I'm using it for an high precision non real-time 3d renderer. Mat ... From: Evan Robinson <erobinson@...> To: <gbadev@yahoogroups.com> Sent: Monday,...
Mat
matth@...
Apr 1, 2002 4:08 am
10714
Hi, I bet that most application on the GBA should be satisfied with a 32 Bit fixed point calculation. It is just a matter of trade off for the precision you...
Romain PIQUOIS
rpiquois@...
Apr 1, 2002 4:06 am
10713
... Oh, duh, I should have known that. Works fine, now =) Stupid like a fox! Look ma, I'm an artist: http://aaronstj.deviantart.com ...
Aaron St.John
aaronstj@...
Apr 1, 2002 4:06 am
10712
I'd suggest that you encapsulate your math data types so that you can go either way. But at this point, I bet the 64bit fixed point will be substantially...
Hi ... scene), ... have ... as ... Yeah, I think what it's doing is trying to store the picture in Ram, which is too small to hold it all. what you should do...
Hi guys. Just got into GBADev (you may remember me from the GBCDev scene), and I'm running into a problem with simple mode 3 stuff. I'm trying to have a...
Aaron St.John
aaronstj@...
Apr 1, 2002 12:44 am
10709
Hi Evan I know that the ARM7TDMI does not support fp instructions. I am just wondering if anyone had done any experimentation; I was trying to save myself the...
Mat
matth@...
Apr 1, 2002 12:08 am
10708
YMMV: I'm a newbie at the ARM. I don't see floating point math in the ARM instruction set, so doing true floating point is going to depend on the library you...
To all intents and purposes, mode 3 is THE SAME as mode 4. Mode 4 has 2 byte per pixel buffers and mode 3 has a single word per pixel buffer. There SHOULD be...
Francis Lillie
francis_lillie@...
Mar 31, 2002 9:08 pm
10706
Check out my site at proger.netfirms.com it has examples with sprites and background layers, text and some other stuff. I havent been able to update but i...
But the example I was refering to was about mode 3, which doesn't work. Could someone please point me what is wrong, and which example is the best to follow ...
Slightly OT this question, but I'm gonna ask anyway :) Has anyone actually taken advantage of the extra 160 16 colour characters available and butted their...
Francis Lillie
francis_lillie@...
Mar 31, 2002 12:48 am
10703
OK, CPU cycles may be a bit too much so what about in comparison to their integer equivalents? Thanks Mat ... From: Mat <matth@...> To:...
Mat
matth@...
Mar 30, 2002 9:27 pm
10702
when in mode 4, the sprites start from 512 upwards, as the first 0x4000 bytes of sprite vram are used by the bottom of the second screen buffer. "and my sprite...
Jim Bagley
jimbagley@...
Mar 30, 2002 9:11 pm
10701
At 1:14 AM +0000 on 2002.03.30, cappeca wrote about "[gbadev] Re: ... The open quote on the line below this one ... creates a multi-line string literal when...
How do I put a sprite in mode 4 (mode 3 will help too anyway). I have tried this tutorial: http://216.167.73.47/~dovoto/English/tutorial_3.html and my sprite...
rEEjected has some good opcode sheets on his/her website: http://www.agbdev.net/re-eject/ Erik [mod: correct URL would be http://re-eject.gbadev.org/ ] ... ...
you should declare ScanlineCounter a vu16* (volatile)....
Jan-Lieuwe Koopmans
jan-lieuwe@...
Mar 30, 2002 2:42 pm
10696
... Look in the assembly section on Jeff's site: www.devrs.com/gba Jan-Lieuwe...
Jan-Lieuwe Koopmans
jan-lieuwe@...
Mar 30, 2002 2:42 pm
10695
... function) ... making a ... that ... simpler ... get them ... my current ... ok, i'm now calling the following code from a drawing loop to try to get some...
Where can i get this IceAge trailer for GBA? ... From: fredrik averpil _ To: gbadev@yahoogroups.com Sent: Monday, March 25, 2002 3:34 AM Subject: Re: [gbadev]...
It's a VERY good player, and the quality can be changed according to the rom space you would give to your movie. There's a couple of movies of a BMW trailer...