Hi all, Are there any examples available that show how to boot up multiple GBA's with one cart? Thanks, Ken Kaarvik...
Ken Kaarvik
kkaarvik@...
Sep 3, 2001 6:46 pm
after fiddling long enough with it, we are proud to present you... AFM v1.0 (w) 2001 by Silpheed/Hitmen, Groepaz/Hitmen plays standard 4-Channel Protracker...
groepaz
groepaz@...
Sep 4, 2001 11:11 pm
or did that die a death when listbot stopped? I've had a look through the egroups listings but there don't seem to be any majorly active programming lists. ...
Dave Murphy
davem@...
Sep 5, 2001 1:16 am
... It moved to this ex-egroups yagoogroups too. First devgameboy@yahoogroups.com was the new replacement list, then finally after some discussion...
credo@...
Sep 5, 2001 3:19 am
are there any open source mod-players for the GBA around? or for any other platform for that matter? im pretty interested in looking into the sound side of the...
Neil Holmes
ninge1@...
Sep 5, 2001 9:33 am
Hello Neil, Wednesday, September 05, 2001, 11:32:40 AM, you wrote: NH> are there any open source mod-players for the GBA around? or for any other NH> platform...
groepaz
groepaz@...
Sep 5, 2001 10:09 am
Well the best I can do at the moment for a 4 channel Amiga mod is about 13% at 21024Hz Please tell me if I do this calculation correctly:- Player = around 30...
Paul Carter
paul.carter2@...
Sep 6, 2001 12:59 pm
Has anyone been successful in displaying text to the Mappy debug console using ARM SDT? Niether of the versions of the Mappy SDK I've found have asm source...
Jesse McIntyre
jesse.m@...
Sep 6, 2001 1:34 pm
There's a bug in Mappy, wait for the next version to be released. No I don't know the release date ;) -- Greg "Sans music...
6re9ouINet
gregory.saugis@...
Sep 6, 2001 1:51 pm
Search the Archives for "ARM DebugPrint()". There is example code that works. I have this working using Mappy V0.7. If you can't get it to work then email me...
Miles Andy
andy.miles@...
Sep 6, 2001 3:35 pm
//For MappyVM by joat: void dprint(char *string) { __asm { mov r2, r0 mov r0, #0xC0DED00D mov r1, #0 and r0, r0, r0 } } afaik you will need to have the option...
Dan Cotter
dancotter@...
Sep 6, 2001 9:50 pm
... You know, everyone says that, but I've gotten it to work maybe 60% of the time, which is certainly better than not having a debug function at all. Just...
Charlie Kilian
ck@...
Sep 6, 2001 11:28 pm
I found this, and found a way of getting it working most of the time. Someone else told me this, can't remember who, but if your mouse pointer is over the...
Francis Lillie
francis_lillie@...
Sep 7, 2001 3:08 am
Hello Paul, Thursday, September 06, 2001, 10:52:12 PM, you wrote: PC> Well the best I can do at the moment for a 4 channel Amiga mod is about 13% at 21024Hz ...
groepaz
groepaz@...
Sep 6, 2001 5:13 pm
13% at 21k is pretty good ;) btw ppl, I'm not syncing with vsync. I'm using timer+interrupts -Stephen ... From: Paul Carter To: gbadev@yahoogroups.com Sent:...
Stephen Stair
sgstair@...
Sep 6, 2001 2:00 pm
Hello Stephen, Thursday, September 06, 2001, 3:47:59 PM, you wrote: SS> 13% at 21k is pretty good ;) yep ;=) SS> btw ppl, I'm not syncing with vsync. I'm...
groepaz
groepaz@...
Sep 6, 2001 3:35 pm
well. .that's not entirely true... remember that the hblank dma does have higher priority than current code being executed ;) actually, using only 16lines or...
Stephen Stair
sgstair@...
Sep 6, 2001 5:06 pm
Yeah... Would it not also screw up time critical DMA? i.e I want to DMA something at line 150 but the mod player interrupts on the timer and delays the DMA...
Paul Carter
paul.carter2@...
Sep 6, 2001 5:09 pm
... So it runs twice as slow as 16-bit code from ROM...;) Mark...
Mark Wayland
mwayland@...
Sep 7, 2001 4:17 pm
I was wondering about that! - I only found out the other day that I had been compiling 32 bit C ... I have to fiddle around with it and see exactly what speed...
Paul Carter
paul.carter2@...
Sep 7, 2001 6:09 pm
... From: "Paul Carter" <paul.carter2@...> To: <gbadev@yahoogroups.com> Sent: Thursday, September 06, 2001 10:52 PM Subject: Re: Re[2]: [gbadev]...
Adam Bienias
nauplay@...
Sep 6, 2001 5:05 pm
Whoa! Yeah... I have looped samples + volume etc... 8% = New goals for me to aim for now! Thanks for the inspiration! Later... Paul. ... From: Adam Bienias To:...
Paul Carter
paul.carter2@...
Sep 6, 2001 8:10 pm
hmm.. I've had looped samples+volume all along ... I'm at about 7% with 16khz, but if i unrolled my loops a bit more, I could probably get 8% at 22k =) more...
Stephen Stair
sgstair@...
Sep 7, 2001 4:08 am
cheers guys :) - ill take a look! ... From: Neil Holmes [mailto:ninge1@...] Sent: 05 September 2001 10:33 To: gbadev@yahoogroups.com Subject: RE:...
Neil Holmes
ninge1@...
Sep 5, 2001 1:31 pm
MikMod plays mods and sfx. It's GPL'ed, but as far as I know it's only available for PC, PocketPC and probably Amiga....
Jacco Bikker
Jacco.Bikker@...
Sep 5, 2001 10:10 am
The PocketPC doesn't allow for unaligned memory access either and the guy that ported it didn't mention any problems with that. So I suppose MikMod shouldn't...
Jacco Bikker
Jacco.Bikker@...
Sep 5, 2001 3:33 pm
Wow! 10%cpu on a 200mhz iPaq... well, My modplayer (1/2 effects implemented) only uses 7% cpu on the gba =P for a 4 channel regular mod file. ;D -Stephen ...
Stephen Stair
sgstair@...
Sep 6, 2001 4:06 am
... And you will release your sources :-) off course, so we can admire the beauty of your code .. :-)) Other solution, ask Olivier Lapicque (the author of...
Pierre-Emmanuel CHAUT
pe_chaut@...
Sep 6, 2001 7:36 am
... a 4 channel regular mod file. In 44100Hz ? 7% is 1,174,600 cycles, 293,650 cycles per channel, 6.6 cycle per sample ? ... Sprawd swoje bezpieczeństwo w...
Adam Bienias
nauplay@...
Sep 6, 2001 9:25 am
Hello Adam, ... AB> a 4 channel regular mod file. AB> In 44100Hz ? 7% is 1,174,600 cycles, 293,650 cycles per channel, 6.6 cycle AB> per sample ? 7% ...maybe...