:05 and bigger maps touko 23 23:44:34 StevenH: it saves them ok - it's window's pic viewer's problem touko 23 23:44:41 try opening the image using paint touko 23 23:46:24 Try opening the pic in ANY picture view it's out by 5 pixels touko 23 23:46:48 actually 4.7 pixels touko 23 23:47:32 lol touko 23 23:47:52 so open in paint, save in paint and it fixes the header - Dualis need to re-code it's BMP headers touko 23 23:48:33 bbs, need to walk the dog touko 23 23:48:39 yeah touko 23 23:50:29 DS lite Black Announced For Europe touko 23 23:50:31 O_____O touko 23 23:54:20 * bl0pa (bl0@217.172.33.50) has joined #learn2d touko 23 23:57:01 * JaJa|CSI is now known as JaJa_ touko 24 00:06:02 Back touko 24 00:06:49 I noticed that the ds lite was in white and black, I think they are out next month... might purchase one, as well as a no-pass of some sort... touko 24 00:07:18 BLACK DSLITE FTW touko 24 00:08:15 * LiraNuna is now known as Lira|ZzzZ touko 24 00:09:27 TURN THE LIGHT OUT touko 24 00:12:52 lol touko 24 00:19:41 YEAH I got part 2 to work with 1018 tiles :D touko 24 00:20:18 Just use Tile base 1, and Map base 0 :D touko 24 00:25:04 nice touko 24 00:27:42 * iknowu (fantastic@24-180-57-126.dhcp.rvsd.ca.charter.com) has joined #learn2d touko 24 00:28:57 i wasted a few hours touko 24 00:29:32 * iknowu has quit () touko 24 00:41:30 Hmm, having trouble with Part3 tho, I can get it to work with tile base 0, map base 8, but not tile base 1, map 0... touko 24 00:42:08 * Nikolas hits the bed too touko 24 00:42:19 g'night **** ENDING LOGGING AT Wed May 24 00:42:23 2006 **** BEGIN LOGGING AT Wed May 24 13:55:11 2006 touko 24 13:55:11 * Now talking on #learn2d touko 24 13:55:11 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | Lesson 4: Multiple BGs and scrolling - 24/05/2006 @ ???? touko 24 13:55:11 * Topic for #learn2d set by LiraNuna at Tue May 23 22:36:40 2006 touko 24 13:59:15 * chishm (chishm@202-161-29-41.dyn.iinet.net.au) has joined #learn2d touko 24 13:59:23 hehe touko 24 13:59:32 /mode +o chishm touko 24 14:00:24 haha no ops touko 24 14:01:08 Liran's internet connection isn't actually trustworthy touko 24 14:06:48 Nikolas, try and stay here for a bit touko 24 14:07:11 chanfix has been here a couple of times so it might reop you on the next cycle touko 24 14:07:15 http://www.efnet.org/chanfix/#opless touko 24 14:07:18 oh touko 24 14:07:50 it won't reop lira cos he has no ident touko 24 14:09:26 Hmm, no ident? touko 24 14:09:46 how long have we been opless? touko 24 14:09:58 Doesn't mIRC have some sort of ident server built into it? touko 24 14:10:31 well, either he doesn't have it enabled or he has the port closed on his router touko 24 14:10:42 dunno what's up with mine either touko 24 14:10:52 * WntrMute is running oidentd touko 24 14:11:15 * Nikolas uses x-chats ident thingy touko 24 14:11:50 well, you still need to forward ports & stuff if you're on a network touko 24 14:12:00 oidentd is handy for that touko 24 14:12:16 :P touko 24 14:13:12 heh, watching prime ministers question for some reason. he's avoiding the questions a lot touko 24 14:13:31 * JaJa_ wants Tony Blair ut touko 24 14:13:35 *out touko 24 14:14:31 how do you do ident on someone? touko 24 14:14:56 "why has the person deemed to incompetent to run immigration office, been put in charge of the police?" and he starts talking about how they've banned handguns touko 24 14:15:43 and now he's talking about employment touko 24 14:16:23 unemployment has only gone down because they've introduced loads of well paid 'facilitator' jobs touko 24 14:18:17 chishm, /whois touko 24 14:18:31 it's the bit before the @ touko 24 14:18:39 oh, ok touko 24 14:18:46 ~ is no identd touko 24 14:18:47 I thought that was part of my hostmask touko 24 14:18:54 ah touko 24 14:18:59 no, it's your username touko 24 14:19:02 I got ident setup properly touko 24 14:19:32 is anyone using ident? touko 24 14:19:38 well, I have ident on freenode but not here for some reason touko 24 14:20:17 * WntrMute chuckles touko 24 14:20:31 I wonder how the palib crew will cope with the next update touko 24 14:21:03 does breakage ensue? touko 24 14:21:29 not for people who have learned the WntrMute way touko 24 14:22:01 * WntrMute is quite impressed with himself actually touko 24 14:22:18 I'm shifting devkitARM to arm-eabi touko 24 14:23:13 every single piece of code I've written wasn't even slightly upset by the move touko 24 14:23:26 didn't have to edit a single thing touko 24 14:24:34 * Nikolas bets that palib breaks down and all palibbers get angry at WntrMute touko 24 14:24:57 I'd say there'd be pretty high odds of that touko 24 14:25:10 "OMGWTFBBQ u allwus break our code!!!!1" touko 24 14:25:22 for people who use the templates the transition will be utterly painless touko 24 14:26:28 what's arm-eabi? touko 24 14:27:01 latest ARM embedded ABI touko 24 14:27:25 interworking is standard so there are only 2 sets of libs now touko 24 14:27:42 ooh touko 24 14:27:46 Does my code work? touko 24 14:27:52 and we'll be able to build 946e-s code with no farting around touko 24 14:28:09 or do I have to work extra hard on the next update? touko 24 14:29:17 hmm, interworking slows down function calls by a few cycles, does it not? touko 24 14:29:20 should be fine, I haven't found any particular gotchas yet touko 24 14:30:09 ok, that's good to know touko 24 14:30:18 we're already using interworking code touko 24 14:30:28 even though I am rewriting it, I don't want to have to do it quickly touko 24 14:30:55 ewram is 16bit so ARM code has a slight penalty as it did on GBA touko 24 14:31:09 cache kind of compensates touko 24 14:31:21 yeah. Cache is nice, except for DMA touko 24 14:31:29 but with thumb code the cache is effectively twice as big touko 24 14:32:05 well, 1.6 times wasn't it? touko 24 14:32:15 huh? touko 24 14:32:39 I dunno touko 24 14:33:27 since lsr is another instruction, and no conditional excecution touko 24 14:34:33 well I'll continue another time touko 24 14:45:24 * CHANFIX (chanfix@services.int) has joined #learn2d touko 24 14:45:24 * services.int gives channel operator status to CHANFIX touko 24 14:45:24 * CHANFIX gives channel operator status to Nikolas touko 24 14:45:24 1 client should have been opped. touko 24 14:45:24 * CHANFIX (chanfix@services.int) has left #learn2d touko 24 14:45:46 there ya go :) touko 24 14:45:58 * Nikolas gives channel operator status to LiraNuna touko 24 14:46:10 \o/ touko 24 14:51:07 whoohoo touko 24 14:51:24 \o touko 24 14:51:30 o/ touko 24 14:51:30 chemistry final was today touko 24 14:51:32 LEEEET touko 24 14:51:33 \o/ touko 24 14:51:36 /o/ touko 24 14:51:37 \o\ touko 24 14:51:38 go well? touko 24 14:51:39 :P touko 24 14:51:43 amazing touko 24 14:51:49 and my op is back touko 24 14:51:49 \o/ touko 24 14:51:56 yeah, I opped you touko 24 14:52:01 yeah how touko 24 14:52:03 chanfix dropped by touko 24 14:52:06 oh chanfix touko 24 14:52:08 lol touko 24 14:52:15 * JaJa_ looks at the open psychology book on his desk touko 24 14:52:27 JaJa_: psycology? LOL touko 24 14:52:32 chem ftw touko 24 14:52:41 i do that too touko 24 14:53:23 yes i know touko 24 14:53:30 polyma touko 24 14:53:33 +res ftw touko 24 14:53:44 polymerisation too touko 24 14:53:46 why is the channel so full :P touko 24 14:54:02 everyone wants to learn 2D touko 24 14:54:07 or log this channel touko 24 14:54:40 :) touko 24 14:54:49 anyhow now is 12GMT touko 24 14:54:52 *13 touko 24 14:55:00 i agree with you there touko 24 14:55:03 LUNCH TIME touko 24 14:55:05 lol touko 24 14:55:08 * JaJa_ runs to the kitchen touko 24 14:55:31 i was about to say - i'll go to eat and then we might continue with multiple BGs touko 24 14:55:47 and scrolling touko 24 14:55:50 will be a nice demo touko 24 14:55:58 Liran, are you aware that your ident is broken? touko 24 14:56:03 yes touko 24 14:56:06 fix it! touko 24 14:56:09 mIRC can't run it...!? touko 24 14:56:22 it's a trap touko 24 14:56:26 oh it's using port 113 touko 24 14:56:33 i should forward it touko 24 14:56:46 yes :) touko 24 14:56:56 chanfix will only reop you if you have working ident. touko 24 14:57:00 i have a bad feeling about this touko 24 14:57:13 i'll open that port touko 24 14:57:26 but i need to restart the router for changes to take effects touko 24 14:57:34 orlY? touko 24 14:57:34 which means d/c again ;/ touko 24 14:57:48 Nikolas: save teh op touko 24 14:58:05 k touko 24 14:58:23 * Nikolas sets mode -o Nikolas touko 24 14:58:26 lol touko 24 14:58:39 Firefox can't establish a connection to the server at 192.168.123.254 touko 24 14:58:40 o__O touko 24 14:58:45 ufail touko 24 14:58:48 lol touko 24 14:59:02 is that the right address? touko 24 14:59:05 yes touko 24 14:59:15 there it's working again touko 24 14:59:17 YOU START AT 1 DAMNIT touko 24 14:59:30 not 254 touko 24 15:00:53 * _LiraNuna (LiraNuna@IGLD-83-130-207-145.inter.net.il) has joined #learn2d touko 24 15:00:55 well at least i always do touko 24 15:00:56 <_LiraNuna> am i now ? touko 24 15:01:02 <_LiraNuna> yay touko 24 15:01:05 <_LiraNuna> no more ~ touko 24 15:01:13 yep touko 24 15:01:18 * Nikolas gives channel operator status to _LiraNuna touko 24 15:01:20 * _LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 4: Multiple BGs and scrolling - 24/05/2006 @ ??? touko 24 15:01:33 <_LiraNuna> yay ident touko 24 15:01:41 * _LiraNuna has kicked LiraNuna from #learn2d (Absence makes the heart grow fonder) touko 24 15:01:52 <_LiraNuna> xD touko 24 15:02:25 <_LiraNuna> i've never imagined that i will open a channel and it will have >10 users touko 24 15:02:29 <_LiraNuna> even >5 touko 24 15:02:53 <_LiraNuna> #ToD2 has 8 but that's another story touko 24 15:03:07 quickly everyone leave touko 24 15:03:12 2d has been discussed time and time again in the dev channels. people want to learn it touko 24 15:03:23 <_LiraNuna> Duo: you too? touko 24 15:03:36 =) I tend to be on the teaching side touko 24 15:03:44 <_LiraNuna> yeah i know that touko 24 15:05:01 http://www.flickr.com/photos/pete/152018199/in/set-72057594143224765/ <-- $100 laptops touko 24 15:05:17 <_LiraNuna> 50MHz i bet touko 24 15:05:20 http://laptop.org touko 24 15:05:29 they're for children in developing countries touko 24 15:05:39 <_LiraNuna> omg cute touko 24 15:05:45 i kow touko 24 15:05:47 *know touko 24 15:05:51 loads of people want them touko 24 15:05:58 they remind me a little of the old iBooks touko 24 15:06:50 "The laptop will have a 500MHz processor and 128MB of DRAM, with 500MB of Flash memory; it will not have a hard disk, but it will have four USB ports." touko 24 15:07:02 they had a laptop prototype with a hand crank battery charger =P touko 24 15:07:08 it's got 400mhz in their wiki touko 24 15:07:09 for developing countries touko 24 15:07:20 give those dumb kids something to do besides reproduce touko 24 15:07:34 yeah, or farm touko 24 15:07:39 <_LiraNuna> LOL touko 24 15:08:00 I'm quite happy with my 1GHz laptop =P touko 24 15:08:12 <_LiraNuna> i hate leptops touko 24 15:08:18 they'd be happy with a dell touko 24 15:08:19 <_LiraNuna> i rather carry my DS/PSP touko 24 15:08:20 why? touko 24 15:08:36 <_LiraNuna> they are big touko 24 15:08:55 they run ubuntu touko 24 15:09:10 oh noes, the third world kids are going to become linux hackers touko 24 15:09:41 they have small laptops touko 24 15:09:45 fairly powerful ones too touko 24 15:10:00 <_LiraNuna> lo touko 24 15:10:09 <_LiraNuna> they will sit all day learning to hax touko 24 15:10:15 lol touko 24 15:10:44 and how to warez touko 24 15:11:01 they have wireless built into the machines, shame there aren't any networks touko 24 15:11:03 two wagons will be going down a dirt road... one pulled by a donkey, one powered by gasoline... and the donkey guy will scream HAX! touko 24 15:11:17 no, he'll get another donkey touko 24 15:11:45 JaJa_, all the computers will form an ad-hoc network with each other touko 24 15:11:55 <_LiraNuna> ethernet touko 24 15:12:01 no ethernet touko 24 15:15:40 * [GPF] is now known as GPFaway touko 24 15:18:10 * _LiraNuna is now known as LiraNuna touko 24 15:24:44 * pepsiaway is now known as pepsiman_ touko 24 15:42:26 * pepsiman_ is now known as pepsiaway touko 24 15:58:50 * chishm has quit ( good niight) touko 24 17:09:19 Is there a lesson today? touko 24 17:10:22 I guess so touko 24 17:10:33 "Lesson 4: Multiple BGs and scrolling - 24/05/2006 @ ???" touko 24 17:11:58 I've a question from the example in the previous lesson touko 24 17:12:34 Fire away touko 24 17:12:57 After running a bitmap through gfx2gba and running the prog on my ds, I see tiles but not the complete picture touko 24 17:13:06 Seems like the map is no good touko 24 17:15:31 Lira, i sorted my garbage display out last night touko 24 17:15:35 you know the one with the 1021 tiles in the image touko 24 17:16:18 rodsa, paste your code http://rafb.net/paste/ there and tell me what command you used to convert the image with gfx2gba touko 24 17:16:21 rodsa how many tiles does your image make when you ran it though the gfx2gba prog? touko 24 17:17:04 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 24 17:19:49 Nikolas, Done touko 24 17:20:01 And then give me the link to it touko 24 17:20:27 Also rodsa how many tiles did gfx2gba tell you was in your image? touko 24 17:21:09 Nikolas, http://rafb.net/paste/results/YOh88T46.html touko 24 17:21:25 if it's more than 500 you need to change the memory around, to tile 1 and map 0 - that will fix it :D touko 24 17:21:49 back soon touko 24 17:21:55 Steven, first try 15 tiles after optimization touko 24 17:22:13 rodsa, you didn't set the map base touko 24 17:22:53 oops, I'll try again......Thanks touko 24 17:23:29 :) touko 24 17:35:52 * Balleke (noone@d54C1A32C.access.telenet.be) has joined #learn2d touko 24 17:35:52 Gamers needed on WWW.SMISSIE.COM. Register now! touko 24 17:35:52 * Balleke (noone@d54C1A32C.access.telenet.be) has left #learn2d touko 24 17:35:56 Now I get All tiles next to eachother, And then random tiles....Is that what it should look like? touko 24 17:41:29 rodsa: was your image 256x256? touko 24 17:41:49 no 32x32 touko 24 17:50:02 ok I think because your image was 32pixels x 32 pixels your map data isn't big enough. When you set BG_32x32 it is expecting 32 tiles x 32 tiles resulting in an image 256pixelsx256pixels touko 24 17:50:19 Psy know all :D touko 24 17:50:24 heh touko 24 17:50:28 i wish touko 24 17:50:30 got to head to work, back later touko 24 17:50:36 see ya touko 24 17:50:39 you know all about part 1-3 :D touko 24 17:50:49 somewhat touko 24 17:50:52 * StevenH has quit (Read error: Connection reset by peer) touko 24 18:06:39 ... touko 24 18:06:47 * LiraNuna sets mode +p #learn2d touko 24 18:06:58 ok, lesson in half hour? touko 24 18:07:03 yeah touko 24 18:07:13 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 4: Multiple BGs and scrolling - 24/05/2006 @ 16:30 GMT touko 24 18:08:32 * laZmike (laZmike@cpe-65-185-33-43.columbus.res.rr.com) has joined #learn2d touko 24 18:11:39 * poffy (~111728-68@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 24 18:14:53 LiraNuna, set +s too touko 24 18:15:39 where's the channel log at? touko 24 18:16:32 in my PC ;P touko 24 18:16:40 i'll export to HTML touko 24 18:16:44 hold on touko 24 18:18:07 * Anonymous has quit (Read error: Connection reset by peer) touko 24 18:18:37 * LiraNuna sets mode +s #learn2d touko 24 18:19:09 s'alright I found Nik's touko 24 18:19:12 http://koti.welho.com/plahtin6/files/EFnet-%23learn2d.log touko 24 18:20:34 http://LiraNuna.drunkencoders.com/DS2D.html touko 24 18:20:37 this is the newer touko 24 18:20:40 http://forum.gbadev.org/viewtopic.php?p=84757#84757 touko 24 18:20:54 :) touko 24 18:27:55 1-2 minutes to go touko 24 18:28:24 My problem is fixed (Corel Photopaint BMP export problem), Thanks Psy, Nikolas and StevenH touko 24 18:30:04 what was the problem? touko 24 18:30:39 ok were starting touko 24 18:30:42 The Tiles were not in the correct position touko 24 18:31:22 i see touko 24 18:31:38 ok we start touko 24 18:32:02 someone needs more time to set up? touko 24 18:32:18 please have the first demo we made avaliable touko 24 18:33:07 last lesson we were talking about 16col BGs and flipping flags touko 24 18:33:35 the second lesson was about 256col BGs touko 24 18:33:50 but those were with single BG on the screen touko 24 18:34:08 what if we want to display two or more? touko 24 18:34:26 the DS supports up to 4 BGs on screen - depends on the current video mode touko 24 18:35:12 remember tile bases and map bases? touko 24 18:35:26 no touko 24 18:35:28 lol touko 24 18:35:29 * eKid (~mukunda51@c-67-172-206-10.hsd1.tx.comcast.net) has joined #learn2d touko 24 18:35:34 * LiraNuna sets mode +m #learn2d touko 24 18:35:35 <_< touko 24 18:36:09 those are the key for multi-layered display touko 24 18:36:25 in this example we will use BGs 0 and 1 touko 24 18:37:03 in the first demo - we had enabled BG0 using diplay_cr touko 24 18:37:08 *display touko 24 18:37:15 * Gambit- (gambit@rasterburn.org) has joined #learn2d touko 24 18:37:44 wrapped using libnds its called videoSetMode touko 24 18:37:57 we enabled BG0 by setting it's enable bit - DISPLAY_BG0_ACTIVE touko 24 18:38:11 so we set more - DISPLAY_BG0_ACTIVE | DISPLAY_BG1_ACTIVE touko 24 18:38:45 so the call changes to: touko 24 18:38:59 videoSetMode(MODE_0_2D | DISPLAY_BG0_ACTIVE | DISPLAY_BG1_ACTIVE); touko 24 18:39:21 the BG is active, but not setted up touko 24 18:39:58 we will use our knowladge aboue 16bit color palette sellection to set up 2 BGs and scrolling them touko 24 18:40:08 let me make up an image touko 24 18:40:11 * LiraNuna sets mode -m #learn2d touko 24 18:42:34 * shleeshle (BIGKING@58-84-64-91.dial-lns1.sa.chariot.net.au) has joined #learn2d touko 24 18:43:38 this will take a while... touko 24 18:43:56 photoshop is being gay touko 24 18:44:31 Lira, maybe just use one of the programtic plain color ones from the sprite bitmap example? touko 24 18:45:30 i want an example which will show the scrolling touko 24 18:47:20 sorry for the holdup, here's the image http://www.picfront.com/images/BG.bmp. touko 24 18:47:23 http://www.picfront.com/images/BG.bmp touko 24 18:47:50 download and convert it using gfx2gba - but don't save the palette touko 24 18:48:18 16col mode touko 24 18:49:18 after you've done it, use the second example and set up the BG to show (don't forget to copy the map + set up a palette color in index 1) touko 24 18:50:12 someone's actually with me? touko 24 18:50:36 i just downloaded it touko 24 18:50:40 cool touko 24 18:50:41 I guess I missed a lesson......... touko 24 18:50:48 rodsa: yeah, touko 24 18:51:07 want some time to catch up? touko 24 18:51:30 No, Just continue ....I'll catch up later touko 24 18:51:35 ok touko 24 18:52:16 now that you got the BG showing, touko 24 18:52:33 two more mins touko 24 18:52:40 ok... touko 24 18:54:14 are we replacing the bmps that we used the first time? touko 24 18:54:38 yeah, just replacing for now touko 24 18:56:07 Is the source you're using up somewhere? touko 24 18:56:33 Psy|Work: mind posting it? touko 24 18:57:02 i can in a min touko 24 18:57:08 ok touko 24 18:57:09 i am setting up the palette now touko 24 18:58:12 * shleeshle has quit (Quit: Changed by popular Request - "I am the heart of your darkness, you stinking oompa-loompa morons!") touko 24 18:58:42 this should do right BG_PALETTE[1] = RGB15(31, 0, 0); touko 24 18:58:50 yeah touko 24 19:00:33 * _LiraNuna (LiraNuna@IGLD-83-130-207-145.inter.net.il) has joined #learn2d touko 24 19:00:50 <_LiraNuna> ok that sux touko 24 19:01:19 hummm. I will post code but maybe I didn't convert the bmp touko 24 19:01:22 correctly touko 24 19:01:35 <_LiraNuna> tell me what you have used touko 24 19:01:57 http://rafb.net/paste/results/0Q6O5n14.html touko 24 19:02:13 gfx2gba -m -t8 -c16 BG.bmp touko 24 19:02:33 i see the problem touko 24 19:02:36 i think touko 24 19:03:10 ok. i forgot to change the BG_COLORS_256 to _16 touko 24 19:03:16 *-S touko 24 19:03:19 <_LiraNuna> :) touko 24 19:03:24 it works touko 24 19:03:58 <_LiraNuna> cool, great touko 24 19:04:17 <_LiraNuna> now we set up the same BG but colored green touko 24 19:04:23 <_LiraNuna> we will use BG1 for that touko 24 19:05:03 <_LiraNuna> since the BGs are using the same tileset - but we will use diffrent maps for diffrent palette settings - as learnt on last lesson touko 24 19:05:49 * LiraNuna has quit (Ping timeout: 360 seconds) touko 24 19:05:58 <_LiraNuna> set up BG1_CR to use 16col, 32x32 in size using the same tileset but diffrent map base touko 24 19:07:02 <_LiraNuna> you will not see the BG yet - touko 24 19:07:07 <_LiraNuna> as the first one will hide i touko 24 19:07:09 <_LiraNuna> *it touko 24 19:08:09 <_LiraNuna> but using dualis's map viewer - you should see it touko 24 19:08:13 so like this? BG0_CR = BG_32x32 | BG_TILE_BASE(0) | BG_COLOR_16 | BG_MAP_BASE(31); touko 24 19:08:13 BG1_CR = BG_32x32 | BG_TILE_BASE(0) | BG_COLOR_16 | BG_MAP_BASE(8); touko 24 19:08:39 <_LiraNuna> nice touko 24 19:09:00 <_LiraNuna> so now to set up the second BG to use the same map - but diffrent touko 24 19:09:17 we didn't set a map for BG1 so how would we see it touko 24 19:09:17 <_LiraNuna> we will loop and copy the original map - but with the palette settings touko 24 19:09:24 <_LiraNuna> :) touko 24 19:09:46 nevermind touko 24 19:09:48 mis read touko 24 19:10:12 <_LiraNuna> for(int i=0; i<32*32; ++i) { ((u16*)BG_MAP_RAM(8))[i] = bgMap_bin[i] | BIT(12); } touko 24 19:10:20 <_LiraNuna> anyone doesn't understand what i just did? touko 24 19:10:47 of course touko 24 19:10:59 <_LiraNuna> you do - or do not? touko 24 19:13:04 <_LiraNuna> i guess you do touko 24 19:13:39 <_LiraNuna> using dualis's map editor - you should see the BG that is hidden - BG1 touko 24 19:13:46 oops, i read it as "anyone understand what i just did?" touko 24 19:14:13 <_LiraNuna> hehe touko 24 19:14:45 <_LiraNuna> now for scrooling touko 24 19:15:03 <_LiraNuna> scrolling is a special feature allows us to change the position of the BG touko 24 19:15:24 <_LiraNuna> the BG is wrapable - there's no way to change that (except for affine BG or extended affine BGs) touko 24 19:15:52 <_LiraNuna> wrapable means that the BG itslef will be a huge tile and will repeate itself over and over again touko 24 19:16:22 <_LiraNuna> there are 8 scroll registers touko 24 19:16:30 <_LiraNuna> BGx_X0 and BGx_Y0 touko 24 19:16:49 <_LiraNuna> they a re both 16bit - but not everything is used touko 24 19:17:13 <_LiraNuna> those registers are write only touko 24 19:17:26 <_LiraNuna> that means we can't do BG0_X0++; touko 24 19:17:43 <_LiraNuna> we need a variable to keep track of the current position of the BG touko 24 19:18:16 <_LiraNuna> why don't create 4 variable - posX1, posX2, posY1 and posY2 touko 24 19:18:28 <_LiraNuna> all of them typed u16 touko 24 19:18:47 <_LiraNuna> those will be used to keep track of the curent position touko 24 19:19:02 <_LiraNuna> we will also change those variables touko 24 19:19:10 <_LiraNuna> and write them directly to the registers touko 24 19:19:18 <_LiraNuna> BG0_X0 = posX0; touko 24 19:19:24 <_LiraNuna> BG1_X0 = posX1; touko 24 19:19:34 <_LiraNuna> BG0_Y0 = posY0; touko 24 19:19:40 <_LiraNuna> BG1_Y0 = posY1; touko 24 19:20:10 <_LiraNuna> yes - it's that easy touko 24 19:20:48 <_LiraNuna> to infintly scroll a BG touko 24 19:21:01 <_LiraNuna> just increase the variable touko 24 19:21:20 <_LiraNuna> but when you will do that - you will notice that the BG will be teared touko 24 19:21:28 <_LiraNuna> so we have to wait for VBlank touko 24 19:21:46 <_LiraNuna> VBlank accures everytime the HW finished drawing a vertical line of the screen touko 24 19:21:52 <_LiraNuna> which means - a whole frame touko 24 19:22:14 * _LiraNuna is now known as LiraNuna touko 24 19:22:29 that will render us the BGs at a nice 60FPS touko 24 19:22:43 to enable the Vblank IRQ and wait touko 24 19:22:55 we will use libnds's (crappy) IRQ handler touko 24 19:23:19 irqInit() // Call this after the setup of POWER_CR touko 24 19:23:28 irqEnable(IRQ_VBLANK); touko 24 19:23:49 by this you enabled the VBlank IRQ - and let the HW know you will use it touko 24 19:24:03 but this will still won't render your frames at 60 fps touko 24 19:24:32 inside your main loop, where you scroll the BG, add swiWaitForVBlank(); touko 24 19:24:56 this BIOS call will halt the CPU untill the frame finished drawing touko 24 19:26:33 try scrolling the BGs using diffrent speeds touko 24 19:26:39 (diffrent increase rates) touko 24 19:26:48 and see the BGs scroll behind each other touko 24 19:27:21 now i will give the new users time to catch up touko 24 19:27:50 ouch that hurts my eyes touko 24 19:28:30 * _LiraNuna (LiraNuna@IGLD-83-130-207-145.inter.net.il) has joined #learn2d touko 24 19:28:41 <_LiraNuna> ... touko 24 19:28:56 * _LiraNuna points at mr. internet - YOU SUCK touko 24 19:29:58 <_LiraNuna> (Psy|Work) ouch that hurts my eyes touko 24 19:30:35 Psy|Work, care to put up a copy? touko 24 19:33:49 * LiraNuna has quit (Ping timeout: 360 seconds) touko 24 19:34:14 * _LiraNuna is now known as LiraNuna touko 24 19:37:53 is that the end of lesson 4 touko 24 19:38:03 yes touko 24 19:38:29 it might not be a lot, but i better give out small parts touko 24 19:38:31 need to find time to read these touko 24 19:39:32 quite boring writing tons of operator functions touko 24 19:45:35 http://www.stlwd.com/DS.nds touko 24 19:47:40 Psy, I meant the source :) touko 24 19:48:12 yeah touko 24 19:48:37 ouch my eyes touko 24 19:48:40 ;p touko 24 19:48:56 http://rafb.net/paste/results/eAhfk951.html touko 24 19:51:10 LiraNuna: When do you think the next one will be? touko 24 19:52:19 basic techniques touko 24 19:52:21 i guess touko 24 19:52:30 i still got lots of basics to cover touko 24 19:52:35 such as 64x64 maps touko 24 19:53:18 or extended paletter touko 24 19:53:20 *s touko 24 19:54:17 * Psy|Work is now known as Psy|Away touko 24 19:54:53 bbl. I have loggin on so if you teach I will have it. touko 24 19:55:59 ok touko 24 20:03:30 now to clean up my r00m touko 24 20:11:16 * LiraNuna pokes Nikolas with auto-op touko 24 20:11:23 * Nikolas gives channel operator status to LiraNuna touko 24 20:13:36 * LynxNet01 (~LynxNet01@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 24 20:13:44 * [DS]LynxW (~jzawacki@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 24 20:14:12 <[DS]LynxW> op net01 to see what it does. touko 24 20:14:43 * [DS]LynxW pokes LiraNuna touko 24 20:15:16 * Nikolas gives channel operator status to [DS]LynxW touko 24 20:15:25 * Nikolas gives channel operator status to LynxNet01 touko 24 20:15:28 * Nikolas removes channel operator status from [DS]LynxW touko 24 20:15:29 * LynxNet01 gives channel operator status to [DS]LynxW touko 24 20:15:47 <[DS]LynxW> :/ touko 24 20:16:05 <[DS]LynxW> hold on touko 24 20:17:04 * LynxNet01 removes channel operator status from [DS]LynxW touko 24 20:17:19 * [DS]LynxW (~jzawacki@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has left #learn2d touko 24 20:17:28 * [DS]LynxW (~jzawacki@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 24 20:18:58 * LynxHome (~LynxHome@c-71-201-239-33.hsd1.il.comcast.net) has joined #learn2d touko 24 20:19:16 <[DS]LynxW> hold touko 24 20:19:37 * pepsiaway is now known as pepsiman_ touko 24 20:20:43 * LynxNet01 gives channel operator status to LynxHome touko 24 20:23:13 * LynxNet01 (~LynxNet01@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has left #learn2d touko 24 20:23:29 * LynxNet01 (~LynxNet01@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 24 20:23:52 <[DS]LynxW> hold touko 24 20:23:55 * LynxHome gives channel operator status to LynxNet01 touko 24 20:23:57 <[DS]LynxW> :) touko 24 20:24:11 <[DS]LynxW> should be all set. touko 24 20:26:39 :) touko 24 20:26:50 back touko 24 20:26:54 thanks touko 24 20:29:34 :O a bot? touko 24 20:29:43 yes touko 24 20:29:44 what flavor? touko 24 20:29:52 strawberry touko 24 20:31:38 i want vanilla touko 24 20:32:02 Bot->setFlavor(vanilla); touko 24 20:32:06 happy? touko 24 20:32:21 sprinkles? touko 24 20:32:39 Bot->setSprinkles(true); touko 24 20:32:46 \o/ touko 24 20:32:59 * JaJa_ eats the bot touko 24 20:35:26 * Anonym (cedric@c01v-212-194-170-190.n.club-internet.fr) has joined #learn2d touko 24 20:36:05 * Anonym (cedric@c01v-212-194-170-190.n.club-internet.fr) has left #learn2d touko 24 20:54:52 :o touko 24 20:55:01 * Whacko eats the pizza touko 24 20:55:44 PIZZA? touko 24 20:55:55 i wish i had a pizza :( touko 24 20:57:20 grr touko 24 20:57:25 i want piza too :( touko 24 20:57:27 +z touko 24 20:57:54 its in teh oven :P touko 24 20:58:04 * Whacko checks on it touko 24 21:01:39 its not delivery? touko 24 21:01:57 * Psy|Away is now known as Psy|Work touko 24 21:02:06 not today :P touko 24 21:02:59 i had to have an excuse to go to the sup[ermarket :P theres a cute girl who works there :) touko 24 21:03:15 its digiorno! touko 24 21:03:29 digiorno? touko 24 21:03:33 heh. Good reason touko 24 21:03:54 ;) touko 24 21:04:04 We have commercials that says it not delivery it's digiorno touko 24 21:04:10 oh touko 24 21:04:12 its a fact. Look it up touko 24 21:04:20 I heard it on the radio touko 24 21:04:47 really? i heard it on the news touko 24 21:05:25 "Check the facts folks, 1987." touko 24 21:05:28 "Digiornio has taken responsibility for todays actions... in other news ..." touko 24 21:11:00 btw... is there somewhere where I can learn DS 2D programming? like a chan or something? >=] touko 24 21:14:53 omg funny touko 24 21:16:29 when do we get to #learn3d? touko 24 21:16:45 now touko 24 21:16:46 :P touko 24 21:17:49 pepsiman_, laZmike did one a while ago touko 24 21:18:24 <[DS]LynxW> this stuff needs to be published better.. touko 24 21:18:28 <[DS]LynxW> or.. advertised better.. touko 24 21:19:02 http://koti.welho.com/plahtin6/index.html#learn2d touko 24 21:19:19 just submit it to nintendev.com :P youll have 2 viewers everyday ;P touko 24 21:19:37 err touko 24 21:19:49 http://LiraNuna.drunkencoders.com/DS2D.html touko 24 21:19:54 mine is updated ;P touko 24 21:20:06 <[DS]LynxW> I mean.. prior to the actual event. touko 24 21:20:35 Liran, I post my log in my site once in a while too touko 24 21:20:42 oh ok touko 24 21:20:43 <[DS]LynxW> aka = 06/24/2006, LiraNuna will be providing a free course on NDS 2D development.. touko 24 21:20:46 just updated a minute ago touko 24 21:20:47 i export it to HTML touko 24 21:21:42 <[DS]LynxW> And then get it posted to a bunch of sites. touko 24 21:21:49 any courses tomorrow? touko 24 21:23:34 pepsiman_: Lost finale tonight right? :P i hate you for seeing it first :( touko 24 21:23:34 yeah touko 24 21:23:47 you acn allways ask for questions too touko 24 21:24:02 Whacko, i'm in the UK touko 24 21:24:20 LiraNuna: nah... i just wanna be there when you give one :P touko 24 21:24:27 pepsiman_: oh :P touko 24 21:24:31 :P touko 24 21:24:32 lost was last night touko 24 21:24:38 was it? touko 24 21:24:47 episode 5 of series 2 touko 24 21:24:48 isnt it wednesday nights? touko 24 21:24:53 oh :P touko 24 21:25:14 wednesday is desperate housewives series 2 touko 24 21:26:07 ascension day tomorrow :D touko 24 21:26:17 that means i have a day off :D touko 24 21:32:13 woot touko 24 21:32:36 w00d touko 24 21:33:28 how much bandwidth do i get to suck up on ekid.nintendev.com? touko 24 21:33:55 theres no limit... but my domain has a 50GB limit p/mo touko 24 21:34:21 mmkay :) touko 24 21:36:44 now eKid uploads 20 Gigs of porn to his site and posts the adress to teh interweb touko 24 21:37:05 he already did ;) touko 24 21:37:16 lol touko 24 21:37:27 only 20gig? touko 24 21:37:27 its eKiddy-pr0n :P touko 24 21:37:33 lol touko 24 21:37:34 er... touko 24 21:37:44 <_< touko 24 21:37:50 ^_^ touko 24 21:37:53 just joking :P touko 24 21:37:54 >_> touko 24 21:37:59 >_> touko 24 21:38:06 damn, is there an upside down ^? touko 24 21:38:15 v_v touko 24 21:38:20 gay touko 24 21:38:29 yes you are touko 24 21:38:32 :o touko 24 21:38:36 >_< touko 24 21:38:42 <_> touko 24 21:38:52 touko 24 21:39:09 \o> touko 24 21:39:18 eeeeeeeeeey macarena touko 24 21:39:21 haay touko 24 21:39:43 the body will pose a problem touko 24 21:39:59 put it in a wheelchair :P touko 24 21:40:05 * JaJa_ improvises touko 24 21:40:08 \o/ touko 24 21:40:09 \o/ touko 24 21:40:09 |u| touko 24 21:40:11 \o\ touko 24 21:40:13 ... touko 24 21:40:22 /o/ touko 24 21:40:37 touko 24 21:41:03 ... touko 24 21:41:04 and the finale touko 24 21:41:05 \o/ touko 24 21:41:40 you should be a cheerleader for textmatches touko 24 21:41:42 :x touko 24 21:42:03 lol touko 24 21:42:13 spellingBee cheeleader >_<; touko 24 21:42:18 +r touko 24 21:45:40 porno cheerleader touko 24 21:46:13 -_- touko 24 21:46:41 * Gambit- (gambit@rasterburn.org) has left #learn2d touko 24 21:49:53 I CAN HEAR YOU TYPING touko 24 21:49:59 STOP TYPING touko 24 21:50:33 naked blood is an interesting movie touko 24 21:51:01 this girl cuts off her labia, a nipple, and forks her eye touko 24 21:51:04 then eats it all touko 24 21:51:18 awesome touko 24 21:51:23 from 95 touko 24 21:51:31 i think i heard about it before touko 24 21:51:43 and near the end, these two people have sex while they both have virtual reality helmets on..... touko 24 21:53:36 http://antiotter.livejournal.com/144625.html touko 24 21:53:45 ^ guy nearly got shot playing WoW touko 24 21:55:36 that sucks touko 24 21:56:46 heh, love this comment "pretty tough when yer neighbor plays CS in real life. and is a wallhacker to boot..." touko 24 21:56:49 wtf touko 24 22:01:31 hahe touko 24 22:02:06 hahaha touko 24 22:02:31 sent my friend a clip from the movie, he was like "omfgbrbbbq WTF?!!?!?!?!" touko 24 22:03:17 NEDM touko 24 22:03:23 nedm? touko 24 22:03:39 You're not into YTMND stuff? touko 24 22:03:54 no, most are terrible touko 24 22:03:57 * Tharo41 (~Miranda@pD9E0615F.dip.t-dialin.net) has joined #learn2d touko 24 22:04:05 Not all of them touko 24 22:04:16 "most are terrible" touko 24 22:04:28 http://gapinganusmickey.ytmnd.com/ touko 24 22:04:32 hi. i have some questions touko 24 22:05:17 it's a mickey mouse camera with text that says click touko 24 22:05:23 that is the most terrible one _ever_ touko 24 22:05:25 ... touko 24 22:05:26 Fire away Tharo41 touko 24 22:05:45 It's a goatse reference touko 24 22:05:52 that is the most terrible one _ever_ touko 24 22:06:28 http://mathpwned.ytmnd.com/ touko 24 22:06:31 i don't look at guys doing weird stuff to their assholes touko 24 22:07:01 http://tcruiseko.ytmnd.com/ touko 24 22:07:52 LOL touko 24 22:13:39 * Tharo41 has quit (Ping timeout: 360 seconds) touko 24 22:22:14 * Tharo41 (~Miranda@pD9E053B0.dip.t-dialin.net) has joined #learn2d touko 24 22:27:34 * Alone (Alone@dsl-hkigw7-fe1df900-241.dhcp.inet.fi) has joined #learn2d touko 24 22:55:00 you all fail at ytmnd touko 24 22:56:06 :o touko 24 22:56:12 damn, wheres the timetravller oe touko 24 22:56:43 http://timetraveler.ytmnd.com/ touko 24 22:57:31 lol touko 24 23:01:08 Push it to the limit touko 24 23:01:41 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 24 23:01:57 Damm did I miss the leasson today? touko 24 23:02:04 lesson 4 touko 24 23:02:09 yeah touko 24 23:02:20 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 5: Disclosed touko 24 23:02:23 You are a bad student :) touko 24 23:02:54 GAH - Thankfully I have another me logging it :D touko 24 23:03:19 :) touko 24 23:07:12 A substitute touko 24 23:07:29 I hope i would have one at merchant school :D touko 24 23:17:18 Nicolaaaaaa touko 24 23:17:40 <_< touko 24 23:17:52 That was a message for nikolas touko 24 23:18:06 there's this thing called P< touko 24 23:18:08 *PM touko 24 23:18:14 Oh really :o touko 24 23:18:26 It was a public message touko 24 23:34:46 * pepsiman_ is now known as pepsiaway touko 24 23:35:14 http://www.apple.com/ipod/nike/gear.html :O touko 24 23:35:16 Apple > * touko 24 23:46:34 * laZmike has quit () touko 24 23:53:59 * [DS]LynxW has quit (Quit: Going Home) touko 25 00:09:14 Lira am I suppost to get this when running part4's code? - http://sharriso.gotadsl.co.uk/nds/Part4.bmp touko 25 00:17:05 nm fixed it... touko 25 00:21:50 * JaJa_ has quit (Quit: good night) touko 25 00:26:36 * LiraNuna is now known as Lira|ZzzZ touko 25 00:47:39 * StevenH has quit () touko 25 01:06:34 * Alone has quit () touko 25 01:11:24 * pepsiaway is now known as pepsiZzZz **** ENDING LOGGING AT Thu May 25 01:31:43 2006 **** BEGIN LOGGING AT Thu May 25 13:18:10 2006 touko 25 13:18:10 * Now talking on #learn2d touko 25 13:18:10 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | Lesson 5: Disclosed touko 25 13:18:10 * Topic for #learn2d set by LiraNuna at Wed May 24 23:02:21 2006 touko 25 13:18:16 * LiraNuna gives channel operator status to Nikolas touko 25 13:26:53 Shouldn't the topic be "Lesson 5: Un-disclosed" ? touko 25 13:29:28 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 5: Un-Disclosed touko 25 13:29:43 ^_^ touko 25 13:30:04 bleh touko 25 13:30:27 i can’t start the new map format for ToD II without pernEdit to be able to export <_< touko 25 13:33:49 And I can't start designing ToDII maps before dovoto boosts up his editor's speed touko 25 13:35:41 well, heh touko 25 13:35:45 works here <_< touko 25 13:38:18 slow on my pc :( touko 25 13:42:03 you could use Mappy touko 25 13:43:35 suxx - pernEdit rulez touko 25 13:53:15 Mappy is lame touko 25 14:00:00 * WntrMute used Mappy for snowfight touko 25 14:00:14 snowfight? touko 25 14:00:58 http://www.gbax.com/GBAX2004.html touko 25 14:01:18 2004... hm touko 25 14:03:50 so? touko 25 14:04:57 nothing touko 25 14:05:37 pernEdit it much better imo touko 25 14:05:51 it just need some speed and exporting touko 25 14:06:04 * Nikolas throws a snowball at WntrMute touko 25 14:06:07 heh touko 25 14:06:10 were poking dovoto since he released it to add features touko 25 14:06:22 he hasn't released it, has he? touko 25 14:06:29 erm, he did.. touko 25 14:06:37 me and Nikolas have a copy touko 25 14:06:46 that doesn't make it released touko 25 14:06:51 hehe touko 25 14:06:57 (dovAway) http://www.drunkencoders.com/Apps/PernEdit/publish.htm <-- go here in IE and click the little launch link touko 25 14:07:00 last I heard he was still fiddling with it touko 25 14:07:08 it’s still a beta... touko 25 14:07:14 alpha you mean touko 25 14:07:22 no it’s a beta touko 25 14:07:26 it’s stable touko 25 14:07:28 beta == feature complete with bugs touko 25 14:07:32 oh touko 25 14:07:39 it's alpha touko 25 14:07:42 it just can’t export now touko 25 14:07:56 and it’s based on CPU power to render instead of GPU power touko 25 14:07:59 so it’s slow touko 25 14:08:27 GPU powah ftw touko 25 14:09:14 if it had an exporter - or atleast a BMP exporter, it was perfect to me touko 25 14:09:53 Nikolas: try to work with 8x8 tiles for better precition on positions touko 25 14:10:09 Yes, but speed! touko 25 14:10:20 work with small maps for the moment touko 25 14:10:30 1024x1024 maps works at 56FPS here touko 25 14:10:45 3 layers touko 25 14:10:51 Everything is like 4fps for me touko 25 14:11:00 900MHz ftl ;P touko 25 14:11:46 we need to poke dovoto some more for exporting touko 25 14:12:17 i want to code a dynamic tile manager to decrease the size touko 25 14:12:24 for now i’m using bitmap based maps touko 25 14:12:35 .map .pal and .tileset for each map touko 25 14:12:48 when we only used 6/7 tilesets touko 25 14:13:05 my only problem is the 1024 tile count limit... touko 25 14:13:58 CPU renderer shouldn't be that slow touko 25 14:14:39 rendering 3 layers of 32bit (with alpha) sized 256x256 is slow touko 25 14:14:57 especially when dovoto splits the tiles by software touko 25 14:16:44 i get 56FPS for 1024x1024 3layered map with 2.4GHz CPU touko 25 14:16:52 but Nikolas has a 900MHz CPU touko 25 14:16:56 it’s a huge diffrence touko 25 14:19:28 900MHz isn't exactly slow touko 25 14:20:04 * WntrMute has decent map editors and gfx tools that run pretty quick on a 16MHz machine touko 25 14:21:23 * WntrMute has thought about porting them but touko 25 14:21:33 1. They're 100% pure assembly touko 25 14:21:51 2. GUI coding is annoying touko 25 14:28:22 hi guys touko 25 14:33:44 o/ touko 25 14:34:15 lira can i ask some basic questions just to be sure that i understood ? touko 25 14:34:57 of course touko 25 14:35:07 that’s why this channel is for :) touko 25 14:36:13 heh i hate it to ask questions -.