okay, note for later #ndsdev: you don't *need* texture palette to use textured 3D, because there's a "direct 15+alpha" texture format (aka GL_RGB), so just one VRAM bank mapped as VRAM_*_TEXTURE is enough.

https://github.com/devkitPro/nds-examples/blob/master/Graphics/3D/Textured_Cube/source/main.cpp#L143

Note from the sidequest: the 4000240h and friends registers used by vramSetBank* will assign different meaning to the same numerical value, sometimes. For VRAM_E, the value 4 is for "extended palette", but on VRAM_C, it means "BG, bottom"

https://problemkaputt.de/gbatek.htm#dsmemorycontrolvram

nds-examples/Graphics/3D/Textured_Cube/source/main.cpp at master · devkitPro/nds-examples

Examples for Nintendo DS using devkitARM, calico, libnds, libdvm, maxmod, dswifi - devkitPro/nds-examples

GitHub
a bit of old-fashioned #ndsdev session to find annoying bugs in #LevelEditorForDS and #AnimEditorForDS
and another page for the ongoing #BilouDreamland #ndsdev project: https://pypebros.itch.io/bilou-dreamland
since I'm curious to see alternative approach to getting into #ndsdev, I should #codestudy https://github.com/GuilhermeJuventino/test_repository
GitHub - GuilhermeJuventino/test_repository: A test repository for game development for the Nintendo DS.

A test repository for game development for the Nintendo DS. - GuilhermeJuventino/test_repository

GitHub
Now with #ndsdev colorcyler patched. #ScreenshotSaturday , here I come ^_^

Granted, I don't have #NDSdev studio, but hopefully my OS has good tools :P

Ah, it can be adjusted in #LevelEditorForDS once the script defining the states has been uploaded by WiFi, which I haven't done this morning.

The volume levels are all over the place and I really shouldn't be playing around with backing tracks with the game still in the early phases... But mannnn....

#indiegame #ndsdev #morning #gamedev #love2d #pixelart