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spinal
Created : 08 August 2007
Edited : 09 August 2007

NDS icon...



I have just managed to read the icon from a .nds file ON a DS! It will one day be used in some sort of homebrew loader. It doesn't tdo much yet, it loads the palette to the screens 8bit palette, then pixels the icon onto the screen.

My next step is to use a sprite for the icon, so I can have multiple icons showing at a time.

 

Comments


Wednesday, 08 August 2007, 15:15
Jayenkai
Jay claps profusely!
Thursday, 09 August 2007, 03:10
spinal
I'm having a weird problem with palib. I cannot change the palette of a sprite on hardware, but it does work in emulation... grr.
Thursday, 09 August 2007, 03:14
Jayenkai
Sounds like an odd issue.
Are you changing the palette in memory, or is it the palette that's stored?
Try reloading the palette once you've tweaked it.

I know that changing palettes works on tilemaps, but maybe sprites work differently.
Thursday, 09 August 2007, 05:52
spinal
I've tried using the palib thing for setting each individual colour, works in emu but not on hardware. I've also tried creating the palette in an array then loading it, again, works in emu but not hardware. I really don't know what the problem might be. The array I'm using is the EXACT same type as a one created by the gfx converter
Thursday, 09 August 2007, 06:13
Jayenkai
How about reloading the sprite?
Maybe the palette becomes linked to the sprite when that's loaded?
Thursday, 09 August 2007, 06:27
spinal
did that, currently it goes -

read palette array directly from file
create sprite palette from array
create sprite
update sprite gfx


I've also tried creating the sprite then editing the palette afterwards. nothing works
Thursday, 09 August 2007, 06:39
Jayenkai
<shrugs>
I've no idea!