GP32 Blu+ Init Under Devkitarm


Optimus

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May 8, 2005
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339
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Greece
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optimus.untergrund.net
Sorry. Such common questions might have already been answered somewhere in the forums but the search engine doesn't allow me to search for a word less than 4 letters. I wanted to search for "Blu", "Blu+" and other stuff, but nothing worked for my case ;P

Normally I should find the info in older threads, but because I am too lame to use the search engine (or the search engine is too lame for me ;)) I have to ask it here because I need it soon.

I don't have a Blu+ but I simply want to init the screen to be also Blu+ compatible. This one was easy on MrMirko's SDK because there was a function (Init,.something..BP that was), but what do you do when there is not? (In devkitarm). I could just rip Mirko's code and use that one, but I don't understand much and perhaps I am interested to know a simple few lines code or tutorial on what to do with Blu+ hardware to init the screen properly. I am making a demo for GP32 and I'd like to support the BLU+ hardware too, even though I won't watch it with my eyes :)

Thanks and sorry again.
 
I started with a BLU+ and have always used the GamePark SDK. I have never had to make any special provisions for the different screens. Recently I aquired a BLU and the only difference I have noticed is the BLU+ runs my stuff noticebly faster than the BLU. This can be a problem if you try and time an event to match a sound. The sound plays at the same rate on either device but the event will last longer on the BLU. So if you have an animation matched to a sound on the BLU the sound will overun on the BLU+ and vise versa. This may not be an issue if you use a timer but I avoid timers because they cause GeePee32 to hang and I can't be arsed to add them for the final release. I just use counters and loops.
Also the BLU+ has the top display line echoed at the bottom of the display so if you don't use the top line your demo will look nicer on it. It is good to know someone is still coding for it.
 
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