|
|
 |
[ Nintendo DS ] Tutorial 1. Dynamic Tile Scrolling
A tutorial using Libnds to create a scrolling tile platformer on the Nintendo DS. This is the core engine behind a
successful 2-D side-scrolling game, including Mario, Megaman, Metroid, Etc. Without a proper tile scrolling engine,
you cannot have a successful platform game. In this tutorial, I will explore how to properly use 512x256 backgrounds,
loading tiles & palettes using memcpy & dmaCopy for speed and comfort, and other various ways to do this properly.
|
[ Nintendo DS ] Tutorial 2. Extended Palettes in Backgrounds
By taking advantage of various VRAM resources, you can use extended palettes for your main and sub screen. This is extremely
useful if you are going to be doing a lot of background switching with various 256-color backgrounds. In particular, I am
creating a game that does exactly this, so knowing how to use Extended Palettes can be a life saver..
|
[ Nintendo DS ] Tutorial 3. Using Engines A+B for Extra Sprites
I'm sure this has been covered several times, but I think its important to know how to use 16x16 tiles along with Engines A &
B to give yourself more room for tiles in the Sprite OAM. I will cover the limits of 1024 tiles, and how to overcome them
with a few calls, along with what you will need to do to modify the tile numbers used in Attribute 2..
|
Massive thanks go to all the guys on IRC at #dsdev including: dovoto, WinterMute, eKid, GPF, Knight0fDragon, Izhido, poffy,
StoneCypher, HonkeyKong, JSensebe, davr, and anyone else I forgot.
|
|
|