- touko 25 14:36:30 why is that? touko 25 14:36:39 if you will not ask - you will never learn :) touko 25 14:36:44 okay. mode 0,1,2 is same as gba. mode 3,4,5 is different and has 3 different types touko 25 14:36:57 yes touko 25 14:37:09 heh i was a bit proud of getting the guy that was to ask on wonderswan things ^^ touko 25 14:38:30 feel free to ask touko 25 14:38:33 okay. here a bit more detailed question. if i do a 3D background and set on pyligon a bit transparent, to this alpha calc from the cpu also take care about the 2d pixels in the background ? touko 25 14:39:02 oh, 3D... touko 25 14:39:09 i’ve never mixed 3D and 2D before touko 25 14:39:15 aye okay touko 25 14:39:22 i’m sorry :( touko 25 14:39:40 how many backgrounds kann i use at mode 6 .. the doc is a bit old and sayd that it isnt sure about touko 25 14:39:44 but i think the alpha-ed polygon will be alpha with everything behind it touko 25 14:39:52 only 2 touko 25 14:39:56 BG0 and BG3 touko 25 14:40:02 BG3 is a huge bmp touko 25 14:40:04 frambuffer and 3d ... hmm ... touko 25 14:40:14 512x1024 or 512x1024 touko 25 14:40:14 thats crappy :/ touko 25 14:40:31 but you need to allocate VRAMs A-D for that touko 25 14:40:54 that is clear. the main problem is that the game itself is a tile based game ... touko 25 14:41:30 and im not sure that without a text or rot bg i have a needed number ob 3d objects to replace them all. touko 25 14:41:31 so you can use mode 0 touko 25 14:41:39 ah touko 25 14:41:42 i also need 3d ^^ touko 25 14:41:45 how many rotoscale BGs you need? touko 25 14:41:57 text bg should do it, too. touko 25 14:42:03 and - is the rotoscale BG needs to be tiled? touko 25 14:42:10 i recommend mode 3 then touko 25 14:42:13 it has 2 tile BGs touko 25 14:42:14 but i need it to cooperate with the 3d thing. touko 25 14:42:28 BG0 can be allways used as 3D touko 25 14:42:39 oh ! touko 25 14:42:42 only on the main core tho touko 25 14:42:48 Then mode 3 sounds perfect for me touko 25 14:43:11 mode3 is 1 3d, 1 tile, 1 affine, 1 extended affine touko 25 14:43:12 one of each :) touko 25 14:43:14 yes well well my gba cpu is bussy with mp3 encoding and stuff so it is okay to do that with the main cpu touko 25 14:43:27 “GBA CPU” ? touko 25 14:43:33 the arm7 ^^ touko 25 14:43:37 you mean the ARM7? touko 25 14:43:38 og touko 25 14:43:40 *oh touko 25 14:43:47 sorry, i did gba coding too long ^^ touko 25 14:43:51 me too ;P touko 25 14:44:33 the GBA is a perfect handheld to start coding to imo touko 25 14:44:54 im a bit excited about the theoretical power of 2 cpu's and a sometimes independend working DMA channel. it will take alot of assembler and trying to use that perfectly .. touko 25 14:45:19 “sometimes independend working DMA channel” ? touko 25 14:45:21 hehe i started coding at 2002 on gba ... it was something realy cool at this time ^^ touko 25 14:45:40 so did i :) touko 25 14:45:46 i got my SP at 2001 touko 25 14:45:53 err touko 25 14:45:57 *3 touko 25 14:46:02 hmyes .. in some cases (so says dstrek) the DMA is slowing the main code down (bus reasons) touko 25 14:46:15 yes. DMA is stopping the CPU touko 25 14:46:20 and IRQs touko 25 14:46:28 it was the same on the GBA touko 25 14:46:54 trek told that is is stopping every bus access expet to the iwram .. so i should be able to do smale things while DMA is working touko 25 14:47:00 smal touko 25 14:47:13 wah my english is worse today o.O touko 25 14:47:47 yes, DMA locks everything but the IWRAM touko 25 14:48:02 okay. i can work with that :D touko 25 14:48:16 * lazy1zzz is now known as TheLazy1 touko 25 14:48:26 now at last but not least : i looked ages for a dslib doc... im sure you know a place to find it touko 25 14:48:38 What lessons have you done upto so far? I got upto 3 since thats as far as the log went touko 25 14:49:04 BGs and tiels touko 25 14:49:06 *tiles touko 25 14:49:22 but i guess you already knows them from the GBA touko 25 14:49:45 *-s touko 25 14:51:14 * Psy|Work (Psy|Home@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 25 14:51:49 brb food touko 25 14:53:25 good appetite touko 25 14:53:42 I want pancakes, afk touko 25 15:14:14 back touko 25 15:17:05 I want pancakes too :( touko 25 15:18:08 can you cover using tiles to make larger objects? like, say a 32x32 pixel house or something touko 25 15:18:38 That's just metatiling touko 25 15:18:55 TheLazy1: that’s easy touko 25 15:19:00 dovoto has a map editor that does that touko 25 15:19:02 use a for loop to copy 4x4 tiles touko 25 15:19:11 poffy: it can’t export yet touko 25 15:19:19 oh touko 25 15:19:32 we need to poke him to add that touko 25 15:19:44 makes sence, does the bmp which will be converted to tiles by gfx2gba need to be 256 pixels wide? touko 25 15:20:08 TheLazy1: no, but it has to be 2N in size touko 25 15:20:19 ok touko 25 15:20:20 err touko 25 15:20:24 2Nx2M touko 25 15:20:52 I'm just eager to port pocketcity :) it uses 16x16 tiles contained in a 512x96 bitmap touko 25 15:20:56 Liran: Do you think once all these Lessons are done, you or someone else could summarzie all of them and stick them on a website? touko 25 15:21:41 poffy: StevenH DOES THAT touko 25 15:21:44 sorry caps touko 25 15:23:28 Oh ok touko 25 15:26:01 what was the last lesson about? I just read upto the tile flipping and palette selection touko 25 15:26:42 getting more then one BG to work touko 25 15:26:48 and scrolling touko 25 15:26:51 we did a nice demo too touko 25 15:26:57 *coded touko 25 15:27:10 is it up somewhere? the last log I read didn't have anything yet touko 25 15:27:39 let me convert my log to HTML touko 25 15:29:06 http://LiraNuna.drunkencoders.com/DS2D.html touko 25 15:29:23 thanks touko 25 15:29:30 np touko 25 15:46:59 DMA doesn't lock iwram? touko 25 15:47:25 * WntrMute hasn't actually tested that yet but I suspect it does touko 25 15:48:03 it doesn't lock itcm, dtcm or arm9 cache touko 25 15:55:01 dma only monopolizes src and dest clocks to the best of it's ability. touko 25 15:55:41 in the case of dmaing main mem to vram, you can still read/write vram afaik, cause it's only using about 1/2 of the vram clocks. touko 25 15:56:08 because of main memory speed? touko 25 15:56:25 yeah, main mem takes 2 clocks for sequential reads touko 25 15:57:01 that makes sense touko 25 15:57:19 I should really test iwram at some point touko 25 15:57:31 iwram as in, the arm7's ram? touko 25 15:57:35 and shift the dispatcher table into itcm touko 25 15:57:36 or main ram? touko 25 15:57:57 iwram as in arm7 ram & the switchable blocks touko 25 15:58:06 ah those. touko 25 15:58:45 wierd, for me - bg0 is fine while bg1 looks really strange touko 25 15:59:57 * sgstair may have found a bug in the DS's gpu, by the way. touko 25 16:00:37 it's an odd one, I need to test it further. touko 25 16:02:54 raleigh was saying he could get 1706 quads using strips touko 25 16:03:10 but tri strips still stop at 2048 tris touko 25 16:05:00 error when copying the map with a for loop: http://lazyone.drunkencoders.com/bgprob.jpg touko 25 16:09:45 though copying the map using dma, then looping through the tiles and changing the palette seems to work fine touko 25 16:16:43 sgstair: ? touko 25 16:16:49 bug in the renderer? touko 25 16:18:13 yes, bug in the gpu touko 25 16:18:21 please explain more touko 25 16:18:58 well I haven't completely confirmed it and the circumstances it comes up in yet. touko 25 16:19:35 but I am quite sure that there is a bug that exists, and it has to do with the brightness color special effect on the sub screen touko 25 16:20:13 i see touko 25 16:20:25 * LiraNuna had no problems with it touko 25 16:20:53 it does work correctly under some circumstances, but there are specific circumstances under which it does not work at all. touko 25 16:21:23 like windows...? touko 25 16:21:35 no, not related to windows. touko 25 16:22:49 palette index 0 is transparent right? touko 25 16:22:59 yes touko 25 16:23:06 in the image touko 25 16:23:27 ok, gotta figure out how to change the palette in the gimp then :/ touko 25 16:23:38 use Photoshop touko 25 16:23:40 good work on the tutorials though, done all of them now :) touko 25 16:23:52 you can force certain palette indexes to be a spesific color touko 25 16:24:05 I have negative money now, besides a few minutes of messing around should get it to work touko 25 16:24:35 22..? touko 25 16:24:40 err touko 25 17:02:03 how would I get the tile index of the bottom half of a 16x16 tile? touko 25 17:05:00 nm, got it :) touko 25 17:15:39 16x16 tiles displayed figured out, now im happy :) http://lazyone.drunkencoders.com/pcitytiles.png touko 25 17:23:32 jsut putting out 4 tiles ;P touko 25 17:23:34 2x2 touko 25 17:24:09 nicely done :) touko 25 17:25:57 probably could be coded better ( or properly ): http://rafb.net/paste/results/ylNAjL74.html touko 25 17:26:59 hmm touko 25 17:27:17 bgMap+= ( ( tileY << 1) << 5) + ( tileX << 1 ); touko 25 17:27:19 :) touko 25 17:27:45 I could use shifts, but since the compiler will do that for me I find multiplication to be more readable touko 25 17:28:12 sometimes it doesn’t touko 25 17:28:21 oh :/ touko 25 17:29:12 if you do x*2*2 i don’t think it will shift by 2 touko 25 17:31:04 I can almost start porting pocketcity now, just have to learn about multiple tilesets and design a user interface touko 25 17:32:04 “multiple tilesets’ ? touko 25 17:32:41 like, one set for the buildings, land, ect.. and another set of tiles for the ui gfx, ect touko 25 17:33:01 or can there only be one? touko 25 17:33:53 there can be only 4 touko 25 17:33:58 one for each BG touko 25 17:34:01 BGs can share tilesets touko 25 17:34:17 thats no problem, at most I'll need 3 touko 25 17:34:45 each tileset is limited ot 1024 tiles touko 25 17:36:37 * TheLazy1 is now known as lazy1afk touko 25 18:20:02 * lazy1afk is now known as TheLazy1 touko 25 18:20:27 wow, my graphics skills are less than non existant touko 25 18:20:43 you missed 10 lessons while you were away. please press Alt+F4 to receive a log of them now. touko 25 18:21:16 mwhhahaha, evil - but not evil enough >) touko 25 18:21:26 j/k ;P touko 25 18:22:12 damn, what I draw doesn't even qualify as coder art touko 25 18:22:21 I just love that dialog here happend in a german irc channel: touko 25 18:22:59 "Hey you stupid **** i gonna hack you! just gimme your ip!!" "okay, its 127.0.0.1" "hahaa ... pure dude. hehe im on your pc now. hehe im hacking windows ... deleting files. hehe" touko 25 18:23:09 "servermessage: user x ping timeout" touko 25 18:23:20 it was TOO stupid to belive it, but it was true o.O touko 25 18:23:34 LOL touko 25 18:23:52 im sure i got 5 min's to recover from laughting ^^ touko 25 18:23:59 :) touko 25 18:24:16 ya’ll ready for a lesson? touko 25 18:24:27 yep touko 25 18:24:59 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 5: Some more on BGs (15:00 GMT) touko 25 18:24:59 ? touko 25 18:25:36 * Tharo41 have to go soon touko 25 18:25:41 fucking time difference -.- touko 25 18:25:44 is 15:00 when it starts? touko 25 18:26:01 damn 24hr time, too confusing touko 25 18:26:06 :/ touko 25 18:26:23 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 5: Some more on BGs touko 25 18:26:45 i hope i can read the logs then again ^^ touko 25 18:27:04 hehe touko 25 18:27:53 oooh, pancakes aint sittin right touko 25 18:37:23 15:00 is 3:00PM touko 25 18:37:31 eastern? touko 25 18:37:36 just remove 12 touko 25 18:37:50 and if it’s >12 add PM touko 25 18:37:58 24h format rox touko 25 18:38:05 24h ftw touko 25 18:38:09 \o/ touko 25 18:39:04 Gah - Entity makes my pc über slow touko 25 18:39:17 Entity? touko 25 18:39:32 A halo 2 map modding tool touko 25 18:39:37 ah touko 25 18:39:43 900Mhz... <_< touko 25 18:40:33 15:00 is 11am? that was 40 minutes ago *confused touko 25 18:40:49 err no touko 25 18:40:57 converted to eastern i mean touko 25 18:40:58 15:00 - 12 == 3 touko 25 18:41:02 eastren? touko 25 18:41:14 * TheLazy1 is in toronto, ontario, canada touko 25 18:41:25 oh touko 25 18:41:29 it’s GMT touko 25 18:41:38 GMT is UK timing touko 25 18:41:53 I used a timezone converter, it said that for me 15:00 gmt was 11:00am touko 25 18:42:00 or maybe i misread touko 25 18:52:09 It's 16:52 UK time. It's 15:52 GMT touko 25 18:52:54 ? touko 25 18:52:59 isn’t GMT == UK? touko 25 18:53:13 only in the winter touko 25 18:53:33 daylight savings touko 25 18:53:37 ah touko 25 18:55:26 * TheLazy1 is now known as lazy1afk touko 25 19:06:45 * _LiraNuna (LiraNuna@IGLD-80-230-13-211.inter.net.il) has joined #learn2d touko 25 19:07:16 * LynxNet01 gives channel operator status to _LiraNuna touko 25 19:12:07 * LiraNuna has quit (Ping timeout: 360 seconds) touko 25 19:23:05 * _LiraNuna is now known as LiraNuna touko 25 19:49:38 * LiraNuna has quit (Quit: restarting brb) touko 25 19:52:51 * Doc_ (~drstu2@cpe-024-163-032-140.nc.res.rr.com) has joined #learn2d touko 25 20:08:34 * lazy1afk is now known as TheLazy1 touko 25 20:09:22 * Doc_ has quit (Ping timeout: 973 seconds) touko 25 20:35:41 * LiraNuna (LiraNuna@IGLD-80-230-13-211.inter.net.il) has joined #learn2d touko 25 20:35:57 * LynxNet01 gives channel operator status to LiraNuna touko 25 20:47:34 * LiraNuna has quit (Quit: ( www.nnscript.de :: NoNameScript 4.03 :: www.XLhost.de )) touko 25 21:02:07 * Vrl_Brick (~Viral_Wea@65-23-211-145.prtc.net) has joined #learn2d touko 25 22:14:02 * Tharo41 has quit (Ping timeout: 360 seconds) touko 25 22:22:10 * Lazy1DS (~Lazy1DS@MTL-HSE-ppp193403.qc.sympatico.ca) has joined #learn2d touko 25 22:22:42 test touko 25 22:22:52 testing touko 25 22:23:49 how's wolf going? touko 25 22:24:08 rewriting touko 25 22:24:26 using a native 256x192 display now touko 25 22:24:37 cool touko 25 22:25:08 you almost inspired me to take a look at porting the Mame OPL emulator touko 25 22:25:10 static 320x200 images are a problem though touko 25 22:25:18 almost? :/ touko 25 22:25:31 * Lazy1DS has quit (Client Quit) touko 25 22:25:43 well, I took a look at it & couldn't decide how much work it would be touko 25 22:25:49 cant type on ds now, for some reason my hands are shaking touko 25 22:26:03 I have a couple of other projects on the go atm touko 25 22:27:10 maybe I should put up wolf3d on a cvs server and let other people do some work for me touko 25 22:27:32 im testing it under win32/sdl so I get all the menus and gfx perfect before porting to nds touko 25 22:41:20 * TheLazy1 is now known as lazy1afk touko 25 22:41:32 gonna lie down and hope the shaking passes touko 25 22:42:38 * grimmyx (457bf42f@chat.efnet.org) has joined #learn2d touko 25 22:42:38 * grimmyx has quit (Client Quit) touko 25 22:45:45 * LiraNuna (LiraNuna@IGLD-80-230-13-211.inter.net.il) has joined #learn2d touko 25 22:45:47 whoops touko 25 22:45:52 * grimmyx (457bf42f@chat.efnet.org) has joined #learn2d touko 25 22:45:59 * LynxNet01 gives channel operator status to LiraNuna touko 25 22:50:38 * grimmyx has quit (Quit: http://chat.efnet.org/ (Ping timeout)) touko 25 22:51:16 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 5: Some more on BGs - SOON touko 25 22:52:36 * grimmyx (457bf42f@chat.efnet.org) has joined #learn2d touko 25 22:52:36 * grimmyx has quit (Client Quit) touko 25 23:01:30 * grimmyx (~grimmyx@ool-457bf42f.dyn.optonline.net) has joined #learn2d touko 25 23:01:33 hi touko 25 23:01:40 is anyone here touko 25 23:02:00 i have some questions :( touko 25 23:02:14 So when is lesson 5? touko 25 23:02:18 steven touko 25 23:02:21 I'm here grimmyx, what's the q's touko 25 23:02:25 my name is steven touko 25 23:02:41 well touko 25 23:02:45 i've been looking at the log touko 25 23:02:48 of the first daty touko 25 23:02:50 (may 22) touko 25 23:02:58 k touko 25 23:03:09 and im up to the part where lira is converting with gfx2gba or whatever touko 25 23:03:09 but touko 25 23:03:19 i dont even know what we are supposed to be programming in touko 25 23:03:20 o.O touko 25 23:03:39 LOL, we are using devkitPro touko 25 23:03:43 ok ok touko 25 23:03:44 so it's C touko 25 23:03:44 i got that touko 25 23:03:46 c touko 25 23:03:47 -_- touko 25 23:03:50 i only know visual basic touko 25 23:03:51 :( touko 25 23:04:22 thats bad right? :[ touko 25 23:04:36 pretty much for DS programming touko 25 23:04:40 if you already know a language, it will be easy to learn C/C++ touko 25 23:05:04 don't feel bad :) touko 25 23:06:51 You can get DS basic - but it's a bit crap :D touko 25 23:06:53 hm touko 25 23:07:03 Steven_H: hehe touko 25 23:07:20 actually it's not even basic as such, it's just integer basic... touko 25 23:07:36 whats the difference in programming a ds game in visual basic and c anywaya? touko 25 23:07:40 * Steven_H is in a weird mood today - thanks to work :D touko 25 23:07:57 visual basic is windows only, c is cross platform touko 25 23:08:02 oo touko 25 23:08:07 see, i dont know this :( touko 25 23:08:10 and and touko 25 23:08:19 when lira says, open up an nds project touko 25 23:08:21 how do you do this? touko 25 23:08:40 * grimmyx l touko 25 23:10:08 you create a project directory touko 25 23:10:10 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 25 23:10:39 like a folder? touko 25 23:10:49 I'll let Lira explain how to create a NDS project using devkitPro touko 25 23:10:58 yesyes touko 25 23:11:02 how :( touko 25 23:11:13 copy paste hello world and modify the code :P touko 25 23:11:40 hello world code touko 25 23:11:41 for touko 25 23:11:44 This might be a case for a lesson 0 - how to code C :D touko 25 23:11:46 grimmyx: did you install devkitPro yet? touko 25 23:11:47 ds? touko 25 23:11:48 yes touko 25 23:11:50 heeh touko 25 23:11:52 i installed it last week touko 25 23:12:01 did you get the examples? touko 25 23:12:05 Hm touko 25 23:12:06 for ds? touko 25 23:12:09 yes touko 25 23:12:13 yea i looked at some touko 25 23:12:15 Ack. Should I code? or should I play Wolfenstein: ET? touko 25 23:12:21 * StevenH should stop the giggling like a little school girl :D touko 25 23:12:23 but none of them actually say how to make a project touko 25 23:12:49 grimmyx, have you ever coded anything other than VB? touko 25 23:12:50 you will copy the hello world example and then modify code to something different. touko 25 23:12:50 grimmyx: Just duplicate a directory touko 25 23:12:55 no i havent touko 25 23:13:15 duplicate a directory touko 25 23:13:17 copy a folder? touko 25 23:13:19 :O touko 25 23:13:20 or better yet just modify the example that you currently have touko 25 23:13:23 sure touko 25 23:13:26 Copy a folder touko 25 23:13:27 Anyone know of a learn C coding channel or something like that? touko 25 23:13:28 rename it touko 25 23:13:32 modify the code touko 25 23:13:44 ok touko 25 23:13:48 so the example that i have touko 25 23:13:51 which is the key press example touko 25 23:13:57 im going to copy what directory touko 25 23:14:14 libnds? touko 25 23:14:25 c tutorial www.cprogramming.com/tutorial.html touko 25 23:15:15 you have to do the same thing just to make a C project? touko 25 23:15:42 no but this is the easiest way for a beginner touko 25 23:16:34 should i be learning c++ orc touko 25 23:16:55 grimmyx head to that address that Psy has just put it should help you with the basics of C coding, and that will help as you will need to know C before you can code for the DS touko 25 23:18:35 grimmyx: you better learn C first, before knowing how to program to the DS touko 25 23:18:51 k touko 25 23:18:52 i only teach HW basics, not coding touko 25 23:18:52 and when touko 25 23:18:58 well touko 25 23:18:59 i know touko 25 23:19:04 i am allways logging the channel touko 25 23:19:07 but i just want to know the basics of the coding touko 25 23:19:16 err touko 25 23:19:21 i mean ds coding touko 25 23:19:33 but like the basic basics touko 25 23:19:51 when you program a ds thing, you do it in Programmers Notepad? touko 25 23:20:07 yes touko 25 23:21:18 Xcode FTW touko 25 23:21:22 hehe touko 25 23:21:29 you can actually program using anything touko 25 23:21:33 * Psy|Work wishes I could program a server touko 25 23:21:46 poffy: I agree Xcode FTW touko 25 23:21:46 Psy|Work: what type of server? touko 25 23:22:20 I am making an online Texas Holdem but I am stuck on starting the code for the server touko 25 23:22:40 like how to run functions on the server from the client touko 25 23:23:01 lira can you send me like the directory thing or whatever touko 25 23:23:05 I can send char data between the client and server touko 25 23:23:10 ok touko 25 23:23:19 i dont understand what to copy touko 25 23:23:30 Just having problems parsing it and using it? touko 25 23:24:48 well do you parse it and then determine what to do with it? touko 25 23:25:32 so put together the string data to say something like "function-param, param, parm"? touko 25 23:25:44 And then parse out the data? touko 25 23:25:47 Psy you send info from the client to the server and then the server acts on that info, then send replies back to the client touko 25 23:26:05 rinse and repeat touko 25 23:26:10 What I do, is I append a tag to the front like "3|msg" or "1|msg" and then when I receive data use a switch statement like switch(inbuf[0]) { case '3': function1(); then you parse and such touko 25 23:26:35 cool... That might get me started. touko 25 23:26:45 I'll grab a more workable sample from my code touko 25 23:26:47 Also it is better to use select() right touko 25 23:26:47 hang on touko 25 23:26:56 For non-blocking? touko 25 23:27:01 thanks poffy touko 25 23:27:10 brb. touko 25 23:29:02 Indenting is wrong, but whatever: http://www.rafb.net/paste/results/dcril435.html touko 25 23:29:06 Just another little example touko 25 23:29:33 i have a website touko 25 23:29:43 but no one goes to it touko 25 23:29:46 and i dont update it touko 25 23:29:47 ;( touko 25 23:29:59 does lira have a website? touko 25 23:30:06 maybe i can share it :D touko 25 23:30:08 yes i have touko 25 23:30:13 share..? touko 25 23:30:19 like make it dedicated to you touko 25 23:30:22 i dont do anything with it touko 25 23:30:24 www.gamingreborn.com touko 25 23:30:25 lol touko 25 23:30:34 its a forum..but no one goes to it touko 25 23:30:40 oh, a forum touko 25 23:30:44 well touko 25 23:30:44 no touko 25 23:30:46 its a website touko 25 23:30:50 but me and my friend made it a forum touko 25 23:30:57 like installed invision on it touko 25 23:31:03 vbullitine ? touko 25 23:31:09 let me check :) touko 25 23:31:17 yay touko 25 23:31:19 yaya touko 25 23:31:21 vbullitin touko 25 23:31:21 * LynxNet01 has kicked grimmyx from #learn2d (flood) touko 25 23:31:26 rofl touko 25 23:31:28 rofl touko 25 23:31:57 * grimmyx (~grimmyx@ool-457bf42f.dyn.optonline.net) has joined #learn2d touko 25 23:32:00 anyway.. touko 25 23:32:08 try to speak slower :) touko 25 23:32:13 what i was saying was, i was thinking of making a game ( which i clearly cant do ) touko 25 23:32:23 and then having scores uploaded to the website touko 25 23:32:25 neh - i'm sure you will touko 25 23:32:35 like, automatically touko 25 23:32:44 if they are at an AP touko 25 23:32:55 and then people could be like cool, im first place and stuff like that. touko 25 23:33:36 How would you do something like that? touko 25 23:33:45 then i would code the page in flash or something cool like that...and if people werent at an AP, the game would save the score in a file, and then they could send the file to the server touko 25 23:33:51 Does PHP have UDP sockets and such? touko 25 23:33:58 but you wouldnt be able to type in your score becuse that wouldnt be any fun ;D touko 25 23:34:16 i dont know ;( touko 25 23:34:18 poffy: i guess you can write to a database file and have a php file read it touko 25 23:34:28 it was just an idea touko 25 23:34:37 i wanted to make use of my site touko 25 23:34:56 hm touko 25 23:35:10 oh. i was able to play with DSLua a bit though touko 25 23:35:20 i a made a little shooting game, but i never finished it ;) touko 25 23:35:33 lua is somewhat like C afaik touko 25 23:35:46 lua is berry berry easy :O touko 25 23:36:00 lua felt like vb to me actually touko 25 23:36:13 i just had to adjust to the double ='s :] touko 25 23:36:25 in C they are double too touko 25 23:37:53 ya touko 25 23:38:07 C is not diffren't then VB touko 25 23:38:15 just { } instead of being-end touko 25 23:38:27 what do you mean touko 25 23:38:27 some new syntax touko 25 23:38:33 you'll get use to it :) touko 25 23:38:36 instead of at the end of the code you say End in visual basic touko 25 23:38:42 in C you start with { and end with } ? touko 25 23:38:50 yes touko 25 23:38:53 ah touko 25 23:38:55 instead of begin end touko 25 23:39:02 much shorter :) touko 25 23:39:08 cool touko 25 23:39:18 so is my record idea any good? :) touko 25 23:39:27 record? touko 25 23:39:38 * poffy looks around for his PHP book touko 25 23:39:42 where did I put it? touko 25 23:39:46 * _0xtob (~Tob@p54AF71A3.dip.t-dialin.net) has joined #learn2d touko 25 23:39:51 where you upload scores and things touko 25 23:41:21 hey _0xtob :) touko 25 23:41:42 Poffy, what do you need to know in PHP? touko 25 23:41:52 i think he wants to check if my idea is possible touko 25 23:42:07 yeah grimmyx it's posible there is already a site doing it... touko 25 23:42:21 it is? touko 25 23:42:22 <_0xtob> hey Liran touko 25 23:42:23 I know I can do the idea touko 25 23:42:25 what site? touko 25 23:42:29 but I want to find my PHP book touko 25 23:42:35 <_0xtob> Great idea with the 2D tutorials touko 25 23:42:38 poffy woudl you do it with me? touko 25 23:42:51 I could write example code for you touko 25 23:42:52 it's on the gbadev.org forums somewhere touko 25 23:43:17 it could be a project ;D touko 25 23:43:22 _0xtob: thanks man touko 25 23:43:36 Nah. Once I find my PHP book, it'll take me a few seconds touko 25 23:43:52 steven, how do you make a .cpp file from programmers notepad? touko 25 23:44:15 just save it as a .cpp file touko 25 23:44:32 _0xtob: i found a lot of people using PAlib crapness or framebuffer renderers as tiles... touko 25 23:44:35 the file extension or just write it in? touko 25 23:44:44 Found it touko 25 23:44:47 i was tired to preaching, so i started this channel touko 25 23:44:50 the file extension touko 25 23:44:54 when i do that touko 25 23:44:58 seems like a lot were intrested :) touko 25 23:45:09 the 'Save as Type:' only allows for an 'All file' touko 25 23:45:24 add .cpp at the end touko 25 23:45:29 myfile.cpp touko 25 23:45:37 brb catching up on gbadev's forum touko 25 23:45:48 * poffy will be back in 40 mintues touko 25 23:47:32 * _0ytob (~Tob@p54AF76F6.dip.t-dialin.net) has joined #learn2d touko 25 23:47:46 <_0ytob> lost connection :-/ touko 25 23:48:34 :( touko 25 23:49:41 k i got it touko 25 23:49:57 lira, the whole backround thing, did you actually make a demo i could dl? touko 25 23:50:05 lesons 1-4 :D touko 25 23:51:23 * _0xtob has quit (Read error: Operation timed out) touko 25 23:51:33 * _0ytob is now known as _0xtob touko 25 23:51:44 * _0ytob (~Tob@p54AF76F6.dip.t-dialin.net) has joined #learn2d touko 25 23:51:55 <_0xtob> ?? touko 25 23:51:59 <_0xtob> Who are you? touko 25 23:52:23 <_0xtob> wtf! touko 25 23:52:59 ? touko 25 23:53:05 <_0ytob> I'm your evil twin >:-) touko 25 23:53:10 O touko 25 23:53:13 *:o touko 25 23:53:40 <_0xtob> Oh noes, I thought you wee gone forever touko 25 23:54:17 lira do you code in c++ or c? touko 25 23:54:25 grimmyx: both touko 25 23:54:34 i prefer C tho, OOP isn't my thing touko 25 23:54:44 C ok..ill try to learn that touko 25 23:54:46 <_0ytob> ok, just kidding touko 25 23:54:48 * _0ytob (~Tob@p54AF76F6.dip.t-dialin.net) has left #learn2d touko 25 23:54:59 <_0xtob> :) touko 25 23:55:02 is there anyway that i can tell that something is written in C++ rather than C touko 25 23:55:08 such as the keys_demo1 touko 25 23:55:18 the file extensions are .cpp if that means anything touko 25 23:55:19 :D touko 25 23:55:39 <_0xtob> try compiing it with gcc and see if it works touko 25 23:56:27 0xtob touko 25 23:56:35 gcc will build cpp files as C++ touko 25 23:56:55 how do you move a shape lets say 2 px touko 25 23:56:56 ? touko 25 23:56:56 rename the file to .c & see if it builds touko 25 23:57:16 if it says this, how much is it moving if(keysPressed & KEY_DOWN) touko 25 23:57:16 ++shape_y; touko 25 23:57:59 where would you put the number if you wanted it to move 2px touko 25 23:58:42 shape_y += 2; touko 25 23:58:45 += is like touko 25 23:58:50 x = x + 2; touko 25 23:59:02 it adds a number touko 25 23:59:27 ah touko 25 23:59:42 how does the file know how much to move if it just says ++shape_y;? touko 25 23:59:50 i dont see it declaring how much anywhere :[ touko 26 00:00:02 or is that default, like 1 px touko 26 00:00:22 ++ is like touko 26 00:00:26 x = x + 1; touko 26 00:00:41 ah touko 26 00:00:41 okay touko 26 00:00:43 cool ty :D touko 26 00:01:06 np touko 26 00:01:19 lira do you also have AIM? touko 26 00:01:34 yes, but i don't use it so much touko 26 00:01:37 o touko 26 00:01:37 i prefer google talk touko 26 00:01:41 google talk? touko 26 00:01:49 * grimmyx !shrug! touko 26 00:01:54 :/ touko 26 00:02:27 whats your google talk name? :D touko 26 00:02:29 liranuna? touko 26 00:02:38 google guy touko 26 00:02:38 lol touko 26 00:02:42 ;) touko 26 00:03:35 grimmyx: LiraNuna@Gmail.com touko 26 00:03:49 ok touko 26 00:03:55 i dont really like mIRC touko 26 00:04:09 so maybe we'll follow up on using my website for something interesting? touko 26 00:04:11 :] touko 26 00:05:11 i also got MSN if you like touko 26 00:05:14 i'm allways on touko 26 00:05:49 msn touko 26 00:05:51 sounds good touko 26 00:05:53 same thing? touko 26 00:05:55 dur? ;D touko 26 00:06:12 LiraNuna@Hotmail.com touko 26 00:06:21 not dur :D touko 26 00:06:41 "dur" ? touko 26 00:07:20 dur duh same same touko 26 00:07:32 oh touko 26 00:09:11 are lessons 1-4 posted for reading? touko 26 00:09:17 yeah touko 26 00:09:18 hold on touko 26 00:09:23 http://koti.welho.com/plahtin6/files/EFnet-%23learn2d.log touko 26 00:09:25 right dizzle touko 26 00:09:33 http://LiraNuna.drunkencoders.com/DS2D.html touko 26 00:09:37 or not touko 26 00:09:59 o touko 26 00:10:02 thats the full log touko 26 00:10:08 the one i posted starts at lesson 1 touko 26 00:10:26 yes, that's Nikolas's log touko 26 00:10:55 (what you posted) touko 26 00:14:03 LOL @ ToE bug!!! touko 26 00:15:02 when i call Ifrit - the BG is made out the PSP battery metter touko 26 00:15:03 LOL touko 26 00:15:17 * Tharo41 (~Miranda@pD9E0649A.dip.t-dialin.net) has joined #learn2d touko 26 00:15:29 lol touko 26 00:15:33 that concludes lesson 19 touko 26 00:15:45 lol touko 26 00:15:47 ;P touko 26 00:17:44 * Duo changes topic to "Thank you for joining, you just missed lesson 19" touko 26 00:18:52 haha touko 26 00:19:07 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 56: Finishing up - Coming soon touko 26 00:19:17 =P touko 26 00:19:43 no no, not "finishing up", Lesson 56: Advanced Pr0n rendering techniques touko 26 00:19:54 =P touko 26 00:21:36 lol touko 26 00:24:01 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | Lesson 5: soon touko 26 00:27:19 * Vrl_Brick has quit (Read error: Connection reset by peer) touko 26 00:29:14 * grimmyx has quit () touko 26 00:43:13 Right coding time :D touko 26 00:43:44 Oooh new skin for moonshell - http://dbdesign.php5.sk/skins.html - Lira will like the 2nd one :D touko 26 00:47:17 leet touko 26 00:48:43 * LiraNuna like touko 26 00:50:31 esp since the second one comes with a nice PSP background ;) touko 26 00:50:55 ;D touko 26 00:51:04 PSP is nice for homebrew touko 26 00:58:10 * LiraNuna is now known as Lira|Zzz touko 26 00:58:12 * Lira|Zzz is now known as Lira|ZzzZ touko 26 01:01:39 * Whacko has quit (Read error: Connection reset by peer) touko 26 01:02:29 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 26 01:10:50 Here I am.. Rock you like a hurricane touko 26 01:23:32 StevenH: There? touko 26 01:24:48 errr touko 26 01:24:50 nevermind touko 26 01:24:52 Figured it out touko 26 01:30:51 http://sharriso.gotadsl.co.uk/nds/index.htm <--- what do you think for a start of converting this IRC chat into a tutorial site... touko 26 01:31:03 poofy what did you want? touko 26 01:31:12 poffy * touko 26 01:40:01 I was just wondering how you access remote files touko 26 01:40:03 like text files touko 26 01:40:06 but I got it working now touko 26 01:47:26 ah k touko 26 01:48:06 * psy|MacOS (HydraIRC@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 26 01:57:19 StevenH: err.. I think I need help afterall touko 26 01:57:23 You're good at PHP correct? touko 26 01:57:51 sort of good, what's up? touko 26 01:57:54 http://www.rafb.net/paste/results/WCDlGq86.html touko 26 01:57:57 I can't get that working touko 26 01:58:04 http://orbis.drunkencoders.com/test.php touko 26 01:58:06 That's the result touko 26 01:58:44 * psy|MacOS has quit (This computer has gone to sleep) touko 26 01:59:17 put an echo $i; in the first while loop. touko 26 02:00:17 http://orbis.drunkencoders.com/test.php touko 26 02:01:43 ahh 2 ticks... touko 26 02:02:49 What's wrong with it touko 26 02:03:02 From my tests, I'm loading from the file fine.. touko 26 02:03:34 Dude - list($playkill[i],$playexp[i],$players[i]) = split("|", $text[i]); - you forgot something on that line touko 26 02:03:42 USD <- hint touko 26 02:03:55 :O touko 26 02:04:06 heh touko 26 02:04:07 found it touko 26 02:05:22 It's really weird programming in C... and then switching over to PHP to program touko 26 02:05:49 Also on the next while bit... touko 26 02:06:14 Hmm touko 26 02:06:19 I made those changes but it still gives me http://orbis.drunkencoders.com/test.php touko 26 02:06:26 ack touko 26 02:06:26 http://sharriso.gotadsl.co.uk/nds/test.php touko 26 02:06:40 I forgot to fix another line touko 26 02:06:59 list($playkill[$i],$playexp[$i],$players[$i]) = split("\|", $text[$i],3); <-- try that instead of the sscanf(); touko 26 02:08:08 yeah touko 26 02:08:10 That works touko 26 02:08:16 Is it faster than sscanf? touko 26 02:08:17 http://www.rafb.net/paste/results/fGI12649.html <-- that's the code I'm used touko 26 02:08:22 Pass :D touko 26 02:09:01 I think sscanf does the same as in C... i.e. works when it wants :D touko 26 02:09:15 heh touko 26 02:10:45 that and you had sscanf wrong touko 26 02:11:07 sscanf( txt, scan_text, ... ); touko 26 02:12:13 I take it this is for some online project touko 26 02:12:25 I'm stealing an idea a guy had in here earlier touko 26 02:12:31 :) touko 26 02:12:32 :) touko 26 02:12:38 you mean gummy? touko 26 02:12:41 yeah touko 26 02:13:00 heh I don't blame you :D touko 26 02:13:19 but wound't it be better to use mysql to stor the info? touko 26 02:13:22 I wanted to do this for awhile, but I just haven't had time or whatever touko 26 02:13:23 Eh touko 26 02:13:24 Meh touko 26 02:13:28 It's going to be fine for now touko 26 02:14:37 Yeah, just remember to make the update use PHP as well, then you can swap over to sql as a back end at a later date touko 26 02:16:51 Hmm.. now I'm trying to use sort() to get the player names and such alphabetically http://www.rafb.net/paste/results/LTLAci27.html touko 26 02:17:06 But it gives me http://orbis.drunkencoders.com/test.php touko 26 02:18:43 Just to let you know 1 comes before 4, which comes before 5... touko 26 02:18:50 oh and 0 is before | touko 26 02:18:55 Oh yeah touko 26 02:18:57 in the ascii chart touko 26 02:19:00 I forgot I was doing it that way touko 26 02:19:10 with the name at the end touko 26 02:19:18 oops :) touko 26 02:19:33 see your needing sql already :D touko 26 02:20:38 :) touko 26 02:20:42 I shall resist as along as possible! touko 26 02:21:29 PHP is pretty nice touko 26 02:21:38 but it's driving me crazy, after using C++ for awhile touko 26 02:21:59 I know, I code in C, PHP and VBA at the same time - nightmare :D touko 26 02:22:07 Heh touko 26 02:22:31 oh and try writing an SQL system using excel... that's bad O.o touko 26 02:22:36 :O touko 26 02:24:48 well I'm heading off to bed, l8r touko 26 02:25:05 * StevenH has quit () touko 26 02:25:07 See yah touko 26 02:55:23 * lazy1afk is now known as TheLazy1 touko 26 02:56:17 Any recommendations for programs used to build maps? specifically having the ability to group 4 tiles together touko 26 03:18:19 hard to find free tiles too touko 26 03:32:05 * TheLazy1 is now known as lazy1afk touko 26 03:35:30 * _0xtob has quit (This computer has gone to sleep) **** ENDING LOGGING AT Fri May 26 04:18:57 2006 **** BEGIN LOGGING AT Fri May 26 15:08:35 2006 touko 26 15:08:35 * Now talking on #learn2d touko 26 15:08:35 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 5: soon touko 26 15:08:35 * Topic for #learn2d set by LiraNuna at Fri May 26 12:48:40 2006 touko 26 15:08:59 * LynxNet01 gives channel operator status to Nikolas touko 26 15:22:20 hmm LiraNuna what a makefile are you using? touko 26 15:26:12 * Duo has quit (Quit: Trillian (http://www.ceruleanstudios.com) touko 26 15:57:11 * Tharo_ (~Tharo4Rai@pD9E0649A.dip.t-dialin.net) has joined #learn2d touko 26 15:57:43 * Tharo_ has quit (Read error: Connection reset by peer) touko 26 15:58:01 oooh weellll fine trillian fiiiinee ... *grmml* touko 26 16:13:06 * LiraNuna` (LiraNuna@IGLD-80-230-247-86.inter.net.il) has joined #learn2d touko 26 16:13:33 * LynxNet01 gives channel operator status to LiraNuna` touko 26 16:17:28 * LiraNuna has quit (Ping timeout: 360 seconds) touko 26 16:18:00 * LiraNuna (~LiraNuna@IGLD-80-230-247-86.inter.net.il) has joined #learn2d touko 26 16:18:11 * LynxNet01 gives channel operator status to LiraNuna touko 26 16:18:34 (Tharo41) hmm LiraNuna what a makefile are you using? < ? touko 26 16:19:48 * LiraNuna` has quit (Ping timeout: 360 seconds) touko 26 16:35:49 * LiraNuna has quit (Ping timeout: 360 seconds) touko 26 16:36:34 * LiraNuna (~LiraNuna@IGLD-80-230-247-86.inter.net.il) has joined #learn2d touko 26 16:37:01 * LynxNet01 gives channel operator status to LiraNuna touko 26 16:49:01 LiraNuna: (Tharo41) hmm LiraNuna what a makefile are you using? < ? < i had some trouble to setup a makefile that seperates arm7 and arm9 code +auto compiling of all c files touko 26 16:51:02 there's a template in the example folder of libnds touko 26 16:56:41 hmyes i saw this one. but im not excatly sure how to make a seperation of both core's code with it touko 26 16:56:59 and my reimplementation of an own file failed touko 26 16:58:05 ? touko 26 16:58:14 just replace the source codes files... touko 26 17:04:27 lol touko 26 17:19:17 Lira, Based upon what I've learned so far, I want to make a simple programm. touko 26 17:19:33 sure touko 26 17:19:40 2BG's one whith a picture and the second to move 4x4 tiles touko 26 17:20:16 4x4 tiles? touko 26 17:20:25 Am I correct if I copy 4x4 tiles from BG0 to BG1 and then enable move on BG1? touko 26 17:20:42 yes 4x4 tiles or 32x32 picels touko 26 17:20:47 *pixels touko 26 17:21:06 Small puzzle gam :-) touko 26 17:21:10 *game touko 26 17:22:04 i suggest you to wait for the sprites lessons touko 26 17:22:09 Question is would you just copy 4x4 tiles to BG1 and then start moving (following the touch panel) or is ther a better alternative touko 26 17:22:19 sprites :) touko 26 17:22:28 Okay sprites !!! (I'll just have to wait then) touko 26 17:22:56 sprites are as easy as backgrounds touko 26 17:23:05 but i want to cover more bgs before i move on touko 26 17:23:35 Okay,Thanks....This lessons are realy good btw... touko 26 17:24:04 thank you touko 26 17:24:25 i try to teach in little quantities so you can practice touko 26 17:24:45 I'm just being impatient touko 26 17:24:49 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 5: Maybe rotation...? touko 26 17:25:27 hmm touko 26 17:25:33 no, no rotation yet\ touko 26 17:25:49 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 5: Bigger BGs touko 26 17:26:50 maybe today at GMT 16:00 touko 26 17:26:53 suits you all ? touko 26 17:27:35 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 5: Bigger BGs - 26-05-06 @ 18:00 touko 26 17:29:31 hmm touko 26 17:29:46 now it's 14:30 GMT touko 26 17:29:54 err wtf touko 26 17:29:59 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 5: Bigger BGs - 26-05-06 @ 16:00 touko 26 17:30:18 * laZmike (laZmike@cpe-65-185-33-43.columbus.res.rr.com) has joined #learn2d touko 26 17:30:18 * psycorpse (HydraIRC@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 26 17:30:20 isn't it 15:30 GMT? touko 26 17:30:22 * Patater (~Patater@71-37-126-239.slkc.qwest.net) has joined #learn2d touko 26 17:30:24 * JaJa_ (~jason@80-41-148-56.dynamic.dsl.as9105.com) has joined #learn2d touko 26 17:30:28 magic touko 26 17:30:35 Nikolas: yes touko 26 17:30:44 :) touko 26 17:32:02 so wtf touko 26 17:32:05 i'm conused touko 26 17:32:13 so hald hour and w.e touko 26 17:32:20 *half touko 26 17:36:21 hehe touko 26 17:37:32 i'll teach 512x512 BGs and stuff touko 26 17:44:59 * LiraNuna` (~LiraNuna@IGLD-80-230-247-86.inter.net.il) has joined #learn2d touko 26 17:45:28 * LynxNet01 gives channel operator status to LiraNuna` touko 26 17:49:28 * LiraNuna has quit (Ping timeout: 360 seconds) touko 26 17:49:40 * LiraNuna (~LiraNuna@IGLD-80-230-34-224.inter.net.il) has joined #learn2d touko 26 17:49:47 * LynxNet01 gives channel operator status to LiraNuna touko 26 17:52:19 * LiraNuna` has quit (Ping timeout: 360 seconds) touko 26 17:58:48 ok, it's lesson time touko 26 17:59:03 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 5: Bigger BGs - NOW touko 26 17:59:44 r34dy? touko 26 18:00:12 * neimod (neimod@do.you.dare.screw-with.me.uk) has joined #learn2d touko 26 18:00:31 ok, we start touko 26 18:00:47 HW BGs are not just 32x32 tiles touko 26 18:01:00 they can have 4 diffrent sizes touko 26 18:01:16 32x32, 32x64, 64x32 and 64x64 touko 26 18:01:46 but the maps are not as you think they are touko 26 18:02:03 for example, the 64x64 BG, touko 26 18:02:32 in memory - it's not interperted as a 64x64 array touko 26 18:02:35 but 4 32x32 arrays touko 26 18:02:44 if the original BG should be: touko 26 18:02:49 [A][B] touko 26 18:02:51 [C][D] touko 26 18:02:55 like on gba, huh ? touko 26 18:03:02 each squre is a 32x32 map touko 26 18:03:05 Tharo41: yes. touko 26 18:03:08 * bLAStY (~clown@2001:888:1a02::13) has joined #learn2d touko 26 18:03:15 as i said touko 26 18:03:19 each squre is a 32x32 map touko 26 18:03:36 the HW interperts it as [A][B][C][D] touko 26 18:03:48 err touko 26 18:03:56 [A][C][B][D] touko 26 18:04:18 what kind of BG's are you talking about ? touko 26 18:04:26 other then 256x256 BGs touko 26 18:04:43 thier maps are defined diffrently touko 26 18:05:09 for example, to plot a tile on 33x0, you should start at map B tile 0 touko 26 18:05:46 gfx2gba does NOT handle those situations touko 26 18:06:07 so oyu would have to edit your maps to meet the HW's requierments touko 26 18:06:10 *you touko 26 18:06:23 requirements touko 26 18:06:27 kthx touko 26 18:07:25 ok that was short touko 26 18:07:32 * chishm (chishm@202-161-29-41.dyn.iinet.net.au) has joined #learn2d touko 26 18:07:55 I still don't see where you get these magical 64x64 BG's :) touko 26 18:08:04 ? touko 26 18:08:11 neimod: 64x64 tiles touko 26 18:08:14 NOT pixels touko 26 18:08:50 to set your BG to your desired size, just change the pre-defiened size bits in libnds: touko 26 18:09:23 instead of BG_32x32, jsut change to either BG_32x64 BG_64x32 or BG_64x64 touko 26 18:10:09 be aware that you will have to allocate more map bases to use with each BG size touko 26 18:10:45 each 32x32 map takes 2Kbytes, exactly as a single map base touko 26 18:11:11 512x512 map (64x64 tiles) will take 4 map bases touko 26 18:11:44 brb touko 26 18:12:02 ok 512x512 better :p touko 26 18:12:46 -.- touko 26 18:13:50 sorry touko 26 18:14:06 maybe we'll add BG rotation too touko 26 18:14:59 rotation on the DS is all about math touko 26 18:15:09 * DarkFader (~DarkFader@chaoshq.de) has joined #learn2d touko 26 18:15:27 yay. virtual BGs touko 26 18:15:46 the DS uses a matrix to determine how to rotate and scale touko 26 18:16:14 the matrix is sized 2x2 touko 26 18:16:40 there are 4 elements: xdx, xdy, ydx and ydy touko 26 18:17:01 however touko 26 18:17:19 since matrices are based on floating points touko 26 18:17:21 * Whisperin (all@133.Red-88-11-113.dynamicIP.rima-tde.net) has joined #learn2d touko 26 18:17:32 fixed point touko 26 18:17:43 and the fact that the DS dows not have a floating point processor, we used fixed point touko 26 18:17:55 *does touko 26 18:18:05 *use touko 26 18:18:30 there are two kinds of rotateable BGs touko 26 18:18:44 normal affine BGs similer to those on the GBA touko 26 18:18:56 and extended affine BGs, only avaliable on the DS touko 26 18:19:08 normal affine BGs has limitations touko 26 18:19:26 they can carry ONLY 256 diffrent tiles, and ONLY 256col tiles touko 26 18:19:37 also, the map sizes are diffrent too touko 26 18:19:56 128x128, 256x256, 512x512 ans 1024x1024 touko 26 18:20:21 those are not the same as the text BGs 32x32 meta-maps touko 26 18:20:53 the extended rotoscale BGs has two modes touko 26 18:21:36 a BG with 1024 tiles and 16 selectable 256 col palettes (will be covered later) touko 26 18:21:49 or the famous bitmap mode touko 26 18:22:22 the bitmap mode is directly writeable and does not consist of a map and a tile set touko 26 18:22:47 it's a direct buffer made up of a fixed size array of a buffer located in the BMP base touko 26 18:23:08 each 16bit entry is a color touko 26 18:23:12 * Whisperin (all@133.Red-88-11-113.dynamicIP.rima-tde.net) has left #learn2d touko 26 18:23:34 consist of an alph bit (1=visable, 0=hide) touko 26 18:23:45 and 15bit of RGB (5bit each) touko 26 18:24:12 back to the rotation and scaling touko 26 18:24:44 no metter what mode, only BG2 and BG3 can be rotated (if the mode permits) touko 26 18:24:58 BG0 or BG1 will bever have the ability to torate or scale touko 26 18:25:20 because of that, there are 8 special registers, 4 for each BG touko 26 18:25:29 which represents the matrix for the BG touko 26 18:25:43 predefined in libnds they are: touko 26 18:26:06 BGx_XDX, BGx_YDX, BGx_XDY and BGx_YDY touko 26 18:26:46 for the BG to be 1:1 sized and with angle 0, both XDX and YDY should be 1 touko 26 18:26:51 but not just plain 1 touko 26 18:26:53 fixed point 1 touko 26 18:27:09 1 << 8; touko 26 18:27:26 i will not cover fixed point math here touko 26 18:28:02 when rotating N degrees: touko 26 18:28:14 XDX is cos(n) touko 26 18:28:58 XDY is -sin(n) touko 26 18:29:10 YDX is sin(n) touko 26 18:29:22 YDY is too cos(n) touko 26 18:29:52 since cos() and sin() are slow on the DS, touko 26 18:30:14 we have a pre-calculated look up table called SIN and COS in libnds touko 26 18:30:20 xdx and ydx are a 2x2 mtx then? touko 26 18:30:42 laZmike: yes touko 26 18:31:08 to scale the BG and rotate, touko 26 18:31:17 you need to do a little fixed point math touko 26 18:31:30 1 * 256 will be a 1:1 scale touko 26 18:31:48 1 * 512 will be 2:1 scale touko 26 18:32:00 128 will be a 1:2 scale touko 26 18:32:33 remember to first scale, then rotate touko 26 18:32:36 you need to divide by zoom touko 26 18:32:51 neimod: it's the same touko 26 18:33:01 128 is half in fixed point touko 26 18:33:05 meaning x2 zoom touko 26 18:33:15 it's not entirely the same... touko 26 18:33:26 64 is 1/4 in fixed point so it means x4 zoom touko 26 18:33:30 neimod: simple math touko 26 18:33:38 x * 1/2 == x/2 touko 26 18:33:49 is everything for 2d in 1<<8 fixed touko 26 18:34:00 laZmike: only rotoscale touko 26 18:34:00 as zoom goes bigger, so should your image touko 26 18:34:16 neimod: exactly touko 26 18:34:25 but that's not how the DS is touko 26 18:34:34 1/2 means x2 zoom touko 26 18:34:41 that's why you divide.. touko 26 18:34:43 1/1 means x1 zoom touko 26 18:35:24 smaller texel increments -> more stretched :) touko 26 18:35:25 neimod: we are not coding a rotoscale function here touko 26 18:35:41 the implementation can be diffrent for each code touko 26 18:35:51 the HW stays the same touko 26 18:35:59 also a not touko 26 18:36:02 *noet touko 26 18:36:17 once a BG is being set as rotoscale touko 26 18:36:28 http://user.chem.tue.nl/jakvijn/tonc/affine.htm touko 26 18:36:28 BGx_X0 and BGx_Y0 are not used touko 26 18:36:52 instead, we have a fixed point position located in BGx_CX and BGx_CY touko 26 18:37:20 remember it's a fixed point register, so moving by one pixel to the left means setting 1<<8 (or 256) touko 26 18:37:36 *setting BGx_CX touko 26 18:38:01 next lesson will be regarding extended palettes touko 26 18:38:09 that's all for lesson 5 touko 26 18:38:27 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 6: Extended Palettes - soon touko 26 18:38:48 someone got any questions? before i post the log and head to shower? touko 26 18:40:24 guess not touko 26 18:40:35 i'll be back in 20 minutes touko 26 18:40:55 * chishum (chishm@202-161-29-41.dyn.iinet.net.au) has joined #learn2d touko 26 18:45:02 * chishm has quit (Ping timeout: 383 seconds) touko 26 18:45:03 * chishum is now known as chishm touko 26 19:02:47 back touko 26 19:03:15 for all of those who are intrested, i can teach how to create BGs gibber then 512x512 touko 26 19:03:20 *bigger touko 26 19:03:30 getting dyslexic there ;> touko 26 19:03:43 :< touko 26 19:09:03 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 6: Extended Palettes and >512x512 touko 26 19:17:12 * JaJa_ is now known as JaJa|Away touko 26 19:26:03 * [GPF] is now known as GPFaway touko 26 19:38:06 * chishm has quit ( good niight) touko 26 20:22:37 hahaha... "gibber" touko 26 20:22:39 * DarkFader (~DarkFader@chaoshq.de) has left #learn2d touko 26 20:47:50 * Patater has quit (Ping timeout: 310 seconds) touko 26 20:51:50 * Patater (~Patater@71-37-126-239.slkc.qwest.net) has joined #learn2d touko 26 20:57:10 * Patater has quit (Ping timeout: 310 seconds) touko 26 21:00:49 * Patater (~Patater@71-37-126-239.slkc.qwest.net) has joined #learn2d touko 26 21:33:05 * Tharo41 has quit (Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org) touko 26 22:12:56 * JaJa|Away is now known as JaJa_ touko 26 22:47:52 * LiraNuna` (~LiraNuna@IGLD-80-230-34-224.inter.net.il) has joined #learn2d touko 26 22:48:20 * LynxNet01 gives channel operator status to LiraNuna` touko 26 22:52:28 * LiraNuna has quit (Ping timeout: 360 seconds) touko 26 22:52:45 * LiraNuna` is now known as LiraNuna touko 26 23:01:19 * JaJa_ is now known as JaJa|TV touko 27 00:03:50 * JaJa|TV is now known as JaJa_ touko 27 00:18:55 * MajinClin has quit (Read error: Operation timed out) touko 27 00:24:58 * MajinClin (~MajinCl@cpe-71-67-106-114.woh.res.rr.com) has joined #learn2d touko 27 00:36:20 * LiraNuna has quit (Quit: ( www.nnscript.de :: NoNameScript 4.03 :: www.XLhost.de )) touko 27 00:43:28 * LiraNuna (LiraNuna@IGLD-80-230-142-31.inter.net.il) has joined #learn2d touko 27 00:43:55 * LynxNet01 gives channel operator status to LiraNuna **** ENDING LOGGING AT Sat May 27 00:47:51 2006 **** BEGIN LOGGING AT Sat May 27 00:55:24 2006 touko 27 00:55:24 * Now talking on #learn2d touko 27 00:55:24 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds/index.htm | Lesson 6: Extended Palettes and >512x512 touko 27 00:55:24 * Topic for #learn2d set by LiraNuna at Fri May 26 19:08:58 2006 touko 27 00:55:43 * LynxNet01 gives channel operator status to Nikolas touko 27 00:59:01 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 27 00:59:49 Evening touko 27 01:00:03 night touko 27 01:01:15 \o touko 27 01:01:38 Looks like I'll better get the rest of the tut's converted :D touko 27 01:02:19 :) touko 27 01:02:33 keep up the good work touko 27 01:07:57 * JaJa_ has quit (Quit: Good Night) touko 27 01:18:40 * LiraNuna is now known as Lira|ZzzZ touko 27 02:11:04 * StevenH has quit () touko 27 02:18:04 * GPFaway has quit (Read error 54: Connection reset by peer) touko 27 02:18:09 * [GPF] (~gpferror@c-24-0-64-10.hsd1.tx.comcast.net) has joined #learn2d **** ENDING LOGGING AT Sat May 27 02:23:34 2006 **** BEGIN LOGGING AT Sat May 27 13:53:05 2006 touko 27 13:53:05 * Now talking on #learn2d touko 27 13:53:05 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 6: Extended Palettes and BGs bigger then 51 touko 27 13:53:05 * Topic for #learn2d set by LiraNuna at Sat May 27 12:49:53 2006 touko 27 13:53:35 * LynxNet01 gives channel operator status to Nikolas touko 27 13:54:17 \o Nikolas touko 27 13:54:30 hi Liran touko 27 13:55:35 we need to poke dovoto for fucking export+speed touko 27 13:57:54 yeah touko 27 14:02:30 Na just get the source :D touko 27 14:02:38 anywho sin calls touko 27 14:07:20 sin? touko 27 14:07:22 FFX? touko 27 14:07:23 WHERE? touko 27 14:30:16 GODDAMMIIIT touko 27 14:30:18 sorry touko 27 14:30:36 ? touko 27 14:31:57 goddamn molar pain touko 27 14:32:03 I cant focus, on ANYTHING touko 27 14:32:17 I already used a shitload of drugs, but they're not working touko 27 14:32:19 :[ touko 27 14:32:41 well, they are working, but the pain is still present touko 27 14:32:54 well, duh touko 27 14:33:09 I want shark teeth :( touko 27 14:33:09 :D touko 27 14:33:22 I just got in my n64 gameshark:D touko 27 14:34:22 u r stoned touko 27 14:34:59 no, im hi5 touko 27 14:36:12 stoned? Can't be. SC is not here touko 27 14:37:09 lol touko 27 14:41:30 fuck stone touko 27 14:41:41 I consume more then he ever will be able to do touko 27 14:41:46 USA only has shitty drugs touko 27 14:41:55 I am in the paradise of the dealer touko 27 14:48:24 hmm, isometric mode7 touko 27 14:48:34 leet touko 27 14:51:07 * TheLazy1 has quit (Trillian (http://www.ceruleanstudios.com) touko 27 14:57:47 * PeterG has quit () touko 27 15:12:36 sin episode 1 - that's one great game... touko 27 15:12:49 shame I'm getting my ass handed to me on a plate :( touko 27 15:13:15 xD touko 27 15:14:19 * poffy_ (~poffy_@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 27 15:15:45 * poffy (~poffy@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 27 15:29:13 I am at the showdown part tho... just getting blasted by the chopper now... touko 27 15:29:29 but more sin later, first tutorial conversions... touko 27 15:29:38 oh and I'll have to do the code for tut 5 touko 27 16:00:33 you ready for lesson 6? touko 27 16:01:43 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 6: Extended Palettes and BGs bigger then 51 touko 27 16:01:45 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 6: Extended Palettes and BGs bigger then 51 touko 27 16:02:25 * JaJa_ (~jason@80-41-148-56.dynamic.dsl.as9105.com) has joined #learn2d touko 27 16:02:34 * ETk (ETk@99.Red-83-45-62.dynamicIP.rima-tde.net) has joined #learn2d touko 27 16:11:33 bigger then 51? touko 27 16:11:43 512 touko 27 16:18:17 I'm still typing up Lesson 2 :D the /nds folder will be getting cleaned up soon (tm) touko 27 16:18:55 And you still have 40 mins until 1400 zulu.. touko 27 16:28:46 heh touko 27 16:29:07 If anyone wants to check the index.html file in the url in the title for any mistakes... touko 27 16:29:12 * JaJa_ is now known as JaJa|Xmen touko 27 16:29:21 as I'm saving it every few mins touko 27 16:29:33 * [GPF] has quit (Client Quit) touko 27 16:29:41 * GPFaway (~gpferror@c-24-0-64-10.hsd1.tx.comcast.net) has joined #learn2d touko 27 16:29:52 Gah I'm not going until friday - at work 2-10 mon - thurs :( touko 27 16:34:00 * TheLazy1 (~TheLazy1@MTL-HSE-ppp193403.qc.sympatico.ca) has joined #learn2d touko 27 16:50:47 * parrot_ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has joined #learn2d touko 27 16:51:06 pop! touko 27 16:51:17 10min to kalzz touko 27 16:51:22 kayz touko 27 16:51:59 i'll teach extended palettes and a trick on how to extend BGs to be bigger then 512x512 touko 27 16:52:27 Hrrm, have I missed Gs, sprites and palettes in general? touko 27 16:52:30 *BGs touko 27 16:52:38 No parrot touko 27 16:52:50 Yay! touko 27 16:52:51 no, you missed BGs touko 27 16:52:55 most of it touko 27 16:53:00 * parrot_ will do revision touko 27 16:53:02 Lira's not covered sprites or palettes in any major way touko 27 16:53:08 OK touko 27 16:53:10 err touko 27 16:53:14 i did cover palettes...! touko 27 16:53:27 Because my palette, sprite and BG code is fuxed touko 27 16:53:43 :( touko 27 16:53:46 And this is the prefect place to learn how to fix it :D touko 27 16:53:52 *perfect touko 27 16:53:53 * StevenH knows cos he's going though the second tutorial at the moment re-writing it into english, instead of IRC-glish :D touko 27 16:53:57 * Nikolas smacks parrot_ with logs touko 27 16:53:59 Steven_H is writing a nice page with my tutorials sumed up touko 27 16:54:04 Cool touko 27 16:54:15 Check out the title :D touko 27 16:54:31 I can help with that BTW touko 27 16:55:19 Lira, when did you cover palettes (I'm cuurently writing the 16 / 256 color palette selecting from part 2, and unless you did it in part 5 (which I've yet to read...) touko 27 16:55:57 Also Lira it might help if you put something in the chat to indicate the start and the end of a part touko 27 16:56:07 there's not much to cover with palettes... touko 27 16:56:17 like Part5 and end of part 5 touko 27 16:57:15 something like "--start:6:Extended Pals" and then "--end:6" <-- mainly cos I'm writing a nice log viewer later as well with the option to jump to a specific tutorial part... touko 27 16:57:25 i allways say "end of lesson" touko 27 16:57:29 "any questions" ? touko 27 16:57:33 allways.. touko 27 16:57:35 anyhow touko 27 16:57:40 Well that will do ;) touko 27 16:57:41 * parrot_ quickly runs through the log touko 27 16:57:43 less6 will be posponed touko 27 16:57:54 3 mins touko 27 16:58:03 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 6: Extended Palettes and BGs bigger then 51 touko 27 16:58:05 i need to go touko 27 16:58:07 O.o fair enough touko 27 16:58:15 :( touko 27 16:58:18 Right, can someone run through the basics to me touko 27 16:58:19 I got house to watch :D touko 27 16:58:21 + ? touko 27 16:58:28 Shoot parrot_ touko 27 16:58:38 * parrot_ flaps around touko 27 16:59:23 * LiraNuna is now known as Lira|Away touko 27 16:59:28 What's your problem so far parrot? touko 27 16:59:39 No GFX or palettes load touko 27 17:00:52 * Psy|Home (~Psycorpse@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 27 17:02:15 How are you loading your graphics? touko 27 17:02:23 FAT lib touko 27 17:02:45 * StevenH backs away very slowly - I've not been able to get that to work correctly yet :D touko 27 17:02:47 Copying into a buffer and then DMA'ing them to the right locations touko 27 17:03:11 are you sure that you are reading the files correctly? touko 27 17:03:12 try memcpy instead of DMA touko 27 17:03:21 Also I get complaints of BG_BMP_RAM(0) not being a pointer touko 27 17:03:26 StevenH touko 27 17:03:27 cast it touko 27 17:03:31 + : Yes touko 27 17:03:35 Mkay touko 27 17:04:35 hmm, what is that cd emoticon? () (0) touko 27 17:04:37 aha touko 27 17:05:11 ?!?!?! touko 27 17:05:35 ( 0) minus space shows up as a cd here touko 27 17:05:51 All I'm getting is (0)] touko 27 17:06:04 what IRC client are you using? touko 27 17:06:08 Trillian touko 27 17:06:08 trillian touko 27 17:06:24 switch the emoties off touko 27 17:06:43 they're a pain when people write code in IRC touko 27 17:06:49 (&) touko 27 17:06:58 I can't, plain text is too boring touko 27 17:06:59 That was scary touko 27 17:07:00 (cow) touko 27 17:07:06 * parrot_ hears a barking noise touko 27 17:07:06 (dog) touko 27 17:07:10 Gah! touko 27 17:07:16 * parrot_ backs off touko 27 17:07:18 hehe touko 27 17:07:29 (&) (&) touko 27 17:07:47 I can see it, just by opening the text logs touko 27 17:07:53 (ap) touko 27 17:08:03 ( ap ) touko 27 17:08:14 (duck) touko 27 17:08:17 hehehe touko 27 17:08:34 * StevenH looks around and thinks it's sad that someone created an IRC client that has emotions - IRC is text ffs... touko 27 17:08:49 Trillian is multi-network touko 27 17:08:56 Xchat has emoties too touko 27 17:09:09 It uses the same API for all of it's networks, so MSN has IRC commands etc. touko 27 17:09:10 Trillian's come with sound effects though touko 27 17:09:17 it's better than plaintext, why look at something thats basically notepad? touko 27 17:09:43 TheLazy1, because it's confusing when people type code touko 27 17:09:43 then again, I dont like irc anyway touko 27 17:10:09 I can just copy the code into VC and see it properly touko 27 17:10:13 meh, code can be pasted online touko 27 17:10:17 LOL I can imagine some of my code on a trillian display :D touko 27 17:10:36 I heard your laughter there touko 27 17:10:43 I turned off sounds touko 27 17:10:43 ROFL touko 27 17:10:57 doSomethingSilly(0)(0)(0)(0)(0)(0)(0)(0)(0)(0)(0)(0)(0)(0); touko 27 17:11:20 INCORRECT SYNTAX! touko 27 17:11:33 Wanna bet? touko 27 17:11:45 Oh, I getchat touko 27 17:11:49 *getcha touko 27 17:12:20 Hell I've wrote in some weird and wonderfull languages - best one would be Ook touko 27 17:12:44 Ook OOk ooK oOk OOK touko 27 17:13:31 OOOk OoK "Hello World" OOK OOK OOK OOK touko 27 17:13:56 SqUaK touko 27 17:13:56 Gah that did not work, I got the pronouniation of the code wrong :D touko 27 17:14:27 Apparently it was wrote for gorilla's so that they could code computers!!! touko 27 17:14:39 another "nice" language - e touko 27 17:17:07 Also wrote a game in a virtual CPU that we used at uni - 256 bytes for a game, random number generator and it ran pretty well touko 27 17:19:21 back in a bit - having another go at sin ep 1 touko 27 17:20:51 there should be either a 256 byte or 1kb coding compo for the ds touko 27 17:21:06 :D touko 27 17:21:35 I thought of that loooooooooooooong ago touko 27 17:21:37 it'd be interesting to see anyway touko 27 17:22:12 thing is though, the nds header itself takes up quite a bit of space touko 27 17:22:25 the total size would have to be the arm9 binary's final size touko 27 17:22:25 Stuff the game IN the header touko 27 17:22:45 still too much work, just put the limit on the arm9 bin touko 27 17:23:35 Make a loader to automagically create a header for the game touko 27 17:23:54 hmm, that reminds me - is it possible to execute code from vram? touko 27 17:24:08 err, in touko 27 17:24:57 I doubt it unless you had a loader touko 27 17:25:22 Try and find out what happens touko 27 17:25:26 I mean if the program copied a part of itself to vram touko 27 17:29:57 Damm it, SIN just BSOD'd my PC!!! touko 27 17:36:24 * StevenH has quit (Ping timeout: 499 seconds) touko 27 18:06:18 Heh touko 27 18:07:16 Bit late, poffy touko 27 18:07:25 Meh touko 27 18:07:41 * parrot_ continues his fish hunting touko 27 18:08:37 TheLazy1, yes it is touko 27 18:09:01 cool touko 27 18:09:04 cool touko 27 18:09:40 I was trying to figure out where to put code which would load a .nds into memory touko 27 18:10:26 I use the shared IWRAM touko 27 18:11:08 is there going to be a fix for the tetris demos not loading? touko 27 18:11:30 I can always use wmb, but its annoying touko 27 18:11:55 probably not touko 27 18:13:15 ok touko 27 18:13:47 the old version I had worked, I kinda regret updating now :) touko 27 18:15:29 * Whack0 has quit (Read error: Operation timed out) touko 27 18:17:45 which version? touko 27 18:18:00 I think it was 2.10 could be wrong though touko 27 18:18:30 can't be touko 27 18:18:33 2.11 was never public touko 27 18:18:36 *2.10 touko 27 18:18:45 hmm, which ones were? touko 27 18:18:54 2.00-2.04 & 2.11 touko 27 18:19:14 Couldn't be 2.04 since that has the same result as 2.11 touko 27 18:19:35 and v1.00 won't run any WMB demos touko 27 18:19:38 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 27 18:19:41 weird touko 27 18:19:48 maybe 2.03 touko 27 18:20:24 that could be it, but it was a few months ago so I don't remember touko 27 18:20:53 well 2.02 and below won't boot WMB demos at all touko 27 18:21:04 so it has to be 2.03, 2.04 or 2.11 touko 27 18:21:27 2.03 it is then, since neither 2.04 or 2.11 boot the tetris demos touko 27 18:21:52 I'll have to look into it touko 27 18:21:59 I'm going to be now, good niht touko 27 18:22:07 gn touko 27 18:22:16 * chishm has quit ( good niight) touko 27 18:48:44 * Psy|Home has quit (Read error: Connection reset by peer) touko 27 19:24:16 * StevenH has quit () touko 27 19:45:41 * parrot__ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has joined #learn2d touko 27 19:47:23 * parrot__ has quit (Client Quit) touko 27 19:47:52 * parrot__ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has joined #learn2d touko 27 19:54:13 * parrot_ has quit (Read error: Operation timed out) touko 27 20:05:39 * parrot__ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has left #learn2d touko 27 20:08:32 * JaJa|Xmen is now known as JaJa_ touko 27 20:30:59 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 27 20:40:11 * Psy|Home (~Psycorpse@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 27 20:44:40 * Lira|Away is now known as LiraNuna touko 27 20:45:18 duuude touko 27 20:45:19 s touko 27 20:48:06 eh? touko 27 20:49:59 dude guy dude guy duuuuudee touko 27 21:00:56 * JaJa_ is now known as JaJa|Who touko 27 21:19:44 16:20:28 < TheLazy1> there should be either a 256 byte or 1kb coding compo for the ds touko 27 21:19:47 good idea touko 27 21:22:08 hehe touko 27 21:22:11 no way tho touko 27 21:22:19 why not ? touko 27 21:22:25 the crt0 scripts are DAMN HUGE touko 27 21:22:31 assembler touko 27 21:22:36 dont need crt0 touko 27 21:22:37 :) touko 27 21:22:45 compile just an "int main();" and see it'll be 50Kbytes + touko 27 21:22:52 oooh touko 27 21:22:54 i see touko 27 21:22:58 no, I have an NDS file of 32kb compiled with dkARM touko 27 21:23:00 compile __start with -nostdlib -nostdinc touko 27 21:23:02 and it does more then int main() touko 27 21:23:07 and yes, you can excluse stdlibs touko 27 21:23:11 using gcc compiler flags touko 27 21:23:20 yeah touko 27 21:23:25 but handwritten assembler would still be smaller then optimized GCC code in the end, I would reckon .. touko 27 21:23:27 ive only done it with gba though touko 27 21:23:31 (if done properly) touko 27 21:23:34 indeed touko 27 21:23:40 too bad I stopped learning arm asm touko 27 21:23:43 maybe i'll start a compo touko 27 21:23:47 got upto loops then got bored touko 27 21:23:53 I've been busy with ARM asm for the last week or so touko 27 21:24:09 bLAStY: we abendond our demo :< touko 27 21:24:09 got tile modes working now touko 27 21:24:17 TILE MODES FTW touko 27 21:24:25 have some weird stuff with the Y field in OAM entries though touko 27 21:24:26 FRAMEBUFFER FTL touko 27 21:24:29 not in the mood to fix it now touko 27 21:24:36 fb > all touko 27 21:24:37 just 9 bits touko 27 21:24:42 mwaha touko 27 21:24:50 theres just some things you cannot do using tiles touko 27 21:24:50 I know, the last 9 bits right ? touko 27 21:24:54 * LiraNuna kicks TheLazy1 with a #learn2d log touko 27 21:24:59 bLAStY: yes touko 27 21:25:02 err touko 27 21:25:02 Y? touko 27 21:25:07 Y is 8 bits touko 27 21:25:09 ATTR0 touko 27 21:25:12 last 8 bit touko 27 21:25:15 yes touko 27 21:25:17 0-8 touko 27 21:25:20 weird touko 27 21:25:22 *7 touko 27 21:25:29 must be something else wrong then touko 27 21:25:32 gotta use the right tool for the job, tiled modes are not good for software rendered 3d graphics touko 27 21:25:50 TheLazy1: WHO NEEDS SW 3D WHEN YOU HAVE 3D HW? touko 27 21:25:54 why would you do sw 3d on ds ;p touko 27 21:25:56 hw is too weak touko 27 21:26:01 ... touko 27 21:26:06 too weak in what aspects ? touko 27 21:26:11 inorder to 3d accelerate wolf3d on the ds I would need 800kb of texture memory touko 27 21:26:13 you can capture 3D too, and apply 2D filtering touko 27 21:27:00 HEAVY GRAPHIC RAYCASTING MOTIONBLUR ANTIALIASED TOONSHADED GRAPHICS touko 27 21:27:13 the HW isn't weak touko 27 21:27:19 use dynamic textures.... <_< touko 27 21:27:21 well, he has a point touko 27 21:27:23 ok, the support hw is weak :) touko 27 21:27:28 there's very few mem for textures touko 27 21:27:45 dude touko 27 21:27:45 laZmike had the problem too in our "secret" project touko 27 21:27:49 ;P touko 27 21:27:57 we only had 1024 tiles in ToD touko 27 21:28:01 we did some dirty hacks to the ogl port in lnds :P touko 27 21:28:04 that was LOW touko 27 21:28:29 dirty hacks ftl touko 27 21:28:33 smart hacks ftw touko 27 21:28:36 well, sometimes they do justice touko 27 21:28:42 they we're dirty yet smart hacks touko 27 21:28:47 ah touko 27 21:28:49 dirty hacks are used to get a proof of concept running touko 27 21:28:50 that ballances out touko 27 21:28:55 ye :P touko 27 21:28:56 never release though touko 27 21:28:58 not really touko 27 21:29:09 ToD is full of smart hacks touko 27 21:29:22 tricks the HW to death touko 27 21:29:35 ok, what is ToD? touko 27 21:29:39 lol touko 27 21:29:40 Tales of Dagur or something touko 27 21:29:43 that RPG he coded ;p touko 27 21:29:44 ah touko 27 21:29:50 