Guden Oden said:
I wonder where that 3D core comes from anyway, is it a gutted and cost-reduced Reality Engine (though improved in some ways too I might add, seeing as it seems to allow 1k*1k pixel textures), or is it something custom Nintendo cooked up themselves, or did they buy a custom or off the shelf design from some 3rd party?
No idea really if it was based off of the N64, or what that would mean anyway, if true
I'd just like to say that it appears to me that Nintendo develops these things themselves, because otherwise I'd bet that someone, somewhere, would be spewing press releases about how they partnered up with Nintendo for the 3D core. That has happened with the GameCube as we all know, but AFAIK it never happened for the N64 nor the DS.
Guden Oden said:
Doesn't really matter to me because unfortunately I can't program anything more complex than the simplest VB you can imagine lol...
Oh my ... then your posts make you appear to be much more of a programmer than you really are
It's not "wrong" at all of course, but I find it unusual that someone who isn't really a programmer would be so interested in detailed machine specs.
Guden Oden said:
I was hoping there was something in plain text, as I recall, the ZSNES emulator (or was it SNES9x?) includes - or did in the past anyway - a really thorough description of pretty much the entire SNES hardware, including explanations of HDMA and all kinds of techy stuff.
The DS is not well documented publically. It's still somewhat of a frontier for the homebrew folks. Of course there are some homebrew programs out there, but to me they don't look like they push the machine much at all yet (as they do on the GBA). In fact I believe that most of the things that already do work are "ported" over from the GBA. If you take random GBA code and throw it onto the DS there is a reasonable chance that it works okay, because many of the hardware registers behave the same, and are in the same places. The last few percent could be achieved by simple cargo-cult fixing.
This might explain why it's so hard to find
any DS homebrew program with 3D graphics.
Guden Oden said:
Ha ha, um, and how much money don't they want to have for that then?
Then again, a full DS SDK is "almost" affordable, though I somehow doubt they'd sell them to just anyone.
Money isn't much of a problem. However, now that you reveiled yourself, I have doubts they'll let you in
They'll basically review your company to judge the chance that you'll be able to make a quality game. Ie you must demonstrate financial stability, sufficient coverage of sound/graphics/code/design/art roles, game industry experience, successful published games are a huge plus obviously, etc. This is all public.
Here.
Guden Oden said:
Hm, both DS and GBA "only" support a max of 4 hardware backgrounds, just like SNES, though I do know GBA does have 2 layers of mode 7 rather than just 1... Not sure if DS increases that or not. Then again, DS can have one 3D background along with 2 or maybe even 3 2D layers it seems, so it could just draw extra parallaxed layers with its 3D engine if neccessary. Then again, I guess you could get enough layers with just plain ol sprites and raster trickery, but it's a cool idea... Heh.
DS does have zoom and rotation for sprites, yes? GBA too? The docs you linked to seemed to say that is the case, but either they were a bit fuzzy on the subject or I'm not enough of a programmer to understand them, heh.
What does that mean though? Even SNES supported several forms of transparency, but this must be something else I guess.
Scale/rotate "backgrounds" are fully opaque on the GBA. You can have two, but you can't have them on the screen at the same time, as they're inherently full-screen. You can scissor them into rectangular regions AFAIK, so you can e.g. have a "ground" layer and a "sky layer", but if that's not what you want the second one appears to be pointless.
(in fact if you want ground and sky, which is a perfectly horizontal division, you can just hack the appropriate registers when the center of the screen is scanned out. For this you need only
one scale/rotate background)
(still take note that I'm more of a sound guy ...)
That's why I think the transparency is so important. It makes the additional rotate/scale bg capability much more useful. Now you can layer them on top of another, with independent parameters, and you can give them arbitrary (non-plane-like) shapes, a proper silhouette.
The GBA supported transparency
only between a sprite and the background. Not between two overlapping backgrounds (backgrounds, by definition, always overlap anyway), and not between two overlapping sprites: in transparent pixels of the "first" sprite, the background pixels are visible, totally irrespective of the color of the "second" sprite.
The DS "fixes" all of this.
And finally, yes, the GBA can rotate/scale sprites. There are certainly some problems and limitations with that, and I don't know them right now, but I'm 100% sure that it is at least possible.