Not so long after, I managed to put all the pieces in the right place and managed to create a working flipnote player prototype. I ended up using the "font overwrite trick" (which otherwise wasn't anything than a VRAM write to a certain tile address) to create a fancy border around my tabs enhancing the look of my application. To me that was an extraordinary breakthrough and in my excitement I felt like was doing magic. I'll never forget the moment an innocent Google search with debug purposes brought me to the GodMode9i source code lines which overwrite the default console characters font in order to make custom symbols. I opted for a tabsystem as I thought it was the easiest thing to do when the only UI refresh routine you master is roughly consoleClear(), gotoxy() and iprintf(). It wasn't more until I created the visual and structural framework for the application. In my courageous lack of experience I dared to say that what I knew was more than enough to achieve my goal. But you know the saying: what you don't know won't hurt you. One could say I was completely hopeless and I should give up or learn more and try later (and couldn't be more right). I knew how to "Hello world" with consoleDemoInit(), how to draw normal bitmaps and corrupted bitmaps (if I wasn't lucky enough to have the correct bits per pixel value already set by the template code I used), double buffering I read about on a forum and how to handle key inputs at the happiest level of calling the libnds functions and by the particularly fateful chance of knowing what bitwise operations are. To make an idea of the skills I possessed at the moment of starting the project, I only knew the very most basic thing about libnds. In reality, my deep subconscious knew that Code::Blocks was the "safe territory", as I was literally scared of Makefiles (after I learned what those things are), and my laptop's performance was easily outplayed by any sophisticated IDE such as Visual Studio. For all those years I was extremely stubborn in my belief that this was the only good and real way to organize a C++ project. I created this repository on January 27th, 2021, using a Code::Blocks template for libnds that I learned how to set up in 2016 when I first got into DS programming. However, it turns out FSPDS was one of my very first serious projects I started to work on that didn't actually end up tossed in the abyss of failure, abandonment and forgetting. But eventually, curiosity killed the cat and I convinced myself that the worst thing that could happen was to lose time creating aĬrappy thing that I'd add to my remarkable collection of ideas_that_I_like_but_I_am_too_dumb_for. If starting this project was a good idea. Considering how many questions I had regarding this problem, among which the most relevant one was "is it even possible?", I wasn't sure That time, I found myselfįacing what I thought it was an incredibly complex task, with astounding challenges which could reveal deep holes in my knowledge about the DS homebrew and programming.Īnd my intuition was right. I had a pretty fresh knowledge of the flipnote format and was wondering whether a regular Nintendo DS could handle flipnote playback or not. Following the successful attempt to create a flipnote editor for PC, FlipnoteDesktop, (now named Flipnote.NET),
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