which gained him the 360!2#@ touko 27 21:29:51 ;/ touko 27 21:29:51 :P touko 27 21:29:56 lol touko 27 21:30:03 hmm, im not a fan of rpgs touko 27 21:30:07 me neither touko 27 21:30:11 so what? touko 27 21:30:12 <-- likes platform games touko 27 21:30:13 :P touko 27 21:30:16 and puzzle touko 27 21:30:19 http://liranuna.drunkencoders.com/?page_id=4 touko 27 21:30:25 puzzle games are fun touko 27 21:30:52 anyone are up for a lesson? touko 27 21:30:58 it's not that late touko 27 21:31:18 I gotta do some work outside, maybe in a hr or so touko 27 21:31:25 k touko 27 21:31:31 * TheLazy1 is now known as lazyafk touko 27 21:34:59 about that compo touko 27 21:47:36 * JaJa|Who is now known as JaJa_ touko 27 21:58:01 * LiraNuna is now known as LiraTV touko 27 22:36:14 * ETk has quit (Error: Cannot divide by zero) touko 27 22:56:39 * LiraTV is now known as LiraNuna touko 27 23:10:51 * lazyafk is now known as TheLazy1 touko 27 23:11:09 tired touko 27 23:45:03 * StevenH has quit (Ping timeout: 499 seconds) touko 28 00:59:33 * JaJa_ has quit (Quit: good night) touko 28 01:13:55 * TheLazy1 is now known as lazy1afk touko 28 02:06:43 LiraNuna: during your lessons will you cover fading out of a background? touko 28 02:28:20 * obst][ has quit (ircd.nac.net ircd.llnw.net) touko 28 02:29:29 * _obst][ (~obst]@217.20.127.208) has joined #learn2d touko 28 02:43:29 * _obst][ is now known as obst][ touko 28 02:58:49 Psy|Home: Fading is easy touko 28 02:58:54 I can pull up some code for you, if you want touko 28 03:00:47 http://www.rafb.net/paste/results/RJkPW760.html touko 28 03:00:50 It's not amazing touko 28 03:00:54 but it works great :) touko 28 03:01:22 Patater and I worked on that once Liran set us in the right direction touko 28 03:46:04 * poffy_ has quit (Read error: Operation timed out) touko 28 03:47:57 * poffy_ (~poffy_@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 28 04:12:51 thanks poffy I will take a look at it touko 28 04:20:37 No problem touko 28 04:20:37 :) touko 28 04:37:03 Does tile_base need to come before map_base? touko 28 04:52:48 * WntrMute has quit (Read error: Connection reset by peer) touko 28 06:08:57 * GPFaway is now known as [GPF] touko 28 06:22:58 * MajinClin has quit (Read error: Operation timed out) touko 28 06:25:22 * [GPF] is now known as GPFpro touko 28 06:25:32 * GPFpro is now known as [GPF] touko 28 06:38:17 * poffy has quit (Leaving) touko 28 08:38:49 * lazy1afk has quit (Trillian (http://www.ceruleanstudios.com) touko 28 09:29:45 * [GPF] is now known as GPFaway touko 28 10:34:58 morning touko 28 10:35:34 uhm touko 28 10:35:35 yeah touko 28 10:35:41 i will cover fading and alpha blending touko 28 10:35:56 i said it gazillion times - i will teach everything i nkow touko 28 10:35:58 *know touko 28 11:25:35 * LynxHome has quit (Read error: Connection reset by peer) touko 28 11:25:41 huh touko 28 11:25:48 hey bot, come back! touko 28 11:26:17 * LynxHome (~LynxHome@c-71-201-239-33.hsd1.il.comcast.net) has joined #learn2d touko 28 11:26:30 :D touko 28 11:26:35 * LynxNet01 gives channel operator status to LynxHome touko 28 11:31:20 any lessons planned for today ? touko 28 11:31:29 yeah touko 28 11:31:33 cool touko 28 11:31:38 * bLAStY sticks around :P touko 28 11:31:51 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 6: Extended Palettes and BGs bigger then 51 touko 28 12:21:09 wee, it werkz touko 28 12:21:11 :> touko 28 12:21:55 what's the best way to delay key input ? touko 28 12:22:24 increment a var every frame, and check for input every Nth frame ? guess so.. touko 28 12:23:24 VBlanks input updater touko 28 12:23:33 ya touko 28 12:23:48 i handle input inside my VBlank handler touko 28 12:23:56 I don't have a custom VBlank handler currently touko 28 12:23:59 i fill up three u16 vars touko 28 12:24:02 this is all very minimalistic; P touko 28 12:24:11 KEYS HKEYS and RKEYS touko 28 12:24:19 KEYS is for taps, single presses touko 28 12:24:24 HKEYS is for holded up keys touko 28 12:24:25 HKEYS is for holded touko 28 12:24:28 and RKEYS ? touko 28 12:24:28 RKEYS is repeated touko 28 12:24:30 ah touko 28 12:24:38 i fill those on VBlank touko 28 12:24:52 then use them globally nn my game/app touko 28 12:24:54 *on touko 28 12:34:32 * LiraNuna` (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 28 12:35:02 * LynxNet01 gives channel operator status to LiraNuna` touko 28 12:39:51 * LiraNuna has quit (Ping timeout: 360 seconds) touko 28 12:40:08 * LiraNuna` is now known as LiraNuna touko 28 13:27:50 * TheLazy1 (~TheLazy1@65.94.195.55) has joined #learn2d touko 28 13:28:05 did I miss anything? touko 28 13:28:23 don't think so touko 28 13:28:29 ok touko 28 13:28:51 :) touko 28 13:29:39 any idea when the next lesson starts? touko 28 13:29:51 today for sure touko 28 13:29:54 he needs paypal donations first touko 28 13:29:58 :pPpPPPpPP touko 28 13:30:01 lol touko 28 13:30:04 I have -$104 touko 28 13:30:09 cool touko 28 13:30:13 you cheated paypal ? touko 28 13:30:19 haha touko 28 13:30:19 not on paypal touko 28 13:30:23 in general touko 28 13:30:25 oh, hehe touko 28 13:30:28 oh, that kinda sucks then touko 28 13:30:39 I have 0.84 EUR in general touko 28 13:30:44 laptop was a good buy though touko 28 13:30:49 <3 my powerbook touko 28 13:31:14 i got 0.00$ :< touko 28 13:31:19 I have had a notebook for more then 2 years then touko 28 13:31:22 allmost never took it outside :/ touko 28 13:31:23 :D touko 28 13:31:29 then=now* touko 28 13:33:48 each tile base is 16kb right? touko 28 13:34:58 yes touko 28 13:35:09 but a full tileset isn't 16Kbytes touko 28 13:35:21 256col full tileset is 4 tile bases touko 28 13:35:26 16cols are half of it touko 28 13:35:48 so tilesets and tilemaps share vram right? touko 28 13:35:56 tilemaps? touko 28 13:36:02 err, maps touko 28 13:36:05 yes they are touko 28 13:36:12 they can even overlap each other touko 28 13:36:17 so beware :< touko 28 13:36:20 :=P touko 28 13:36:34 damn wonderswan touko 28 13:36:37 what about it ? touko 28 13:36:44 *bgMapDst++ = (curBgTile & 0x1FF) | ((curBgTile & ~0x1FF) << 2); touko 28 13:36:46 uugly touko 28 13:37:22 hmm, so two 256x256x8 tilesets would take up an entire bank of vram? where would the maps go? touko 28 13:37:37 no where :D touko 28 13:37:46 err wtf? touko 28 13:37:46 no touko 28 13:38:05 two 256x256x8bit BGs will take only 8 tile bases touko 28 13:38:18 there are 31 tile bases and 31 map bases touko 28 13:38:33 put map first touko 28 13:40:06 map bases 0-1 and use Tile ram 1+ touko 28 13:40:40 or use crosspending locations touko 28 13:40:47 mapbase + tilebase = 31 touko 28 13:41:09 for example, tiles at 0 and map in 31 touko 28 13:41:16 that worked on the GBA ;P touko 28 13:41:35 ok touko 28 13:41:37 DAMN YOU WONDERSWAN touko 28 13:41:40 RGB444 FORMAT touko 28 13:41:42 know of any good free ds tilesets? touko 28 13:41:51 "ds tilesets" touko 28 13:41:51 ? touko 28 13:41:53 I want to make a wandering around type game touko 28 13:41:56 ant 8x8 tileset will do ;P touko 28 13:42:00 err, 8x8 touko 28 13:42:05 I meant to say ds friendly touko 28 13:42:08 google for tilesets :D touko 28 13:42:11 or create them touko 28 13:42:16 I did, only got 16x16 and 32x32 touko 28 13:42:26 no big deal touko 28 13:42:37 use a technique called meta-tiling touko 28 13:42:54 I know, I used that for some pocketcity tiles touko 28 13:43:09 problem is the bg is effectively twice as small touko 28 13:43:15 err, half the size touko 28 13:43:18 so wait for my next lesson touko 28 13:43:32 * TheLazy1 waits touko 28 13:43:36 lira, could you please nopaste the LZSS swi code again touko 28 13:43:38 I lost it. touko 28 13:43:43 :=)) touko 28 13:43:49 bLAStY: lmao touko 28 13:43:50 k touko 28 13:44:34 you LZSS the GFX using gfx2gba rite ? touko 28 13:44:42 http://rafb.net/paste/results/pmnSvz38.html touko 28 13:44:44 -Z touko 28 13:44:46 NO touko 28 13:44:47 ! touko 28 13:44:47 !! touko 28 13:44:49 NO NO NO touko 28 13:44:50 no way touko 28 13:44:52 lol k touko 28 13:45:02 don't go mad ape shit on me now, :P touko 28 13:45:05 use GBAcompres touko 28 13:45:08 hold on touko 28 13:45:09 ok touko 28 13:45:14 commandline tool ? touko 28 13:45:19 i got an exe... touko 28 13:45:26 send0r touko 28 13:45:30 care to check if it works on wine? touko 28 13:45:33 sure touko 28 13:45:35 I think it does touko 28 13:45:36 GBACrusher.exe touko 28 13:46:05 use LZ77 VRAM safe touko 28 13:46:12 or else... touko 28 13:46:24 kay kay touko 28 13:47:05 hope it works under wine :< touko 28 13:47:24 good chance it does touko 28 13:47:36 yay, works touko 28 13:48:05 well, I dunno if it outputs valid files, but I assume it does. the GUI shows up fine at least ;) touko 28 13:48:14 someone should do a CLI tool though, better for automated builds touko 28 13:48:22 compress only 1 file at a time touko 28 13:48:29 ok touko 28 13:48:37 else it will make one big chunk of compressed data out of it ? touko 28 13:48:40 yes touko 28 13:48:43 aha touko 28 13:48:46 which is wrong ;P touko 28 13:48:53 or rather - hard to decompress touko 28 13:48:59 hehe ye touko 28 13:49:03 i mean, offsets and w/e touko 28 13:49:09 the compression gain is bigger tho touko 28 13:49:12 unless you store the stuff right after each other touko 28 13:49:30 it can generate an .h file for you with offsets touko 28 13:49:40 but i never used it, so i ph33r from it touko 28 13:49:46 the code you gave me only works for decompress to VRAM ? touko 28 13:49:47 or ? touko 28 13:49:52 anywhere touko 28 13:49:58 unpacks 16bits touko 28 13:50:09 if you want to decompress anywhere ELSE to VRAM, it'll be faster to use: touko 28 13:50:23 swiDecompressLZSSWram(source, dest); touko 28 13:51:11 k touko 28 13:51:18 that's just a matter of changing the SWI number though, right ? touko 28 13:51:34 yep touko 28 13:51:41 the TDec func ptrs stay the same touko 28 13:51:41 k touko 28 13:51:46 no no touko 28 13:51:48 ... touko 28 13:52:01 to decompress anywhere else then VRAM use ONLY swiDecompressLZSSWram(source, dest); touko 28 13:52:09 ohh, ok touko 28 13:52:14 to decmopress gfx - use my function set touko 28 13:52:31 I dont need the function set when decompressing to WRam, *makes note* touko 28 13:52:39 why do you need custom functions to decompress to VRAM ? touko 28 13:52:45 and not for Wram ? touko 28 13:52:52 VRAM is address >= 0x6000000 touko 28 13:53:03 VRAM is 16bit writes only touko 28 13:53:07 ah, true touko 28 13:53:07 (or 32bit) touko 28 13:53:13 the decompression does 8bit a time touko 28 13:53:18 so that's teh m3ss touko 28 13:53:27 the VRAM depacker has also callbacks touko 28 13:53:31 which is awesome touko 28 13:53:43 you can create a "loading" bar while it depacks touko 28 13:54:03 second func ptr of decStream is callback ptr ? touko 28 13:54:07 you can know where it is now, and what's the current hword it depacks touko 28 13:54:10 (it's set to NULL now in your example code) touko 28 13:54:20 the NULL touko 28 13:54:22 ok. touko 28 13:54:27 thx :D touko 28 13:54:38 it fills in r0 - r2 with usefull datas touko 28 13:54:48 teh leet touko 28 13:54:54 <3 NDS 2D touko 28 13:54:58 :+) touko 28 13:55:01 lo touko 28 13:55:04 *lol touko 28 13:55:09 your nose is bleeding touko 28 13:55:12 no, it's a clown. touko 28 13:55:18 omg omg - useful datas \o/ touko 28 13:55:24 lol touko 28 13:55:24 !nextlessonplz touko 28 13:55:26 :P touko 28 13:55:38 why? touko 28 13:55:38 LiraNuna: /play lesson6.txt touko 28 13:55:39 :P touko 28 13:55:43 oh touko 28 13:55:43 lol touko 28 14:07:36 maybe on n00n touko 28 14:07:54 right now i want to re-map the palette damn pallete touko 28 14:07:55 when is noon, timezones :/ touko 28 14:08:04 i'm folowing GMT even tho i'm GMT+2 touko 28 14:08:30 wwp.greenwichmeantime.com/ touko 28 14:08:36 http://wwp.greenwichmeantime.com/ touko 28 14:09:08 oh so 53 minutes from now then? touko 28 14:10:06 maybe touko 28 14:10:06 noon = 1 o' clock? touko 28 14:10:08 then, yes :P touko 28 14:10:09 lol touko 28 14:10:18 n00n = ~2-3 touko 28 14:10:21 its only 7:10am here touko 28 14:10:25 13:06 touko 28 14:10:27 oh touko 28 14:10:27 GMT+1 :P touko 28 14:10:33 (14:10:32) here, GMT+2 touko 28 14:10:48 hmm, gotta make breakfast - but what touko 28 14:11:00 eggs n toast touko 28 14:11:05 AND COfFEEE touko 28 14:11:15 0xBADC0FFEE touko 28 14:11:17 hehe touko 28 14:11:34 is it wrong to notice the extra digit in there? touko 28 14:11:38 hehe :) touko 28 14:11:41 4 bits too much! touko 28 14:12:04 * bLAStY fucks that nibble up touko 28 14:12:06 0xBAADF00D is all I know touko 28 14:12:10 0xBEEFBABE :P touko 28 14:12:13 0xBADC0DED touko 28 14:12:16 0xC0CAC01A touko 28 14:12:20 0xC0DEBABE touko 28 14:12:23 lol touko 28 14:12:26 :D touko 28 14:14:05 ;P touko 28 14:35:40 quick gba test using asm, 32 bytes to put a green pixel on the screen touko 28 14:36:00 fb mode ? touko 28 14:36:05 yeah touko 28 14:36:22 I did something similar for NDS, ~50 bytes executeable size touko 28 14:36:31 but you have to set up the VRAM banks too there :P touko 28 14:36:44 gba 256byte, ds 384? touko 28 14:36:55 ehr ? :) touko 28 14:37:16 to account for the additional setup touko 28 14:37:46 oh well, I think 128 bytes it a little too much for the additional setup, 64 _should_ do touko 28 14:37:48 I wonder if my 32byte demo works on hw, im gonna check touko 28 14:37:49 hehe :) touko 28 14:38:11 if it works on dualis, it might work on HW touko 28 14:38:17 good chance it will, i mean touko 28 14:38:47 i've tested everything so far in DeSmUmE, seems to be quite accurate for the (simple) stuff I'm doing ;) touko 28 14:38:51 oh touko 28 14:39:12 yes!, 32byte gba demo works with gbamp in gba mode touko 28 14:39:29 now to shrink it somehow touko 28 14:39:32 how big is the GBA header ? touko 28 14:39:39 512bytes touko 28 14:39:42 :< touko 28 14:39:42 k touko 28 14:39:52 teh big touko 28 14:39:54 im being cheap and not using one for now since the gbamp appears to ignore it touko 28 14:40:03 not goof touko 28 14:40:08 d* touko 28 14:40:13 I know, but its just a test touko 28 14:40:17 hehe touko 28 14:40:54 hmm, how much smaller could it get if I used thumb? touko 28 14:41:08 thumb instructions are 16 bit, ARM mode are 32bits touko 28 14:41:18 dunno how much smaller you can get it tho.. didn't do any thumb yet touko 28 14:41:30 so I have no idea about it's limitations touko 28 14:42:04 thumb sux touko 28 14:42:09 stick with ARM RISC touko 28 14:42:26 1 inst of ARM is almost 3-4 thumb ones touko 28 14:42:33 well, thumb can be a gain in some situations touko 28 14:42:45 can't see how touko 28 14:42:54 .arm ftw touko 28 14:43:12 if you have to do a lot of small add instr. in a row, I'd bet you be better of using thumb touko 28 14:43:14 hmm, I wonder how I can shrink this then touko 28 14:43:27 I'd=You'd touko 28 14:44:20 strings --radix=x ftw :P touko 28 14:44:39 ;P touko 28 14:45:13 bLAStY: if you are doing "add" in arm a lot, your asm sux ;P touko 28 14:46:12 bl0|away bLAStY touko 28 14:46:12 bl0|away bLAStY touko 28 14:46:18 * Nikolas read "your arm sux" and wondered what bLAStY did with his arm touko 28 14:46:28 http://rafb.net/paste/results/qZIGQN55.html - not good, but then again I did'nt finish learning arm asm either touko 28 14:46:47 lol touko 28 14:46:52 r touko 28 14:46:54 gah touko 28 14:46:56 brb touko 28 14:47:30 lsl#5 pwns <<5 :P touko 28 14:48:01 don't see any way to optimize this though TheLazy1 touko 28 14:48:15 maybe 256bytes is unrealistic touko 28 14:48:22 i said touko 28 14:48:24 that is just 1 pixel afterall touko 28 14:48:30 nah, 256bytes _is_ realistic touko 28 14:48:37 just don't expect anything really fancy ;) touko 28 14:48:40 bLAStY: no way touko 28 14:48:43 maybe 256Kbyte touko 28 14:48:48 eh, no. touko 28 14:48:50 or 1Kbyet touko 28 14:48:52 1kb touko 28 14:48:57 1Kb gives more freedom touko 28 14:49:02 I bet I can fit my fire effect in 1k touko 28 14:49:06 lol touko 28 14:49:07 if I try my best ;) touko 28 14:49:44 :) touko 28 14:49:49 if you can get the font from the DS firmware used, you can even display text in 1 kb :D touko 28 14:49:50 problem is, how many people know arm asm and want to spend hours trying to cut down the size? touko 28 14:50:15 dunno, I would enter touko 28 14:50:34 lol touko 28 14:50:41 you can't tho touko 28 14:50:49 I can't ? touko 28 14:50:57 nope, it's compressed and encrypted touko 28 14:51:04 oh, that touko 28 14:51:06 will be too slow and touko 28 14:51:15 *and handlnig code will be huge touko 28 14:51:24 http://www.256b.com/demo/402 touko 28 14:51:28 on pc but still.. impressive touko 28 14:51:51 yeah touko 28 14:51:57 damn voxel renderer in 256b, insane touko 28 14:51:58 :D touko 28 14:52:03 teh cubes touko 28 14:53:11 * TheLazy1 is now known as lazy1afk touko 28 14:58:03 ice-o-lator touko 28 14:59:13 * lazy1afk is now known as TheLazy1 touko 28 15:09:57 when does the lesson start? touko 28 15:10:58 who wants the lesson starting at 14:00 GMT? touko 28 15:11:01 me touko 28 15:11:12 that's in an hour? or in 3 ? touko 28 15:11:16 one touko 28 15:11:19 k touko 28 15:11:34 bah 24hr time touko 28 15:11:34 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 6: Extended Palettes and BGs bigger then 51 touko 28 15:11:38 :/ touko 28 15:11:43 just sub 12... touko 28 15:11:47 2pm <_< touko 28 15:11:51 omg hard... touko 28 15:11:59 its an extra step... touko 28 15:12:09 "extra step" ? touko 28 15:12:25 nm.................... touko 28 15:14:52 there come the dotssss touko 28 15:15:53 hide! it's pacman! touko 28 15:16:16 (<....... touko 28 15:16:52 Wakka wakka wakka wakka wakka touko 28 15:19:02 damn! run! touko 28 15:19:29 dualis debug ftw touko 28 15:20:25 AFTER ALL THEY SHARED HOW COULD HE SIMPLY SAY touko 28 15:20:27 NOOOOOOOOO touko 28 15:20:32 /o/ touko 28 15:20:34 \o\ touko 28 15:21:28 |o| touko 28 15:22:14 lesson in 40min touko 28 15:22:17 be teh ready touko 28 15:22:26 * TheLazy1 is now known as lazy1afk touko 28 15:22:38 * poffy_ is going to St. Louis is less than 40 minutes touko 28 15:22:38 —› The alarm clock will ring at (15:50) with reason: (lesson 6) touko 28 15:22:43 :( touko 28 15:22:48 log then touko 28 15:22:59 yeah touko 28 15:23:01 afk 30 mins touko 28 15:40:48 * lazy1afk is now known as TheLazy1 touko 28 15:41:26 * parrot_ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has joined #learn2d touko 28 15:42:05 lo touko 28 15:42:11 \o touko 28 15:42:12 hey touko 28 15:42:21 Liran: 14:00 BST is in 20 mins BTW touko 28 15:42:31 GMT? touko 28 15:42:41 i'm following GMT touko 28 15:42:45 i'm GMT+2 touko 28 15:42:49 (15:42:50) touko 28 15:42:50 my time touko 28 15:42:58 13:41 here touko 28 15:43:04 GMT+DST touko 28 15:43:09 who cares touko 28 15:43:15 Meh, it's in 20 mins touko 28 15:43:20 IN 15 MINUTES THE LESSON STARTS touko 28 15:43:30 *reorganize touko 28 15:43:31 zomg, we wasted 5 mins touko 28 15:47:25 Someone should run DS programming courses touko 28 15:47:48 But I suck at DS programming, so I'd join it and wouldn't run it touko 28 15:47:53 nah, everything you need to know is free - plus you can annoy people on irc until they help you touko 28 15:48:07 True touko 28 15:48:31 is this next lesson based on the code of any previous ones? touko 28 15:48:32 2D programming is like touko 28 15:48:35 almost everything touko 28 15:48:44 TheLazy1: don't think so touko 28 15:48:53 ok, I'll clear it out then touko 28 15:49:11 prepare a new project so no suprises will be mad touko 28 15:49:11 e touko 28 15:49:28 Hrrm, just let me finish my palette converter, nearly done touko 28 15:52:48 * LiraNuna has quit (Quit: ( www.nnscript.de :: NoNameScript 4.03 :: www.XLhost.de )) touko 28 15:52:55 * LiraNuna (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 28 15:53:04 ... touko 28 15:53:24 * LynxNet01 gives channel operator status to LiraNuna touko 28 15:59:39 ok touko 28 16:00:07 you all teh ready? touko 28 16:00:11 yep touko 28 16:00:13 Yup touko 28 16:00:23 * KennyTheF (~kennylevi@0x535de6c2.bynxx18.adsl-dhcp.tele.dk) has joined #learn2d touko 28 16:00:41 ok touko 28 16:00:52 * KennyTheF (~kennylevi@0x535de6c2.bynxx18.adsl-dhcp.tele.dk) has left #learn2d touko 28 16:00:56 * MrShlee (BIGKING@58-84-69-246.dial-lns3.sa.chariot.net.au) has joined #learn2d touko 28 16:01:06 a unique feature the DS has over the GBA is extended palettes touko 28 16:01:21 \o touko 28 16:01:24 * KennyTheF (~kennylevi@0x535de6c2.bynxx18.adsl-dhcp.tele.dk) has joined #learn2d touko 28 16:01:26 those are extra 16 256col palettes touko 28 16:01:55 they are not located in the original BG_PALETTE (0x5000000) tho touko 28 16:02:10 so we use the VRAM banks touko 28 16:02:28 Is SPRITE_PALETTE an extended palette? touko 28 16:02:41 no touko 28 16:02:45 Ah touko 28 16:02:47 Right touko 28 16:02:48 i didn't cover sprites yet kthx touko 28 16:02:51 OK touko 28 16:02:55 ANYHOW touko 28 16:03:13 only two VRAM banks can hold extended palettes inside touko 28 16:03:22 *3 touko 28 16:03:33 VRAMs E, F and G touko 28 16:03:54 i don't recommend putting extended palettes in VRAM e tho touko 28 16:04:16 because it's a 64Kbyte VRAM - it can be used for other stuff touko 28 16:04:25 (F and G are 16Kbyte each) touko 28 16:04:59 extended palettes can be used ONLY on the extended rotoscale BGs 2 and/or 3 touko 28 16:05:15 (depends on the current video mode) touko 28 16:05:42 to activate extended palettes on those BGs, we turh on bit30 on display_cr touko 28 16:05:44 or using libnds: touko 28 16:05:45 * LynxHome has kicked LiraNuna from #learn2d (flood) touko 28 16:05:54 * LiraNuna (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 28 16:05:54 hehehe touko 28 16:05:55 .. touko 28 16:06:05 OK I WILL TALK SLOWER touko 28 16:06:09 I thought the limit on it was upped touko 28 16:06:18 what was my last line? touko 28 16:06:19 * LynxNet01 gives channel operator status to LiraNuna touko 28 16:06:26 or using libnds: touko 28 16:06:30 [09:05] LiraNuna: or using libnds: touko 28 16:06:54 videoSetMode(mode setup here | DISPLAY_BG_EXT_PALETTE); touko 28 16:07:37 since the palettes are not located in a fixed location, we have to fill them while they are in a known space touko 28 16:07:45 i will use VRAM F for this exampl touko 28 16:07:47 +e touko 28 16:08:18 i don't think we will do code this lesson, but you are encouraged to try it yourself touko 28 16:08:36 OK touko 28 16:08:50 to write the palettes to VRAM F, we need to reset it to it's location by setting it to LCDC mode touko 28 16:09:09 vramSetBankF(VRAM_F_LCD); touko 28 16:09:16 then write the palettes touko 28 16:09:37 VRAM_E[(palIsx * 256) + offet] = color; touko 28 16:09:49 palIdx being 0-15, the extended palette touko 28 16:09:57 I thought we weren't using VRAM E? touko 28 16:10:03 no touko 28 16:10:17 E is 64Kbyte - it's HUGE for this usge touko 28 16:10:23 Great! touko 28 16:10:34 i suggest NOT using it for ex. palettes touko 28 16:10:39 but for sprites or BGs touko 28 16:10:51 (no i didn't cover sprites yet..!) touko 28 16:11:03 anyhow touko 28 16:11:20 offset is the color index inside the palette 0-255 touko 28 16:11:24 and color is uh touko 28 16:11:25 color touko 28 16:11:40 after we filled up our VRAM, touko 28 16:11:48 i mean touko 28 16:12:13 after the VRAM is filled up with the palettes, we set it to use ex. palettes touko 28 16:12:23 vramSetBankE(VRAM_E_BG_EXT_PALETTE) touko 28 16:12:35 so to write a color to an extended palette: touko 28 16:12:43 1) set vram to LCD mode touko 28 16:12:48 2) write color/s touko 28 16:12:57 3) set VRAM back to ex. palettes touko 28 16:13:26 void setExPal(u8 palIdx, u8 colOffset, u16 Col) { touko 28 16:13:31 vramSetBankF(VRAM_F_LCD); touko 28 16:13:42 VRAM_F[(palIsx * 256) + offet] = color; touko 28 16:13:51 vramSetBankF(VRAM_E_BG_EXT_PALETTE) touko 28 16:13:52 } touko 28 16:14:00 here's a nice function touko 28 16:14:15 to actually tell the BG to use an extended palette touko 28 16:15:09 we set BG13 in BGx_CR touko 28 16:15:34 BGx_CR = my_stuff_here | BG_PALETTE_SLOT3; touko 28 16:15:50 don't ask me about the crazy define libnds has came up with, it's not my fault touko 28 16:16:24 err wait a sec touko 28 16:16:29 correction: touko 28 16:16:42 only BGs 0 and 1 can use extended palettes touko 28 16:17:00 no wait... touko 28 16:17:01 <_< touko 28 16:17:10 2 & 3? touko 28 16:17:21 for tile BGs - 0-1, we set BIT13 to use extended palettes touko 28 16:18:05 and rotoscale and ex.rotoscale are: touko 28 16:18:38 BIT7 set touko 28 16:18:57 so only rotoscale are using touko 28 16:18:58 bleh touko 28 16:19:01 no need to correct touko 28 16:19:13 only rotoscale and ex.rotoscale can use them. touko 28 16:19:14 <_< touko 28 16:19:33 so where to set in which palette to use? touko 28 16:19:44 inside the map ofcourse touko 28 16:20:09 last 4bits touko 28 16:20:38 like 16x16col maps touko 28 16:20:44 lastMapByte & 0xF? touko 28 16:20:51 no touko 28 16:21:10 Hrrm, you said last 4bits, which is a nibble touko 28 16:21:17 map[x + 32*y] = tile | (pal << 12); touko 28 16:21:25 <> touko 28 16:21:32 Cool touko 28 16:21:51 that's all for extended palettes touko 28 16:21:59 and EVERYTHING related to BGs touko 28 16:22:25 congrads - now you know every single feature related to BGs on the DS's HW (not including effects) touko 28 16:22:41 you know to set up every kind of BG in every mode touko 28 16:22:47 now for some tricks \o/ touko 28 16:22:48 you forgot > 512x512bgs touko 28 16:22:48 I don't touko 28 16:22:52 nm touko 28 16:22:54 no i didn't TheLazy1 touko 28 16:22:55 :) touko 28 16:23:04 * parrot_ hasn't been here since lesson 1 touko 28 16:23:13 parrot_: :/ touko 28 16:23:19 i meant for those who were learning with me touko 28 16:23:23 I've got a sprite class somewhere, it's a bit buggy, but it's good for examples touko 28 16:23:33 i touko 28 16:23:34 never touko 28 16:23:36 teached touko 28 16:23:38 sprites touko 28 16:23:46 LiraNuna: Ah, I'll revise touko 28 16:23:57 ANYHOW touko 28 16:23:58 LiraNuna: For when you do, I meant touko 28 16:24:18 * parrot_ shuts up touko 28 16:24:30 tricks are often used to fool the HW or the eyes of the player/user touko 28 16:25:04 first BG trick you will learn, is how to create maps bigger then 512x512 BGs - supported by the HW touko 28 16:25:12 * Tharo41 (~Miranda@pD9E05A87.dip.t-dialin.net) has joined #learn2d touko 28 16:25:16 there are 3 methods to do so touko 28 16:25:47 i will not teach them all because 2 of them cannot be used on the DS touko 28 16:26:01 why? because the size of the BG is EXACTLY as it's width touko 28 16:26:10 so we have no "hidden part" touko 28 16:26:21 no offscreen part touko 28 16:26:39 we do have hidden part in the Y touko 28 16:26:54 BG is 256x256 while the screen is 256x192 touko 28 16:27:08 256-192 = Y offscreen max touko 28 16:27:09 jupp, that is anoying touko 28 16:27:25 so with 2 methods eliminated, only one left touko 28 16:27:35 this methods is called "BG streaming" touko 28 16:27:52 we only use a BG of 512x256 touko 28 16:28:02 with a virtual BG of NxM touko 28 16:28:16 cons: fast and easy to write touko 28 16:28:30 pros: waste of memory. limit of 1024 tiles touko 28 16:28:34 err touko 28 16:28:39 or is it vice versa touko 28 16:28:53 pros: fast and easy to write touko 28 16:28:53 uhm lira ? touko 28 16:28:58 coss: waste of memory. limit of 1024 tiles touko 28 16:29:02 *cons touko 28 16:29:04 Don't use terms that you don't understand, you sillu touko 28 16:29:05 Tharo41: ? touko 28 16:29:08 *silly touko 28 16:29:09 lol touko 28 16:29:12 anyhow touko 28 16:29:22 Waste of memory is realitive ... touko 28 16:29:35 Tharo41: you'll see why it wastes memory touko 28 16:29:37 It depends how do you want to relaisize it .. you do not have to use all the memory touko 28 16:29:42 i know it ^^ touko 28 16:29:51 so shut up :D touko 28 16:29:51 j/k touko 28 16:29:57 back to the lesson... touko 28 16:29:58 but just using a big bg means not to fill it up touko 28 16:30:01 k touko 28 16:30:59 * LiraNuna` (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 28 16:31:04 * LynxNet01 gives channel operator status to LiraNuna` touko 28 16:31:07 (i'm talking tiles) touko 28 16:31:09 * [10053] Software caused connection abort touko 28 16:31:10 ... touko 28 16:31:14 15:29:23 <@LiraNuna> back to the lesson... touko 28 16:31:21 (16:30:38) (@LiraNuna) in this example i will set up a 60x60 tiles BG touko 28 16:31:21 (16:30:51) (@LiraNuna) but it can be ANY size starting from 32x24 touko 28 16:31:24 (@LiraNuna`) (i'm talking tiles) touko 28 16:31:30 -.- touko 28 16:31:52 we will set up the virtual BG, as a 16bit array sized 60*60 touko 28 16:32:01 u16 virtualMap[60*60]; touko 28 16:33:27 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 28 16:33:29 .. :D touko 28 16:35:08 * LiraNuna_ (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 28 16:35:14 15:31:27 <@LiraNuna`> u16 virtualMap[60*60]; touko 28 16:35:14 #$%@#$&^@#$%@#4 touko 28 16:35:20 (16:32:32) (@LiraNuna`) we also need to keep track on the current virtual X pos and Y pos touko 28 16:35:29 int vPosX, vPosY; touko 28 16:35:30 * LynxNet01 gives channel operator status to LiraNuna_ touko 28 16:35:40 8-| touko 28 16:35:58 so based on those virtual positions, we change the map and stream a rect touko 28 16:36:31 * LiraNuna has quit (Ping timeout: 360 seconds) touko 28 16:36:36 ah, I am seeing where this goes, nice one touko 28 16:36:41 where this is going* touko 28 16:36:42 so touko 28 16:36:43 Oh, gotcha touko 28 16:36:48 since we are talking in tiles touko 28 16:37:02 we will devide the vposes by 8 touko 28 16:37:21 and copy a 32x32 rect from the virtual BG to the original one touko 28 16:37:28 but that's not all touko 28 16:37:41 what about scrolling? touko 28 16:37:59 you want smooth scrolling, right? touko 28 16:38:03 no prob! touko 28 16:38:09 (assuming we use BG0) touko 28 16:38:26 * LiraNuna` has quit (Ping timeout: 360 seconds) touko 28 16:38:32 we will set the modulo by 8 in the scroll reg touko 28 16:38:42 BG0_X0 = vposx & 0x7; touko 28 16:38:50 BG0_Y0 = vposy & 0x7; touko 28 16:39:10 this causes an illusion used in early text scrollers in the past touko 28 16:39:17 did you even explain the scroll regs allready ? touko 28 16:39:32 yes bLAStY touko 28 16:39:34 k touko 28 16:39:47 another something to fix is touko 28 16:40:10 the tearup caused by the original BG (32x32) and the screen clip plane (32x24) touko 28 16:40:25 we need something that will either hide it or complete it touko 28 16:40:26 what do you mean by "tearup" ? touko 28 16:40:37 hold on touko 28 16:40:44 let me upload a demo to show you what i mean touko 28 16:40:53 aight touko 28 16:42:30 http://www.talesofdagur.com/main/ToDIfiles/ToD_FirstSteps.rar touko 28 16:42:33 download that touko 28 16:42:37 it's preety big touko 28 16:42:54 try out RPG_Demo(1) to (3) touko 28 16:43:04 notice the tearup on the sides when scrolling touko 28 16:43:19 how to overcome this? touko 28 16:43:24 simple touko 28 16:43:28 we use a 512x256 BG touko 28 16:43:35 altho we don't need it all touko 28 16:43:36 oh, thanks for filling my homedir with 70 RPG_Game.nds files touko 28 16:43:44 :| touko 28 16:43:44 lol touko 28 16:43:48 haha touko 28 16:44:27 you can clearly see the tearup in (1) touko 28 16:44:32 anyhow touko 28 16:44:39 since the odd positioning of the maps in VRAM touko 28 16:44:43 *because touko 28 16:45:09 we will use a pointer to inc. the location of the write for speed touko 28 16:45:54 let me show you a simple code on how to do i touko 28 16:45:55 t touko 28 16:47:19 http://rafb.net/paste/results/OD1kK954.html touko 28 16:47:45 thsi function can be optimised... touko 28 16:47:45 hmm touko 28 16:47:47 hold on touko 28 16:48:29 http://rafb.net/paste/results/Shz8Bj78.html touko 28 16:48:48 err no touko 28 16:48:54 don't use the last one touko 28 16:49:17 ew, division touko 28 16:49:41 with this methods, you trick the player to think there is a huge BG, when there is only one BG sized 64x32 touko 28 16:50:40 http://rafb.net/paste/results/mphQSJ65.html touko 28 16:51:49 there you go touko 28 16:52:31 simple, eh? touko 28 16:52:41 what you see is not allways what you get :) touko 28 16:52:54 next lesson we'll start with some touko 28 16:52:56 HBlank touko 28 16:52:57 \o/ touko 28 16:53:02 more like touko 28 16:53:07 HBlank and VBlank tricks touko 28 16:53:10 Hmm. touko 28 16:53:35 I think you could save char memory by just using the first 4-5 lines of the overlapping map touko 28 16:53:46 * LiraNuna_ has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: VBlank and HBlank tricks - 29-05-06 @ ?? touko 28 16:53:49 end of lesson 6 touko 28 16:53:57 * LiraNuna_ is now known as LiraNuna touko 28 16:54:09 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: VBlank and HBlank tricks part 1 - 29-05- touko 28 16:54:13 Thanks again for a wonderfull lesson ^^ touko 28 16:54:17 :) touko 28 16:54:19 np touko 28 16:54:39 I kinda get the impression not everybody "got" what he said;P touko 28 16:54:51 that's why i'm still here for QUESTIONS touko 28 16:54:56 I know:) touko 28 16:55:10 (i'm yelling for those who are emberresed to ask :/ touko 28 16:55:11 * parrot_ got most of it touko 28 16:55:16 im trying to make a map so I can test it out touko 28 16:55:40 you kinda have to see it to understand what it does touko 28 16:56:07 see RPG_Game.nds from the package to get how it looks with clipping touko 28 16:56:23 *cough* there's-70-in-the-zip *cough* touko 28 16:56:28 lol touko 28 16:56:34 let me upload ONLY that one touko 28 16:56:34 im still deleting :( touko 28 16:56:36 j/k :D touko 28 16:56:39 lol touko 28 16:56:48 Hmm i für myself know this technique since some years .. but i think alot of the younger ppl here have never heard about this b4 ^^ touko 28 16:57:10 Tharo41: i'm sure you don't know some hot HBlank tricks \o/ touko 28 16:57:13 :P touko 28 16:57:20 don't teach them the swirl1!111one touko 28 16:57:21 oh well thats ture touko 28 16:57:29 so stick for the next lesson touko 28 16:57:30 because im at ds since ... 8 days? ^^ touko 28 16:57:34 this will be FUN touko 28 16:57:37 :D touko 28 16:57:38 :D touko 28 16:57:40 \o/ touko 28 16:57:47 parrot_: ? touko 28 16:58:01 When you said DUN touko 28 16:58:03 *FUN touko 28 16:58:04 __\o/__/ touko 28 16:58:05 ah :) touko 28 16:58:06 whoops touko 28 16:58:08 wrong button touko 28 16:58:09 :S touko 28 16:58:17 it's fun for me, i LOVE Hblank touko 28 16:58:21 we know :/ touko 28 16:58:21 :P touko 28 16:58:26 next lesson you'll understand why, too touko 28 16:58:30 \o/ touko 28 16:58:56 what HBL fx are you going to explain ? touko 28 16:59:02 \-\o/-/ touko 28 16:59:10 some simple ones first touko 28 16:59:13 other thing lira .. do you release logs + sample codes for each lesson? touko 28 16:59:19 gradient, palette manipulation, touko 28 16:59:25 ah, k touko 28 16:59:26 Tharo41: Steven_H does that touko 28 16:59:26 or should i dig deeper in the net touko 28 16:59:37 bLAStY: then move on to heavy HBlank stuff touko 28 16:59:38 hehe okay i will grap him later then touko 28 16:59:50 Tharo41: see topic touko 28 16:59:53 * parrot_ is waiting for the Platform SDK to install so he can compile and test his palette converter touko 28 16:59:59 http://sharriso.gotadsl.co.uk/nd/index.htm touko 28 17:00:18 hmm touko 28 17:00:21 http://sharriso.gotadsl.co.uk/nds/index.htm touko 28 17:00:23 you know what sucks, having your code working 100% on emu, and then try it out on real hw and get a bunch of flying rects and garbled up screen touko 28 17:00:29 I'm like, w-t-f. touko 28 17:00:42 not thaaaaaat complete touko 28 17:00:47 i know this page as well touko 28 17:00:55 * KennyTheF has quit () touko 28 17:01:11 bLAStY: INDEED IT IS :< touko 28 17:01:24 LETS SHOUT! touko 28 17:01:33 l touko 28 17:01:35 oops caps touko 28 17:03:14 * Skype (~Skype@host86-137-189-255.range86-137.btcentralplus.com) has joined #learn2d touko 28 17:03:25 Would anyone like to buy a skype starter pack,which contains a headset and 30 minuet call voucher,for £5? touko 28 17:03:41 i'm THAT close to kick you touko 28 17:03:51 I have 49 Skype Starter Packs for Sale, touko 28 17:03:57 Would anyone like to buy a skype starter pack,which contains a headset and 30 minuet call voucher,for £5? touko 28 17:04:05 * LiraNuna has kicked Skype from #learn2d (This is NOT a marketing channel. Tata!) touko 28 17:04:07 * Skype (~Skype@host86-137-189-255.range86-137.btcentralplus.com) has joined #learn2d touko 28 17:04:09 haha touko 28 17:04:14 :P touko 28 17:04:17 LiraNuna: You shouldn't have advertized the channel touko 28 17:04:24 mode +s touko 28 17:04:25 :P touko 28 17:04:30 oh it is already touko 28 17:04:31 hm:P touko 28 17:04:37 parrot_: so how would others know it exsists... ? touko 28 17:04:42 mode +m +v to everyone but Skype touko 28 17:04:44 :p touko 28 17:05:00 /mode #learn2d +b Skype touko 28 17:05:01 LiraNuna: You should have waited until skype had gone touko 28 17:05:01 oops touko 28 17:05:18 parrot_: i didn't know he's a spammer touko 28 17:05:29 i got a script that advertises too touko 28 17:05:53 Yah touko 28 17:06:24 one more word he says about advertising will give him a nice +b tag touko 28 17:06:35 Yay :) touko 28 17:06:43 weeellll lira maybe you can do your lessons via teamspeak or something like that? ^^ touko 28 17:06:53 Or MSN convo touko 28 17:06:54 Would anyone like to buy a skype starter pack,which contains a headset and 30 minuet call voucher,for £5? touko 28 17:07:01 * LiraNuna sets ban on *!