LiraNuna's Development Blog
libellen – first and final release
Posted on Tuesday 1 April 2008
libellen logo

Since I’m not going to do any further development on this (for various reasons), I have decided to release libellen – a sprite handling library for the Nintendo DS, based on libnds.

The library is released under the terms of the WTFPL.

The source and “example” are super documented, and evena¬† Doxyfile is attached if you want to create documentations.
The library was tested and compiled using devkitARM r21 with god-knows-what libnds version. If you find incompatibilities, I’ll be happy if YOU would fix them.

Have fun and happy coding!

For those who are intrigued by the name – lib-ell-en (L – N, my name’s initials) could also be read as libellen – dutch for “Dragonfly” which is what the logo is based on. For those who wonder, the logo is also released under the terms of the WTFPL.

Some history:
libellen was first made as the low-level library for ToD2, but was quickly got good enough to be expended. My second goal was also to get people to stop using PAlib, an old, slow and deprecated library which people insisted on using. The library was not complete, but the sprite handling was. after more then 6 months of inactivity, I have decided to release the library to just handle sprites.

Source could be downloaded from HERE.

10 Comments for 'libellen – first and final release'

    April 1, 2008 | 15:31

    Tell me why people should stop using palib in favour on a lib that do almost nothing compared to palib.
    Just for note, palib isn’t old nor deprecated lib, and then tell my why is “slow”.
    You put so shit on palib and now this is the result.. wonder who in the earth will use this lib.

    April 1, 2008 | 17:05

    To the author of the first comment, your view is understood but simply… retarded. When did they start issuing permits to be a complete dick to someone who has always contributed more than a dumb (essentially anonymous) comment that illustrates poor attention habits such as the inability to read the post and actually get what it’s saying? Have a nice day, mmkay?

    Oh, and before I forget – thanks again LN for posting a bit of source that people can learn something from, even if the idea of ousting PALib is not realized there are those of us who do like to see alternate and generally more flexible ways of doing things.

    April 1, 2008 | 17:29

    Putting shit on other work (palib) as he ALWAYS is what he did, and he wasn’t capable to do anything better, that’s all.
    If you are getting tired the reason are 2:
    1) You are LN
    2) You don’t understood my topic.
    And I think insult someone with words like “retarded” represent how mature are you.

    April 1, 2008 | 20:49

    I actually post under my name, thank you very much.

    I put that library for free, use it or not. if you keep posting hate messages here, I will simply erase your comments.

    Have you ever taken a look at PAlib’s source code? it’s a mess. the sprite code is done with triple buffering (wtf?) and most of the background code is written for fixed VRAM settings without any advanced management nor flexibility.

    It is not compatible with later libnds’s, nor DLDI/libfat, and for riddens sake, it still uses MACROS (!!) to access VRAM.
    The library is so bloated that there’s even a PA_malloc and PA_free functions- now tell me which library is pathetic?

    Please, have a look at my highly optimized sprite code (that I actually coded ToD2 with SPEED in mind), and the API is clean and could even be adjusted to OO code!

    Again, please have a clue before you’re talking about how great a thing is without knowing what it actually does.

    April 2, 2008 | 00:33

    Just wanted to say I was able to get it working on the latest version of libnds and devkitARM, but only with some modifications.
    I also had to change the name of the gif file.

    I don’t know enough of the DS sprite system yet to know if it’s efficient or not, but at least it worked.


    April 3, 2008 | 20:01

    Cool that you released a new library but I don’t know why you need to keep bashing palib…you clearly don’t know much about it based on your comments.

    I’ve made a few games with palib – including one that you like (according to your comments for the dc compo a couple years ago). Also my game Geo Wars had a lot of action with over 900 objects on the screen and no slow down – also using palib….but you still claim it is slow, depricated, that it doesn’t work with the latest libnds or with dldi/fat but these are just flat out untrue.

    Good luck with your future projects.

    If you don’t want hate message quit hating!

    April 4, 2008 | 13:35

    Hi all,
    I try to compil libellen, with devkitpro R21 and NDS lib provide with, but I’ve an compiler error with sprite.h in arm9 directory : conflict declaration
    Do you known this problem ?
    thanks in advance

    April 5, 2008 | 16:19

    hi lira!
    i find it pretty cool, that you’ve released the lib!
    i admit, i haven’t looked at it, although i believe that it will help many people, especially starters, that want to base their work around libnds!
    keep it coming! ;^D

    ps: no bashing intended, but there are even a lot of posts about palib on the forums… if that is a hint of quality (i have never worked with it, so i don’t know and i’m not claiming anything) i sort of understand your motivation for the lower part of your text.
    but after all, noone is forced to use anything they don’t like to and i guess whe shall not “ignite” anything. ;^)

    April 26, 2008 | 05:58

    Hi there. I think you’ve done a great job with this library. At least I think you have; because I can’t get it to compile! I’m having the same problem Paul is having: A declaration with the devkit sprite.h

    c:/devkitPro/libnds/include/nds/arm9/sprite.h:84: error: ‘OBJMODE_NORMAL’ has a previous declaration as ‘tObjMode OBJMODE_NORMAL’

    Is there an easy way to fix this?

    April 28, 2008 | 06:44

    You can ask WinterMute or any of the libnds maintainers to incorporate it into libnds, since they originally took a large portion of my code to use in libnds (look at libnds’ sprites.h, and tell me what do you think).

    Please remember that this library was in my hard drive for at least a year.

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