Mollusk Posted April 10, 2005 Posted April 10, 2005 (edited) Hi everyone ! I just started programming on DS (I have a little experience on gba too), and I seem to get a bug on a Dualis (at least it seems like it's coming from dualis) : when I set a sprite x position at 511 (or -1), maybe anything superior to 255, not sure, the emulator just stops... Does anyone have an idea to solve this, or would it be my code ? (it's exactly the same I used on gba, and the same I use to set the Y position, so I find it pretty weird not to work for x... Thanks in advance ! Mol Edit : using dualis r6 or r7, did it on both... Edited April 10, 2005 by Mollusk
mic Posted April 11, 2005 Posted April 11, 2005 What kind of sprite is it? 256-color or 16-color? Rotoscaled or plain? H-flipped? V-flipped?
Mollusk Posted April 11, 2005 Author Posted April 11, 2005 It's a 16 color sprite, no rotscale, not flipped. Just a plain 16 color sprite. And it seems like V-flip hangs up the emu too (I'm not the only one to have gotten that problem...)
mic Posted April 11, 2005 Posted April 11, 2005 Well, I can see why V-flip would cause trouble since I had inserted a division-by-zero when the V-flip was set while I was debugging, and then left the code in there.. Not sure about the clipping problems, since that code is shared for 256-color and 16-color sprites, but I'll take a look at it.
Mollusk Posted April 11, 2005 Author Posted April 11, 2005 Ok, thanks. I'll do some testing to see which sprites exactly don't work, and I'll post the demo with the code... I have another quick question (I know I should create another post...), but do rotscales work ? It looks like creating a sprite on the bottom screen with rotscale doesn't work (the sprite doesn't show at all), while it does show on the top screen...
mic Posted April 11, 2005 Posted April 11, 2005 Rotoscale works for 256-color sprites, but not for 16-color ones atm.
Mollusk Posted April 11, 2005 Author Posted April 11, 2005 After testing, it does this only on 16 color sprites. Hangs up from x = 490 to 511 (on both screens)
mic Posted April 14, 2005 Posted April 14, 2005 If you have a demo available that uses it, I could test it.
Mollusk Posted April 14, 2005 Author Posted April 14, 2005 (edited) Ok, no problem You can get the demo here : http://membres.lycos.fr/existepas/bug/ (bug.zip) Edited April 14, 2005 by Mollusk
ieremiou Posted April 15, 2005 Posted April 15, 2005 Hmm, well that was interesting...I was messing around with your program.Seems to work just fine in iDeaS. But in Dualis.. it got weird i went up to like 600 and then was backtracking when it was like minusing by 100 and go to -10 and then crashed Dualis. That was weird. Lol Note: The ship looks better in Dualis, in iDeaS it's all squished. Greets~Paladinate~
Mollusk Posted April 15, 2005 Author Posted April 15, 2005 iDeaS works pretty well, except for touch screen and 16 color sprites (they're all messed up) Oh, and it doesn't show a sprite that's half off-screen (as soon as it moves outscreen a little, it disappears) Dualis works perfectly, except for that little point with 16 color sprites...
Robert Posted April 15, 2005 Posted April 15, 2005 Looks like I got different results... DSemu versions 2d to 2g shows the counter, and it increments as expected, but no ship. All other DSemu versions have problems. Dualis r7 - start it, press left key and it crashes the emu. Press right key and it works up to x=491 then it crashes. Ideas 2 - works, but ship is a different shape, and it doesn't handle it properly at the sides. It's either fully there or gone.
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