*Skype@*.range86-137.btcentralplus.com touko 28 17:07:01 * LiraNuna has kicked Skype from #learn2d (STFU) touko 28 17:07:08 you all want to? touko 28 17:07:15 lessons by voice? touko 28 17:07:16 LiraNuna winds up for the kick and boom Skype is out of the park touko 28 17:07:24 * parrot_ doesn't have Teamspeak touko 28 17:07:28 me too touko 28 17:07:35 its a freeware app touko 28 17:07:39 MSN? touko 28 17:07:39 * WntrMute (~wntrmute@cpc1-port4-0-0-cust56.cos2.cable.ntl.com) has joined #learn2d touko 28 17:07:44 and i have a ts server on a real server machine .. touko 28 17:07:45 but if you all want it by voice, i don't care touko 28 17:08:18 That would be harder tho Lira touko 28 17:08:18 We could passwd the channel and tell people who genuinly want to get in the passwd touko 28 17:08:23 prob y scype and msn is that lira had to upload to much data i think .. thats why i said teamspeak .. touko 28 17:08:25 Steven_H: to log? touko 28 17:08:44 Trillian auto logs MSN touko 28 17:08:47 parrot_: no touko 28 17:08:54 parrot_: VOICE ? touko 28 17:09:02 No language barriers - I speak to people from all over, and lets just say understanding people is hard... touko 28 17:09:03 No touko 28 17:09:05 <-- is not good at understanding us english touko 28 17:09:20 What about UK English? touko 28 17:09:38 i speak clear english touko 28 17:09:45 there i can follow ^^ touko 28 17:09:45 have problems with spelling tho :/ touko 28 17:09:54 * TheLazy1 has quit (afk) touko 28 17:10:04 LiraNuna where are you came from ? touko 28 17:10:20 Israel touko 28 17:11:01 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: BG VBlank and HBlank tricks part 1 - 29- touko 28 17:11:13 since there are sprite HBlank tricks too touko 28 17:11:39 pfew. im always wondering how the israel ppl can speak so different languages together ^^ touko 28 17:11:53 they don't touko 28 17:12:03 israeli spoken english sux touko 28 17:12:19 but mine is diffrent ;P touko 28 17:12:24 okay that is an anserw ^^ touko 28 17:12:30 yeeaaa sure ^^ touko 28 17:12:32 Heh Tel a Viv (sp) is great as well, BA's overseas support team do not work on a sat / sun, but they always expect a normal response on a sunday, thanks to the israeli working week being sun - thu touko 28 17:12:51 Steven_H: ? touko 28 17:12:55 it's Tel Aviv touko 28 17:13:06 Tharo41: i'm not kidding touko 28 17:13:31 my english considured higher then avarage touko 28 17:13:35 (in here) touko 28 17:13:43 I had a call last sat from Tel Aviv and they were going off it cos the computer would not be fixed until the monday :D touko 28 17:14:16 Actually Lira's english is better than most non native english writers on IRC touko 28 17:14:17 why would you call israel..? touko 28 17:14:23 hmm i think im lower than avarage but here in germany aloot of ppl speaking a pretty good english o.O touko 28 17:14:26 No they called me touko 28 17:14:29 why? touko 28 17:14:38 I work for British Airways on the IT Help Desk touko 28 17:14:45 ah touko 28 17:15:05 Steven_H: you are 5 lessons behind ;P touko 28 17:15:35 Hey My PC's in the middle of being re-built :( bloody sound card dieing and all that touko 28 17:15:38 yes .. and i for myself that missed most lessons find that stupid Steven_H >.< touko 28 17:15:50 oi touko 28 17:15:55 :( touko 28 17:15:57 Actually I'm only 4 behind now touko 28 17:16:04 you got the 3rd? touko 28 17:16:14 I'm working on #3 now touko 28 17:16:16 \o/ touko 28 17:16:35 thx steve touko 28 17:17:55 http://liranuna.drunkencoders.com/VirtualBG_noClip.nds < for those who want to see virtual BG without clipping touko 28 17:18:08 the map is 256x256 (tiles) touko 28 17:18:23 note the sides of the screen touko 28 17:19:40 seeing is one thing but seeing code another ^^ however. touko 28 17:19:53 hmm .. i should do some new stuff für DC, too. touko 28 17:19:56 i've shown the code touko 28 17:20:12 but have no fun to find a new compiler AGAIN .. :/ touko 28 17:20:19 jupp i know touko 28 17:20:37 Find a new compiler? touko 28 17:20:51 Nikolas: for another CPU touko 28 17:21:00 yes for wonderswan ... touko 28 17:21:16 Oh... I thought you were talking about dS touko 28 17:21:21 WonDerSwan is a BITCH to code to touko 28 17:21:29 hmm,.. somehow my tiles are off 4x8 pixels on real hw touko 28 17:21:32 hehe oooohyes ... touko 28 17:21:45 Tharo41: crazy tile formats touko 28 17:21:51 bLAStY: scrolling? touko 28 17:21:55 hmm that is not my problem touko 28 17:21:56 no, nothing fancy touko 28 17:22:04 Tharo41: ports? touko 28 17:22:05 but the c compiliers i tried are just ... buggy touko 28 17:22:12 yeah touko 28 17:22:19 maybe a NEC GCC? touko 28 17:22:21 :P touko 28 17:22:39 hmm .. maybe. NEC GCC or icc is the last choice aviable touko 28 17:22:47 since turbo c and watcom sucked as hell touko 28 17:23:08 indeed touko 28 17:23:19 when you had tried wsc ? o.O touko 28 17:23:26 i'm emulating the bitch touko 28 17:23:47 lol i remember but you emulation was not thaaaaaaat good lol touko 28 17:23:55 hey :( touko 28 17:24:04 ^^ touko 28 17:24:09 it ran FF! touko 28 17:24:20 maybe i should publish my last wsc sample .. hmm ... touko 28 17:24:30 yeah i need your examples touko 28 17:24:33 with sound lira? touko 28 17:24:41 bLAStY: focusing on speed now touko 28 17:24:41 realy? wow. not bad .. but let me see, i think you used the mame core and some port emulations, right? ^^ touko 28 17:24:49 you picking up work on the thing again ? touko 28 17:24:56 how is the fp/s on FF ? touko 28 17:24:57 bLAStY: yeah touko 28 17:25:04 bLAStY: around 10 touko 28 17:25:06 k touko 28 17:25:09 but it was framebuffer touko 28 17:25:11 optimize optimize optimize optimize touko 28 17:25:13 ah :) touko 28 17:25:15 NOW IM USING 2D POWAH touko 28 17:25:19 woo:P touko 28 17:25:20 120 FPS :D touko 28 17:25:24 :d touko 28 17:25:28 (for real) touko 28 17:25:39 hmm lira so you want the smal dma sample? touko 28 17:25:50 dma is working here touko 28 17:25:52 problem is that i never got dma working on watcom because of its bugs .. touko 28 17:25:53 i need gfx ones touko 28 17:25:58 :( touko 28 17:26:03 also touko 28 17:26:08 why the hell DMA is 32bit! ?! touko 28 17:26:14 and not speaking about turbo-c *looool* touko 28 17:26:15 (sound DMA) touko 28 17:26:19 at wonderswan ? or ds touko 28 17:26:28 WSC touko 28 17:26:37 sound DMA is 32bit (4 ports) touko 28 17:26:39 i think smaler steps are to slow touko 28 17:26:47 ah touko 28 17:26:50 4 pooorts touko 28 17:26:55 i tought 32bit words touko 28 17:27:04 but the CPU is 16bits touko 28 17:27:05 damnit touko 28 17:27:51 4 ports is okay. a bit anoing is to always calc correct adresses because of the different formats in the ports touko 28 17:28:06 sometimes he want it as offset, then as absolute adress, then in 2 pieches ..bla touko 28 17:28:07 yeah touko 28 17:28:18 like the map offset <_ touko 28 17:28:20 *<_< touko 28 17:28:25 u16* bgMap = (u16*)(internalRam + ((ioPort[0x07] & 0xF) << 11)); touko 28 17:28:34 lol touko 28 17:28:35 4bit << 9 touko 28 17:28:44 err 11 touko 28 17:28:51 oh well ... i made a smal game sample .. but stopped working on it because of the fucked thing that i ever got touko 28 17:28:58 lol touko 28 17:29:01 map? touko 28 17:29:31 i just wanted the sprite jumping a bit (1 pixel) - yes, but map was okay it worked pretty good after understood this 2 bank map shit touko 28 17:29:33 oh and touko 28 17:29:37 your examples are wrong touko 28 17:29:43 they won't turn on BG and FG touko 28 17:29:48 *and/or touko 28 17:29:56 well? i used both without problems touko 28 17:30:11 port 0x00 bit0 and bit1 touko 28 17:30:22 but my "if(!jump) jump^=1" took .... 30fps !!!! touko 28 17:30:26 30 FUCKING FRAMES touko 28 17:30:29 lol touko 28 17:30:38 wtf? touko 28 17:30:40 and that was the final kill for this compiler ... touko 28 17:30:43 move to NEC GCC touko 28 17:31:14 im a bit bussy atm .. have excams soon and moved to a comercial project thats why im learning ds atm touko 28 17:31:26 :O touko 28 18:01:43 wtf, why do all my sprites disappear after my code goes into a while(1) swiWaitForVBlank(); :/ touko 28 18:02:10 cause you won't update the OAM touko 28 18:02:21 use my updateOAM inside the loop <_< touko 28 18:02:32 who here knows 4chan ? touko 28 18:02:33 do I need to update OAM constantly ? touko 28 18:02:55 I can't leave my OAM values in there just sitting, without changing them ? touko 28 18:02:58 bLAStY not when nothing changed touko 28 18:03:05 my point exactly touko 28 18:03:08 I don't change anything touko 28 18:03:13 you also just can leave them alone touko 28 18:03:14 bLAStY: yeah touko 28 18:03:17 yea touko 28 18:03:23 maybe something is clearing them...? touko 28 18:03:29 flush the cache touko 28 18:03:36 I removed/added cache flushing code touko 28 18:03:39 dont think that something is clearing it touko 28 18:03:40 didn't change anything :/ touko 28 18:03:46 that is senseless at real hw touko 28 18:04:00 works fine in emu offcourse :Z touko 28 18:04:04 are you coding in asm? touko 28 18:04:06 ya touko 28 18:04:09 heh touko 28 18:04:34 the C version just works. touko 28 18:04:35 :/ touko 28 18:05:02 * MrShlee has quit (Quit: Changed by popular Request - "I am the heart of your darkness, you stinking oompa-loompa morons!") touko 28 18:05:11 I need the IS-NITRO-DEBUGGER :P touko 28 18:09:13 I'm down to while(1) { } now, no dice :/ touko 28 18:09:27 SWI number on ARM9 is << 16, rite ? touko 28 18:09:39 I mean, in ARM mode touko 28 18:09:53 in thumb it's just as is, arm needs << 16 iirc touko 28 18:10:03 swi 0xf touko 28 18:10:16 ? touko 28 18:11:38 LiraNuna: ? touko 28 18:12:54 <<16 in ARM mode, yes touko 28 18:14:44 any clue why sprites would disappear after entering an infinite swiWaitVBL(); loop WntrMute ? touko 28 18:17:59 what's in your interrupt? touko 28 18:19:49 I don't have an custom interrupt set up touko 28 18:19:54 interrupt handler* touko 28 18:20:41 even removing the wait for VBL call makes everything disappear on hw touko 28 18:21:16 paste some code touko 28 18:22:40 it's quite a lot, the problematic parts looks like this: touko 28 18:22:42 wait_loop: touko 28 18:22:47 b wait_loop touko 28 18:22:48 *gg* touko 28 18:22:54 -.- touko 28 18:22:57 wooooow touko 28 18:23:06 i hope you have an interrupt to save you -.- touko 28 18:23:24 bLAStY, that's obviously not the problematic part touko 28 18:23:29 true touko 28 18:23:53 I will minimize it down to the actual problem after dinner, bbl touko 28 18:49:26 * Patater (~Patater@71-37-126-239.slkc.qwest.net) has joined #learn2d touko 28 19:07:08 * LynxHome removes ban on *!*Skype@*.range86-137.btcentralplus.com touko 28 19:32:21 :/ touko 28 19:56:00 http://nintenedm.ytmnd.com/ touko 28 19:56:22 :/ touko 28 20:12:53 What's with all this NEDM crap? touko 28 20:13:56 * Patater has quit (Ping timeout: 310 seconds) touko 28 20:14:16 ? touko 28 20:17:41 * Patater (~Patater@71-37-126-239.slkc.qwest.net) has joined #learn2d touko 28 20:38:03 * StevenH has quit (Ping timeout: 499 seconds) touko 28 20:38:24 * LiraNuna_ (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 28 20:38:35 * LynxNet01 gives channel operator status to LiraNuna_ touko 28 20:43:21 * LiraNuna has quit (Ping timeout: 360 seconds) touko 28 20:48:58 * LiraNuna_ is now known as LiraNuna touko 28 21:15:54 * sgstair has quit (EOF of client) touko 28 21:22:31 looks like my main PC needs to be totally re-built... so futher updates to the html docs will be delayed for a while... touko 28 21:24:19 hw crash or software? touko 28 21:27:30 * parrot_ has quit (Read error: Operation timed out) touko 28 21:38:12 * Tharo41 has quit (Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org) touko 28 21:38:31 * Tharo41 (~Miranda@pD9E05A87.dip.t-dialin.net) has joined #learn2d touko 28 21:44:34 Neither, I just found my chipset fan on the bottom of my case.... touko 28 21:46:56 * Steven_H has quit (EOF of client) touko 28 21:47:00 heh .. my gf did that in feb, too. after that i tried to cool it with an old pentium 2 cpu fan but it seemd to be allready to late .. touko 28 21:52:19 * Steven_H (~Steven@sharriso.gotadsl.co.uk) has joined #learn2d touko 28 21:53:05 grrrr touko 28 22:00:29 stupid PC.. touko 28 22:04:21 * LiraNuna has quit (Quit: ( www.nnscript.de :: NoNameScript 4.03 :: www.XLhost.de )) touko 28 22:13:39 * LiraNuna (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 28 22:13:50 * LynxNet01 gives channel operator status to LiraNuna touko 28 22:15:00 * Tharo41 has quit (Ping timeout: 360 seconds) touko 28 22:32:12 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 28 23:54:26 * LiraNuna has quit (Ping timeout: 360 seconds) **** ENDING LOGGING AT Sun May 28 23:54:49 2006 **** BEGIN LOGGING AT Mon May 29 13:40:12 2006 touko 29 13:40:12 * Now talking on #learn2d touko 29 13:40:12 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: BG VBlank and HBlank tricks part 1 - 29- touko 29 13:40:12 * Topic for #learn2d set by LiraNuna at Sun May 28 17:10:55 2006 touko 29 13:40:22 * LynxNet01 gives channel operator status to Nikolas touko 29 14:15:42 * cReDiAr (~cReDiAr@chaoshq.de) has joined #learn2d touko 29 14:16:57 teach me 2d touko 29 14:17:27 lol touko 29 14:17:39 you missed the first lessons touko 29 14:17:49 :( touko 29 14:17:54 nobody told me about it touko 29 14:18:07 i advertised it quite a while touko 29 14:19:17 then I missed it everytime touko 29 14:19:41 :( touko 29 14:19:46 well I continued coding on my game touko 29 14:20:27 teraanigma ? touko 29 14:20:55 terragemma touko 29 14:21:07 yeah what he said touko 29 14:21:53 that stupid vb at school spoiled me touko 29 14:22:10 lol touko 29 14:23:05 I really tried to compare something with only one = :O touko 29 14:27:04 enemy selection now works perfect touko 29 14:27:34 \o/ touko 29 14:27:50 it's really quite tricky touko 29 14:30:28 Woo - VB sucks ass touko 29 14:32:02 I wonder where my stylus is :( touko 29 14:32:31 food time touko 29 14:33:12 cReDiAr, you should always hold your stylus in your stylus holder touko 29 14:33:26 and no, I'm not talking about pussy touko 29 14:33:35 I do touko 29 14:33:50 but when I wanted to use it yesterday it wasn't there anymore touko 29 14:34:27 Wooo - There's a stylus thief out there touko 29 14:42:15 * Steven_H has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * Psy|Home has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * neimod has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * cReDiAr has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * obst][ has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * phigan has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * dsboi has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * poffy_ has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * dsboi_ has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:15 * pepsiZzZz has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:16 * snubber has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:22 * LynxHome has quit (hub.efnet.nl hub.efnet.us) touko 29 14:42:22 * LynxNet01 has quit (hub.efnet.nl hub.efnet.us) touko 29 14:43:21 food ftw touko 29 14:43:21 LOL touko 29 14:43:26 teh netsplit touko 29 14:43:40 * cReDiAr (~cReDiAr@chaoshq.de) has joined #learn2d touko 29 14:43:40 * Steven_H (~Steven@sharriso.gotadsl.co.uk) has joined #learn2d touko 29 14:43:40 * LynxHome (~LynxHome@c-71-201-239-33.hsd1.il.comcast.net) has joined #learn2d touko 29 14:43:40 * poffy_ (~poffy_@cpe-24-27-97-160.houston.res.rr.com) has joined #learn2d touko 29 14:43:40 * obst][ (~obst]@217.20.127.208) has joined #learn2d touko 29 14:43:40 * Psy|Home (~Psycorpse@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 29 14:43:40 * dsboi (osr227@72.20.32.165) has joined #learn2d touko 29 14:43:40 * dsboi_ (~karlb@c-71-197-61-62.hsd1.co.comcast.net) has joined #learn2d touko 29 14:43:40 * neimod (neimod@do.you.dare.screw-with.me.uk) has joined #learn2d touko 29 14:43:40 * LynxNet01 (~LynxNet01@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 29 14:43:40 * pepsiZzZz (malcolm@82-33-127-97.cable.ubr05.azte.blueyonder.co.uk) has joined #learn2d touko 29 14:43:40 * snubber (snubber@seahat.com) has joined #learn2d touko 29 14:43:40 * phigan (phigan@ip68-109-169-37.ph.ph.cox.net) has joined #learn2d touko 29 14:43:40 * hub.efnet.us gives channel operator status to LynxHome LynxNet01 touko 29 14:43:57 lolol touko 29 14:44:14 hmmm touko 29 14:44:19 the internet has troubles touko 29 14:44:36 luckily I am here to sort them out! touko 29 14:44:41 hehe touko 29 14:45:02 my emu emulates retail games slowly :( touko 29 14:45:11 even when not using FB :( touko 29 14:45:13 why? : touko 29 14:45:14 :( touko 29 14:45:26 dunno touko 29 14:45:36 maybe you added some slowdowns ? touko 29 14:45:39 which you forgot about ? touko 29 14:45:39 :D touko 29 14:45:48 hahaha touko 29 14:45:51 don't know touko 29 14:45:52 maybe touko 29 14:45:59 that happened to me, ffs :D touko 29 14:45:59 * LiraNuna re-reads sources touko 29 14:46:06 yeah i know :D touko 29 14:46:08 * Whacko has quit (Read error: Connection reset by peer) touko 29 14:46:57 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 29 14:49:49 * Whacko has quit (Read error: Connection reset by peer) touko 29 14:50:31 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 29 14:51:30 The Return of the Netsplit™ touko 29 14:55:27 * Whacko has quit (Read error: Connection reset by peer) touko 29 14:56:44 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 29 14:58:19 The Rejoin™ touko 29 15:00:02 * Whacko has quit (Read error: Connection reset by peer) touko 29 15:00:34 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 29 15:02:14 The Rejoin II™ touko 29 15:02:18 err touko 29 15:02:21 The Rejoin™ II touko 29 15:02:39 * Whacko has quit (Read error: Connection reset by peer) touko 29 15:03:11 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d touko 29 15:03:19 The Rejoin™ III touko 29 15:06:45 the joke will not be complete without another peer reset rejoin :( touko 29 15:11:03 oh w/e touko 29 15:11:23 The Rejoin: The Trilogy touko 29 15:23:48 * LiraNuna has quit (Quit: ( www.nnscript.de :: NoNameScript 4.03 :: www.XLhost.de )) touko 29 15:24:21 * LiraNuna (LiraNuna@IGLD-80-230-57-235.inter.net.il) has joined #learn2d touko 29 15:24:31 * LynxNet01 gives channel operator status to LiraNuna touko 29 16:29:18 when is the lesson today touko 29 16:31:57 @ ??:?? touko 29 16:33:14 maybe when i'll get back from my math final touko 29 16:52:40 wtf was the XKEYS define about in older versions of lnds? touko 29 16:53:20 REG_KEYXY touko 29 16:53:56 ah thx touko 29 16:54:00 compiles now ;o) touko 29 16:54:08 :) touko 29 16:54:24 after fixing all the IME's and IF's to REG_* equivalents touko 29 16:54:27 and that little thingy ;) touko 29 16:54:42 mod player? touko 29 16:54:53 no, I already have the src of that one fixed up ;) touko 29 16:55:04 natrium's ARM7 serial code touko 29 16:55:14 for Passme's with the serial interface touko 29 16:55:15 SERIAL?! touko 29 16:55:20 #@$^#$%!@#$^% touko 29 16:55:22 ? touko 29 16:55:22 :D touko 29 16:55:53 * bLAStY scratches head touko 29 16:56:37 ok there's nothing i can do touko 29 16:56:44 i have to re-code the emu in asm touko 29 16:56:45 <_< touko 29 16:56:48 <_< touko 29 16:57:00 just start optimizing some funcs in asm first touko 29 16:57:09 a complete re-write in assembler seems a bit overhauled ;) touko 29 16:57:15 (ehm.. is that the right word :D) touko 29 16:57:27 gpu_write_byte first touko 29 16:57:42 that's the core touko 29 16:57:43 cache GPU writes, and do bigger writes touko 29 16:57:44 ;P touko 29 16:57:55 i can't touko 29 16:58:00 that's NOT how emulation works touko 29 16:58:05 hehe i know touko 29 16:58:06 :P touko 29 16:58:09 end luser wont notice anyway touko 29 16:58:09 :P touko 29 16:58:15 i'll lose accuracy for spee touko 29 16:58:20 whichi is lame touko 29 16:58:22 true touko 29 16:58:23 :) touko 29 16:58:28 *-i touko 29 16:58:36 * bLAStY wanders off to the soldering table touko 29 16:58:42 :o touko 29 16:58:42 dont worry, it's only 2 meters from here touko 29 16:58:45 lol touko 29 16:59:40 http://rafb.net/paste/results/VmLInT78.html touko 29 16:59:44 the horro touko 29 16:59:46 +r touko 29 17:01:20 nice going on the bitwise ops there touko 29 17:01:21 ;) touko 29 17:02:40 heating teh iron touko 29 17:03:17 there's too many of them :( touko 29 17:04:24 you would get a 1 for readability of your code in programming class ;) touko 29 17:04:34 1 out of? touko 29 17:04:36 10 touko 29 17:04:36 :P touko 29 17:04:44 there's no other way to do that touko 29 17:04:53 just because programming teachers are usually dicks touko 29 17:04:53 emulation allways been dirty touko 29 17:04:57 lol touko 29 17:04:58 and know shit about what they're teaching touko 29 17:05:04 exactly touko 29 17:05:36 see any thing i can optimize even more? touko 29 17:05:40 I am looking, sir touko 29 17:05:50 hmm, i see one touko 29 17:05:50 at first glance, no touko 29 17:05:54 where ? touko 29 17:06:50 http://rafb.net/paste/results/B5tOuR22.html touko 29 17:07:12 ah touko 29 17:07:13 :D touko 29 17:07:15 :) touko 29 17:07:47 but still, another substraction is needed now :b touko 29 17:07:49 see anything else? touko 29 17:07:52 not a fixed index anymore touko 29 17:08:08 but i saved ROM :D touko 29 17:08:13 huhu :P touko 29 17:08:17 oh sorry, I will not huhu again touko 29 17:08:19 THE CYPH LAUGH touko 29 17:08:22 see touko 29 17:08:27 thats what im talking about touko 29 17:08:27 NOOOOOOOOOO touko 29 17:08:31 ok, i got a math final now touko 29 17:08:32 o/ touko 29 17:08:37 have fun touko 29 17:08:37 I mean touko 29 17:08:39 success. touko 29 17:08:42 * LiraNuna is now known as Lira|MthF touko 29 17:08:43 :) touko 29 17:08:50 lira motherfucker touko 29 17:08:52 :< touko 29 17:10:14 Lira, is the mother... fucker... touko 29 17:11:06 Reminds me of one time I was playing halo 2... "Nikolas is a pokemon. And Axe is gay. And Alone, is the... mother... fucker..." touko 29 17:46:08 Anybody, Is there a random function somewhere in the libnds ?? touko 29 17:48:19 there's libc's rand() touko 29 17:48:37 stdlibs* touko 29 17:48:52 but it doesn't really give you "random" numbers, so I guess you want to seed it using something unique touko 29 17:49:02 (hint: the time is unique, and can be read from ARM7) touko 29 17:49:19 Great, Thanks touko 29 17:49:29 no problem touko 29 18:02:24 * Tharo41 (~Miranda@pD9E05533.dip.t-dialin.net) has joined #learn2d touko 29 18:06:19 Steven_H touko 29 18:06:52 how it is with just putting the logs on in plain text? (it better that nothing and you said to dont have theee time atm) touko 29 18:07:28 Tharo41, http://koti.welho.com/plahtin6/index.html#learn2d touko 29 18:08:14 thx that is something. yes touko 29 18:27:14 * parrot_ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has joined #learn2d touko 29 19:13:35 wow, live log ;P touko 29 19:13:51 * bLAStY hits f5, hm no touko 29 19:13:52 not live touko 29 19:13:52 ;P touko 29 19:13:56 Wow, !live log touko 29 19:14:13 how did you manage to get his thx message in touko 29 19:14:16 What were you thinking? touko 29 19:14:17 after you pasted the URL touko 29 19:14:24 you are cheating on the matrix again sonny touko 29 19:14:35 I re-uploaded the log to my ftp you dummy touko 29 19:14:47 aha touko 29 19:15:53 I update the log every now and then touko 29 19:17:32 you uploaded it again! touko 29 19:18:08 yes touko 29 19:22:33 Hmm, if I had perl rights to my website, I could put a perl irc bot there and have it log the channel touko 29 19:23:31 bLAStY: Cheating on The Matrix? touko 29 19:24:14 * Nikolas is cheating the matrix with lords of the ring touko 29 19:24:41 * parrot_ is confused touko 29 19:27:32 haha **** ENDING LOGGING AT Mon May 29 19:28:00 2006 **** BEGIN LOGGING AT Mon May 29 19:28:18 2006 touko 29 19:28:18 * Now talking on #learn2d touko 29 19:28:18 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: BG VBlank and HBlank tricks part 1 - 29- touko 29 19:28:18 * Topic for #learn2d set by LiraNuna at Sun May 28 17:10:55 2006 touko 29 19:28:31 * LynxNet01 gives channel operator status to Nikolas **** ENDING LOGGING AT Mon May 29 19:33:00 2006 **** BEGIN LOGGING AT Mon May 29 19:33:15 2006 touko 29 19:33:15 * Now talking on #learn2d touko 29 19:33:15 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: BG VBlank and HBlank tricks part 1 - 29- touko 29 19:33:15 * Topic for #learn2d set by LiraNuna at Sun May 28 17:10:55 2006 touko 29 19:33:32 * LynxNet01 gives channel operator status to Nikolas touko 29 19:45:38 <[@]Lira|MthF> ok i'm back from teh math final/ touko 29 19:45:41 * Lira|MthF is now known as LiraNuna touko 29 19:45:42 <[@]LiraNuna> \o/ touko 29 19:45:46 <[@]LiraNuna> TEH EASY touko 29 19:46:09 <[@]LiraNuna> lesson in 45min? touko 29 19:46:22 <[]parrot_> http://developersdevelopersdevelopers.com/ <-- lawls touko 29 19:46:23 <[@]LiraNuna> 18:00 DST touko 29 19:46:43 <[]parrot_> 15 min till that here touko 29 19:47:03 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: BG VBlank and HBlank tricks part 1 -18:0 touko 29 19:47:24 <[@]Nikolas> The topic can still only hold 120 chars touko 29 19:47:45 <[@]LiraNuna> bleh touko 29 19:47:49 <[@]LiraNuna> where was it cut off? touko 29 19:47:56 <[@]Nikolas> * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: BG VBlank and HBlank tricks part 1 -18:0 touko 29 19:48:00 <[@]LiraNuna> LOL touko 29 19:48:12 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: IRQ tricks part 1 -18:00 DST touko 29 19:48:34 <[@]LiraNuna> hmm touko 29 19:48:45 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: Simple IRQ tricks - 18:00 DST touko 29 19:49:16 <[@]LiraNuna> advance ones has sprites+BGs touko 29 19:50:18 <[@]LiraNuna> can be used for both touko 29 19:50:22 * LiraNuna thinks about MODE7 touko 29 19:52:45 <[]WntrMute> DST isn't a timezone is it? touko 29 19:52:54 * LiraNuna is now known as [|]Liran touko 29 19:53:09 * [|]Liran is now known as LiraNuna touko 29 19:53:17 <[@]LiraNuna> UK time w/e touko 29 19:53:24 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: Simple IRQ tricks - 18:00 GMT touko 29 19:53:26 <[@]LiraNuna> bleh touko 29 19:54:27 <[@]Nikolas> You mean PDT? touko 29 19:54:36 <[@]Nikolas> DST is daylight savings time touko 29 19:54:50 <[@]LiraNuna> yeah, touko 29 19:54:55 <[@]LiraNuna> what's on UK currently? touko 29 19:54:59 <[@]LiraNuna> DST, right? touko 29 19:55:01 <[]WntrMute> 17:54 touko 29 19:55:04 <[]WntrMute> BST touko 29 19:55:06 <[@]LiraNuna> oh touko 29 19:55:15 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: Simple IRQ tricks - 18:00 BST touko 29 19:55:30 <[]parrot_> 6 mins! touko 29 19:55:34 <[]parrot_> Oh crap... touko 29 19:56:26 * LordZid (~neko@cpc3-pete3-0-0-cust330.pete.cable.ntl.com) has joined #learn2d touko 29 19:56:35 <[]LordZid> learn 2 d? i hought d was a better not a verb? touko 29 19:56:38 <[]LordZid> letter even touko 29 19:57:19 <[@]Nikolas> Not learn to d! Learn 2D you dummy touko 29 19:57:22 * ludde (ludde@ns2.dm2s.com) has joined #learn2d touko 29 19:57:55 <[]parrot_> Is someone logging this, oh I'm :P touko 29 19:58:04 <[@]LiraNuna> i am allways logging touko 29 19:58:16 <[@]LiraNuna> and there's an online log which updates every 5 minutes touko 29 19:58:28 <[@]LiraNuna> http://sharriso.gotadsl.co.uk/nds/EFnet-%23learn2d.log touko 29 19:58:50 <[]parrot_> Cool touko 29 19:58:52 * Viral (~Viral_Wea@65-23-213-240.prtc.net) has joined #learn2d touko 29 19:59:10 <[]Viral> i jumped from lesson 0 to 7 :D touko 29 19:59:11 <[]Viral> lol touko 29 19:59:15 <[@]LiraNuna> ;P touko 29 19:59:36 * Scognito (~utdut@host54-189.pool8261.interbusiness.it) has joined #learn2d touko 29 19:59:56 <[@]LiraNuna> i'll wait 5 more minutes as i see people are still joining touko 29 20:00:26 * Viral (~Viral_Wea@65-23-213-240.prtc.net) has left #learn2d touko 29 20:00:28 * Viral (~Viral_Wea@65-23-213-240.prtc.net) has joined #learn2d touko 29 20:00:30 <[@]LiraNuna> :/ touko 29 20:00:33 <[]Viral> lol touko 29 20:00:40 <[]Viral> just kidding ;) touko 29 20:00:44 <[@]LiraNuna> k touko 29 20:00:51 <[@]LiraNuna> BEEEEEEEEP touko 29 20:01:11 <[@]LiraNuna> (20:00:01) (@LiraNuna) BEEEEEEEEP) < damn touko 29 20:01:19 <[]Viral> kool thats the way my right speaker sounds touko 29 20:01:25 <[]Viral> its hecked up :( touko 29 20:01:29 <[@]LiraNuna> :( touko 29 20:01:48 <[]LordZid> HACKED BY CHINESE touko 29 20:03:49 <[]ludde> can I play 1080i HDTV movies on my DS? touko 29 20:03:58 <[]Viral> sure touko 29 20:04:02 <[]Viral> lol touko 29 20:04:03 <[]ludde> how? touko 29 20:04:10 <[@]LiraNuna> this lesson will cover mostely theory or ideas. feel free to code those example while i teach touko 29 20:04:16 <[@]LiraNuna> ludde: sure you can touko 29 20:04:18 <[@]LiraNuna> 't touko 29 20:04:20 * LordZid (~neko@cpc3-pete3-0-0-cust330.pete.cable.ntl.com) has left #learn2d touko 29 20:04:21 <[]Viral> pitting in new "hardware" touko 29 20:04:26 <[]Viral> lol kidding :p touko 29 20:04:55 * BlackFrog (~BlackFrog@bsjrmb01dc1-240-151.dynamic.mts.net) has joined #learn2d touko 29 20:05:06 <[]BlackFrog> gogogogogo touko 29 20:05:13 <[@]LiraNuna> ya'll ready? touko 29 20:05:26 * Jewdass (~Jewdass@208.64.242.3) has joined #learn2d touko 29 20:05:38 <[@]LiraNuna> people are still joining touko 29 20:05:42 <[@]LiraNuna> maybe i'll hold it :/ touko 29 20:05:45 <[@]Nikolas> Ready? Set? Go! touko 29 20:05:57 <[]Viral> roger that touko 29 20:06:01 <[@]LiraNuna> anyhow touko 29 20:06:07 <[]BlackFrog> 10-4 papa bear touko 29 20:06:07 <[@]Nikolas> Omg! Bastiaan! touko 29 20:06:11 <[]Jewdass> woot, thanks for doin this :) touko 29 20:06:12 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: Simple IRQ tricks - IN PROGRASS touko 29 20:06:14 <[@]Nikolas> Hmm touko 29 20:06:15 <[]Viral> lol touko 29 20:06:24 <[@]LiraNuna> lesson has started touko 29 20:06:28 <[@]LiraNuna> please take your sits touko 29 20:06:29 <[]BlackFrog> omgomgomgomgomg touko 29 20:06:32 * Nikolas has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 7: Simple IRQ tricks - IN PROGRESS touko 29 20:06:38 <[@]LiraNuna> ?! touko 29 20:06:40 * BlackFrog grabs popcorn and tomatoes touko 29 20:06:47 Nikolas: ?! touko 29 20:06:47 <[@]Nikolas> LEARN HOW TO TYPE! touko 29 20:06:54 <[@]LiraNuna> oops touko 29 20:06:55 <[@]LiraNuna> :D touko 29 20:06:56 <[]BlackFrog> please learn proper grammar :) touko 29 20:06:58 <[@]LiraNuna> stfu :( touko 29 20:06:59 <[@]Nikolas> Not prograss touko 29 20:06:59 <[]Viral> lol touko 29 20:07:04 <[]BlackFrog> lawlz touko 29 20:07:05 <[@]LiraNuna> E yeah touko 29 20:07:14 <[@]LiraNuna> _anyhow_ touko 29 20:07:25 <[]BlackFrog> on with the lesson, prof touko 29 20:07:25 <[@]LiraNuna> this lesson will cover mostely theory or ideas. feel free to code those example while i teach touko 29 20:08:08 <[@]LiraNuna> first, for all the new codes, i will explain what are IRQs and how we use them efficiantly touko 29 20:08:14 <[@]LiraNuna> *coders touko 29 20:09:30 <[@]LiraNuna> IRQs (Interraps) are a special CPU feature that stops everything from execution and executes a piece of code touko 29 20:09:56 <[@]LiraNuna> there are 12 types of IRQs, but i will focus on only 2 touko 29 20:10:20 <[]bLAStY> Interrupts* touko 29 20:10:24 <[@]LiraNuna> those two are called Vblank (Vertical Blank) and HBlank (Horisontal Blank) touko 29 20:10:26 <[]bLAStY> (sorry for interrupting, huhu) touko 29 20:10:37 <[@]LiraNuna> thanks bLAStY touko 29 20:10:46 <[@]LiraNuna> no huhu plz kkthx touko 29 20:10:54 <[@]LiraNuna> anyhow touko 29 20:11:25 <[@]LiraNuna> VBlank and HBlank accures because the GPU (Graphic Processing unit) has a special "Message" to tell us touko 29 20:11:45 <[@]Nikolas> *occur touko 29 20:11:53 <[@]LiraNuna> if a VBlank IRQ is called, the GPU says "I Finished drawing a vertical line" touko 29 20:12:05 <[@]LiraNuna> SORRY FOR MY HORRIBLE SPELLING KTHX touko 29 20:12:18 * johanb123 (johanb123@c-69-246-215-52.hsd1.in.comcast.net) has joined #learn2d touko 29 20:12:23 <[]Viral> u r doing fine touko 29 20:12:37 <[@]LiraNuna> when an HBlank IRQ occurs, the GPU says "I finished drawing a horisontal line" touko 29 20:13:07 <[@]LiraNuna> but because the GPU processes the screen from top to the bottom, VBlank is actually "I finished drawing the screen" touko 29 20:13:32 <[@]LiraNuna> each horizontal line is called a "Scan line" touko 29 20:14:08 <[@]LiraNuna> and because we have that special HBlank IRQ, we can use it to trick the GPU while it still renders touko 29 20:14:33 <[@]LiraNuna> to set up an IRQ, we'll use libnds' (crappy) IRQ handler: touko 29 20:14:35 <[@]LiraNuna> irqInit(); touko 29 20:14:48 <[@]LiraNuna> irqSet(IRQ_type, myIrqFunc); touko 29 20:15:00 <[@]LiraNuna> irqEnable(IRQ_type); touko 29 20:15:00 <[]bLAStY> correction: IRQs are always set up, you're just assigning an custom IRQ handler to them now touko 29 20:15:17 <[@]LiraNuna> bLAStY is right touko 29 20:15:43 <[@]LiraNuna> i just said it for the starters here touko 29 20:15:49 <[]bLAStY> i know :) touko 29 20:16:04 <[]Jewdass> so vblank fires 60 times/sec and hblank ~11.5k/sec? touko 29 20:16:04 <[@]LiraNuna> beginners will fear setting up thier own IRQ handler :) touko 29 20:16:18 * Viral has quit (Read error: Connection reset by peer) touko 29 20:16:22 <[@]LiraNuna> Jewdass: oh right, thanks for reminding me touko 29 20:16:22 <[]ludde> is DS always 60hz, also in europe? touko 29 20:16:32 <[]bLAStY> ludde: yes touko 29 20:16:34 <[@]LiraNuna> the DS is 60Hz, no metter it's type touko 29 20:16:53 <[]Jewdass> liranuna: out of date info on interrupts on chris double's tuts was what stopped me from progressing further touko 29 20:16:57 <[@]LiraNuna> that means VBlank (full frame processing) is 60 times a second (6 FPS = Frames per second) touko 29 20:17:12 <[@]LiraNuna> *60 touko 29 20:17:48 <[@]LiraNuna> HBlank is occcuring 192 times in a VBlank touko 29 20:18:18 <[@]LiraNuna> that means 60 * 192 times a sec touko 29 20:19:00 <[@]LiraNuna> for a cheap timing we can use a VBlank counter and the % operation to see how many secs had been passed touko 29 20:19:38 <[@]LiraNuna> but enough theory! we want to see some action with those touko 29 20:19:59 <[@]LiraNuna> the easiest HBlank effect is palette gradient touko 29 20:20:40 <[@]LiraNuna> since we are using tile mode/indexed BMP, we can change a palette entry on a scanline, and the next scanline will have the collor changed touko 29 20:20:59 <[@]LiraNuna> because the GPU took the color from the palette :) touko 29 20:21:15 <[@]LiraNuna> but hold on touko 29 20:21:22 <[@]LiraNuna> how can we know to what color tochange it? touko 29 20:21:56 <[@]LiraNuna> to know on what scanline we are on while exec HBlank irq, we use a register called DISP_Y (in libnds) touko 29 20:22:08 <[@]LiraNuna> often called VCOUNT or SX touko 29 20:22:21 <[]bLAStY> where is it called SX ? touko 29 20:22:28 <[@]LiraNuna> GB/c i think touko 29 20:22:41 <[]bLAStY> depending on the set of defines one uses, offcourse ;) touko 29 20:22:46 <[@]LiraNuna> yeah touko 29 20:22:47 * Vrl_Brick (~Viral_Wea@65-23-213-240.prtc.net) has joined #learn2d touko 29 20:22:50 * Vrl_Brick is now known as Viral touko 29 20:22:56 <[@]LiraNuna> where was i touko 29 20:22:58 <[@]LiraNuna> oh touko 29 20:23:16 <[@]LiraNuna> that register, on the DS, ranges from 0 to ~220 touko 29 20:23:33 <[@]LiraNuna> i will not