![]() ![]() Everything else like code and variables will stay in RAM. Sprite maps and palettes that are being used need to be in VRAM in order for the DS to use them. VRAM is very similar, but it is dedicated to graphics operations. RAM is much like the RAM in your computer. First, we must understand how the memory is organized. For our purposes, we need to be able to load the sprite map and palette into memory and tell the DS how and where to draw the image. Another famous example of this is Super Mario 3, where the clouds and bushes are actually the same sprite but with different colors. This can be seen in many RPGs where several enemies are just different colors. Different sprites can use the same palette to save memory space, and we can draw the same sprite several times, using a different palette each time. Sprites are stored in memory as a sprite map along with a color palette. The DS along with many older consoles use a sprite system for displaying things. The starting point for this is understanding sprites. NFlib abstracts a lot of the memory manipulation away, but we still need a high-level understanding of what it is doing so we know what functions to call and when to call them. This means that this project will also be a great exercise in developing a small framework to keep the code organized and efficient. This is great if you want to make something that isn't a game, but means there is more work on our end. These libraries only offer abstraction for the DS hardware. Neither libnds nor NFlib include any functions for a game loop, scenes, or levels. Also, the website for NFlib is in Spanish, but the download comes with an English version of the manual. If you aren't using NFlib, I would still recommend picking up the Grit scripts that come with it. NFlib also comes with Grit, a tool for converting BMP images into the proper file type for the compiler/linker to package into the ROM. Technically libnds is all you need to work with the DS, but NFlib makes the process a lot easier to get into. ![]() NFlib is another library that abstracts the DS hardware even further. It is for reference only.The devkitARM installer includes the compiler and the libnds library. Because the Create wiki is down, it’s contents are reproduced here. The following is the Color Swatch definition from the old create wiki. Color swatch definition from the Create Wiki: ¶ Note that Krita supports unbounded colors as long as the bitdepth is F32. Krita supports Gray, sRGB, RGB, XYZ, CMYK, Lab and in theory YCrCb. The other child element is a Create Swatch defintion. The Position element is the position of the swatch inside the parent group grid. This is currently not used elsewhere in Krita, but the intend is to use it for encoding spot colors as only the id. Whether or not the color is a spot color. Lab and CMYK don’t support F16, and for CMYK F32 is not recommended because it doesn’t deserialize the same way as the integer colorspaces. Values are U8 (Unassigned 8bit integer), U16 (Unassigned 16bit integer), F16 (16 bit Floating Point), and F32 (32 bit Floating Point). ![]() The bitdepth at which the color should be loaded. Often, the ID is used for referencing spot colors inside files. ![]() In the above example, which encodes the D65 standard illuminant at 0 stops, SI-D65-0EV is a clear unambiguous id, but “Noon daylight at 0 EV” is a much more human friendly way to refer to it. This is for complex colorsets where there is a human friendly name, and a name that uniquely identifies the color in the swatch database. Unlike the create swatches, we don’t support translated color names. ![]()
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