Author Topic: Free C++  (Read 8439 times)

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Liazon

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« Reply #15 on: October 17, 2006, 10:12:00 am »
QuoteBegin-JincS+17 Oct, 2006, 13:21-->
QUOTE (JincS @ 17 Oct, 2006, 13:21)
Nintendo DS is C (so far as I know), so you shouldn't have a problem learning it if you already know 68k C :)smile.gif

 the hard part is that almost all the graphics is done by the hardware.  Your program has to communicate with the hardware correctly, all of which is done  through low level work, and not much C algorithmically unless you're dealing w/ just the game itself.  I think the hardest part about C for DS/GBA (*Liazon

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« Reply #16 on: October 17, 2006, 12:48:00 pm »
I c what u mean,  i hope ppl start writing routines like tilemappers/mode 7 engines, etc then x.x

Liazon

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« Reply #17 on: October 17, 2006, 03:19:00 pm »
QuoteBegin-xlibman+17 Oct, 2006, 18:48-->
QUOTE (xlibman @ 17 Oct, 2006, 18:48)
I c what u mean,  i hope ppl start writing routines like tilemappers/mode 7 engines, etc then x.x  

 what?

*Liazon

Offline JincS

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« Reply #18 on: October 17, 2006, 04:09:00 pm »
I think he means: "I hope people start writing more libraries for the GBA/DS, so it's easier to program games and such for them."

Liazon

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« Reply #19 on: October 18, 2006, 11:30:00 am »
I don't think it's necessary though because the GBA/NDS doesn't work like a ticalc.  Everything is done in a synchronized fashion as opposed to the code procedurally moving down a list of instructions.

If you had functions, they'd be too general to run efficiently in your game, and they'd eat up time because they have to sync w/ the code.  PAlib on the NDS is a nice place to start.  But for the most part, it's better in the long run to learn C concepts and code.  It's almost entirely data manipulation really.  You just use C/ASM to set bits/bytes and write data to certain memory locations/registers to change mode and what's being used as variables and stuff.

xlibman: it's really not that hard imho.  I think if you put your mind to it, you'll get it.  I think the hard part is finding standard memory equates, because a lot of people just look up memory locations in the no$gba emu and write their own equates.

basically:

0xFFFFFFFF is some memory location
so in the library/include file
#define mem1 0xFFFFFFFF

that means anywhere you use "mem1", the compiler replaces with 0xFFFFFFFF, which is really a #, and you don't have to remember the # when you need it.

having a standard allows everyone programming for the platform to know what#/thing/memory location your talking about when you use something like "VMEM" or other kinds of equates.

Offline JincS

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« Reply #20 on: October 19, 2006, 12:08:00 am »
File is posted and ready for download in my "Project Directory" thread. It's pinned,and at the top of the list, so you shouldn't have too much trouble finding it. Source code for all tutorials is also posted...

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« Reply #21 on: October 19, 2006, 01:50:00 am »
i see, i was thinking about trying to learn asm again someday but I may need ppl help for it, especially getting to understand the basic concepts, i just wish i could concentrate easier, not easy with all other stuff happening

Liazon

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« Reply #22 on: October 19, 2006, 10:53:00 am »
QuoteBegin-xlibman+19 Oct, 2006, 7:5-->
QUOTE (xlibman @ 19 Oct, 2006, 7:50)
i see, i was thinking about trying to learn asm again someday but I may need ppl help for it, especially getting to understand the basic concepts, i just wish i could concentrate easier, not easy with all other stuff happening  

 just don't think too much about it.  I think sometimes, I just need to be away from everything to recollect my thoughts and revitalize myself.

I'm sure you'll get there some day, and perhaps when that day comes, you'll be hired by a company to make GBA/NDS games :)smile.gif  You've already shown you can do a lot w/ just the ti-basic.  imagine what you can do w/ comps and other platforms.

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« Reply #23 on: October 20, 2006, 01:30:00 am »
Maybe reuben will make its way to commercial stores  >;Bs002.gif