Hello,
First off I'd say you would have some issues with C++. However it is your
project so you may do what you like. If you really plan on pulling off code
overlays and need speed I'd get out the old ARM architecture manual and
start coding essential parts of the program which will reside in ram in
assembly.
Secondly, and most unfortunately, the feature you are referring to is called
multi-boot where you can have linked players play without a cartridge. Up to
this point Nintendo has NOT released any documentation on the multi-boot
feature and how it is supposed to work! I'm sure you can do linked gaming
just fine but, because the docs to support it are there, but if you are
looking to boot other AGB's off of a single cartridge your gonna have to
wait for Nintendo to provide us developers with more info.
Ciao...
-----Original Message-----
From: nharding@... [mailto:nharding@...]
Sent: Wednesday, January 03, 2001 3:15 PM
To: gbadev@egroups.com
Cc: nharding@...
Subject: [gbadev] Multi Player Gamins
Has anyone looked into mutliplayer gaming yet on the AGB? I'm supposed to
write my game so that up to 4 players can play with just the one
cartridge, but we only have 1 devkit at the moment! Also if I'm writing
this as multiplay, I'm going to have to do lots of code overlays to ensure
that it fits into the available ram, how do I specify this in C/C++?
Talking of C++ has anyone done any performance tests to see if there is
any overhead for C++. Sorry for all the questions but I'm the solo coder
on a project which has to be finished for May!
Neil Harding
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