go into why it can pass 192, but i might cover it on later lessons touko 29 20:23:35 * ZankAWAY (~chatzilla@c-71-231-38-175.hsd1.or.comcast.net) has joined #learn2d touko 29 20:23:40 <[]bLAStY> hm, I was about to ask :/ touko 29 20:23:47 <[@]LiraNuna> :) touko 29 20:23:51 <[]bLAStY> does it _always_ count up to 220 ? or just to 192 by default? touko 29 20:23:56 <[]bLAStY> only thing I want to know right now ;) touko 29 20:24:01 <[@]LiraNuna> ~ touko 29 20:24:15 <[@]LiraNuna> it passes 192 on damand, but i will not get into it touko 29 20:24:21 <[]bLAStY> k touko 29 20:24:29 <[@]LiraNuna> (next time wait for end of lesson for questions :) touko 29 20:24:41 <[]bLAStY> but this lesson was about interruptions touko 29 20:24:46 <[]bLAStY> :( touko 29 20:24:51 <[]bLAStY> ok sorry, stfu now touko 29 20:25:06 <[@]LiraNuna> that register can tell us on what line are we while exec our HBlank irq function touko 29 20:25:27 <[@]LiraNuna> so for now - set up a project that uses MODE0 with BG0 on touko 29 20:25:40 <[@]LiraNuna> set up an HBlank irq on, with an empty handler touko 29 20:25:48 <[@]LiraNuna> irqInit(); touko 29 20:25:56 <[@]LiraNuna> irqSet(IRQ_HBLANK, myFunc); touko 29 20:26:09 <[@]LiraNuna> irqEnable(IRQ_HBLANK); touko 29 20:26:19 <[@]LiraNuna> void myFunc() { touko 29 20:26:20 <[@]LiraNuna> } touko 29 20:26:24 <[@]LiraNuna> for now touko 29 20:26:34 <[@]LiraNuna> you should obviously get a black screen touko 29 20:27:05 <[@]LiraNuna> for those who doesn't want to set up a project, please let those who want the time touko 29 20:27:12 * LiraNuna waits 2 minutes touko 29 20:27:28 * bLAStY tosses some water touko 29 20:27:39 * Viral eats a pile of stones touko 29 20:27:47 <[@]LiraNuna> ... touko 29 20:27:51 <[]bLAStY> don't forget to set the BG0_CR and DISPLAY_CR people ;p touko 29 20:27:57 <[]bLAStY> and set up your vram banks dammiittt touko 29 20:28:06 <[@]LiraNuna> no you don't have to for this example touko 29 20:28:11 <[@]LiraNuna> and no you don't have to touko 29 20:28:16 <[@]LiraNuna> bLAStY: :/ touko 29 20:28:17 <[]bLAStY> I never used mode0 touko 29 20:28:20 <[]bLAStY> and im high touko 29 20:28:33 <[@]LiraNuna> just set up mode0 with BG0 and power_cr with irq touko 29 20:28:37 <[@]LiraNuna> that's all touko 29 20:28:44 <[]bLAStY> oh BG0 is fb without rot scale ? touko 29 20:28:54 <[@]LiraNuna> no, BG0 is tile BG touko 29 20:28:59 <[]bLAStY> I mean MODE0 touko 29 20:29:01 * LiraNuna slaps bLAStY with lesson 1 touko 29 20:29:18 <[@]LiraNuna> no, mode 0 is 4 tile BG where bg0 can act 3d touko 29 20:29:24 <[]bLAStY> aha touko 29 20:29:48 <[@]LiraNuna> for those who set up a project touko 29 20:29:52 <[]bLAStY> ok 2 minutes are over touko 29 20:29:58 <[@]LiraNuna> yeah touko 29 20:30:01 <[@]LiraNuna> —› Alarm! Your alarm clock has finished! touko 29 20:30:01 <[@]LiraNuna> :) touko 29 20:30:17 <[@]LiraNuna> for those who set up a project touko 29 20:30:26 <[@]LiraNuna> let's start the HBlank fun begin touko 29 20:30:32 <[@]LiraNuna> *-begin touko 29 20:30:43 <[@]LiraNuna> *let the HBlank fun begin even touko 29 20:31:33 <[@]LiraNuna> BG_PALETTE[0] = DISP_Y / 6; // Put that line on the touko 29 20:31:43 <[@]LiraNuna> you should get a red gradient on your screen touko 29 20:31:56 <[@]LiraNuna> why is that ? touko 29 20:32:02 <[]bLAStY> root@mystoz:~$ perl -e 'print 192/6;' touko 29 20:32:03 <[]bLAStY> 32 touko 29 20:32:05 <[]bLAStY> overflow touko 29 20:32:15 <[@]LiraNuna> it will never be 192 touko 29 20:32:19 <[@]LiraNuna> 0 - 191 touko 29 20:32:20 <[@]LiraNuna> :) touko 29 20:32:24 <[]bLAStY> oh touko 29 20:32:26 <[]bLAStY> true touko 29 20:32:27 <[]bLAStY> hehe touko 29 20:32:28 <[]bLAStY> pwned :( touko 29 20:32:33 <[@]LiraNuna> and the overflow will be a black line touko 29 20:32:40 <[@]LiraNuna> un-noticeable even ;) touko 29 20:32:44 <[]bLAStY> liar touko 29 20:32:47 <[]bLAStY> it's noticeable ;p touko 29 20:32:51 <[@]LiraNuna> try that yourself touko 29 20:33:01 <[@]LiraNuna> no touko 29 20:33:07 <[@]LiraNuna> you know why it will not be noticeable? touko 29 20:33:29 <[@]LiraNuna> since the HBlank effect applys to the next scanline, touko 29 20:33:31 * Viral thinks: this looks like a war between bLASTy and LiraNuna... touko 29 20:33:41 <[@]LiraNuna> the line next to 191 is... 0 touko 29 20:34:00 <[@]LiraNuna> since the first scanline is ment to be black (color 0) it will not be noticeable touko 29 20:34:04 <[@]LiraNuna> pwnd x2 touko 29 20:34:05 <[@]LiraNuna> :) touko 29 20:34:09 <[]bLAStY> hm touko 29 20:34:40 <[@]LiraNuna> anyhow touko 29 20:34:41 <[]bLAStY> continue; // :PPPP touko 29 20:34:48 <[@]LiraNuna> yeah ;) touko 29 20:35:02 <[@]LiraNuna> why we got this gradient? touko 29 20:35:10 <[@]LiraNuna> how can one line magicly get that? touko 29 20:35:25 <[@]LiraNuna> as i said earlier touko 29 20:35:40 <[@]LiraNuna> the GPU uses the palette (in certain modes) to get the colors he needs to render with touko 29 20:35:54 <[@]LiraNuna> when we switch it while it renders, the colors will change touko 29 20:36:15 <[@]LiraNuna> you can get even better gradients touko 29 20:36:44 <[@]LiraNuna> int col = DISP_Y / 6; BG_PALETTE[0] = RGB15(col, col , col); touko 29 20:37:08 <[@]LiraNuna> note on why i used a another variable touko 29 20:37:22 <[@]LiraNuna> HBlank code executes quite often touko 29 20:37:28 <[@]LiraNuna> if not too much ;) touko 29 20:37:51 <[@]LiraNuna> so the code inside the HBlank needs to be very very fast, or the CPU will crash touko 29 20:38:02 <[]bLAStY> "or the CPU will crash" touko 29 20:38:02 <[]bLAStY> lol touko 29 20:38:12 <[@]LiraNuna> it does crash touko 29 20:38:18 <[@]LiraNuna> it can't keep up with the GPU touko 29 20:38:27 <[@]LiraNuna> which sent the CPU another IRQ touko 29 20:38:29 <[]bLAStY> are there any official no. of instruction limits ? ;p touko 29 20:38:42 <[@]LiraNuna> then we get a nice stack overflow \o/ touko 29 20:38:48 <[]bLAStY> ah touko 29 20:38:54 <[@]LiraNuna> IRQ inside an IRQ touko 29 20:38:57 <[@]LiraNuna> which is bad :) touko 29 20:39:19 <[@]LiraNuna> i used an extra var to save on the division touko 29 20:39:25 <[@]LiraNuna> division tends to be slow touko 29 20:39:36 <[@]LiraNuna> i used it once instead of writing: touko 29 20:39:47 <[@]LiraNuna> BG_PALETTE[0] = RGB15(DISP_Y / 6, DISP_Y / 6,, DISP_Y / 6); touko 29 20:39:50 <[@]LiraNuna> that's 3 divisions touko 29 20:40:14 <[@]LiraNuna> that will not crash the CPU, but learning to speed up the code on HBlank will give you good coding habits touko 29 20:41:08 <[@]LiraNuna> want some nice gradients? touko 29 20:41:22 <[@]LiraNuna> BG_PALETTE_SUB[1] = RGB15(0, 5+DISP_Y/7, 25); touko 29 20:41:25 <[@]LiraNuna> err touko 29 20:41:26 <[@]LiraNuna> *0 touko 29 20:41:36 <[@]LiraNuna> BG_PALETTE[0] = RGB15(0, 5+DISP_Y/7, 25); touko 29 20:42:08 <[@]LiraNuna> that gives some blue to teal - similer to sky touko 29 20:42:24 <[@]LiraNuna> that why i love HBlank so much touko 29 20:42:37 <[@]LiraNuna> if you know how to use it - you can save yourself a tileset and a BG touko 29 20:42:44 <[@]LiraNuna> using just 1 line of code :) touko 29 20:43:12 <[@]LiraNuna> now open up lesson 2's project touko 29 20:43:21 <[@]LiraNuna> the tile BG you setted up touko 29 20:43:33 <[@]LiraNuna> and set up an HBlank IRQ there touko 29 20:43:46 * LiraNuna waits another 3 minutes touko 29 20:47:00 <[@]LiraNuna> and they are teh over touko 29 20:47:25 <[@]LiraNuna> what else can we use HBlank for? touko 29 20:47:42 <[@]LiraNuna> on lesson 3 we learnt how to use the scrolling registers touko 29 20:47:54 <[@]LiraNuna> those changes the position of the BG touko 29 20:47:59 * Viral waves his hands touko 29 20:48:01 * Viral (~Viral_Wea@65-23-213-240.prtc.net) has left #learn2d touko 29 20:48:11 <[@]LiraNuna> what if we switch them during HBlank? >:) touko 29 20:48:22 <[@]LiraNuna> but not just a simple switch, but a sine switch touko 29 20:48:42 <[@]LiraNuna> BG0_X0 = SIN[DISP_Y] >> 6; touko 29 20:49:15 <[@]LiraNuna> (note: you must #include in order to compile touko 29 20:49:58 <[@]LiraNuna> yet again, we used only 1 line to add a great effect that uses no VRAM resources, and no code bloat touko 29 20:50:22 <[@]LiraNuna> a little exersize for you to play with, touko 29 20:50:35 * Scognito has quit (con i tab non ho prob) touko 29 20:50:38 <[@]LiraNuna> you can also scroll a part of a BG but checking DISP_Y's range touko 29 20:50:47 <[@]LiraNuna> and by that saving a BG touko 29 20:50:55 <[@]LiraNuna> that's all for lesson 7 touko 29 20:51:42 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: 30-05-06 @ ??:?? touko 29 20:51:54 <[@]LiraNuna> questions? touko 29 20:52:23 <[@]LiraNuna> guess not <_< touko 29 20:52:36 <[@]LiraNuna> is it the way i teach? touko 29 20:52:47 <[@]LiraNuna> i teach horrible and you don't understand a shit? touko 29 20:53:10 <[@]LiraNuna> :< touko 29 20:53:31 <[]Jewdass> I have no questions because I understood it :P touko 29 20:53:39 <[@]LiraNuna> oh touko 29 20:53:54 <[@]LiraNuna> did you code my examples or just read? touko 29 20:54:13 <[]Jewdass> I was just reading, I don't have devkitpro on here since last reinstall touko 29 20:54:21 <[]Jewdass> gonna fix that today though touko 29 20:54:26 <[@]LiraNuna> cool touko 29 20:54:36 <[@]LiraNuna> but most questions comes from code touko 29 20:54:39 <[]Jewdass> definitely got the stuff about using hblank to generate a gradient bg touko 29 20:54:41 <[]Jewdass> yeah exactly touko 29 20:55:00 <[@]LiraNuna> did you understand why it being created? touko 29 20:55:10 <[@]LiraNuna> if you got that, you got the concept of HBlank touko 29 20:55:27 <[]Jewdass> setting up an irq in the first place was funky and out of date in the double.co.nz tutorials but the 3 lines of code waaay up in your lesson seem to cover it touko 29 20:55:29 * LiraNuna <3 HBlank touko 29 20:56:04 <[@]LiraNuna> i'm glad you understood it nicely touko 29 20:56:06 <[]Jewdass> what are some of the other useful interrupts? touko 29 20:56:16 <[@]LiraNuna> Keys touko 29 20:56:29 <[@]LiraNuna> you can detect whenever a combo is pressed touko 29 20:56:40 <[@]LiraNuna> for example, if R+L+START are pressed together touko 29 20:56:54 <[]Jewdass> ok and for that you just look at the bits in the keys register(s)? touko 29 20:56:55 <[@]LiraNuna> you fire a key irq to (for example) start a menu touko 29 20:57:03 <[@]LiraNuna> exactly touko 29 20:57:21 <[@]LiraNuna> since it's not releated to the 2D HW, i will not teach it (now) touko 29 20:57:41 <[@]LiraNuna> but i might expend this channel to teach more usefull coding tips touko 29 20:57:54 <[@]LiraNuna> even tho i know some people who will be against it touko 29 20:58:14 * LiraNuna knows they think him to be a total n00b touko 29 21:00:35 <[]Jewdass> ok well still on the keys topic (since no one else is speaking up) do you generally register/unregister key handlers as needed (for a specific menu for example), or do you declare one key handler and include logic in the function to decide what to do? touko 29 21:01:43 <[@]LiraNuna> basiclty all you have to do is touko 29 21:01:47 <[@]LiraNuna> setup the key IRQ touko 29 21:01:57 <[@]LiraNuna> set up KEYS_CR (?) touko 29 21:02:08 <[@]LiraNuna> use DStek to see it's bits locations and statuses touko 29 21:02:26 <[@]LiraNuna> and that's it touko 29 21:02:33 <[@]LiraNuna> setting irqs is easy touko 29 21:02:35 <[]Jewdass> ok so one handler with logic to determine the effect touko 29 21:02:56 <[@]LiraNuna> yeah, what will happand AFTER the keys had been pressed touko 29 21:03:17 <[]Jewdass> da ok :) touko 29 21:03:27 <[]Jewdass> thanks, it's been educational touko 29 21:03:41 <[@]LiraNuna> http://rafb.net/paste/results/cJtsDi21.html touko 29 21:03:46 <[@]LiraNuna> np :) touko 29 21:04:32 <[]Jewdass> when's the next lesson, I will put it up on ical touko 29 21:04:49 <[]Jewdass> i was on at the right time by chance, though not like I don't idle in dsdev enuff touko 29 21:05:43 <[@]LiraNuna> hehe touko 29 21:06:09 <[@]LiraNuna> 1h before a lesson, i'll trigger a notice touko 29 21:06:16 <[@]LiraNuna> if it's ok by anyone... touko 29 21:06:29 -LiraNuna/#learn2d- This is an example notice touko 29 21:07:22 >notice< to you too touko 29 21:07:30 >LiraNuna< notice to you too touko 29 21:07:34 <[@]LiraNuna> lol touko 29 21:07:45 <[@]LiraNuna> anyhow touko 29 21:07:50 <[@]LiraNuna> next lesson might not be tommorow touko 29 21:07:56 <[@]LiraNuna> to let others catch up touko 29 21:08:14 <[@]LiraNuna> cause we are going to start sprites touko 29 21:08:29 <[@]LiraNuna> which is whole new subject (even tho it's easier imo) touko 29 21:09:03 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: ??-0?-06 @ ??:??) touko 29 21:09:28 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: ??-0?-06 @ ??:?? GMT touko 29 21:10:40 * ZankAWAY has quit (Ping timeout: no data for 251 seconds) touko 29 21:11:33 * ZankAWAY (~chatzilla@c-71-231-38-175.hsd1.or.comcast.net) has joined #learn2d touko 29 21:12:32 * LiraNuna didn't heard feedbacks untill now about how the lessons are :( touko 29 21:12:37 <[@]LiraNuna> *didn't hear touko 29 21:13:29 <[]Tharo41> fuck i missed the lesson ! touko 29 21:13:41 <[@]LiraNuna> :( touko 29 21:14:01 <[@]LiraNuna> you can scroll up and read it :P touko 29 21:15:52 <[]Tharo41> maybe later. i had some pain in my ass here ... depend on what now i have to move out in 8 weeks touko 29 21:16:04 <[@]LiraNuna> oh touko 29 21:17:37 * parrot_ has quit (Read error: Operation timed out) touko 29 21:19:50 <[]Tharo41> and i have to do an 2d engine until thu next week >.< touko 29 21:20:06 <[@]LiraNuna> whoa touko 29 21:20:09 <[@]LiraNuna> whoa touko 29 21:20:11 <[@]LiraNuna> what kind? touko 29 21:20:21 <[]Tharo41> ultra super spectactular touko 29 21:20:36 <[@]LiraNuna> lol touko 29 21:21:06 * ludde (ludde@ns2.dm2s.com) has left #learn2d touko 29 21:21:31 <[]Tharo41> what else? -.- touko 29 21:21:50 <[@]LiraNuna> people aren't greatful :( touko 29 21:22:11 <[@]LiraNuna> i'm wasting my own time and teaching people touko 29 21:22:19 <[@]LiraNuna> and i get not feedbacks touko 29 21:22:25 <[@]LiraNuna> just parts touko 29 21:22:40 <[]Tharo41> you are the onliest that ever gave feetback on my wsc stuff touko 29 21:22:49 <[@]LiraNuna> lol touko 29 21:22:52 <[@]LiraNuna> not that touko 29 21:22:55 <[@]LiraNuna> —› part: (ludde) (ludde@ns2.dm2s.com) touko 29 21:22:56 <[@]LiraNuna> :( touko 29 21:23:06 <[@]LiraNuna> that's insulting :( touko 29 21:23:26 <[@]LiraNuna> he was here and read the lesson, and even asked questions touko 29 21:23:33 <[@]LiraNuna> not even a single "thanks touko 29 21:23:59 <[]Tharo41> ic .. touko 29 21:24:09 <[@]LiraNuna> that stuff makes you stop helping touko 29 21:25:32 <[]Tharo41> have a look to your dia with me touko 29 21:26:31 <[]Jewdass> hey, I thanked you before and after, and asked questions :P touko 29 21:26:39 <[@]LiraNuna> Jewdass: not you touko 29 21:26:51 <[]Jewdass> it's all good touko 29 21:26:55 <[]Jewdass> I just had to chime in :P touko 29 21:27:02 <[@]LiraNuna> hehe touko 29 21:52:30 <[@]LiraNuna> yep touko 29 21:52:35 <[@]LiraNuna> thankless people touko 29 22:03:30 <[]bLAStY> I appreciate the time you invest in teaching other ppl touko 29 22:03:31 <[]bLAStY> ;) touko 29 22:13:52 * Tharo_ (~Miranda@pD9E059E0.dip.t-dialin.net) has joined #learn2d touko 29 22:13:59 <[]Tharo_> sorry LiraNuna had disconn touko 29 22:15:48 * Tharo41 has quit (Ping timeout: 360 seconds) touko 29 22:23:54 * Zank (~chatzilla@c-71-231-38-175.hsd1.or.comcast.net) has joined #learn2d touko 29 22:26:40 * ZankAWAY has quit (Ping timeout: no data for 254 seconds) touko 29 22:30:37 * Jewdass has quit (Ping timeout: 186 seconds) touko 29 22:30:50 * Jewdass (~Jewdass@208.64.242.3) has joined #learn2d touko 29 22:46:21 * Jewdass has quit (Quit: This computer has gone to sleep) touko 29 22:56:20 * parrot_ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has joined #learn2d touko 29 23:02:55 * parrot_ has quit (Quit: Trillian (http://www.ceruleanstudios.com) touko 29 23:03:04 * parrot_ (~matt@82-41-253-122.cable.ubr05.edin.blueyonder.co.uk) has joined #learn2d touko 29 23:15:11 * parrot_ has quit (Read error: Operation timed out) touko 29 23:17:10 * ZankAWAY (~chatzilla@c-71-231-38-175.hsd1.or.comcast.net) has joined #learn2d **** BEGIN LOGGING AT Mon May 29 23:17:54 2006 touko 29 23:17:54 * Now talking on #learn2d touko 29 23:17:54 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: ??-0?-06 @ ??:?? GMT touko 29 23:17:54 * Topic for #learn2d set by LiraNuna at Mon May 29 21:09:21 2006 touko 29 23:18:13 * LynxNet01 gives channel operator status to Nikolas touko 29 23:19:01 * Zank has quit (Ping timeout: 383 seconds) touko 29 23:19:10 * ZankAWAY is now known as Zank touko 29 23:28:11 * Jewdass (~Jewdass@208.64.242.3) has joined #learn2d touko 29 23:53:58 * Jewdass has quit (hub.uk efnet.demon.co.uk) touko 29 23:55:04 * Zank has quit (Chatzilla 0.9.73 [Firefox 1.5.0.3/2006042618]) touko 29 23:59:05 <[]cReDiAr> noooooooo touko 29 23:59:38 <[@]LiraNuna> ? touko 30 00:00:00 <[]cReDiAr> lesson 7 is over touko 30 00:00:03 <[@]LiraNuna> lolol touko 30 00:01:18 <[]cReDiAr> repeat it 1 touko 30 00:01:19 <[]cReDiAr> ! touko 30 00:01:49 <[@]LiraNuna> ? touko 30 00:13:03 * pepsiaway (malcolm@82-33-127-97.cable.ubr05.azte.blueyonder.co.uk) has joined #learn2d touko 30 00:14:28 * pepsiaway has quit (hub.uk efnet.demon.co.uk) touko 30 00:17:07 * pepsiZzZz has quit (Read error: Operation timed out) touko 30 00:18:08 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d touko 30 00:20:03 * pepsiaway (malcolm@82-33-127-97.cable.ubr05.azte.blueyonder.co.uk) has joined #learn2d touko 30 00:26:02 * pepsiaway has quit (hub.se efnet.demon.co.uk) touko 30 00:26:15 * LiraNuna is now known as Lira|ZzzZ touko 30 00:31:48 * poffy_ has quit (Remote host closed the connection) touko 30 00:37:39 * pepsiaway (malcolm@82-33-127-97.cable.ubr05.azte.blueyonder.co.uk) has joined #learn2d touko 30 00:47:11 * poffy has quit (This computer has gone to sleep) touko 30 00:53:47 <[]Steven_H> jnot another lesson... gah I'm even further behind now... touko 30 00:56:16 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 30 01:14:29 * Jewdass (~Jewdass@208.64.242.3) has joined #learn2d touko 30 01:15:58 * LynxHome has quit (Read error: Operation timed out) touko 30 01:31:36 <[]cReDiAr> I missed all of them :/ touko 30 01:38:04 <[]StevenH> Don't worry there is a log on my server, and I'm converting them into a web page / site. Check the title. touko 30 02:08:08 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d touko 30 02:26:04 * poffy has quit (This computer has gone to sleep) touko 30 02:52:42 * Jewdass has quit (hub.se efnet.demon.co.uk) touko 30 02:52:42 * pepsiaway has quit (hub.se efnet.demon.co.uk) touko 30 03:05:06 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d **** BEGIN LOGGING AT Tue May 30 13:54:27 2006 touko 30 13:54:27 * Now talking on #learn2d touko 30 13:54:27 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: ??-0?-06 @ ??:?? GMT touko 30 13:54:27 * Topic for #learn2d set by LiraNuna at Mon May 29 21:09:21 2006 touko 30 13:54:48 * LynxNet01 gives channel operator status to Nikolas touko 30 13:59:02 * obst][ (~obst]@217.20.127.208) has joined #learn2d touko 30 13:59:03 * phigan (phigan@ip68-109-169-37.ph.ph.cox.net) has joined #learn2d touko 30 14:31:54 <[]Steven_H> Lira, I've finally uploaded the full Part2 - http://sharriso.gotadsl.co.uk/nda/index.html... it's starting to get a little large with only 2 parts so I'll do some re-organising tonight, and get it split up a little.. touko 30 14:33:14 <[@]Nikolas> ufail@typing adress touko 30 14:33:40 <[@]Nikolas> /nda/ and index.html instead of .htm touko 30 14:35:05 <[]bLAStY> non disclosure agreement touko 30 14:36:39 <[@]Nikolas> no touko 30 14:36:49 <[@]Nikolas> http://sharriso.gotadsl.co.uk/nds/index.htm <-- the right adress touko 30 14:47:10 <[@]LiraNuna> nice table man! touko 30 14:47:14 <[@]LiraNuna> nice nice nice touko 30 14:49:01 <[@]LiraNuna> nice work touko 30 14:49:01 <[@]LiraNuna> \o/ touko 30 14:49:08 * LiraNuna gives voice to Steven_H touko 30 14:52:51 <[+]Steven_H> Hey i typed that us hen I was running for food... got work in an hour :( touko 30 14:53:58 <[+]Steven_H> and I typed the address correctly - I just happened to add an extra l :D touko 30 14:53:59 <[@]LiraNuna> nice work touko 30 14:54:34 <[+]Steven_H> Yup, I had to re-word a bit of what you said, but it's looking good and hopefully reads good too. touko 30 14:54:57 <[+]Steven_H> next one up is part 3, now is that the arrow one? touko 30 14:56:23 <[+]Steven_H> right I've got to shoot to work, speak to you all tonight, and I'll try and get #3 up tonight touko 30 14:56:46 <[+]Steven_H> oh and what happened with the channel? looks like everyone bailed at some point touko 30 14:57:45 <[]bLAStY> bailed ? touko 30 14:58:06 * LiraNuna_ (LiraNuna@IGLD-80-230-158-57.inter.net.il) has joined #learn2d touko 30 14:58:19 * LynxNet01 gives channel operator status to LiraNuna_ touko 30 14:58:35 <[@]LiraNuna_> and so is my internet touko 30 15:00:02 * LiraNuna has quit (Ping timeout: 360 seconds) touko 30 15:00:17 * LiraNuna_ is now known as LiraNuna touko 30 15:01:34 <[]cReDiAr> a BNC would be handy touko 30 15:01:51 <[@]LiraNuna> don't like BNCs touko 30 15:02:00 <[]cReDiAr> why touko 30 15:02:24 <[@]LiraNuna> the free ones are not relayable touko 30 15:02:46 <[]cReDiAr> never tried those touko 30 15:05:53 <[@]LiraNuna> cReDiAr: i thought you know the 2D HW touko 30 15:06:01 <[@]LiraNuna> you even use it in that terranigma thingie touko 30 15:08:14 <[]cReDiAr> I was kidding touko 30 15:08:16 <[]bLAStY> i can sort you a stable free bnc, if you want touko 30 15:09:09 <[@]LiraNuna> bLAStY: cool, touko 30 15:09:23 <[]bLAStY> but let me finish my ganjaman first touko 30 15:09:29 <[@]LiraNuna> o_O touko 30 15:09:51 <[]bLAStY> this box I admin has a Terabyte of space and unlimited bandwidth touko 30 15:10:03 <[]bLAStY> we use nearly nothing, so a BNC wouldn't hurt at all ;p touko 30 15:10:19 <[]cReDiAr> hey lets link our BNCs :D touko 30 15:10:33 <[]bLAStY> it's actually my mates box, he works at a big ISP and got everything for free touko 30 15:10:33 <[]bLAStY> ;D touko 30 15:10:39 <[]bLAStY> you can link BNC's ? touko 30 15:10:40 <[]bLAStY> I didnt know ;P touko 30 15:10:41 <[@]LiraNuna> lol touko 30 15:10:44 <[]bLAStY> what is the purpose ? touko 30 15:10:50 <[]cReDiAr> lets find out :D touko 30 15:11:14 <[]cReDiAr> BHELP * LINKTO - Adds a bouncer Link to the Host/Port touko 30 15:11:41 <[]bLAStY> hrm touko 30 15:12:34 <[@]LiraNuna> holy cow touko 30 15:12:42 <[@]LiraNuna> the WS roms header is located at touko 30 15:12:43 <[@]LiraNuna> the end touko 30 15:12:49 <[@]LiraNuna> TIS CALLED A HEADER DAMNIT touko 30 15:12:50 <[@]LiraNuna> .. touko 30 15:12:58 <[]bLAStY> and you found that out after you finished the emu? touko 30 15:12:59 <[]bLAStY> xD touko 30 15:13:01 <[@]Nikolas> Wooo - Ender touko 30 15:13:06 <[@]LiraNuna> bLAStY: it's not finished touko 30 15:13:09 <[]cReDiAr> hu touko 30 15:13:11 <[@]LiraNuna> i never used the header touko 30 15:13:13 <[]cReDiAr> that must suck touko 30 15:13:24 <[]cReDiAr> header at the end touko 30 15:13:26 <[]cReDiAr> lol touko 30 15:13:26 <[@]LiraNuna> the exec offset is on 0x00 touko 30 15:13:33 <[]bLAStY> aha touko 30 15:13:37 <[@]LiraNuna> i knew this HW is retarded touko 30 15:14:04 <[@]LiraNuna> to read the keys you must write 0x10 to port B5, wait, and then read it touko 30 15:14:10 <[@]LiraNuna> teh retardness touko 30 15:14:20 <[@]Nikolas> exec offset on 0x00? Not much of an offset touko 30 15:14:30 Nikolas: err touko 30 15:14:43 <[@]LiraNuna> the offset of from where to start is at 0x00 in the ROM touko 30 15:14:47 <[@]LiraNuna> like GBA afaik touko 30 15:14:56 <[@]LiraNuna> like b main touko 30 15:15:14 <[@]LiraNuna> so i just do cpuExec(ROM); :D touko 30 15:15:23 <[@]Nikolas> yeah, but it's not much of an offset if it points to the begining touko 30 15:15:28 <[@]LiraNuna> err touko 30 15:15:34 <[@]LiraNuna> it points to where to start the exec touko 30 15:15:39 <[@]LiraNuna> it can be any number touko 30 15:15:51 <[@]LiraNuna> if it will be 0 then it's an infinate loop ROM touko 30 15:16:01 <[@]Nikolas> Oh, so it's not allways 0? k touko 30 15:17:04 <[@]LiraNuna> i want a GBA emulator for the DS to run .gbas from GBAMP :< touko 30 15:19:25 <[]cReDiAr> rooms ! touko 30 15:28:39 * Tharo_ (~Miranda@pD9E0790E.dip.t-dialin.net) has joined #learn2d touko 30 15:33:04 <[]bLAStY> I want a NDS emulator for NDS touko 30 15:33:12 <[]bLAStY> with debugging capabilities touko 30 15:33:18 <[@]LiraNuna> lo touko 30 15:33:20 <[@]LiraNuna> +l touko 30 15:33:29 <[]bLAStY> actually I think the idea isn't THAT crazy touko 30 15:33:46 <[@]LiraNuna> you don't need such one touko 30 15:33:50 <[@]LiraNuna> just use an FPGA touko 30 15:33:57 <[]bLAStY> an FPGA.. and then ? touko 30 15:34:06 <[]bLAStY> emulate the complete NDS on an FPGA ? touko 30 15:34:09 <[@]LiraNuna> look the registers you want and such touko 30 15:34:12 <[]cReDiAr> there was an awesome remote ! debugger for gc touko 30 15:34:17 <[]bLAStY> yep cReDiAr touko 30 15:34:21 <[]bLAStY> GCNrD touko 30 15:34:23 <[]bLAStY> or something touko 30 15:34:26 <[]bLAStY> by parasyte touko 30 15:34:28 <[@]LiraNuna> :o touko 30 15:34:40 <[]bLAStY> that's exactly what we need for NDS touko 30 15:34:45 <[]cReDiAr> I heard parasyte already made some (private) trainer stuff for DS touko 30 15:34:52 <[]bLAStY> yep, that's true touko 30 15:34:56 <[]bLAStY> he got offered a job by datel touko 30 15:35:00 <[]cReDiAr> and rumors say that datel asked him to help them touko 30 15:35:09 <[]bLAStY> because they wanted to do a "real" cheat device for nds touko 30 15:35:14 <[@]LiraNuna> lol touko 30 15:35:21 <[]bLAStY> instead of that lame savehacker touko 30 15:35:21 <[]bLAStY> ;P touko 30 15:35:34 <[@]LiraNuna> nice touko 30 15:36:02 <[@]LiraNuna> no one offered me teh job :< touko 30 15:36:04 <[]cReDiAr> did he take the job ? touko 30 15:36:05 <[]bLAStY> parasyte also said he developed a system without any "master codes" touko 30 15:36:08 <[]bLAStY> which is pretty cool touko 30 15:36:21 <[@]LiraNuna> "master codes" ? touko 30 15:36:25 <[]cReDiAr> without mastercode? touko 30 15:36:29 <[@]LiraNuna> like game ginie? touko 30 15:36:32 <[]cReDiAr> they hold ther hook address touko 30 15:36:36 <[]cReDiAr> -r touko 30 15:36:40 <[@]LiraNuna> ah touko 30 15:36:43 <[]bLAStY> more like universal codes which works for a lot of games, probably because they're build using the same SDK and thus have the same places that need hooking touko 30 15:36:50 <[]cReDiAr> where the Readpad() or vsync funktion is touko 30 15:36:56 <[]bLAStY> mostly vsync touko 30 15:37:03 <[]bLAStY> and readpad for ingame button shit ye touko 30 15:37:08 <[@]LiraNuna> ioReadCart() lol touko 30 15:37:10 <[]cReDiAr> I used readpad for my GC trainer I made touko 30 15:37:30 <[]cReDiAr> it was quite easy to make a trainer for the GC touko 30 15:37:51 <[@]LiraNuna> all games used the same devKit? touko 30 15:37:58 <[@]LiraNuna> or most..? touko 30 15:38:01 <[]bLAStY> same build of the devkit touko 30 15:38:16 <[]bLAStY> a lot of games do, which is logical, nintendo releases a new build of the SDK/toolchain only once in a while touko 30 15:38:46 <[]cReDiAr> and mostly only nintendo games are using newer version touko 30 15:38:54 <[]bLAStY> yep touko 30 15:40:22 <[@]LiraNuna> - $A6 - $4F - Vblank Timer 'frequency' touko 30 15:40:23 <[@]LiraNuna> wtf touko 30 15:40:33 <[@]LiraNuna> VBlank has a static timing touko 30 15:40:35 <[@]LiraNuna> wt touko 30 15:40:36 <[]bLAStY> variable freq? touko 30 15:40:46 <[@]LiraNuna> no way touko 30 15:40:50 <[@]LiraNuna> it's 60Hz... touko 30 15:40:58 <[@]LiraNuna> 4 diffrent docs says that touko 30 15:41:00 <[]bLAStY> sounds stupid to me too ;p touko 30 15:41:07 <[@]LiraNuna> RETARDED HW touko 30 15:41:17 <[]bLAStY> dont moan touko 30 15:41:21 <[]bLAStY> your coding an emulator ;p touko 30 15:41:27 <[@]LiraNuna> - $AB - $00 - Vblank Counter - 1/(75>>8)s touko 30 15:41:35 <[@]LiraNuna> isn't 75>>8 like touko 30 15:41:36 <[@]LiraNuna> 0 touko 30 15:41:37 <[@]LiraNuna> ? touko 30 15:41:43 <[@]LiraNuna> ... touko 30 15:42:01 <[@]LiraNuna> eve 0x75 >> 8 is 0 touko 30 15:42:10 <[]bLAStY> ye that's 0 touko 30 15:42:14 <[]bLAStY> division by zero, zomg touko 30 15:42:19 <[@]LiraNuna> RETARDED HW touko 30 15:42:21 <[@]LiraNuna> !!! touko 30 15:42:33 <[]bLAStY> retarded docs? touko 30 15:42:33 <[]bLAStY> :D touko 30 15:42:42 <[@]LiraNuna> lol, maybe touko 30 15:42:48 <[@]LiraNuna> but they seem right so far touko 30 15:44:01 <[@]LiraNuna> sprites are fixed size too... touko 30 15:44:02 <[@]LiraNuna> 8x8 touko 30 15:44:24 <[]bLAStY> that's not a "problem" touko 30 15:44:27 <[@]LiraNuna> easy to emulate, but hard to dev with touko 30 15:44:27 <[]bLAStY> ;P touko 30 15:44:31 <[]bLAStY> ya touko 30 15:44:44 <[@]LiraNuna> i'm thinking about the poor developers who needed to work with those touko 30 15:46:36 <[@]LiraNuna> " Header taking last 10 bytes of each ROM file." touko 30 15:46:37 <[@]LiraNuna> ... touko 30 15:46:57 <[]cReDiAr> everthing 0x100< is 0 if you shift it 8 bits to the right ... touko 30 15:47:11 <[@]LiraNuna> cReDiAr: duh touko 30 15:47:27 <[@]LiraNuna> 1/0..?! touko 30 15:47:37 <[]cReDiAr> illegal touko 30 15:47:45 <[]cReDiAr> operation touko 30 15:47:53 <[]cReDiAr> throw error; touko 30 15:47:57 <[@]LiraNuna> hehe touko 30 15:51:02 <[]cReDiAr> now I better find out why the game mode is fux0rd touko 30 15:51:35 <[@]LiraNuna> Hblank : 256 CPU cycles touko 30 15:51:36 <[@]LiraNuna> hmm touko 30 15:52:01 <[]cReDiAr> void Hblank_Shake( void ) touko 30 15:52:01 <[]cReDiAr> { touko 30 15:52:01 <[]cReDiAr> if( DISP_Y%2==0 ^ flip ) touko 30 15:52:01 <[]cReDiAr> { touko 30 15:52:01 <[]cReDiAr> BG0_X0 = Hblank_World_X-10; touko 30 15:52:02 <[]cReDiAr> BG1_X0 = Hblank_World_X-10; touko 30 15:52:02 <[]cReDiAr> } else { touko 30 15:52:04 <[]cReDiAr> BG0_X0 = Hblank_World_X+10; touko 30 15:52:04 <[]cReDiAr> BG1_X0 = Hblank_World_X+10; touko 30 15:52:06 <[]cReDiAr> } touko 30 15:52:06 <[]cReDiAr> if( DISP_Y == 192 ) touko 30 15:52:08 <[]cReDiAr> flip^=1; touko 30 15:52:10 <[]cReDiAr> } touko 30 15:52:17 <[@]LiraNuna> :o touko 30 15:52:18 <[]cReDiAr> try that :p touko 30 15:52:31 <[@]LiraNuna> TV efex :) touko 30 15:52:42 <[]cReDiAr> it'll hurt your eyes :p touko 30 15:52:45 <[@]LiraNuna> lol touko 30 15:52:52 <[@]LiraNuna> HBlank ftw touko 30 15:54:18 * LynxHome (~LynxHome@c-71-201-239-33.hsd1.il.comcast.net) has joined #learn2d touko 30 15:54:37 * [DS]LynxW (~jzawacki@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d touko 30 15:54:38 * LynxNet01 gives channel operator status to LynxHome touko 30 15:54:55 * [DS]LynxW (~jzawacki@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has left #learn2d touko 30 15:58:03 <[@]LiraNuna> lol touko 30 16:00:07 <[@]LiraNuna> aaaaaaah touko 30 16:00:16 <[@]LiraNuna> the VBlank timer counts frames touko 30 16:00:25 <[@]LiraNuna> nice touko 30 16:00:42 <[]cReDiAr> ever used friend classes ? touko 30 16:00:49 <[@]LiraNuna> yeah touko 30 16:01:00 <[@]LiraNuna> and friend function too touko 30 16:03:57 <[]cReDiAr> btw I read lesson 7 touko 30 16:04:07 <[]cReDiAr> I thought you'd show some more hblank effects touko 30 16:04:58 <[@]LiraNuna> i teached irqs more then effects touko 30 16:05:03 <[@]LiraNuna> notice the "part 1" touko 30 16:12:25 <[]cReDiAr> yeah ingame works again :D touko 30 16:15:16 <[]cReDiAr> should I rewrite the collision code touko 30 16:16:07 <[@]LiraNuna> YEAH touko 30 16:17:07 <[@]LiraNuna> it was teh lame touko 30 16:18:42 <[@]LiraNuna> use 1bpt collision map touko 30 16:18:53 <[@]LiraNuna> i wrote a 8bit -> 1bit compresser if you'de like touko 30 16:19:27 <[]cReDiAr> bpt ? touko 30 16:20:18 <[@]LiraNuna> bit per tile touko 30 16:20:24 <[@]LiraNuna> 1 = can't walk touko 30 16:20:26 <[]cReDiAr> that's what I'm using touko 30 16:20:28 <[@]LiraNuna> 0 = open touko 30 16:20:32 <[@]LiraNuna> 1bpt? touko 30 16:20:43 <[]cReDiAr> 1byte touko 30 16:20:53 <[]cReDiAr> but space isn't important atm touko 30 16:20:57 <[@]LiraNuna> IT IS touko 30 16:20:59 <[@]LiraNuna> :P touko 30 16:21:32 <[]cReDiAr> NOT ATM touko 30 16:21:42 <[@]LiraNuna> IT ALLWAYS IS touko 30 16:22:00 <[@]LiraNuna> http://rafb.net/paste/results/idbS0C59.html touko 30 16:22:07 <[]cReDiAr> my gf always says that size isn't important touko 30 16:22:09 <[]cReDiAr> nah j/k :p touko 30 16:22:21 <[]bLAStY> thats becuase your dick is small and she doesnt want to offend u touko 30 16:22:28 <[@]LiraNuna> lol touko 30 16:22:32 <[]bLAStY> drop yer pants if u got a bigger dick touko 30 16:22:34 <[]bLAStY> :> touko 30 16:22:48 <[@]LiraNuna> :D touko 30 16:22:55 <[@]LiraNuna> 5 FPS considured real time? ;) touko 30 16:23:00 <[]bLAStY> :P touko 30 16:23:09 <[]bLAStY> I just watched it on XBOX in GBA emu touko 30 16:23:14 <[@]LiraNuna> lol touko 30 16:23:18 <[]bLAStY> pretty cool on big tv :D touko 30 16:23:23 <[@]LiraNuna> hehe touko 30 16:23:28 <[@]LiraNuna> i'll try it on PSP VBA touko 30 16:23:29 <[]cReDiAr> LiraNuna did the transfer work ? touko 30 16:23:38 <[@]LiraNuna> cReDiAr: yes touko 30 16:23:41 <[]bLAStY> haha PSP VBA is so going to choke on that touko 30 16:23:43 <[]bLAStY> I can assure :D touko 30 16:23:49 <[@]LiraNuna> no kidding ;) touko 30 16:23:52 <[]cReDiAr> ok now I must get it from the BNC to my pc :p touko 30 16:23:59 <[@]LiraNuna> haha touko 30 16:24:09 <[]bLAStY> it's in your homedir probably :P touko 30 16:24:13 <[]bLAStY> or some incoming folder of your bnc touko 30 16:24:14 <[@]LiraNuna> ccolmap touko 30 16:25:35 <[@]LiraNuna> cReDiAr: smaller binary = faster GBAMP loading times touko 30 16:26:09 <[@]LiraNuna> SHIT FACED CLOWN touko 30 16:27:11 <[@]LiraNuna> __SCE__PSPGBA touko 30 16:27:30 <[@]LiraNuna> damn that __SCE__ trick is making my MSDP a mess :< touko 30 16:27:48 <[]bLAStY> ye I didn't know about that until yesterday ;p touko 30 16:27:59 <[@]LiraNuna> lol touko 30 16:28:06 <[]bLAStY> when I first touched my psp again and wanted to try PMP player touko 30 16:28:22 <[@]LiraNuna> it needs a special converter touko 30 16:28:24 <[@]LiraNuna> which sux touko 30 16:28:38 <[]bLAStY> DISP_SR |= DISP_VBLANK_IRQ; REG_IE = DISP_VBLANK_IRQ; REG_IME = 1; touko 30 16:28:48 <[]bLAStY> is this enough for a minimal VBL IRQ init ? touko 30 16:28:58 <[@]LiraNuna> set up the irq handler too touko 30 16:29:08 <[]bLAStY> how ? touko 30 16:29:47 <[@]LiraNuna> lol @ PSP GBA touko 30 16:30:21 <[@]LiraNuna> *((u16*)(0x4000000-1)) = my_fun_handler; touko 30 16:30:32 <[]bLAStY> I want no custom handler touko 30 16:30:46 <[@]LiraNuna> oh touko 30 16:30:51 <[@]LiraNuna> irqInit(); touko 30 16:31:03 <[@]LiraNuna> irqSet(IRQ_VBLANK, func); touko 30 16:31:12 <[@]LiraNuna> irqEnable(IRQ_VBLANK); touko 30 16:31:12 <[@]LiraNuna> ? touko 30 16:31:35 <[]bLAStY> ya I did the last two... touko 30 16:31:45 <[]bLAStY> irqInit(); does this: IRQ_HANDLER = IntrMain; touko 30 16:31:53 <[]bLAStY> void IntrMain(); // Prototype for assembly interrupt dispatcher touko 30 16:32:01 <[@]LiraNuna> oh, there's a define for IRQ_HANDLER...!? touko 30 16:32:11 <[]bLAStY> yes, sure touko 30 16:32:14 <[@]LiraNuna> they made it ASM? touko 30 16:32:16 <[@]LiraNuna> *in touko 30 16:32:24 <[]bLAStY> no just some C statements touko 30 16:32:28 <[]bLAStY> im looking thru the libnds src now touko 30 16:32:37 <[@]LiraNuna> ah touko 30 16:33:02 <[]bLAStY> why point IRC_HANDLER to a void func? touko 30 16:33:05 * bLAStY frowns touko 30 16:33:17 <[@]LiraNuna> cause it calls that function touko 30 16:33:26 <[]bLAStY> yes but there is no src to the function, just the prototype touko 30 16:33:37 <[@]LiraNuna> there's no function? touko 30 16:33:57 <[]bLAStY> oh wait touko 30 16:34:02 <[]bLAStY> it's in /root/nds/devkitARM/libnds/source/common/interruptDispatcher.s:IntrMain touko 30 16:34:02 <[]bLAStY> :P touko 30 16:34:08 <[]bLAStY> interruptDispatcher.s touko 30 16:34:16 <[@]LiraNuna> :/ touko 30 16:34:19 <[]cReDiAr> how can I set rights under linux ? touko 30 16:34:25 <[]bLAStY> cReDiAr: chmod touko 30 16:35:04 <[]bLAStY> what rights do you want to set ? touko 30 16:35:20 <[]cReDiAr> public access ? touko 30 16:35:51 <[]bLAStY> chmod 777 touko 30 16:35:55 <[]bLAStY> every can destroy it that way ;) touko 30 16:36:21 <[]bLAStY> ah intrmain updates the BIOS IRQ flags (or something..) touko 30 16:36:39 <[@]LiraNuna> thier irq handler sux ass touko 30 16:36:45 <[@]LiraNuna> i don't like it touko 30 16:36:49 <[@]LiraNuna> brb f00d touko 30 16:36:51 * Psycorpse has quit (Ping timeout: no data for 254 seconds) touko 30 16:37:04 <[]bLAStY> work out a better one then touko 30 16:37:24 * Psy|Home (~Psycorpse@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 30 16:48:58 * Psy|Home has quit (Read error 54: Connection reset by peer) touko 30 16:50:05 * Psy|Home (Psy|Home@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d touko 30 16:50:30 * Psy|Home is now known as Psy|Work touko 30 17:31:42 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d touko 30 17:33:50 <[@]LiraNuna> sprites, anyone? touko 30 17:34:06 <[]Patater> what about 'em? touko 30 17:34:16 <[@]LiraNuna> lesson 8 touko 30 17:34:24 <[]Patater> some come with my manual touko 30 17:34:29 <[]Patater> if you needed some data or whatnot touko 30 17:34:37 <[@]LiraNuna> Patater: :/ touko 30 17:34:40 <[]Patater> are you going to make a manual? touko 30 17:34:54 <[]Patater> DON'T MAKE THAT / FACE AT ME touko 30 17:34:58 <[@]LiraNuna> :/ touko 30 17:35:03 <[]Patater> NOOOOOOOOOO :/ touko 30 17:35:05 <[]poffy> heh touko 30 17:35:11 <[@]LiraNuna> :\ touko 30 17:35:18 <[@]LiraNuna> i'm teaching here touko 30 17:35:29 <[@]LiraNuna> Steven_H converts it to a webpage summed up touko 30 17:35:31 <[]Patater> <( O_o <) touko 30 17:35:39 <[@]LiraNuna> crazy kirby touko 30 17:35:54 <[]Patater> alright then touko 30 17:35:55 <[]Patater> later touko 30 17:35:57 <[]poffy> \|\_/|/ touko 30 17:35:59 <[]poffy> Alien man touko 30 17:36:04 <[@]LiraNuna> :o touko 30 17:36:28 <[]rodsa> Sprites, Please ! touko 30 17:36:38 <[@]LiraNuna> lol touko 30 17:37:04 <[@]LiraNuna> since i'm starting a new title, i'm going to announce the lesson 3h before touko 30 17:37:14 <[@]LiraNuna> lesson at 18:00 GMT touko 30 17:37:30 <[@]LiraNuna> Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: ??