2010
2009
Thoduv’s devblog » Blog Archive » Vidage de poubelle 3: ndsim
by sylvainulgpas mal de libs intéressantes utilisées : dstype (truetypes), multi-threading software par Tim Seidel, chargement de plugin (inspiré de Moonshell) ...
::: Francesco's knick-knacks :::
by sylvainulgpour ceux qui préfèrent le Pascal ...
Freepascal pour GBA et NDS.
Binaire pour Windows uniquement, malheureusement.
File Download-BLARGH-Text-Editor-WIP-r120 -
by sylvainulganother text editor for DS, using "hexagonal keyboard".
ds.spacemonkeymafia.com - TxtWriter
by sylvainulg (via)a text editor for DS. sounds a bit outdated, have to check it. sources available.
2008
Bilou HomeBrew's Blog: modplayer
by sylvainulgI'm starting a serie of articles on extending 0xtob's XM module player on the nintendo DS with more effects.
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Une petite série d'articles où j'ajoute le support de différents effets (portamento, vibrato, tempo/speed, etc.) à la bibliothèque libntxm sur nintendo DS
gbadev.org :: View topic - Need help with effective VRAM setup
by sylvainulgF and G can map anywhere in the first 128K. The catch is, they mirror in two places
it should be possible to make F and G contiguous with A
(neat mapping technique by cydrak, using the best of VRAM_OFFSET(x)) to offer 112+48K on BG areas plus 448K contiguous as spare (LCD).
2007
Le blog de Stravingo
by sylvainulg (via)ka-boom, setsuzoku, DS weather, Treasures of Gaia ... que du bonheur ...
My Ketchup Is Dead
by sylvainulg (via)a somewhat quiet blog from a belgian homebrew DS coder working on emulators (mainly)
gbadev.org :: View topic - The 'correct way to handle the hinge'?
by sylvainulghow to save power when the DS is closed ...
Sander Stolks Projects
by sylvainulg (via)The model converter and model viewer I created, both run on the Nintendo DS. People always talk about how nice portability would be for model tools, and the Nintendo DS is pretty damn portable! ;p
Anyway, my model converter converts .x 3D models of a specific syntax to a .c file with an NDS display list array, which can be used in NDS programs and can be viewed in my model viewer.
Do note that I didn't write support for normals in my converter program, but that could easily be added.
For specific details on how these two programs work, I suggest you check the readme file. And/or the source code if you find that easier to understand; it being available and all.
gbadev.org :: View topic - Differing methods for making display lists...
by sylvainulgthe DS does not have OpenGL commands like glBeginList and glEndList.
Some people (including myself) might have coded them -- or something similarly named -- to easily create such a u32 array with raw FIFO commands.
So basicly, on the DS, a display list is a u32 array and nothing more. Sometimes hidden by functions.
Bilou HomeBrew's Blog
by sylvainulg & 1 other (via)Design et (plus tard) réalisation d'un jeu de plateforme sur la Nintendo DS ... Aussi baptisé "repère d'un touche-à-tout" (j'aime)
TONC: Contents
by sylvainulgTonc's tutorial on GBA hardware. If you're looking for 2D rotation matrices illustrated with metroid sprites, click the link ^_^
The Incredible Machine bientôt sous DS?? - Le blog valeuf
by sylvainulgfrenchies working on a TIM port to the DS.
Drunken Coders
by sylvainulg & 1 otherHomebrew pour DS : articles, tutoriels, news, etc.
Nintendo DS homebrew : news, tutorials, etc.
2006
gameboy advance development
by sylvainulg (via)_the_ tool you need, lzss compression and decompression routines in C. GBA compatible.
Headspin's Guide to Compression, File Systems, Screen Effects & MOD Players for the Gameboy Advance
by sylvainulgvarious stuff about the GBA ...