Setting up the system to start coding.
An introduction to the capabilities of the DS hardware. This tutorial covers the DS hardware at a high level as well as many of the key concepts necessary for understanding any of the hardware at a low level (including memory manipulation with pointers, register based IO, and video memory management).
Lines, circles, and bit blits will be covered as we explore the many 2D raster modes the DS has to offer. Also covered will be how to grab input from buttons and the touchpad.
Of course, before we can tend to these more interesting facets of programming we will take a peak at just what a register is, how to write to it, binary and hexadecimal numbering systems, and bitwise operations.
Tile based graphics are the staple of the Nintendo DS and this chapter should prove to be the most informative and useful. We cover the generation of maps and tile graphics and how to put them all together to create your game worlds.
Hardware sprites free us from the fixed tiles we have looked at so far. These are crucial to any 2D game.
Mosaic, alpha blending, windowing, hardware rotation and scaling, and finally display capture will be covered..
This will be the first day in which we need to write code for both processors. First will be a simple direct sound play back then some very simple music playback will be looked upon. Finally we will grab and play back some noise from the microphone.
This will explore the 3D capabilities of the Nintendo DS. This will be broken down into several sub chapters and follow to some degree the Nehe tutorials which inspired the example code.
An exploration of Sgstairs wifi library as we create a simple client server app and a very simple multiplayer game (pong sounds about my speed)
Although the Nintendo DS is not the most performant of 3D renderers it does have a plethora of interesting and rather advanced features. This chapter will be devoted to Fog, "Toon" Cel-Shading, Texture formats, Hardware Box tests, and 3D picking.
Probably the question that comes up most as people begin to explore 2D game programming. This will cover many approaches to collision detection between player and world as well as player and other movable objects.
Second on the list of frequently asked questions is animation and there are many ways to go about it…this guide will attempt to do the topic justice.
Captain Apathy here, and adding to the tutorials. This one is currently on using the NDS tiling engine, scrolling, working with a 64x64 tiling area, using and animating Sprites. Future changes will include extending past a 64x64 tiling area.