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Nintendo DS Entwicklungsumgebung #211359
06/16/08 10:52
06/16/08 10:52
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline OP
Serious User
alpha_strike  Offline OP
Serious User
A

Joined: Mar 2007
Posts: 1,852
Hallo,
ich wurde vor ein paar Tagen von einem Unternehmen angeschrieben und gefragt, ob ich 2D-Grafiken für diverse DS Titel beisteuern könnte.

Jetzt kenne ich mich in diesem Bereich noch nicht ganz so gut aus.
Ehrlich gesagt habe ich noch nicht einmal ein Nintendo DS.
Weiß jemand von Euch irgend etwas über Voraussetzungen, Bildschirmauflösungen oder Entwicklungsumgebungen für den DS?

Danke.


Re: Nintendo DS Entwicklungsumgebung [Re: alpha_strike] #211364
06/16/08 10:56
06/16/08 10:56
Joined: Aug 2003
Posts: 2,122
Berlin, Germany
checkbutton Offline

Expert
checkbutton  Offline

Expert

Joined: Aug 2003
Posts: 2,122
Berlin, Germany
ich denke mal, das werden die dir schon sagen, aber wenn es hilft:
262.144 Farben,
256 x 192 Pixel Auflösung je Bildschirm,
4 MB RAM
656 KB VRAM


I don't have a homepage, for god's sake!
Re: Nintendo DS Entwicklungsumgebung [Re: checkbutton] #211381
06/16/08 12:02
06/16/08 12:02
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline OP
Serious User
alpha_strike  Offline OP
Serious User
A

Joined: Mar 2007
Posts: 1,852
ich denke mal, die werden mir nähere Informationen geben, wenn ich Interesse für ihr Anliegen zeige.
Bevor man aber über Verträge verhandelt, bringt man soviel Wissen mit ins Geschäft, wie man nur sammeln kann.
Weißt Du zufällig auch was über Entwicklungsumgebungen, Engines e.t.c?

Re: Nintendo DS Entwicklungsumgebung [Re: alpha_strike] #211390
06/16/08 13:05
06/16/08 13:05
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
I program on the NDS and although I'm not totaly sure what you asked, I'll just yadeeyadeeya some basic info about graphics.

Images are converted to RAW files using GRIT or gfx2gba (mostly GRIT, as this is integrated in DevKitPro). They support the use of metatiles and convert the image in either tiles(2, 4, 8bit) or bmaps (usually 16bit). Tiles can have 16 times a 16bit palette, or one time a 256 bit palette. Bmaps can internally have a maximum size of 1024x512 when in 8bit mode. Transparent color is supported, but AFAIK only one color. No antialiasing.

Here is some more info about graphic modes:
http://www.dev-scene.com/NDS/DOCgraphicmodes

The people in #dsdev on irc.blitzed.org (neat IRC channel with lots of knowledge) would all recommend you programmers notepad as development environment, but it's just your own taste. Most people use libNDS to make programming on the NDS easier for them. A bit older library is PALib, but you'll be laughed at in the IRC channel when you use it smile. They both are included in the devkitpro package. This chaintool can be used for developing on the NDS, GBA (which is also implemented in NDS) and PSP... perhaps even more.

Last edited by Joozey; 06/16/08 13:08.

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