Commit Graph

13 Commits

Author SHA1 Message Date
Antonio Niño Díaz
82171bbf69 chore: Simplify copyright years in notices
Instead of listing every individual year, keep only the first and last
years.
2024-03-09 01:42:29 +00:00
Antonio Niño Díaz
47c8061168 examples: test: Refactor to avoid global variables
Using global variables is generally discouraged. Now that NE_ProcessArg()
and NE_ProcessDualArg() exist, it's better to show how to use them instead
of NE_Process() and NE_ProcessDual() while using global variables.

Also, switch from "int main(void)" to "int main(int argc, char *argv[])".
2024-03-08 18:44:02 +00:00
Antonio Niño Díaz
c037b79af4 examples: Stop using img2ds and switch to grit
img2ds is still required for the clear bitmap example because grit doesn't
support the clear depth format.
2024-01-27 18:25:38 +00:00
Antonio Niño Díaz
1acfca1a24 examples: Wait for VBL in the right place
This change is a bit pedantic, but it makes the ROMs run better in
DeSmuMe.

Some examples (particularly the dual 3D examples) used to flicker during
one or two seconds right after starting. In dual 3D examples the top and
bottom screen would start swapped, and they would eventually swap and
stop flickering. This would never happen in melonDS or real hardware.

I suspect this is because of the interaction between GFX_FLUSH and
swiWaitForVBlank(), where there would be some timing difference to reach
the first swiWaitForVBlank() or GFX_FLUSH, and that caused the desync.

This commit moves swiWaitForVBlank() to the beginning of the game loop.
This means that, even in the first iteration of the game loop, all
emulators and hardware will be synchronized. This doesn't actually
matter in any other situation, it just makes the first iteration
consistent.
2023-01-21 19:32:02 +00:00
Antonio Niño Díaz
8aa6b382d2 library: examples: Simplify texture loading code
This is done to make it easier to implement compressed texture loading.

The main change is to stop allowing widths that aren't a power of two:

- Supporting them complicates the loading code a lot.

- Compressed textures can't really be expanded because they are composed
  by many 4x4 sub-images.

- They don't save space in VRAM.

- They save space in the final ROM, but you can achieve the same effect
  compressing them with LZSS compression, for example.

The example incomplete_texture has been updated to reflect the new
limitations.
2022-10-29 02:13:21 +01:00
Antonio Niño Díaz
f1ed942ec9 example: Use new names of functions
The previous ones have just been deprecated.
2022-10-25 23:47:29 +01:00
Antonio Niño Díaz
3ebcac15ba library: examples: Add enums for texture formats and parameters
This helps discover the possible options.
2022-10-20 01:51:19 +01:00
Antonio Niño Díaz
185d477271 examples: Cleanup almost all remaining examples 2022-10-20 00:14:36 +01:00
Antonio Niño Díaz
da2be26de1 examples: Change license to CC0-1.0 2022-10-16 22:55:06 +01:00
Antonio Niño Díaz
db8add4d7e example: Cleanup source files 2022-10-16 22:03:41 +01:00
Antonio Niño Díaz
c1ad01881b Fix coding style of loading examples 2019-06-05 02:09:46 +01:00
Antonio Niño Díaz
7d31063039 Convert all example files to UNIX line endings 2019-06-04 17:56:18 +01:00
Antonio Niño Díaz
4640f17c4a Rename all folders to lowercase 2019-06-04 15:57:30 +01:00