The restriction - and the problem - with Flash linkers is still the fact
that you need to disconnect cards and put them in your FAL every time
you want to test something. With a modded GameShark, you could possibly
get around this.
/Steve--
-----Original Message-----
From: TJ [mailto:
comfortably_numb_@...]
Sent: 1. maj 2002 01:42
To:
gbadev@yahoogroups.com
Subject: Re: [gbadev] USB upload cable
Nope, I haven't done this. Once you figured out how to reprogram the
cart it
might make for some useful hardware but you would also have to make a
driver
for it since it is a USB device. After all that I would still think the
flash cart would be way more suited for developing on. It wouldn't be
that
much longer to flash the cart and you would have a normal sized cart to
work
with. The truth is if you are planning on making a program bigger than
the
ram on gba can handle you might as well spring for the flash cart and
basically have no restrictions.
----- Original Message -----
From: "Dennis Munsie" <
munsied@...>
To: <
gbadev@yahoogroups.com>
Sent: Tuesday, April 30, 2002 2:36 PM
Subject: RE: [gbadev] USB upload cable
> Are you suggesting that you have done something like this or that you
know
> of a way to do this, or are you just telling what would need to be
done?
> Because the way it's worded, it appears that you are answering a FAQ
:)
>
> Does anyone know anything about the internals on the game shark? I
wouldn't
> mind picking one up for hacking with -- it's not too terribly
expensive,
and
> having a USB interface would be kinda handy. Also, depending on the
size
of
> the flash, it could possibly be an 'expanded MBV2' cable -- you could
upload
> to the flash if you wanted to -- for those of us who don't think that
256k
> is that small ;)
>
> dennis
Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/