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Zalo DS Blog: November 2006
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Thursday, November 16, 2006. Floats, more and more. I have redone my profiler. First I have redone mi counter, now I have I new one that i have tested with the ds clock an synchronization is perfect :D. The new timer now can give me more info about the time passed since the last time I called him. I have deleted also that aditions i made to avoid compiler optimizations. I could so this changing my ints data to volatile. So, for any operation the basic code is:. For(int i = 0; i. Square roots: 8207 ms.
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Zalo DS Blog: February 2008
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Sunday, February 24, 2008. Painting in 2D using 3D (II). Ok, some people who read the previous post told me that they dindn't understand anything of what I was saying :D So I'll try to go explain everything a little bit more better this time. Let's just focus on the first issue I was talking about. You can't avoid these transformations, all right? This is the way you paint on 3d. But there is also a special perspective known as orthographic in which the size of the objects doesn't depend on the dista...
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Zalo DS Blog: June 2007
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Monday, June 25, 2007. It has only taken me a few hours to port my engine for Windows :P. Here it is if you want to try it. You can change between cameras with backspace. I am going to upload the source code of all this stuff to sourceforge or something similar soon, so that it can be available for anyone. Posted by Zalo at 12:26 AM. Monday, June 18, 2007. 3D More and More! My engine did't work in some supercards. Problem with vertex boundaries. And something new to show you. This weekend I was bored and...
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Zalo DS Blog: October 2007
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Tuesday, October 16, 2007. Ok, I posted it in gbadev.org. And now there are a lot of webs talking about it, but not mine :P. Last friday I released a new version of Gea vs coDOS with DLDI support hopping that it will fix that weird bug in R4. But it is still the same. Yoshi's screen appears and then everything freezes. I am still investigating. Anyway, here is the new version. I also fixed a memory leak in the menu. So it is better if you update your version anyway. Posted by Zalo at 12:46 AM.
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Zalo DS Blog: May 2007
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Wednesday, May 09, 2007. Yeah, that was something I wanted to do from the first day. how does 3d work in my DS? Is it easy, hard. how far has libnds go with it. haha I have been investigating it during the last weeks. I am still on it, but now I got somethig. Well, when I started to read doccuments about all this stuff I realized that all this things were very familiar. they were like opengl. they were openGL! I had my exporter and a bunch of lines of code displaying animations, cameras. I could fix this...
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Zalo DS Blog: June 2008
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Friday, June 20, 2008. Gea vs Codos working on R4. Oeee, ooeeeeeee, finally! You can download it from the downloads section. Thanks to Blatbaster for testing it ;). Posted by Zalo at 2:36 PM. Wednesday, June 18, 2008. Painting in 2D using 3D (III). It's been a while. Again. LOL XDDDD. Ok, let't finish with this. When I wrote the previous blog I was still doing something bad. And I am going to expose it here so that nobody else has the same problem. If we take a look at floattof32. So I was curious about ...
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Zalo DS Blog: September 2007
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Thursday, September 20, 2007. Campus Party 2007, Gea vs Codos and ZEngine. I had to say that). Well I have a lot of things to write about this time, and I hope I won't forget anything. I hope you have had a good summer, at less as good as mine, hahaha. well, let's begin. And there they were: "Herederos de Turbo Yoshi" (I am not going to translate this XDDD). We were:. Andrés: working in main characters an tiles. David: working in enemies, skybox and animations. Jorje: main Gea vs Codos programmer. Gea vs...
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Zalo DS Blog: July 2008
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Sunday, July 20, 2008. Reasons to Love Homebrew development. Sometimes I think about it. why does people make their homebrew applications? Well, one thing is for sure. it is not for money. And if you think about it a little bit, that's great! I think that there are a lot of people out there thinking, "Man, I'd like to create a game for the DS", but they don't do it. Why not? Because their companies are not interested on doing that. then, Why don't they do it by themshelves? Well, aren't they? Rokoban, a ...
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Zalo DS Blog: September 2008
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Tuesday, September 16, 2008. Time for a new update :D Hey, I have been in the UK for 3 and a half months so my english is suppose to be better now (right? XD) Well, today I am going to post about something I did a couple of moths ago, just when I released Rokoban. Not even me can believe that. And why didn`t I give a little support for alpha channel? So, basically, what are the texture formats supported by the DS? GL RGB32 A3 = 1, /*! GL RGB4 = 2, /*! GL RGB16 = 3, /*! GL RGB256 = 4, /*! GL RGBA = 7, /*!