diablow said:Just can't wait to get my hands on something new .
synch said:In case anyone cares, here's some technical details about what I'm working on:
http://shashemudev.blogspot.com/
Federelli said:Nice blog , i'd like it if you went more into showing parts of code and perhaps show what you changed .
I'm also new to ARM asm and would like to learn some .
Federelli said:You could also perhaps show us some tutorials, or make some yourself .
synch said:I cannot confirm, as I haven't tested no$gba yet. If can get it to work (have to read the documentation and the information around this forums) I'd be able to answer. As a detail, more ontopic, I handle all the texture formats minus a compressed one, that'll be implemented when I find a rom that uses it
Low Lines said:name a demo/game that uses the textures you've fixed, and then maybe someone could test it on No$GBA? I don't think homebrew demos can be encrypted can they? Anyone confirm that?
Does that include lighting Synch? cos I noticed some games (like Aspahlt Urban GT) just showed a black screen, which I am assuming is because there is no lighting implemented. Might I suggest having a wireframe option as a temporary thingo so 3D emulation can be identified? (not asking, just trying to help )synch said:Performance is right now not a must for me, I'm way more interested in getting 3D running correctly.
Hey I'm innocent Just trying to get straight to the problems so you know what do look at, I'm lucky enough to even get to test the old 3D core. =] I'm not complaining, homework is what you complain about, which is what I got lots of right nowsynch said:Lighting is "working", but seems a bit buggy. If you have any of the libnds samples handly, you'll be able to see it in the paletted cube sample, for example. Is in the works, give me a bit more time, I've only worked on this for 6 days