Discostew
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Pretty much a question for mic, unless other NDS programmers can answer this question.
As much as I can do matrix calculations manually, I hear that on hardware, matrix calculations are faster, so I am hoping to use hardware instead. From documentations, it is said at area 4000640h is a 64 byte region where the active matrix can be read at. In my case, I have no means to check on hardware for the time being, so I'm going strictly emulators for testing. Problem though is that when running under an emulator, all I ever read from that section of memory are 0s, nothing else.
Pretty much my question(s) are if Dualis has this portion emulated? Am I correct that this area of memory is where I can grab the internal matrix from? If this is the wrong place, could I be pointed to where the correct place is?
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It's a bug in the emulator's 3D emulation, so there isn't anything you can do about it in the current versions.
;.; Okay.
So what old version will work with 3D?
EDIT: Okay, you said "versions", that means all of them I guess. Well hope you will solve the bug. Take your time ^^;
Although this is an old topic, I might as well bring up something concerning it. From what I've tried when working with 3D using dualis, trying to use a Display List to input a 3D model is a bit finicky, as in certain cases, the 3D model will show, while in other cases, it will show it for one frame, and then disappear.
What I have done to kind of get around this in my coding is I made a function that interprets this Display List, and had it manually enter in all the information through other memory registers. Only difference I see with this is because of this rerouting, it isn't as fast as entering a Display List normally.
Reading from 4000640h to get the active matrix
in DS Emulators [/pc/ds]
Posted
Thank you. Just what I wanted to know.