Nice! Can't wait to see what you can do with it!
Are you gonna make a game with that as a screen? Or are you gonna use it in games, like a timer or something?
I'm going to make it a library so that people can use it in their projects for whatever they want. The most obvious use is just to make your own games with it. I have a couple ideas -- in fact, I've already made The Caves of Xarnox in this style: Public Key [W3CY43HJ]
And here I was thinking the screen data would only take 2 bytes in memory, but color changes everything...
Is the color pallet limited or is it full RGB?
Thanks for the replies! I'll post updates in this journal so folks who've replied can get alerted.
@Oscar
Full RGB, 000000 - FFFFFF, is supported. I use the SPCOLOR command to put a color filter over a white light sprite to change colors.
@Salkin989
You really do! It's the most fun you can have with a 3DS.
I've mostly finalized the functions that are going to be available. Now I'm working on demos and documentation. Here's a sneak peek at what the code will look like -- four ways to move a dot around the screen!
My original plan was to include a function to scroll numbers across the screen for score display, but after much deliberation, I've decided to add a limited library of ASCII characters for complete text scrolls. Pictured: colon, semicolon, and less than.
The function for scrolling text is actually fairly simple; it's just time-consuming to encode the characters into binary for the function to read. I considered just reading from the built-in character set, but every character would take up the entire 8x8 grid, which might be difficult to read.
I hadn't thought about speed control, but I guess I should, shouldn't I.
Working on some demos, decided to see how quickly I could make Lights Out. Turns out, about ten minutes!
Not sure if I can get away with releasing this game, due to copyright.