-0?-06 @ 18:00 GMT touko 30 17:37:32 <[@]LiraNuna> er touko 30 17:37:42 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: ??-0?-06 @ 18:00 GMT touko 30 17:37:52 <[@]LiraNuna> .. touko 30 17:37:58 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM: 30-05-06 @ 18:00 GMT touko 30 17:38:30 <[@]LiraNuna> #learn2d - Nintendo DS 2D Hardware courses - Lesson 8: Sprites and OAM: Today at 18:00 GMT touko 30 17:38:38 <[@]LiraNuna> #learn2d - Nintendo DS 2D Hardware courses - Lesson 8: Sprites and OAM: Today at 18:00 GMT touko 30 17:38:46 <[@]LiraNuna> /amsg ftw touko 30 17:40:14 * MrShlee (BIGKING@58-84-64-84.dial-lns1.sa.chariot.net.au) has joined #learn2d touko 30 17:53:54 * obst][ has quit (ircd.choopa.net irc.choopa.net) touko 30 17:53:54 * phigan has quit (ircd.choopa.net irc.choopa.net) touko 30 17:54:16 * obst][ (~obst]@217.20.127.208) has joined #learn2d touko 30 17:54:16 * phigan (phigan@ip68-109-169-37.ph.ph.cox.net) has joined #learn2d touko 30 17:59:00 <[]cReDiAr> amsg ? touko 30 18:00:28 * poffy has quit (This computer has gone to sleep) touko 30 18:00:43 <[@]LiraNuna> yeah touko 30 18:00:47 * obst][ has quit (ircd.choopa.net irc.choopa.net) touko 30 18:00:47 * phigan has quit (ircd.choopa.net irc.choopa.net) touko 30 18:00:52 <[@]LiraNuna> sends message to all of the channels touko 30 18:00:54 <[@]LiraNuna> you are in touko 30 18:00:56 <[@]LiraNuna> brb touko 30 18:01:14 <[]bLAStY> aka spammsg touko 30 18:01:15 <[]bLAStY> ;P touko 30 18:03:55 * obst][ (~obst]@217.20.127.208) has joined #learn2d touko 30 18:03:55 * phigan (phigan@ip68-109-169-37.ph.ph.cox.net) has joined #learn2d touko 30 18:30:50 <[@]LiraNuna> hehe touko 30 18:36:52 <[]cReDiAr> I didn't get a msg touko 30 19:04:29 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d touko 30 19:28:00 * poffy has quit (This computer has gone to sleep) touko 30 19:39:26 <[@]LiraNuna> lesson in 20 minutes touko 30 19:41:10 * tbsp (~t@207.23.252.33) has joined #learn2d touko 30 19:42:14 * dovZzZz (~j@c-24-21-151-36.hsd1.or.comcast.net) has joined #learn2d touko 30 19:42:34 * dovZzZz falls asleep in the back of the class touko 30 19:43:02 <[@]LiraNuna> :o touko 30 19:43:37 <[]dovZzZz> lira you should post these on drunkencoders...might get more turnout...although looks like you are doing okay touko 30 19:43:55 <[@]LiraNuna> :) touko 30 19:43:57 <[]tbsp> this idea intrigues me... touko 30 19:44:01 <[@]LiraNuna> http://sharriso.gotadsl.co.uk/nds/index.htm touko 30 19:44:13 <[]dovZzZz> could run an irc script on the site as well so people can join without knowing about irc touko 30 19:44:48 <[@]LiraNuna> http://sharriso.gotadsl.co.uk/nds/EFnet-%23learn2d.log < updates every 5 minutes touko 30 19:44:50 <[@]LiraNuna> :) touko 30 19:45:04 <[]dovZzZz> not interactive though :) touko 30 19:45:18 <[@]LiraNuna> yeah touko 30 19:45:23 <[@]LiraNuna> but atleast somethin touko 30 19:45:24 <[@]LiraNuna> +g touko 30 19:45:29 <[]dovZzZz> i dont even know if there is an irc script that runs a site mind you :) touko 30 19:45:42 <[@]LiraNuna> hehe touko 30 19:45:54 <[]dovZzZz> following an irc log for anything useful is near impossible unless you are part of the conversation touko 30 19:46:15 <[@]LiraNuna> yeah, that's why we have Steven_H for :D touko 30 19:46:25 <[]dovZzZz> heh...he clean it up? touko 30 19:46:31 <[]bLAStY> "BG0 can be set to 3D - but that's not why we here toady.." touko 30 19:46:34 <[]bLAStY> YEAH TOADY touko 30 19:46:35 <[@]LiraNuna> he rewrites my tutorials into... tutorials touko 30 19:46:43 <[@]LiraNuna> bLAStY: lol touko 30 19:46:51 <[]dovZzZz> when i get time i am going to do a series of video tutorials i think touko 30 19:46:59 <[@]LiraNuna> :O dovZzZz touko 30 19:47:06 <[@]LiraNuna> finish that map editor first kthx touko 30 19:47:16 <[@]LiraNuna> it has teh potential touko 30 19:47:16 <[]dovZzZz> you try the bitmap export? touko 30 19:47:21 <[]dovZzZz> i think i fixed it touko 30 19:47:22 <[@]LiraNuna> oh i forgot to update touko 30 19:47:29 <[]dovZzZz> it is still my #1 project of interest touko 30 19:47:33 <[@]LiraNuna> :) touko 30 19:47:39 <[]dovZzZz> i am getting a bit burnt out touko 30 19:47:54 <[@]LiraNuna> update found touko 30 19:49:04 <[@]LiraNuna> and you still ned to add the [][][ tiles touko 30 19:49:08 <[@]LiraNuna> *brush touko 30 19:49:13 <[@]LiraNuna> instead of full [][][] touko 30 19:49:21 <[]dovZzZz> yah..it turned out to be non trivial touko 30 19:49:45 <[]dovZzZz> i dont have time for non-trivial at the moment unfortunatly touko 30 19:49:58 <[@]LiraNuna> yay BMP exporter works \o/ touko 30 19:50:08 <[@]LiraNuna> tytyty touko 30 19:50:16 <[@]LiraNuna> "non trivial" ?! touko 30 19:50:22 <[]dovZzZz> cool...I was trying to get fancy before and optimizing palettes and blah blah... :) touko 30 19:50:34 <[@]LiraNuna> hehe touko 30 19:50:42 <[@]LiraNuna> add it later touko 30 19:50:45 <[]dovZzZz> palettes were very optimized :) touko 30 19:50:47 <[]dovZzZz> all black touko 30 19:50:54 <[@]LiraNuna> "Export to BMP" "Export to BMP (Optimized)" touko 30 19:50:57 <[@]LiraNuna> hehe touko 30 19:50:58 <[]dovZzZz> heh touko 30 19:51:06 <[]dovZzZz> well i suppose 16 bit export makes more sense touko 30 19:51:17 <[@]LiraNuna> your map editor is very professional touko 30 19:51:21 <[]dovZzZz> you can use a real palette tool to fix things up touko 30 19:51:23 <[@]LiraNuna> you should finish it :< touko 30 19:51:29 <[]dovZzZz> i have not even worked on the UI yet :) touko 30 19:51:41 <[]dovZzZz> it has a ways to go touko 30 19:51:47 <[@]LiraNuna> so gogogo touko 30 19:51:57 <[]dovZzZz> heh..you come do my homework then touko 30 19:52:07 <[]dovZzZz> actually i need to go...bbl touko 30 19:52:24 <[]bLAStY> only 13 mins until lesson ? touko 30 19:52:26 <[@]LiraNuna> #learn2d - Nintendo DS 2D Hardware courses - Lesson 8: Sprites and OAM: will start in 10 minutes touko 30 19:52:30 <[]bLAStY> :P touko 30 19:52:42 <[@]LiraNuna> lol touko 30 19:52:54 <[@]LiraNuna> bye dovZzZz o/ touko 30 19:52:56 * Dead_Body (~deadbody@adsl-1-212-156.bna.bellsouth.net) has joined #learn2d touko 30 19:53:03 <[]WntrMute> that's an hour earlier than announced :P touko 30 19:53:17 <[]Dead_Body> where can i learn 4d? touko 30 19:53:32 <[@]LiraNuna> Dead_Body: #learn4d touko 30 19:53:33 <[@]LiraNuna> *g* touko 30 19:53:42 <[]bLAStY> I'm mentoring in #learn4d touko 30 19:53:52 <[]Dead_Body> 69d touko 30 19:53:59 <[@]LiraNuna> :o touko 30 19:54:04 * Jewdass (~Jewdass@208.64.242.3) has joined #learn2d touko 30 19:54:10 <[@]LiraNuna> there's actually someone in #learn4d... touko 30 19:54:23 <[@]Nikolas> Dead_Body, that'd be teh sex storex touko 30 19:54:25 <[]bLAStY> lol wtf :) touko 30 19:54:29 <[]bLAStY> beginners nowaki spaces touko 30 19:54:30 <[]bLAStY> or something touko 30 19:54:49 * knut_ (~knut@161.80-203-48.nextgentel.com) has joined #learn2d touko 30 19:54:55 <[@]Nikolas> haha, iti's johanb123 in #learn4d touko 30 19:55:02 <[@]Nikolas> -i touko 30 19:55:10 <[]johanb123> shh. touko 30 19:55:34 <[@]LiraNuna> lol touko 30 19:55:53 -LiraNuna/#learn2d- Lesson will start in 5 minutes touko 30 19:55:56 <[]tbsp> 10mins? zomg n stuff touko 30 19:56:10 >LiraNuna< notice to you too touko 30 19:56:15 Nikolas: :/ touko 30 19:56:23 <[@]LiraNuna> is that auto? touko 30 19:56:24 * tbsp urges his cfd run to converge touko 30 19:56:29 <[@]Nikolas> Liran, no touko 30 19:56:32 <[@]LiraNuna> heh touko 30 19:56:44 -LiraNuna- notice warz touko 30 19:56:51 NOTICE NOTIFY touko 30 19:56:53 NOTICE NOTIFY touko 30 19:57:03 >LiraNuna< zOMG touko 30 19:57:08 -LiraNuna- notice war touko 30 19:57:32 <[]bLAStY> GAAAANJAAAA MAAAAAN touko 30 19:59:47 <[@]LiraNuna> ok, 1 minute lol touko 30 20:00:23 * bLAStY lights up ;o))))) touko 30 20:00:26 <[@]LiraNuna> and were starting touko 30 20:00:33 * [GPF] (~gpferror@208.229.189.211) has joined #learn2d touko 30 20:00:38 <[@]LiraNuna> hellow and welcom to lesson 8 touko 30 20:00:40 <[@]LiraNuna> ;P touko 30 20:00:42 <[@]LiraNuna> j/k touko 30 20:00:44 * {Placebo} (placebo@nasa-gov.com) has joined #learn2d touko 30 20:00:56 <[]bLAStY> he's from nasa, dont tell him ds 2d hw details touko 30 20:01:03 <[@]LiraNuna> hehe touko 30 20:01:12 <[@]LiraNuna> anyhow touko 30 20:01:17 <[@]LiraNuna> this lesson is about sprites touko 30 20:01:22 <[@]LiraNuna> what are those sprites? touko 30 20:02:13 <[@]LiraNuna> sprites are a floating object on the screen, which consists of a fixed selectable number of tiles touko 30 20:02:25 <[@]LiraNuna> whoa just a minute, tiles? touko 30 20:02:36 <[@]LiraNuna> i thought tiles are only used in BGs!! touko 30 20:02:51 <[@]LiraNuna> well, that's not true touko 30 20:03:11 <[@]LiraNuna> sprites, like BGs, are made of 8x8 tiles touko 30 20:03:23 <[]cReDiAr> wheeee touko 30 20:03:23 <[@]LiraNuna> exactly like the ones we used in BGs touko 30 20:03:28 <[]cReDiAr> I didn't miss it touko 30 20:03:35 <[@]LiraNuna> hehe, now sit back touko 30 20:04:04 <[@]LiraNuna> parallal to BGs, sprites has 3 tile mode; touko 30 20:04:28 <[@]LiraNuna> 4bpp (16col), 8bpp (256col) and 16bpp (direct bitmap 32k col) touko 30 20:04:54 <[@]LiraNuna> exactly as BGs - we are limited to have only 1024 tiles to ALL OF OUR SPRITES USE touko 30 20:05:25 <[@]LiraNuna> just like 1024 per BG, touko 30 20:05:30 <[]cReDiAr> oh :'( touko 30 20:05:33 <[@]LiraNuna> we got 1024 for all the sprites touko 30 20:06:05 <[@]LiraNuna> but a sprite differs from a BG - touko 30 20:06:12 <[@]LiraNuna> a sprite doesn't have a map touko 30 20:06:19 <[@]LiraNuna> (but it does have a palette) touko 30 20:06:43 <[@]LiraNuna> hold on hold on... no map?! how the sprite will know how to show itself?! touko 30 20:07:14 <[@]LiraNuna> the sprite will use tiles in an increasing mode touko 30 20:07:41 <[@]LiraNuna> if we setted up the sprite to use tile N, with some size or another, it will take M tiles starting from N in memory touko 30 20:07:45 <[]bLAStY> meaning: all tiles for a single sprite have to be stored in order in memory touko 30 20:08:01 <[@]LiraNuna> bLAStY teh translator™ touko 30 20:08:30 <[@]LiraNuna> sprites can also be placed anywhere on the screen touko 30 20:08:39 <[@]LiraNuna> even outside of it (limited ofcourse) touko 30 20:08:56 <[@]LiraNuna> a sprite is also rotateable touko 30 20:09:13 <[@]LiraNuna> but we only have 32 sprites rotoscale attributes (later on) touko 30 20:09:54 <[@]LiraNuna> a sprite can have it's own palette, and even use an exttended palette touko 30 20:09:59 <[@]LiraNuna> exaclty like a BG touko 30 20:10:20 <[@]LiraNuna> "dude, stfu with the theory, where the hell all of that goes!??!" touko 30 20:10:30 <[]bLAStY> no, you're still lacking theory touko 30 20:10:47 <[]bLAStY> or are you going to explain OAM theory later ? :D touko 30 20:10:50 <[@]LiraNuna> ... touko 30 20:10:51 * MajinClin (~MajinCl@cpe-71-67-106-114.woh.res.rr.com) has joined #learn2d touko 30 20:11:25 <[@]LiraNuna> each sprite is represented in memory using 4 half words (16bits) touko 30 20:11:36 <[@]LiraNuna> each hword is called "attribute" touko 30 20:11:53 <[]bLAStY> the sprites itself are not represented, just the attributes of that sprite. (just to make clear for everyone) touko 30 20:11:54 <[@]LiraNuna> those attribute array is located in a special memory location - 0x7000000 touko 30 20:11:58 <[@]LiraNuna> ... touko 30 20:12:34 <[@]LiraNuna> that memory location is called touko 30 20:12:45 <[@]LiraNuna> OAM - Object (sprite) Attribute Memory touko 30 20:13:01 <[@]LiraNuna> so we have those 'attribute" thingies touko 30 20:13:37 <[@]LiraNuna> each attirbute has a number which we use to index it touko 30 20:13:43 <[@]LiraNuna> attribute 0-3 touko 30 20:14:01 * Badname (~Badname@s5590a219.adsl.wanadoo.nl) has joined #learn2d touko 30 20:14:04 <[@]LiraNuna> each attirbute holds permeters for how to display the sprite itself touko 30 20:14:42 <[@]LiraNuna> now let's move from attirbute 0 to 3, to see what each of it is doing touko 30 20:15:13 <[@]LiraNuna> ATT0 is 16bit (duh) and is represented as follows: touko 30 20:15:32 <[@]LiraNuna> bits 0-7 are the sprite's Y position touko 30 20:16:04 <[@]LiraNuna> then another 2bits of "sprite status" touko 30 20:16:09 <[@]LiraNuna> there are 4 statuses touko 30 20:16:18 <[@]LiraNuna> 0b00 is normal touko 30 20:16:30 <[]bLAStY> 0b00 ? 0x00 ? touko 30 20:16:35 <[@]LiraNuna> the sprite has no special features and cannot be rotoscalled touko 30 20:16:41 <[@]LiraNuna> no, 0b00 is in binary touko 30 20:17:02 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d touko 30 20:17:06 <[]bLAStY> oh, didn't even know there was a way to denote binary values :) touko 30 20:17:23 <[@]LiraNuna> 0b01 means "Blended" - i will cover it in the spcial video effect class touko 30 20:17:50 <[@]LiraNuna> 0b10 means "Windows" - i will cover that one in the windows lesson touko 30 20:18:00 <[]johanb123> I didn't know that either. Good stuff. touko 30 20:18:00 <[@]LiraNuna> and finally, 0b11 means BMP, touko 30 20:18:22 <[@]LiraNuna> BMP just like BGs - once activated you'll be able to draw directly to the sprite touko 30 20:18:30 <[@]LiraNuna> means no tiles touko 30 20:18:41 <[@]LiraNuna> but will take up more VRAM.. touko 30 20:19:08 <[@]LiraNuna> next bit, bit 12 is the mosic enable bit - i will cover it in the spcial video effect class touko 30 20:19:10 * DarkFader (~darkfader@chaoshq.de) has joined #learn2d touko 30 20:19:22 <[@]LiraNuna> then comes bit13 touko 30 20:19:34 <[@]LiraNuna> this one's sets the color mode of the sprite touko 30 20:19:53 <[@]LiraNuna> if it's 0 is means 16col if BMP bit is off touko 30 20:20:06 <[@]LiraNuna> or 16bit color if BMP bit is on touko 30 20:20:38 <[@]LiraNuna> next up is the last 2bits touko 30 20:20:55 <[@]LiraNuna> they generalize the orientation of the sprite touko 30 20:21:09 <[@]LiraNuna> 0b00 is "Square" sprite touko 30 20:21:15 <[@]LiraNuna> meaning an NxN sprite touko 30 20:21:20 * poffy has quit (Ping timeout: no data for 246 seconds) touko 30 20:21:37 <[@]LiraNuna> 0b01 means a wide rect sprite touko 30 20:21:50 <[@]LiraNuna> which is an MxN sprite, where M > N touko 30 20:22:16 <[@]LiraNuna> 0b10 is the same, but a tall rect where M < N touko 30 20:22:34 <[@]LiraNuna> 0b11 means nothing, and i have never tried what will happand if it's written touko 30 20:22:46 <[@]LiraNuna> but i guess it means a tall rect touko 30 20:23:05 <[@]LiraNuna> next up is attribute 1 touko 30 20:23:23 <[@]LiraNuna> yet another 16bits touko 30 20:23:36 <[@]LiraNuna> first 9 bits, are the sprite's position on the X axis touko 30 20:24:26 <[@]LiraNuna> next 2 bits are the flip bits touko 30 20:24:38 * johanb123 has quit () touko 30 20:24:40 <[@]LiraNuna> if set 0b00 - the sprite will remain the same touko 30 20:24:55 <[@]LiraNuna> 0b01 - the sprite will be mirrored horisontaly (X flip) touko 30 20:25:11 <[@]LiraNuna> 0b10 - the sprite will be mirrored verticly (Y flip) touko 30 20:25:25 <[@]LiraNuna> 0b11 - both horizontal and vertical flips touko 30 20:25:43 <[@]LiraNuna> then last 4 bits are size touko 30 20:26:09 <[@]LiraNuna> the size is kind of hard to understand, and relays on the orientation touko 30 20:26:20 <[@]LiraNuna> remember, there are 3 of them touko 30 20:26:20 * LynxHome has kicked LiraNuna from #learn2d (flood) touko 30 20:26:24 <[]tbsp> burn touko 30 20:26:28 * LiraNuna (LiraNuna@IGLD-80-230-158-57.inter.net.il) has joined #learn2d touko 30 20:26:29 <[]LiraNuna> !? touko 30 20:26:38 * LynxNet01 gives channel operator status to LiraNuna touko 30 20:26:39 <[]bLAStY> 19:25:15 -!- LiraNuna was kicked from #learn2d by LynxHome [flood] touko 30 20:26:53 <[@]LiraNuna> we need to do something with that flood protection... <_< touko 30 20:26:56 <[@]LiraNuna> ANYHOW touko 30 20:28:26 * MrShlee has quit (Read error: Operation timed out) touko 30 20:28:29 <[@]LiraNuna> http://rafb.net/paste/results/qHPecA74.html touko 30 20:28:49 <[@]LiraNuna> here is a small table to show you the sizes vs. orientation touko 30 20:28:58 <[@]LiraNuna> Size Square Wide Tall touko 30 20:29:01 <[@]LiraNuna> 0b00 8x8 16x8 8x16 touko 30 20:29:04 <[@]LiraNuna> 0b01 16x16 32x8 8x32 touko 30 20:29:07 <[@]LiraNuna> 0b10 32x32 32x16 16x32 touko 30 20:29:10 <[@]LiraNuna> 0b11 64x64 64x32 32x64 touko 30 20:29:19 <[@]LiraNuna> (pasted for IRC logs) touko 30 20:29:43 <[@]LiraNuna> that's all for attribute 1 touko 30 20:29:49 <[@]LiraNuna> next up is attribute 2 touko 30 20:30:16 <[@]LiraNuna> attribute 2 is made up of 10bits of start tile for the sprite in memory touko 30 20:30:52 <[@]LiraNuna> if the sprite is sized 32x16, the sprite will use 8 tiles from that tile to form the sprite touko 30 20:31:25 <[@]LiraNuna> if the sprite is sized 8x8 - it will use only the first tile from that tile index touko 30 20:31:49 <[@]LiraNuna> next 2bits are priority touko 30 20:31:59 <[@]LiraNuna> similer to BGs, priority has 4 values touko 30 20:32:10 <[@]LiraNuna> 0b00 is the highest priority touko 30 20:32:17 <[@]LiraNuna> while 0b11 is the lowest touko 30 20:32:51 <[@]LiraNuna> if sprites has the same priority, the sprite with the lower index will be on top touko 30 20:33:15 <[@]LiraNuna> last 4bits are palette the sprite will use touko 30 20:33:32 <[@]LiraNuna> just like BGs - if it's 16col mode, we have a 16x16 palette set touko 30 20:34:16 <[@]LiraNuna> if it's 256col, we have a 256x16 colors (if we setted up the ex. palettes bit in disp_cr - but more on that later) touko 30 20:34:48 <[@]LiraNuna> attribute 3 is a part of a metrix for the rotoscale permeters for the sprites touko 30 20:35:10 <[@]LiraNuna> about sprites rotation on the future touko 30 20:35:27 <[@]LiraNuna> OMG WTF MISTER WE NEED TO REMEMBER ALL OF THOSE BITS?!!??!?!?!? touko 30 20:35:32 <[@]LiraNuna> no you don't touko 30 20:35:48 <[@]LiraNuna> libnds has a great includes, with sprite attributes defines and macros touko 30 20:36:17 <[@]LiraNuna> all you need to remember is the Y position, X position and tile index touko 30 20:36:21 <[@]LiraNuna> which are easy to remember: touko 30 20:36:37 <[@]LiraNuna> (8+attribute number) bits of the attirbute touko 30 20:36:43 <[@]LiraNuna> Y, X, tile touko 30 20:36:58 <[@]LiraNuna> Y:8bits; X:9bits and tile:10bits touko 30 20:37:17 <[@]LiraNuna> so we know about those attibutes touko 30 20:37:23 <[@]LiraNuna> how to actually enable a sprite? touko 30 20:37:41 <[]tbsp> does the DS have some sort of 1D/2D tile selection bit? touko 30 20:37:48 <[@]LiraNuna> yeah, let me explain :P touko 30 20:37:48 <[]bLAStY> tbsp: yes touko 30 20:38:03 <[]bLAStY> you want 1D though ;) touko 30 20:38:15 <[@]LiraNuna> everything globally related to sprites, is inside display_cr touko 30 20:38:27 <[@]LiraNuna> that huge 32bit register that we should bow to touko 30 20:38:57 * bLAStY bows down to 0x04000000 touko 30 20:39:02 <[@]LiraNuna> hehe touko 30 20:39:21 <[@]LiraNuna> there are 2 sprites modes touko 30 20:39:40 <[@]LiraNuna> 1D and 2D touko 30 20:40:14 <[@]LiraNuna> 1D is fixed size "layer" that gets the tiles from the start touko 30 20:40:32 <[@]LiraNuna> for example, a 1D 16x16 sprite in 1D will look like this: touko 30 20:40:36 <[@]LiraNuna> [1][2][3][4] touko 30 20:40:52 <[@]LiraNuna> along with other sprites, (marked with X): touko 30 20:40:59 <[@]LiraNuna> [X][X][X][X][X][1][2][3][4][X][X][X][X][X] touko 30 20:41:27 <[]bLAStY> (see it as a 'normal' array) touko 30 20:41:35 <[@]LiraNuna> 2D is more complex, but lets us handle a sprite sheet touko 30 20:41:45 <[@]LiraNuna> wft's a sprite sheet?! touko 30 20:42:01 <[@]LiraNuna> a sprite sheet is just like a BG touko 30 20:42:14 <[@]LiraNuna> it's a collection of 32x32 or 16x64 tiles touko 30 20:44:04 <[@]LiraNuna> looks like this i VRAM: touko 30 20:44:06 <[@]LiraNuna> *in touko 30 20:44:09 <[@]LiraNuna> http://www.picfront.com/images/2dsprites.bmp touko 30 20:44:22 <[@]LiraNuna> (32x32 2d mode) touko 30 20:45:11 <[@]LiraNuna> for example a 2d sprite sized 16x16 with tile index 0 will be the first mario touko 30 20:45:51 <[@]LiraNuna> 2d sprite sized 32x32 with tile index 7 will be 4 marios on the middle touko 30 20:46:19 <[@]LiraNuna> if someone doesn't understands the 2D mode, please speak now or suffer forever touko 30 20:46:26 <[]bLAStY> haha touko 30 20:46:42 <[]bLAStY> it will be fun to read that back in the logs touko 30 20:46:44 <[]tbsp> I understand that bLAStY was right (I want 1D) touko 30 20:46:50 <[@]LiraNuna> :) touko 30 20:47:07 <[]bLAStY> I don't even think 2D has advantages over 1D? has it ? touko 30 20:47:15 <[@]LiraNuna> yeah it has touko 30 20:47:28 <[@]LiraNuna> but it's not that much of advantage touko 30 20:47:29 <[@]LiraNuna> :) touko 30 20:47:29 <[]bLAStY> it's not just a more complicated way of storing them ? ;) touko 30 20:47:39 <[@]LiraNuna> not really touko 30 20:47:46 <[@]LiraNuna> you'll see it on the next lesson touko 30 20:47:48 <[]bLAStY> k touko 30 20:47:54 <[@]LiraNuna> anyhow touko 30 20:48:05 <[@]LiraNuna> we covered all of the basic sprite theory for now touko 30 20:48:14 <[@]LiraNuna> let us finish this lesson with questions touko 30 20:48:18 <[@]LiraNuna> ask away touko 30 20:48:20 <[]bLAStY> or example code ? touko 30 20:48:30 <[@]LiraNuna> next lesson we will code touko 30 20:48:52 <[@]LiraNuna> this lesson was theory only touko 30 20:48:59 <[]tbsp> are there any major differences between sprites on DS and GBA? (none jumped out at me) touko 30 20:49:04 <[@]LiraNuna> it was a lot of input imo touko 30 20:49:05 <[]bLAStY> tbsp: no touko 30 20:49:18 <[@]LiraNuna> tbsp: bitmap sprites and extended palettes touko 30 20:49:26 <[@]LiraNuna> bLAStY: don't false him touko 30 20:49:28 <[]bLAStY> :P touko 30 20:49:32 <[]tbsp> heh, okay touko 30 20:49:34 <[@]LiraNuna> please :) touko 30 20:49:35 <[]bLAStY> I mean, if you can handle them on GBA touko 30 20:49:37 <[]bLAStY> you can handle them on NDS touko 30 20:49:47 <[@]LiraNuna> oh yeah, but they are not 100% identicle touko 30 20:49:53 <[]bLAStY> true true touko 30 20:50:09 <[]bLAStY> i should do my homework better :( touko 30 20:50:11 <[]bLAStY> :D touko 30 20:50:15 <[@]LiraNuna> hehe touko 30 20:50:44 * LiraNuna remembers the first #learn2d with him and blasty as a private lesson :D touko 30 20:50:55 <[@]LiraNuna> 1 lesson and you know it all :P touko 30 20:51:30 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 8: Sprites and OAM part2: 01-06-06 @ ??:?? touko 30 20:51:44 <[@]LiraNuna> anyone has more questions? touko 30 20:52:16 <[]bLAStY> question: are you covering the rotscale flags of the sprites in the next lesson? touko 30 20:52:26 <[]bLAStY> :P touko 30 20:52:32 <[@]LiraNuna> maybe or maybe not touko 30 20:52:41 <[@]LiraNuna> depends on how well we will prograss touko 30 20:53:11 <[@]LiraNuna> i preffer to teach theory by little blits instead of giving out a huge mass of knowladge touko 30 20:53:18 <[]bLAStY> true touko 30 20:54:03 <[@]LiraNuna> after i will cover all of the HW and HW effects, i will start teaching advanced tricks and tips to save VRAM and RAM touko 30 20:54:15 <[@]LiraNuna> but we are far away from there touko 30 20:55:49 <[@]LiraNuna> wow i wrote a lot touko 30 20:55:54 <[@]LiraNuna> you sure don't have questions!? touko 30 20:56:04 <[@]LiraNuna> that was quite a load of info i gave touko 30 20:56:21 <[@]LiraNuna> don't tell me everyone understand everything..! touko 30 20:56:35 * tbsp hides. touko 30 20:56:40 <[@]LiraNuna> lol touko 30 20:56:50 <[]dovZzZz> i dont get it touko 30 20:56:52 <[@]LiraNuna> ask now of suffer later touko 30 20:56:58 <[@]LiraNuna> dovZzZz: don't get what? touko 30 20:57:06 <[]dovZzZz> if i knew that i would get it touko 30 20:57:24 <[]dovZzZz> i did not scroll up in the logs passed "tbsp hides" touko 30 20:57:31 <[@]LiraNuna> oh, hehe touko 30 20:57:34 <[]tbsp> :P touko 30 20:57:35 <[]dovZzZz> :) touko 30 20:57:57 * dovZzZz goes back to sleep touko 30 20:58:07 <[@]LiraNuna> in this time of the day...!? touko 30 20:58:35 <[@]LiraNuna> nvm touko 30 21:01:03 * [GPF] has quit (Ping timeout: 260 seconds) touko 30 21:01:41 <[@]LiraNuna> thanks for listening anyway touko 30 21:02:14 * tbsp cheers for LiraNuna touko 30 21:04:59 <[@]LiraNuna> :) touko 30 21:06:03 <[]dovZzZz> yah..this is a pretty neat idea...probably could use a better forum though..something with a witeboarding type app touko 30 21:06:32 <[]dovZzZz> i feel much more confortable explaining things when i have a pen in hand touko 30 21:07:20 <[]tbsp> LiraNuna: what motivated you to start this? Issues with the status of available tutorials and/or forums for dsdev? touko 30 21:09:00 <[@]LiraNuna> PAlibbers touko 30 21:09:22 <[@]LiraNuna> they use PAlib cause they afraid of the DS touko 30 21:09:34 <[@]LiraNuna> while all they need is simple guideness touko 30 21:10:28 <[@]LiraNuna> i got pissed at some touko 30 21:10:49 <[@]LiraNuna> PAlib is a deamon that hides the true power of the DS touko 30 21:10:56 <[]bLAStY> ;X touko 30 21:11:06 * Cooleo (~Cooleo@host86-144-13-3.range86-144.btcentralplus.com) has joined #learn2d touko 30 21:11:09 <[]Cooleo> hi touko 30 21:11:11 <[]Cooleo> hi touko 30 21:11:12 <[]Cooleo> hi touko 30 21:11:14 <[]Cooleo> hi touko 30 21:11:15 <[]Cooleo> hi touko 30 21:11:18 <[]Cooleo> hi touko 30 21:11:18 <[]Cooleo> hi touko 30 21:11:18 <[]Cooleo> hi touko 30 21:11:18 <[]Cooleo> hi touko 30 21:11:21 <[]Cooleo> hi touko 30 21:11:21 * LynxNet01 has kicked Cooleo from #learn2d (flood) touko 30 21:11:24 * Cooleo (~Cooleo@host86-144-13-3.range86-144.btcentralplus.com) has joined #learn2d touko 30 21:11:30 <[@]LiraNuna> ... touko 30 21:11:41 * LiraNuna sets ban on *!*Cooleo@*.range86-144.btcentralplus.com touko 30 21:11:41 * LiraNuna has kicked Cooleo from #learn2d (You suck, blacklisted) touko 30 21:11:49 <[@]LiraNuna> blacklit ftw touko 30 21:12:41 <[]tbsp> heh touko 30 21:12:54 <[]tbsp> PAlib sounds like GBDK for dmg touko 30 21:14:07 <[@]LiraNuna> it's similer to GBA HA touko 30 21:14:09 <[@]LiraNuna> +M touko 30 21:14:09 <[]tbsp> or... perhaps like HAM for gba? touko 30 21:14:11 <[]tbsp> heh touko 30 21:14:14 <[@]LiraNuna> yep touko 30 21:14:17 <[@]LiraNuna> it sux donkey ballz touko 30 21:14:21 <[]tbsp> hehe touko 30 21:14:31 <[@]LiraNuna> both HAM and PA touko 30 21:15:20 <[@]LiraNuna> brb - reinstalling some stuff touko 30 21:15:23 * LiraNuna has quit (Quit: brb) touko 30 21:25:19 * LiraNuna (LiraNuna@IGLD-80-230-158-57.inter.net.il) has joined #learn2d touko 30 21:25:38 * LynxNet01 gives channel operator status to LiraNuna touko 30 21:26:33 <[@]LiraNuna> so, someone got question/s ? touko 30 21:43:21 * Jewdass has quit (Quit: Leaving) touko 30 21:51:04 * obst][ has quit (ircd.choopa.net irc.choopa.net) touko 30 21:51:04 * phigan has quit (ircd.choopa.net irc.choopa.net) touko 30 21:51:30 * obst][ (~obst]@217.20.127.208) has joined #learn2d touko 30 21:51:30 * phigan (phigan@ip68-109-169-37.ph.ph.cox.net) has joined #learn2d touko 30 22:01:42 * [GPF] (~gpferror@208.229.189.211) has joined #learn2d touko 30 23:12:09 * LynxHome removes ban on *!*Cooleo@*.range86-144.btcentralplus.com touko 30 23:12:11 * LynxNet01 removes ban on *!*Cooleo@*.range86-144.btcentralplus.com touko 30 23:32:15 * Badname has quit () touko 30 23:39:24 * LynxHome has quit (Read error: Operation timed out) touko 30 23:42:59 * [GPF] has quit (Read error: Connection reset by peer) touko 30 23:44:32 * [GPF] (~gpferror@208.229.189.211) has joined #learn2d touko 31 00:15:29 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d touko 31 00:29:20 * poffy has quit (This computer has gone to sleep) touko 31 00:34:00 * [GPF] has quit () touko 31 00:35:19 <[+] Steven_H> What's with the perma-ban on cooleo? touko 31 00:35:20 <[+] Steven_H> oh AND YOU DID ANOTHER TUT!?!?!?!?! Gah touko 31 00:37:24 <[] DarkFader> tralala touko 31 00:38:03 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d touko 31 00:38:18 <[] StevenH> I repeat - GAH touko 31 00:38:53 <[] DarkFader> tralala touko 31 00:40:07 <[] StevenH> ?? touko 31 00:40:08 <[@] LiraNuna> Steven_H: he spammed the channel, touko 31 00:40:09 <[@] LiraNuna> twice touko 31 00:40:34 * LiraNuna gives voice to StevenH touko 31 00:40:39 <[+] StevenH> perma-ban is too good for him - KILL HIM :D touko 31 00:40:56 <[@] LiraNuna> i wish i could touko 31 00:48:57 * LiraNuna is now known as Lira|ZzzZ **** ENDING LOGGING AT Wed May 31 01:17:35 2006 **** BEGIN LOGGING AT Wed May 31 14:15:27 2006 touko 31 14:15:27 * Now talking on #learn2d touko 31 14:15:27 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 9: Sprites and OAM part2: 01-06-06 @ ??:?? touko 31 14:15:27 * Topic for #learn2d set by LiraNuna at Wed May 31 13:40:18 2006 touko 31 14:15:41 * LynxNet01 gives channel operator status to Nikolas touko 31 15:24:24 <[] bLAStY> anyone in here compiled DeSmUmE for linux? touko 31 15:24:32 <[] bLAStY> this line is giving a compiler error: extern unsigned long (* __fastcall thumb_instructions_set[1024])(ARMCPU * cpu); touko 31 15:25:03 <[] bLAStY> (Oh, I'm talking about the quick port by thudov btw) touko 31 15:25:42 <[@] Nikolas> Aren't you like, umm, on the wrong channel? touko 31 15:26:06 <[] bLAStY> I am #porn right ? touko 31 15:26:16 <[] bLAStY> in porn even touko 31 15:26:22 <[@] Nikolas> well, close, but not quite touko 31 15:26:32 <[] bLAStY> drats touko 31 16:35:50 <[@] LiraNuna> omg wtf loloz touko 31 16:36:37 <[@] LiraNuna> lesson in 2 hours touko 31 16:36:40 <[@] LiraNuna> sounds right? touko 31 16:40:15 <[] cReDiAr> yeah touko 31 16:41:14 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 9: Sprites and OAM part2: 01-06-06 @ 17:00 touko 31 16:41:53 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 9: Sprites and OAM part2: 31-05-06 @ 17:00 touko 31 16:50:23 * LiraNuna is now known as LiraTV touko 31 17:12:23 <[] DarkFader> liratv.com ? ;P touko 31 17:33:26 * LiraTV is now known as LiraNuna touko 31 18:43:44 <[] cReDiAr> puh touko 31 18:43:49 <[] cReDiAr> I thougt I missed it touko 31 18:43:58 <[] cReDiAr> but it's 17 gmt :D touko 31 19:25:14 <[] DarkFader> the 3D stuff is more entertaining touko 31 20:11:58 * Tharo_ (~Miranda@pD9E06705.dip.t-dialin.net) has joined #learn2d touko 31 20:16:05 * {Placebo} (placebo@nasa-gov.com) has left #learn2d touko 31 20:21:59 <[] Dead_Body> what is DeSmUmE? touko 31 20:31:31 <[@] Nikolas> A DS emulator with an ridicilous name touko 31 20:32:01 <[@] Nikolas> *ridiculous touko 31 20:36:22 * Patater has quit (Read error: Operation timed out) touko 31 20:36:50 * Patater (~Patater@71-37-126-239.slkc.qwest.net) has joined #learn2d touko 31 20:42:13 <[] Psy|Work> Patater i have a question for you do you mind if i PM you? touko 31 21:04:25 * Patater has quit (Read error: Operation timed out) touko 31 21:07:04 * Patater (~Patater@71-37-126-239.slkc.qwest.net) has joined #learn2d touko 31 21:18:18 <[@] LiraNuna> oh shit touko 31 21:18:24 <[@] LiraNuna> i leik touko 31 21:18:27 <[@] LiraNuna> missed class touko 31 21:18:30 <[@] LiraNuna> and i'm the teacher touko 31 21:19:17 <[] knut_> :P touko 31 21:21:32 <[@] LiraNuna> is it ok to start now? touko 31 21:22:43 <[] DarkFader> no touko 31 21:22:58 <[@] LiraNuna> ok DarkFader, so just /ignore * touko 31 21:23:09 <[] DarkFader> just say you got the day off by one touko 31 21:23:13 <[] DarkFader> and do it tomorrow ;P touko 31 21:23:37 <[@] LiraNuna> w/e touko 31 21:23:39 <[] DarkFader> j/k. nevermind me touko 31 21:23:52 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 9: Sprites and OAM part2: 01-06-06 @ 16:00 touko 31 21:24:24 <[@] LiraNuna> DarkFader: btw, why are you doing it? touko 31 21:27:22 <[] DarkFader> hmm.. someone said something? touko 31 21:28:10 <[@] LiraNuna> w/e touko 31 21:29:26 <[] DarkFader> w/e ? touko 31 21:29:45 <[@] LiraNuna> what ever touko 31 21:30:18 <[] DarkFader> ah yes touko 31 21:30:35 <[] DarkFader> why haven't you started already? touko 31 21:30:52 <[@] LiraNuna> i postponed it touko 31 21:31:01 <[@] LiraNuna> i'm le tiered touko 31 21:31:13 <[] DarkFader> ah, I missed the topic change touko 31 21:31:15 <[] DarkFader> :) touko 31 21:31:44 <[@] LiraNuna> hehe touko 31 21:31:59 <[@] LiraNuna> why are you here? i bet you know more then me about the DS touko 31 21:34:41 <[] DarkFader> I'm a fan of you touko 31 21:34:54 * DarkFader 3> LiraNuna touko 31 21:34:59 <[] DarkFader> erm... <3 touko 31 21:35:01 <[@] LiraNuna> :o touko 31 21:35:13 <[@] LiraNuna> DarkFader: you got it all wrong touko 31 21:35:22 <[@] LiraNuna> it is i who are your biggest fan touko 31 21:35:23 <[@] LiraNuna> \o/ touko 31 21:35:34 <[@] LiraNuna> why would anyone be a fan of touko 31 21:35:34 <[@] LiraNuna> me touko 31 21:35:40 <[@] LiraNuna> that's just useless touko 31 21:41:28 <[] WntrMute> you've come a long way in the last year touko 31 21:42:48 <[] WntrMute> you've completed quite a few projects too, most homebrewers start one and get bored after a few months touko 31 21:43:40 <[@] LiraNuna> who me? touko 31 21:49:39 * dovZzzZ has happened upon 18 minutes of free time! touko 31 21:49:55 * dovZzzZ stares at the wall for 17 of them touko 31 21:50:03 <[@] LiraNuna> :/ touko 31 21:50:21 <[@] LiraNuna> program pernEdit! touko 31 21:50:30 <[] Tharo_> ^^ touko 31 21:50:36 <[] dovZzzZ> nah..i dont have time to get into it at the moment touko 31 21:50:37 <[] Tharo_> dovZzzZ: mousie touko 31 21:50:52 <[] dovZzzZ> need a few hours to make any progress touko 31 21:50:59 <[@] LiraNuna> i see touko 31 22:24:37 * MajinClin has quit (Remote host closed the connection) touko 31 22:26:52 <[] DarkFader> PAlib FTW ! touko 31 22:27:06 <[] DarkFader> >:) touko 31 22:34:40 <[@] LiraNuna> :O touko 31 22:35:23 * Dead_Body has quit (Remote host closed the connection) touko 31 22:38:03 * Dead_Body (~deadbody@adsl-1-212-156.bna.bellsouth.net) has joined #learn2d touko 31 23:04:31 * Psy|Work has quit (Ping timeout: no data for 242 seconds) touko 31 23:41:08 * Dead_Body has quit (hub.efnet.us ircd.arcti.ca) touko 31 23:44:45 * Dead_Body (~deadbody@adsl-1-212-156.bna.bellsouth.net) has joined #learn2d touko 31 23:57:52 <[] Tharo_> WntrMute, DarkFader - know the fucking inline asm syntax for the ic86 compiler ? touko 31 23:58:00 <[] Tharo_> __asm makes linker errors o.O touko 31 23:58:28 <[@] LiraNuna> WntrMute: is there a 80186 GCC ? touko 31 23:58:33 <[@] LiraNuna> or something touko 31 23:58:36 <[] WntrMute> no touko 31 23:58:43 <[@] LiraNuna> damn touko 31 23:58:47 <[] WntrMute> __asm is std99 touko 31 23:58:54 <[] WntrMute> tried asm? touko 31 23:59:03 <[@] LiraNuna> Undefined symbol '__ASM' in module MAIN touko 31 23:59:09 <[@] LiraNuna> linker error kesä 01 00:00:15 <[] Tharo_> he dont like _asm kesä 01 00:00:17 <[] Tharo_> asm kesä 01 00:00:31 <[] Tharo_> compiler eat __ASM but not the linker o.O kesä 01 00:02:13 <[] DarkFader> I won't know what syntax ic86 uses... hopefully not AT&T kesä 01 00:02:46 <[] WntrMute> AT&T isn't too bad when you get used to it kesä 01 00:05:25 <[@] LiraNuna> http://en.wikipedia.org/wiki/AT&T kesä 01 00:05:26 <[@] LiraNuna> !? kesä 01 00:05:57 <[] Tharo_> o.O kesä 01 00:06:03 * bh2 (~bherr@adsl-70-239-65-176.dsl.bltnin.sbcglobal.net) has joined #learn2d kesä 01 00:06:19 <[] WntrMute> http://sig9.com/articles/att-syntax kesä 01 00:06:27 <[] Tharo_> okay again kesä 01 00:06:35 <[] Tharo_> the compiler want __asm("") kesä 01 00:06:36 <[] Tharo_> BUT kesä 01 00:06:39 <[@] LiraNuna> http://en.wikipedia.org/wiki/AT&T_Computer_Systems kesä 01 00:06:58 <[] Tharo_> the linker (that is from borland, an second product since ic86 dont HAVE an own linker) dont like te labels kesä 01 00:07:14 <[] Tharo_> he says he dont know an __ASM mark kesä 01 00:07:52 <[@] LiraNuna> *i kesä 01 00:07:53 <[@] LiraNuna> t kesä 01 00:08:21 <[] WntrMute> Tharo_, that's a compiler problem, not a linker problem kesä 01 00:08:33 <[] Tharo_> compiler works kesä 01 00:08:41 <[] WntrMute> obviously not kesä 01 00:08:44 <[] Tharo_> linker says he dont know the symbol __ASM kesä 01 00:08:49 <[] Tharo_> it does belive me -.