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Multi Player Gamins   Message List  
Reply | Forward Message #1122 of 15019 |
RE: [gbadev] Multi Player Gamins

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


unsubscribe: gbadev-unsubscribe@egroups.com







Wed Jan 3, 2001 11:59 pm

llundgren@...
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Message #1122 of 15019 |
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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...
nharding@...
Send Email
Jan 3, 2001
11:15 pm

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 ...
Lon Lundgren
llundgren@...
Send Email
Jan 3, 2001
11:57 pm

Hi Neil, There is a file MultiSample_en.zip available from noa's site that should help you out. No sure how you would go with overlays, although at 2.5k per...
David Gaunt
dgaunt@...
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Jan 4, 2001
2:18 am

Hi I attempted to get some stuff up and running in C++, but had many problems so I abandoned it, however I think I remember someone else on the list mentioning...
Mat
matth@...
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Jan 4, 2001
9:41 am

... I have a project running strictly in object oriented C++, and have not had any problems that are really worth mentioning. The reason I chose C++ is that I...
Ben Nason
benbuck@...
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Jan 4, 2001
6:19 pm

This is a little off topic but not too far. Can anyone tell me if the GBA will have region locked/ecoded cartridges or is it still "no regions" as per the...
Keith Wilkins
devlists@...
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Jan 7, 2001
1:02 am

... It's not your fault. The branches in your code are obviously relative and so you can't call any outside functions within your ram-moved code. or you jump...
Manfred Linzner
linzner@...
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Jan 4, 2001
11:54 am

Hi Manfred Nice one, that never occurred to me :) Problem is I already went and wrote my own asm divide, I reckon the gcc stuff would be faster than mine...
Mat
matth@...
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Jan 4, 2001
1:27 pm

... hi, the major bottle neck is often the EXRAM & ROM accesses. If your routine spends most it's time copying stuff from rom to ram there is often no big ...
Manfred Linzner
linzner@...
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Jan 4, 2001
1:40 pm

Hi Manfred ... our GAX soundroutines ... code. ... mainloop ... Im rendering large textures from ROM directly to VRAM, I dont touch EX_WRAM. at the moment, but...
Mat
matth@...
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Jan 4, 2001
2:45 pm

That's odd because when I was converting Quake to the ARM I managed to change all the floating points maths, with the exception of the QuakeC stuff, to use the...
Martin Piper
martinp@...
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Jan 4, 2001
2:58 pm

... i understand. one additional problem with texturemapping on agb is the low display resolution. ... our game can be roughly compared to afterburner or...
Manfred Linzner
linzner@...
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Jan 4, 2001
2:59 pm

... we also dont had any accuracy problems (why should there be any? :). Only the shift eats accuracy when the table is not big enough for the number range.....
Manfred Linzner
linzner@...
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Jan 4, 2001
3:02 pm
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