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3 bytes added ,  21:44, 1 April 2009
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==Potential Issues==
 
==Potential Issues==
Currently, when the menu pops up, it takes a screenshot of whatever is on the screen and then uses GX to render everything it needs.  Since I don't know much about GX yet, I can't tell if this approach will interfere with other graphics libraries.  I know it runs fine with libwiisprite, but I'm not sure, yet, how it will fare with GRRLIB or handrolled graphics solutions.  My advice: Call the menu when everything has been drawn to the framebuffer, but before flushing.
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Currently, when the menu pops up, it takes a screenshot of whatever is on the screen and then uses GX to render everything it needs.  Since I don't know much about GX yet, I can't tell if this approach will interfere with other graphics libraries.  I know it runs fine with libwiisprite, but I'm not sure, yet, how it will fare with GRRLIB or handrolled graphics solutions.  My advice: call the menu when everything has been drawn to the framebuffer, but before flushing it.
    
Similar issues will present themselves with sound.  The menu will (eventually) stop any sound playback when it is opened.  I haven't poked around ASND much yet, so I don't know if there is a way to save a channel's state and then eventually restore it.  My current advice:  make use of the callbacks (before menu is shown, after menu closes) to backup/restore your sound data manually.  Another option of for me to just pause ASND and not include sound in the menu.
 
Similar issues will present themselves with sound.  The menu will (eventually) stop any sound playback when it is opened.  I haven't poked around ASND much yet, so I don't know if there is a way to save a channel's state and then eventually restore it.  My current advice:  make use of the callbacks (before menu is shown, after menu closes) to backup/restore your sound data manually.  Another option of for me to just pause ASND and not include sound in the menu.
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