- kesä 01 00:08:56 <[] WntrMute> because the compiler isn't working kesä 01 00:09:04 <[] Tharo_> no he works kesä 01 00:09:09 <[] WntrMute> nope kesä 01 00:09:35 <[] WntrMute> it's inserting a function call to __ASM kesä 01 00:09:39 <[] Tharo_> DOS 5.0 (038-N) iC-86 COMPILER V4.0 kesä 01 00:09:39 <[] Tharo_> Copyright 1980,87,88 Intel Corporation kesä 01 00:09:39 <[] Tharo_> iC-86 COMPILATION COMPLETE. 1 WARNING, 0 ERRORS kesä 01 00:09:39 <[] Tharo_> DOS 5.0 (038-N) iC-86 COMPILER V4.0 kesä 01 00:09:39 <[] Tharo_> Copyright 1980,87,88 Intel Corporation kesä 01 00:09:40 <[] Tharo_> iC-86 COMPILATION COMPLETE. 1 WARNING, 0 ERRORS kesä 01 00:09:40 <[] Tharo_> Turbo Link Version 2.0 Copyright (c) 1987, 1988 Borland International kesä 01 00:09:42 <[] Tharo_> Undefined symbol '__ASM' in module MAIN kesä 01 00:09:42 <[] Tharo_> Drücken Sie eine beliebige Taste . . . kesä 01 00:10:01 <[] Tharo_> kay then i need the correct inline asm function .. kesä 01 00:10:02 <[] WntrMute> what it *should* be doing is inserting the assembly instructions kesä 01 00:10:02 * LynxNet01 has kicked Tharo_ from #learn2d (flood) kesä 01 00:10:02 * Tharo_ (~Miranda@pD9E06705.dip.t-dialin.net) has joined #learn2d kesä 01 00:10:10 <[] Tharo_> -.- kesä 01 00:10:28 <[] WntrMute> the linker is complaining because the compiler fucked up kesä 01 00:10:33 * Dead_Body has quit (hub.efnet.us ircd.arcti.ca) kesä 01 00:10:47 <[] WntrMute> what's wrong with watcom btw? kesä 01 00:10:58 <[] Tharo_> kay ... so the compiler just said he got it compiled but he never did kesä 01 00:11:00 <[] WntrMute> it used to be *the* compiler kesä 01 00:11:11 <[] Tharo_> HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA !!!!! kesä 01 00:11:14 <[] Tharo_> WATCOM ?? kesä 01 00:11:17 <[] Tharo_> THAT WATCOM? kesä 01 00:11:21 <[] Tharo_> HAHAHAHAHAHA :DDDD kesä 01 00:11:29 <[] Tharo_> watcom is a buggy shit kesä 01 00:11:30 <[] WntrMute> I'm perfectly serious kesä 01 00:11:34 <[] Tharo_> NOTHING works correctly kesä 01 00:11:35 * dovZzzZ remembers when watcom was "the" kesä 01 00:11:37 <[@] LiraNuna> watcom is buggy kesä 01 00:11:37 * Dead-Body (~deadbody@adsl-1-212-156.bna.bellsouth.net) has joined #learn2d kesä 01 00:11:46 <[] WntrMute> in what way buggy? kesä 01 00:11:49 <[] Tharo_> i did tons of workarounds kesä 01 00:11:56 <[] WntrMute> for what? kesä 01 00:12:01 <[] Tharo_> buggy in pragmas, pointers, if clauses kesä 01 00:12:12 <[] Tharo_> in nearly everything that is importand kesä 01 00:12:20 <[] WntrMute> you have to be doing something wrong kesä 01 00:12:21 <[] Tharo_> (an embed coding) kesä 01 00:12:28 <[] Tharo_> WntrMute sorry but ... kesä 01 00:12:33 <[] WntrMute> watcom has embedded support kesä 01 00:12:36 <[] Tharo_> i spoke for monts with ppl kesä 01 00:12:43 <[] Tharo_> and i dissassembled tons of code kesä 01 00:12:48 <[] Tharo_> and so on and so on kesä 01 00:12:54 <[] Tharo_> and i always asked you, too kesä 01 00:13:04 <[] WntrMute> seriously, back in the day Watcom was *the* compiler kesä 01 00:13:05 <[] Tharo_> and sorry when (if var!=0) cost me 5 frames kesä 01 00:13:12 <[] Tharo_> the compiler is fucking shit kesä 01 00:13:18 <[] dovZzzZ> definatly was for coding games kesä 01 00:13:24 <[@] LiraNuna> lol @ 5 frames kesä 01 00:13:47 <[@] LiraNuna> dovZzzZ: we're trying to code for the wonderswan kesä 01 00:13:55 <[@] LiraNuna> i want testing matirial! kesä 01 00:13:56 <[] dovZzzZ> yah..i get that :) kesä 01 00:14:05 <[] Tharo_> WntrMute sorry but i tryed to get watcom working for so fucking long kesä 01 00:14:09 <[] WntrMute> LiraNuna, shouldn't make any difference kesä 01 00:14:11 <[] Tharo_> i wrote own pointer functions and all kesä 01 00:14:29 <[] Tharo_> but sorry this compiler is shitti as hell .. in that way i have to use him kesä 01 00:14:48 <[] Tharo_> when #pragma works in one code line and works not in the next with excact the same call and usage kesä 01 00:14:54 <[] Tharo_> than its not my fault. sorry kesä 01 00:15:04 <[@] LiraNuna> An animated film, Flatland: The Movie, currently in production, is scheduled to finish Fall 2006. kesä 01 00:15:08 <[@] LiraNuna> \o/ kesä 01 00:15:11 * dovZzzZ has a hard time believing watcom is broken but can see how issues might arise from trying to force a dos only version to produce wonderswan binaries or some such kesä 01 00:15:12 <[@] LiraNuna> whoops kesä 01 00:15:20 <[] Tharo_> not to speak about the legendary good docs that are aviable nowhere kesä 01 00:15:44 <[] Tharo_> i had to publis tuts on drunkencoders how to do asm in watcom because his own doc dont cover it ! kesä 01 00:16:17 <[] dovZzzZ> which watcom version where you using? kesä 01 00:16:18 <[@] LiraNuna> devKitWSC kesä 01 00:16:21 * Tharo_ starts to get down now - sorry kesä 01 00:16:29 * Tharo_ iss the owner of devkitwsc kesä 01 00:16:39 <[] Tharo_> the newest aviable dovoto kesä 01 00:16:48 <[] dovZzzZ> weird kesä 01 00:16:58 <[] dovZzzZ> never used watcom myself kesä 01 00:17:15 <[] Tharo_> watcoms inline asm interface is (when you finaly found infos how to use it) realy a perfect designed piece .. but it works randomize -.- kesä 01 00:17:17 <[] dovZzzZ> was not really into coding till devkitadv :) kesä 01 00:17:33 <[] Tharo_> i never got dma working because that watcom lost the segment call kesä 01 00:17:44 <[] Tharo_> in the same asm header for cpu copy it worked kesä 01 00:17:49 <[] Tharo_> and in pure asm it worked, too kesä 01 00:21:24 <[] Tharo_> http://snowcristals.net/juna/zeug/umbra2.wmv kesä 01 00:22:59 * dovZzzZ wonders why he is watching a video of a hampster kesä 01 00:23:10 <[] Tharo_> cos its MY hamster :D kesä 01 00:23:16 <[@] LiraNuna> :o kesä 01 00:23:22 <[] dovZzzZ> heh kesä 01 00:24:35 <[] Tharo_> okay. now i cooled down >.< kesä 01 00:24:45 <[@] LiraNuna> watcom! kesä 01 00:24:52 <[] Tharo_> huh? watcom? kesä 01 00:25:19 <[] Tharo_> you try to make me delete your entire homepage lira? ^^ kesä 01 00:25:29 <[@] LiraNuna> HEY kesä 01 00:25:34 <[] Tharo_> ^^ kesä 01 00:25:37 <[] Tharo_> just kidding kesä 01 00:25:40 <[] Tharo_> maybe >:D kesä 01 00:25:41 <[@] LiraNuna> dovZzzZ: !!! kesä 01 00:26:38 <[] Tharo_> hehe where is your hero now, huh? ^^ kesä 01 00:28:01 <[@] LiraNuna> :( kesä 01 00:28:40 * bh2 (~bherr@adsl-70-239-65-176.dsl.bltnin.sbcglobal.net) has left #learn2d kesä 01 00:30:45 <[] Tharo_> however ... kesä 01 00:31:07 <[] Tharo_> still need to know how to use inline assembler in that thing kesä 01 00:31:33 <[@] LiraNuna> forget inline assembler for now kesä 01 00:31:46 <[@] LiraNuna> try to compile and write to the palette kesä 01 00:32:39 <[] Tharo_> http://wolverine.caltech.edu/eecs51/general/refs/toolstart.htm kesä 01 00:32:55 <[] Tharo_> cannot do anything without the inline asm port functions lira kesä 01 00:33:07 <[@] LiraNuna> why? kesä 01 00:33:16 <[@] LiraNuna> can't you write to 0xFE00 ? kesä 01 00:33:23 <[] Tharo_> i told you because you cannot ports without special ASM calls kesä 01 00:33:34 <[] Tharo_> then i write into memory area 0xFE00 kesä 01 00:33:36 <[@] LiraNuna> palette isn't located in the ports :/ kesä 01 00:33:42 <[] Tharo_> but not into port 0xFE00 kesä 01 00:33:51 <[] dovZzzZ> ports are not just memory mapped? kesä 01 00:33:55 <[@] LiraNuna> memory location 0xFEoo kesä 01 00:33:57 <[] Tharo_> and how to display palette without having a screenmode dude ? kesä 01 00:33:58 <[@] LiraNuna> *00 kesä 01 00:34:02 <[] Tharo_> no they are not kesä 01 00:34:04 <[@] LiraNuna> dovZzzZ: no kesä 01 00:34:12 <[@] LiraNuna> Tharo_: use my emu kesä 01 00:34:25 <[@] LiraNuna> the NEC core might be slow - but it's perfect kesä 01 00:34:29 <[] Tharo_> okay ... i comment out the asm functions for now and you can see okay? kesä 01 00:34:37 <[] Tharo_> ill send you the rom then o.O kesä 01 00:34:40 <[@] LiraNuna> write a palette color kesä 01 00:34:42 <[@] LiraNuna> yeah kesä 01 00:35:17 <[] Tharo_> kay. it should as least copy some data kesä 01 00:35:46 <[@] LiraNuna> yeah kesä 01 00:36:02 <[@] LiraNuna> palette is fast visable with my emu+dualis kesä 01 00:36:18 <[] dovZzzZ> tharo why not just wrap the port writter in an external asm file and link it in? kesä 01 00:36:23 <[] Tharo_> http://tharo.snowcristals.net/main.wsc kesä 01 00:36:42 <[] Tharo_> dovZzzZ i will try that next kesä 01 00:36:44 <[@] LiraNuna> yeah, like readPort and writePort kesä 01 00:37:00 <[] dovZzzZ> dont have to be that general in the end but for now I would.. kesä 01 00:37:06 <[] Tharo_> im dont very close to the new compiler tools kesä 01 00:37:08 <[] dovZzzZ> why do you want watcom btw? kesä 01 00:37:18 <[] dovZzzZ> thought you had something working? kesä 01 00:37:20 <[] Tharo_> cos its buggy -.- kesä 01 00:37:24 <[] Tharo_> sure kesä 01 00:37:29 <[] Tharo_> i did tons of workarounds kesä 01 00:37:40 <[] Tharo_> but there was one point where i said "its TO much workaround" kesä 01 00:37:57 <[] Tharo_> and writing an basic -> nasm would be more easy as correct and correct and correct .. kesä 01 00:37:58 <[@] LiraNuna> Tharo_: you know, the minimal size of a ws rom is 512Kbyte, not 1Mb kesä 01 00:38:02 <[@] LiraNuna> *1MB kesä 01 00:38:20 <[] Tharo_> realy? it is? okay ^^ i will recompile the locator later kesä 01 00:38:30 <[@] LiraNuna> Tharo_: I SEE A PALETTE kesä 01 00:38:34 <[] dovZzzZ> try turboc compiler? kesä 01 00:38:38 <[] Tharo_> also char data ? kesä 01 00:38:41 <[@] LiraNuna> black -> red gradient kesä 01 00:38:42 <[] Tharo_> btw: screenshot ^^ kesä 01 00:38:47 <[@] LiraNuna> don't know about char data kesä 01 00:38:54 <[@] LiraNuna> palette is the easiest to check kesä 01 00:39:09 <[] Tharo_> turboc dont support locating const data in rom and var data in ram dovoto kesä 01 00:39:09 <[@] LiraNuna> oddly it's working at 8FPS... :S kesä 01 00:39:21 <[] Tharo_> or in other words i just dont found out HOW to do so kesä 01 00:39:30 <[] dovZzzZ> ahh kesä 01 00:39:36 <[] Tharo_> 8fps ? -.- kesä 01 00:39:39 <[] dovZzzZ> and gcc only does 32 bit correct? kesä 01 00:39:40 <[@] LiraNuna> in my emu kesä 01 00:39:44 <[] Tharo_> jupp kesä 01 00:39:50 <[] Tharo_> no segmentation support there kesä 01 00:40:18 <[] Tharo_> how can it be that while(1){} has 5 fps o.O kesä 01 00:40:28 * Tharo_ has no fun now to decompile the code -.- kesä 01 00:40:59 <[] dovZzzZ> while(1) {} is probably about as slow to emulate on a naive emulator as anything kesä 01 00:41:44 <[@] LiraNuna> Tharo_: my core is slow. wondersnake works on 75FPS kesä 01 00:41:50 <[@] LiraNuna> *35 kesä 01 00:41:52 <[] dovZzzZ> even if it is just-- label: jmp label kesä 01 00:42:01 <[@] LiraNuna> http://www.picfront.com/images/omgpal.PNG kesä 01 00:42:24 <[] Tharo_> should be the same as in sample 1 lira kesä 01 00:42:31 <[] Tharo_> so try sample 1, too and compare kesä 01 00:42:34 <[] dovZzzZ> a while(1){waitforblank();) would go pretty quick though if such a thing exists on wonderswan kesä 01 00:42:49 <[] Tharo_> it does kesä 01 00:42:53 <[@] LiraNuna> Tharo_: k kesä 01 00:42:56 <[] Tharo_> and i allready used it in demo 2 kesä 01 00:43:48 <[] Tharo_> i can use everything on wsc kesä 01 00:43:50 <[] Tharo_> BUT kesä 01 00:43:54 <[] Tharo_> watcom is buggy kesä 01 00:44:06 <[] Tharo_> if(JUMP!=0) slows the bin so horroble down .. kesä 01 00:44:14 <[] dovZzzZ> on hardware? kesä 01 00:44:17 <[] dovZzzZ> or on emu? kesä 01 00:44:20 <[] Tharo_> no on emu kesä 01 00:44:24 <[] dovZzzZ> of course kesä 01 00:44:31 <[] Tharo_> dont have hw only mr spiv has some kesä 01 00:44:46 <[] Tharo_> and sometimes he just lost function parameters generating his inline asm headers kesä 01 00:44:58 <[@] LiraNuna> Tharo_: minimal size for a ROM image is 512Kbytes kesä 01 00:45:04 <[] Tharo_> it took me 5 hours of dissasembling to find out that it was watcoms fault kesä 01 00:45:06 <[@] LiraNuna> please change exe2wsc kesä 01 00:45:14 <[] Tharo_> LiraNuna i will do ^^ kesä 01 00:45:24 <[] Tharo_> but now test demo 1 plz and compare the pals kesä 01 00:45:41 <[@] LiraNuna> Tharo_: palette is the same kesä 01 00:45:54 <[] Tharo_> yes :D kesä 01 00:46:00 <[] Tharo_> it seems to work kesä 01 00:46:05 <[] Tharo_> its also just 5fps ? kesä 01 00:46:13 <[@] LiraNuna> no, 25FPS kesä 01 00:46:20 <[@] LiraNuna> 30* kesä 01 00:46:25 <[] Tharo_> thats not a good singht .. kesä 01 00:46:32 <[@] LiraNuna> 4bpp layered color video mode kesä 01 00:46:43 <[@] LiraNuna> damn layered tiles!!!11 kesä 01 00:46:58 <[] Tharo_> o.O kesä 01 00:47:02 <[@] LiraNuna> Tharo_: did you use the optimize(0) flag ? kesä 01 00:47:05 <[] Tharo_> 11 ? why just 11 ? kesä 01 00:47:22 <[] Tharo_> uhm yes i did .. its on equalent settings as the turbo c flag was kesä 01 00:47:31 <[@] LiraNuna> ah kesä 01 00:47:39 <[@] LiraNuna> try (1) kesä 01 00:47:44 <[] Tharo_> kay wait kesä 01 00:47:59 <[@] LiraNuna> /j wscdev kesä 01 00:48:18 <[@] LiraNuna> #wscdev kesä 01 00:48:32 <[] dovZzzZ> heh..oh no...not another dev channel :) kesä 01 00:48:43 <[@] LiraNuna> wonderswan deserves one kesä 01 00:48:56 <[] dovZzzZ> heh..send me a wsc and i will join too :) kesä 01 00:49:14 <[] Tharo_> its main.rar this time kesä 01 00:49:21 <[] Tharo_> hehe kesä 01 00:49:23 <[@] LiraNuna> dovZzzZ; ebay's full of the, kesä 01 00:49:34 <[] Tharo_> dov as i postend on your page neoflash is beeing build some kesä 01 00:49:41 <[] Tharo_> BUT i can maybe to something kesä 01 00:49:47 <[] Tharo_> i have goog connections to Tototek kesä 01 00:50:01 <[] Tharo_> maybe they will agree to build cards if i post them our hw specs kesä 01 00:50:03 <[] dovZzzZ> tharo i ment the wsc itself..not the hardware to code it (although that would be nice too) kesä 01 00:50:17 <[@] LiraNuna> yeah kesä 01 00:50:19 * dovZzzZ can build his own romulator kesä 01 00:50:24 <[@] LiraNuna> i want a WSC roo :< kesä 01 00:50:34 <[@] LiraNuna> *too kesä 01 00:50:38 <[@] LiraNuna> Tharo_: link plz kesä 01 00:50:40 <[] Tharo_> test the rom :P kesä 01 00:50:49 <[] Tharo_> http://tharo.snowcristals.net/main.rar kesä 01 00:51:20 <[] Tharo_> dovZzzZ LiraNuna i think i will start writing a smal basic to NASM this weekend to make coding wsc effective and possible kesä 01 00:51:20 <[@] LiraNuna> ok.. kesä 01 00:51:30 <[] dovZzzZ> i need to build me a snes romulator kesä 01 00:51:34 <[] dovZzzZ> basic to nasm? kesä 01 00:51:42 <[@] LiraNuna> why not C to nesm? kesä 01 00:51:49 <[@] LiraNuna> i bet it's already coded kesä 01 00:52:07 <[] Tharo_> not realy kesä 01 00:52:18 <[] Tharo_> i looked today on sf kesä 01 00:52:24 <[] Tharo_> and its ... not pretty well kesä 01 00:52:35 <[@] LiraNuna> Tharo_: palette is there, 8-9 FPS kesä 01 00:52:50 <[] Tharo_> why not c? because its to compley .. basic to nasm is just a stupid replaceor with great inline asm support lol kesä 01 00:53:00 <[] Tharo_> so its a bit faster? kesä 01 00:53:02 <[] Tharo_> strange .. kesä 01 00:53:16 <[] Tharo_> there is one thing .. bandai's header files kesä 01 00:53:19 <[] Tharo_> oh kesä 01 00:53:19 <[@] LiraNuna> remember that a DS is mulating them kesä 01 00:53:23 <[] Tharo_> makefiles and bios files kesä 01 00:53:36 <[] Tharo_> if i would unterstand them complete i can use the lcc compiler kesä 01 00:53:47 <[] Tharo_> that is used by bandai, too. its the default compiler kesä 01 00:53:55 <[] Tharo_> (and turbo c the second default) kesä 01 00:54:01 <[@] LiraNuna> teh sux kesä 01 00:54:09 <[@] LiraNuna> Tharo_: join #wscdev kesä 01 00:54:24 <[] Tharo_> lol kesä 01 00:56:58 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d kesä 01 00:57:08 * LiraNuna gives voice to StevenH kesä 01 01:14:06 * LiraNuna is now known as Lira|ZzzZ kesä 01 01:38:52 * StevenH has quit () kesä 01 02:01:00 * Steven_H has quit (Ping timeout: no data for 251 seconds) kesä 01 02:02:05 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d kesä 01 02:02:11 * poffy pokes everyone kesä 01 02:10:01 * Steven_H (~Steven@sharriso.gotadsl.co.uk) has joined #learn2d kesä 01 02:22:46 * [GPF] (~gpferror@c-24-0-64-10.hsd1.tx.comcast.net) has joined #learn2d kesä 01 02:22:51 * GPFaway has quit (Read error: Connection reset by peer) **** ENDING LOGGING AT Thu Jun 01 02:24:40 2006 **** BEGIN LOGGING AT Thu Jun 01 11:35:34 2006 kesä 01 11:35:34 * Now talking on #learn2d kesä 01 11:35:34 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 9: Sprites and OAM part2: 01-06-06 @ 16:00 kesä 01 11:35:34 * Topic for #learn2d set by LiraNuna at Wed May 31 21:23:52 2006 kesä 01 11:35:46 * LynxNet01 gives channel operator status to Nikolas kesä 01 12:39:16 * WntrMute has quit (Quit: Leaving) kesä 01 12:52:26 * Tharo_ has quit (Ping timeout: 360 seconds) kesä 01 13:03:09 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d kesä 01 13:03:15 * LiraNuna gives voice to StevenH kesä 01 13:16:47 <[] cReDiAr> hoi kesä 01 14:07:49 * StevenH has quit () kesä 01 15:01:46 * LiraNuna is now known as Lira|Away kesä 01 15:03:47 * rodsa has quit () kesä 01 15:13:28 * Tharo_ (~Miranda@pD9E04F1B.dip.t-dialin.net) has joined #learn2d kesä 01 16:36:35 * Lira|Away is now known as LiraNuna kesä 01 16:37:49 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d kesä 01 16:51:49 * poffy has quit (This computer has gone to sleep) kesä 01 17:07:37 * [GPF] is now known as GPFaway kesä 01 17:08:50 * KennyTheF (~kennylevi@0x535de6c2.bynxx18.adsl-dhcp.tele.dk) has joined #learn2d kesä 01 17:09:12 * KennyTheF (~kennylevi@0x535de6c2.bynxx18.adsl-dhcp.tele.dk) has left #learn2d kesä 01 17:12:49 <[@] LiraNuna> what’s /dk ? kesä 01 17:12:52 <[@] LiraNuna> *.dk ? kesä 01 17:13:26 <[@] LiraNuna> ah denemark kesä 01 17:13:33 <[@] LiraNuna> levi is an israeli name... kesä 01 17:20:43 <[] Tharo_> not just a jewdish name? kesä 01 17:21:32 <[@] LiraNuna> Levi is kind of uh... anchient mage kesä 01 17:25:57 <[] Tharo_> oh, it is a "word" and nt a name? kesä 01 17:26:31 <[@] LiraNuna> yeah kesä 01 17:29:19 <[] Tharo_> cool kesä 01 17:29:22 <[] Tharo_> Levi kesä 01 17:29:23 <[] Tharo_> nice ^^ kesä 01 17:29:46 <[@] LiraNuna> Lev is heart :P kesä 01 17:33:21 * Psy|Home (Psy|Home@66-128-100-28.static.stls.mo.charter.com) has joined #learn2d kesä 01 17:35:10 <[@] LiraNuna> that concludes lesson 10 kesä 01 17:35:20 <[@] LiraNuna> questions? kesä 01 17:37:42 <[] bLAStY> ehr? kesä 01 17:37:48 <[@] LiraNuna> lol kesä 01 17:37:51 <[@] LiraNuna> j/k kesä 01 17:37:55 <[] bLAStY> hehe wtf kesä 01 17:37:55 <[] bLAStY> ;D kesä 01 17:38:00 <[@] LiraNuna> (17:33:37) —› join: (Psy|Home) (Psy|Home@66-128-100-28.static.stls.mo.charter.com) kesä 01 17:38:00 <[@] LiraNuna> (17:35:27) (@LiraNuna) that concludes lesson 10 kesä 01 17:38:10 <[@] LiraNuna> i wanted him to go nuts kesä 01 17:38:13 <[] bLAStY> :=P kesä 01 17:38:14 <[@] LiraNuna> “OMG WTF I MISED” kesä 01 17:38:26 <[@] LiraNuna> but i guess he’s ideal kesä 01 17:42:24 <[] Psy|Home> heh LiraNuna kesä 01 17:42:27 <[] Psy|Home> that is alright kesä 01 17:42:30 <[@] LiraNuna> xD kesä 01 17:42:52 <[] Psy|Home> with the topic stating Lesson 9 i didn't think you would have done 120 kesä 01 17:42:54 <[] Psy|Home> 10 kesä 01 17:43:09 <[@] LiraNuna> :D kesä 01 17:43:55 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d kesä 01 17:45:42 <[] Psy|Home> poffy: you in st louis? kesä 01 17:46:11 <[@] LiraNuna> that concludes lesson 9 kesä 01 17:46:44 <[@] LiraNuna> hmm kesä 01 17:46:52 <[@] LiraNuna> kesson 9 in 15 minutes o_O kesä 01 17:47:32 <[@] LiraNuna> #learn2d - Nintendo DS 2D Hardware courses - Lesson 9: Sprites and OAM part2: In 10 minutes kesä 01 17:48:50 <[] poffy> Psy: yep kesä 01 17:49:05 <[] Psy|Home> heh.. do you live there or just visiting kesä 01 17:49:18 <[] poffy> Just visisting my Aunt kesä 01 17:49:58 <[] Psy|Home> gotcha. I work for charter and noticed the IP address. You are like 10 minutes from my house kesä 01 17:50:03 <[] poffy> heh kesä 01 17:50:03 <[] Psy|Home> How weird is that kesä 01 17:50:15 <[] poffy> I just went up in the arch yesterday :) kesä 01 17:50:34 <[] Psy|Home> That was probably a boring ride. HEH kesä 01 17:50:39 <[] poffy> Yeah kesä 01 17:50:41 <[] Psy|Home> The view is cool though kesä 01 17:50:45 <[] poffy> Small white orbs going up kesä 01 17:51:11 <[] poffy> I wanted to do the stairs down kesä 01 17:51:17 <[] poffy> but they were emergency exit only :( kesä 01 17:52:08 <[] Psy|Home> brb kesä 01 17:53:53 * [GPF] (~gpferror@208.229.189.211) has joined #learn2d kesä 01 17:59:12 * Vrl_Brick (~Viral_Wea@65-23-209-162.prtc.net) has joined #learn2d kesä 01 18:02:18 <[] cReDiAr> did then fun already start kesä 01 18:04:10 <[@] LiraNuna> no kesä 01 18:05:24 <[] Psy|Home> poffy: how long you here for? kesä 01 18:06:33 <[] poffy> I'm going home on Monday kesä 01 18:06:44 <[] cReDiAr> omfg -> tSpell = spells->GetSpellPtr(ptrObjectSystem->st->GetSpells(battle->GetMenuPos())); kesä 01 18:07:35 <[@] LiraNuna> nice kesä 01 18:10:31 <[@] LiraNuna> hmm kesä 01 18:10:39 <[@] LiraNuna> it’s 10 minutes after the time i set kesä 01 18:11:08 <[@] LiraNuna> let’s begin kesä 01 18:11:11 <[] cReDiAr> yep kesä 01 18:12:21 <[@] LiraNuna> #learn2d - Nintendo DS 2D Hardware courses - Lesson 9: Sprites and OAM part2: STARTING NOW kesä 01 18:12:35 <[] cReDiAr> when is now kesä 01 18:12:53 <[] cReDiAr> it's over :( kesä 01 18:13:11 <[@] LiraNuna> ... kesä 01 18:13:30 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 9: Sprites and OAM part2: IN PROGREASS kesä 01 18:13:38 <[@] LiraNuna> ok kesä 01 18:13:45 <[] cReDiAr> pro greass kesä 01 18:13:57 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 9: Sprites and OAM part2: IN PROGRESS kesä 01 18:14:11 <[@] LiraNuna> last lesson we learnt the theory behind sprites kesä 01 18:14:29 <[@] LiraNuna> this lesson will teach you how to work with sprites from code kesä 01 18:14:50 * specia (probbe@h253n2fls33o865.telia.com) has joined #learn2d kesä 01 18:15:01 <[@] LiraNuna> i will first teach how to directly set up a sprite, then how to smart mannage a sprite system kesä 01 18:15:18 <[@] LiraNuna> so let’s begin kesä 01 18:15:34 <[@] LiraNuna> chose a 32x32 image of your choice, that uses 256 colors kesä 01 18:15:48 <[@] LiraNuna> and conver it using gfx2gba, in 8x8 tile mode (-t8) kesä 01 18:15:53 <[@] LiraNuna> *convert kesä 01 18:15:59 * MightyMax (~nix@pD9EBF3DD.dip.t-dialin.net) has joined #learn2d kesä 01 18:16:42 <[@] LiraNuna> after you converted it, you should get two files kesä 01 18:17:07 <[@] LiraNuna> the tile array for the sprite gfx kesä 01 18:17:12 <[@] LiraNuna> and a palette kesä 01 18:17:35 <[@] LiraNuna> if you got an extra file - the map, be sure you didn’t called gfx2gba using the -m (map) parameter kesä 01 18:18:18 <[@] LiraNuna> off we go to put those file in the data folder of the project, and including them in our project kesä 01 18:18:31 <[@] LiraNuna> now the code itself kesä 01 18:18:37 <[@] LiraNuna> let’s power on our DS kesä 01 18:18:46 <[@] LiraNuna> powerON(POWER_ALL_2D); kesä 01 18:18:58 <[@] LiraNuna> after that, we should set a video mode kesä 01 18:19:05 <[@] LiraNuna> but we are only using sprites atm kesä 01 18:19:45 <[@] LiraNuna> videoSetMode(DISPLAY_SPR_ACTIVE | DISPLAY_SPR_1D); kesä 01 18:20:03 <[@] LiraNuna> there are 2 must have defines we need to use whenusing sprites kesä 01 18:20:15 <[@] LiraNuna> DISPLAY_SPR_ACTIVE // enables the sprites display in general kesä 01 18:20:31 <[@] LiraNuna> DISPLAY_SPR_1D // tells the DS we will be working with 1D sprites tiles kesä 01 18:20:53 <[@] LiraNuna> for those who do not know what is 1D sprites, please review the last lessno kesä 01 18:20:55 <[@] LiraNuna> *lesson kesä 01 18:21:19 <[@] LiraNuna> now the DS is ready to diplay sprites kesä 01 18:21:22 <[@] LiraNuna> or is it? kesä 01 18:21:42 <[] Dead_Body> teach me 2d on dreamcast next kesä 01 18:21:46 <[@] LiraNuna> just like BG tiles - we need a VRAM bank to use with our sprite GFX kesä 01 18:22:03 <[@] LiraNuna> we will use VRAM A for this one, kesä 01 18:22:11 * poffy has quit (This computer has gone to sleep) kesä 01 18:22:22 <[@] LiraNuna> vramSetBankA(VRAM_A_MAIN_SPRITE); kesä 01 18:22:42 <[@] LiraNuna> so we got our data locateable kesä 01 18:22:56 <[@] LiraNuna> now to copy our sprite gfx kesä 01 18:23:44 <[@] LiraNuna> dmaCopy(mySprGFX_bin, SPRITE_GFX, mySprGFX__bin_size); kesä 01 18:24:14 <[@] LiraNuna> that takes care of the sprite gfx into the VRAM kesä 01 18:24:20 <[@] LiraNuna> next we copy our sprite palette kesä 01 18:24:35 <[@] LiraNuna> dmaCopy(mySprPAL_bin, SPRITE_PALETTE, mySprPAL__bin_size); kesä 01 18:24:41 <[@] LiraNuna> yep - it’s easy as pie kesä 01 18:25:14 <[@] LiraNuna> now we got to the real part kesä 01 18:25:33 <[@] LiraNuna> where we actually set up our first sprite kesä 01 18:26:06 <[@] LiraNuna> since it’s a simple tech demo, i won’t get into details on how to optimize for better use of code kesä 01 18:26:13 <[@] LiraNuna> that’ll be on next lesson kesä 01 18:26:34 <[@] LiraNuna> libnds has a nice structure for sprite handling kesä 01 18:26:55 <[@] LiraNuna> it contains the 3 attributes of the sprite kesä 01 18:27:06 <[@] LiraNuna> the structure is called SpriteEntry kesä 01 18:27:21 <[@] LiraNuna> has it has an array of 16bit integers called attribute kesä 01 18:27:36 <[@] LiraNuna> so here we are creating a pointer to the OAM kesä 01 18:27:36 <[@] LiraNuna> SpriteEntry* SPRITES = (SpriteEntry*)OAM; kesä 01 18:28:01 <[@] LiraNuna> we will now setup every attribute of the sprite to fit our needs kesä 01 18:28:21 <[@] LiraNuna> SPRITES[0] // this is the first sprite kesä 01 18:28:34 <[@] LiraNuna> SPRITES[0].attribute[0] // this is attribute 0 kesä 01 18:28:47 <[@] LiraNuna> we want our sprite sized 32x32 kesä 01 18:29:00 <[@] LiraNuna> remember that sprites have diffrent orientations kesä 01 18:29:07 <[@] LiraNuna> we need to chose the square type kesä 01 18:29:36 <[@] LiraNuna> first of all kesä 01 18:29:44 <[@] LiraNuna> we need to set the sprite to a normal one kesä 01 18:29:52 <[@] LiraNuna> SPRITES[0].attribute[0] = ATTR0_NORMAL kesä 01 18:29:59 <[@] LiraNuna> but attribute 0 includes more kesä 01 18:30:15 <[@] LiraNuna> we also want our sprite colored 256ocol kesä 01 18:30:20 <[@] LiraNuna> SPRITES[0].attribute[0] = ATTR0_NORMAL | ATTR0_COLOR_256 kesä 01 18:30:38 <[@] LiraNuna> and a square sprite kesä 01 18:30:43 <[@] LiraNuna> SPRITES[0].attribute[0] = ATTR0_NORMAL | ATTR0_COLOR_256 | ATTR0_SQUARE kesä 01 18:30:51 <[@] LiraNuna> finally - the sprite position kesä 01 18:30:59 <[@] LiraNuna> we’ll place it on... hmm kesä 01 18:31:11 <[@] LiraNuna> let’s say 64 pixels from the top kesä 01 18:31:16 <[@] LiraNuna> SPRITES[0].attribute[0] = ATTR0_NORMAL | ATTR0_COLOR_256 | ATTR0_SQUARE | 64; kesä 01 18:31:31 <[@] LiraNuna> were done with attribute 0, let’s move on to 1 kesä 01 18:31:49 <[@] LiraNuna> SPRITES[0].attribute[1] = ATTR1_SIZE_32 kesä 01 18:31:56 <[@] LiraNuna> we want a 32x32 square sprite kesä 01 18:32:18 <[@] LiraNuna> also, we need to set the position of the sprite from the left kesä 01 18:32:26 <[@] LiraNuna> SPRITES[0].attribute[1] = ATTR1_SIZE_32 | 56; kesä 01 18:32:37 <[@] LiraNuna> i just randomly picked 56 as the offset kesä 01 18:32:54 <[@] LiraNuna> that’s all for attr 1 kesä 01 18:33:01 <[@] LiraNuna> next up and last, is attr 2 kesä 01 18:33:14 <[@] LiraNuna> we actually have nothing to set it up with kesä 01 18:33:28 <[@] LiraNuna> because we are using 256col, we have no palette to select kesä 01 18:33:42 <[@] LiraNuna> also the priority - we have nothing for it to be over/behind kesä 01 18:34:06 <[@] LiraNuna> and the tile is 0 anyway - cause we DMAed the data to the start of the VRAM kesä 01 18:34:16 <[@] LiraNuna> so we’ll just zero out attr 2 kesä 01 18:34:27 <[@] LiraNuna> SPRITES[0].attribute[2] = 0; kesä 01 18:34:31 <[@] LiraNuna> that’s all kesä 01 18:34:38 <[@] LiraNuna> you gfot a sprite on the screen kesä 01 18:34:41 <[@] LiraNuna> ! kesä 01 18:34:55 <[@] LiraNuna> now let’s end with an infinate loop to keep the prog running kesä 01 18:34:58 <[@] LiraNuna> while(1); kesä 01 18:35:01 <[@] LiraNuna> and were done! kesä 01 18:35:07 <[@] LiraNuna> end of lesson 9 kesä 01 18:35:13 <[@] LiraNuna> sorry for it to be short kesä 01 18:35:19 <[@] LiraNuna> i’m not in a mood to teach kesä 01 18:35:59 <[@] LiraNuna> if you want, you can play around with the defines of libnds located in libnds\nds\arm9\video.h kesä 01 18:36:09 <[@] LiraNuna> have fun kesä 01 18:47:12 * MightyZzZ (~nix@pD9EBFEB4.dip.t-dialin.net) has joined #learn2d kesä 01 18:52:09 * MightyMax has quit (Ping timeout: 360 seconds) kesä 01 18:57:53 * Vrl_Brick has quit (Read error: Connection reset by peer) kesä 01 19:41:19 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 10: maybe never kesä 01 20:10:42 <[] DarkFader> no exams? kesä 01 20:10:47 <[] DarkFader> :P kesä 01 20:10:49 * DarkFader (~darkfader@chaoshq.de) has left #learn2d kesä 01 20:11:46 * LiraNuna has changed the topic to: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 10: never kesä 01 20:12:03 <[] knut_> never? kesä 01 20:12:06 <[] knut_> ;( kesä 01 20:12:39 <[@] LiraNuna> i feel like i’m speaking to myself kesä 01 20:17:17 * Dead_Body has quit (Read error: Operation timed out) kesä 01 20:17:39 <[] knut_> i know, I just read over afterwards kesä 01 20:17:54 <[] knut_> so basically, you should just write a book and publish it for free kesä 01 20:17:57 <[] knut_> :p kesä 01 20:19:01 <[@] LiraNuna> i suck in those kind of things kesä 01 20:48:50 * [GPF] has quit () kesä 01 21:17:55 * MightyZzZ (~nix@pD9EBFEB4.dip.t-dialin.net) has left #learn2d kesä 01 23:04:17 <[@] Nikolas> No lesson 10? kesä 01 23:19:04 <[@] LiraNuna> last 3 lessons were shit kesä 01 23:37:45 <[@] Nikolas> I see kesä 01 23:38:56 <[] Psy|Home> LiraNuna: why did you think they were shit? kesä 01 23:39:06 * Psy|Home is now known as Psy|Work kesä 01 23:39:20 <[@] LiraNuna> cause no one said anything and didn’t respond kesä 01 23:39:32 <[@] LiraNuna> i felt like i was talking to myself kesä 01 23:39:35 <[] Psy|Work> Sorry. I wasn't there to interupt kesä 01 23:39:36 <[@] LiraNuna> that’s no fun kesä 01 23:39:39 <[] Psy|Work> heh kesä 01 23:41:00 <[] Psy|Work> You should setup a place for us to ask questions and they you teach us about the questions kesä 01 23:42:00 <[] Psy|Work> they = then kesä 01 23:44:42 <[@] LiraNuna> read the last and final lesson, see the lameness kesä 01 23:48:43 <[] Psy|Work> I thought it was fine. You also mentioned that you weren't in the mode to teach kesä 01 23:52:30 <[@] LiraNuna> yeah kesä 02 00:04:47 * poffy (~poffy@68-188-40-172.dhcp.stls.mo.charter.com) has joined #learn2d kesä 02 00:04:57 <[] poffy> :o kesä 02 00:37:21 * LiraNuna is now known as Lira|ZzzZ kesä 02 00:43:27 <[] Steven_H> I know for the last few lessons I've been at work, so I could not ask much kesä 02 00:43:30 <[] Steven_H> But I have learnt a fair bit kesä 02 00:44:24 * StevenH (~~sharriso@sharriso.gotadsl.co.uk) has joined #learn2d kesä 02 00:44:32 * Lira|ZzzZ gives voice to StevenH **** ENDING LOGGING AT Fri Jun 02 00:54:22 2006 **** BEGIN LOGGING AT Fri Jun 02 13:26:48 2006 kesä 02 13:26:48 * Now talking on #learn2d kesä 02 13:26:48 * Topic for #learn2d is: Nintendo DS 2D Hardware courses | http://sharriso.gotadsl.co.uk/nds | Lesson 10: never kesä 02 13:26:48 * Topic for #learn2d set by LiraNuna at Thu Jun 01 20:11:45 2006 kesä 02 13:36:01 * CHANFIX (chanfix@services.int) has joined #learn2d kesä 02 13:36:01 * services.int gives channel operator status to CHANFIX kesä 02 13:36:02 * CHANFIX gives channel operator status to Nikolas kesä 02 13:36:02 <[@] CHANFIX> 1 client should have been opped. kesä 02 13:36:02 * CHANFIX (chanfix@services.int) has left #learn2d kesä 02 13:38:24 * LiraNuna (LiraNuna@IGLD-80-230-73-244.inter.net.il) has joined #learn2d kesä 02 13:38:32 <[] LiraNuna> this channel is dead kesä 02 13:38:34 <[] LiraNuna> please leave kesä 02 13:38:40 * LiraNuna (LiraNuna@IGLD-80-230-73-244.inter.net.il) has left #learn2d kesä 02 13:40:53 * LiraNuna (LiraNuna@IGLD-80-230-73-244.inter.net.il) has joined #learn2d kesä 02 13:40:56 Nikolas: op plz kesä 02 13:41:10 * Nikolas gives channel operator status to LiraNuna kesä 02 13:41:23 * LiraNuna has kicked bl0|away from #learn2d (go) kesä 02 13:41:29 * LiraNuna has kicked dsboi from #learn2d (go) kesä 02 13:41:32 * LiraNuna has kicked GPFaway from #learn2d (Thank you, drive through) kesä 02 13:41:32 * GPFaway (~gpferror@c-24-0-64-10.hsd1.tx.comcast.net) has joined #learn2d kesä 02 13:41:35 * LiraNuna has kicked knut_ from #learn2d (You're not welcome here) kesä 02 13:41:41 * LiraNuna has kicked LynxNet01 from #learn2d (go) kesä 02 13:41:42 * LynxNet01 (~LynxNet01@adsl-68-20-197-90.dsl.chcgil.ameritech.net) has joined #learn2d kesä 02 13:41:44 <[@] LiraNuna> .. kesä 02 13:42:07 * LiraNuna has kicked Whacko from #learn2d (go) kesä 02 13:42:07 * Whacko (~Whacko@s5593e92a.adsl.wanadoo.nl) has joined #learn2d kesä 02 13:42:09 <[@] LiraNuna> .. kesä 02 13:42:14 * LiraNuna sets ban on *!*Whacko@*.adsl.wanadoo.nl kesä 02 13:42:14 * LiraNuna has kicked Whacko from #learn2d (go) kesä 02 13:42:24 * LiraNuna sets ban on *!*Steven@*.gotadsl.co.uk kesä 02 13:42:24 * LiraNuna has kicked Steven_H from #learn2d (go) kesä 02 13:42:27 * LiraNuna sets ban on *!*snubber@seahat.com kesä 02 13:42:27 * LiraNuna has kicked snubber from #learn2d (go) kesä 02 13:42:30 * LiraNuna sets ban on *!*Psy|Home@*.static.stls.mo.charter.com kesä 02 13:42:30 * LiraNuna has kicked Psy|Work from #learn2d (go) kesä 02 13:42:34 * LiraNuna sets ban on *!*phigan@*.ph.ph.cox.net kesä 02 13:42:34 * LiraNuna has kicked phigan from #learn2d (go) kesä 02 13:42:39 * LiraNuna sets ban on *!*obst]@217.20.127.* kesä 02 13:42:39 * LiraNuna has kicked obst][ from #learn2d (go) kesä 02 13:42:46 * LiraNuna sets ban on *!*Patater@*.slkc.qwest.net kesä 02 13:42:46 * LiraNuna has kicked Patater from #learn2d (go) kesä 02 13:42:52 * LiraNuna sets ban on *!*gpferror@*.hsd1.tx.comcast.net kesä 02 13:42:52 * LiraNuna has kicked GPFaway from #learn2d (go) kesä 02 13:42:56 * LiraNuna sets ban on *!*LynxNet01@*.dsl.chcgil.ameritech.net kesä 02 13:42:56 * LiraNuna has kicked LynxNet01 from #learn2d (go) kesä 02 13:42:59 * LiraNuna sets ban on *!*Nikolas@*.pp.htv.fi kesä 02 13:42:59 * You have been kicked from #learn2d by LiraNuna (go) **** ENDING LOGGING AT Fri Jun 02 13:42:59 2006 **** BEGIN LOGGING AT Fri Jun 02 13:43:36 2006 kesä 02 13:43:36 * Now talking on #learn2d kesä 02 13:43:36 * efnet.cs.hut.fi sets mode +n #learn2d kesä 02 13:43:36 * efnet.cs.hut.fi sets mode +t #learn2d **** ENDING LOGGING AT Fri Jun 02 13:43:39 2006 **** BEGIN LOGGING AT Fri Jun 02 13:44:51 2006 kesä 02 13:44:51 * Now talking on #learn2d kesä 02 13:44:56 <[] LiraNuna> damni kesä 02 13:44:56 <[] LiraNuna> t kesä 02 13:44:59 <[] Nikolas> haa haa kesä 02 13:45:03 <[] LiraNuna> ... kesä 02 13:45:04 * LiraNuna (LiraNuna@IGLD-80-230-73-244.inter.net.il) has left #learn2d **** ENDING LOGGING AT Fri Jun 02 13:45:06 2006