... And this is better done on the GBA than the PC because...? Stupid like a fox! Look ma, I'm an artist: http://aaronstj.deviantart.com ...
Aaron St.John
aaronstj@...
Apr 1, 2002 1:07 pm
10718
Heja, I wondered about this too, cause I noticed the empty characters in Mappy once. However, I think the GameBoy Advance hardware explicitly excludes the ...
If I wanted a non real-time renderer on PC, I wouldn't be implementing it on the GBA would I? I want this to render static screens on the GBA for game story...
Mat
matth@...
Apr 1, 2002 1:48 pm
10720
Since the GBA doesn't have built-in patches for General MIDI etc, how do people go about getting MIDI files to sound good on the GBA? If your sound department...
Lovelace, Rebecca
rebecca.lovelace@...
Apr 1, 2002 6:59 pm
10721
... As you may or may not have seen, we resolved this problem. The compiler (correctly) assumes that the array or 'unsigned short int's that Bimbo produces is...
I had the same problem. My first attempt was to export the waveforms from a free SBLive soundfont, but those are intended to be looped, and the GBA won't loop...
I was under the impression that direct sound was too expensive to use all the time (CPU-wise), and that you wanted to use the synth when you could get away...
Lovelace, Rebecca
rebecca.lovelace@...
Apr 1, 2002 9:05 pm
10724
It is pretty expensive, but it gets a lot more manageable when you turn down the playback frequency and keep the number of simultaneous sounds to a minimum....
A rather belated reply to the thread as I'm busy finishing up my current project. Muddying the waters even further here's my 2 penn'orth worth. I actually use...
Otaku
otaku@...
Apr 2, 2002 8:05 am
10726
On the PC, use floating point (it's often as fast or faster than fixed point, of course depending on what you're doing). On the GBA, use fixed point. that's...
Henrik Rydgard
meloditronic@...
Apr 2, 2002 8:06 am
10727
I guess it's probably too much to ask if someone has a program to do this already, but here's what I'm wondering... Imagine that you have a set of maps that...
Ben Smith
bsmith2@...
Apr 2, 2002 9:06 am
10728
Sorry for the basic question folks... What's the usual way of controlling what data is code (like AGBMain for example), and should be loaded into memory, and...
Jeremy Finney
jfinney@...
Apr 2, 2002 1:47 pm
10729
Is there any tool around that is similar to the MapAnalyzer for the GBC? Thanks for the help, Cesar. ...
Hi, ... Putting "const" at the start of the array decleration forces the data into ROM (eg .const unsigned short int) to swap data between ram and rom (eg....
In the way of using dynamic palettes, You can implement a control system in the level compilation. While compiling, the program detect if more than 16 palettes...
Christian Votava
cvotava@...
Apr 2, 2002 2:37 pm
10732
As I have understood, the RAM of the GBA is divided into external and internal RAM, 256kb vs 32kb in size. (external placed on cart?). How do I control where...
the simplest way would be to manage the two areas of memory yourself - that way you have complete control over what goes where! :) ninge ... From: John...
I'm sorry but I can't find the trailer you're talking about on their website, where did you get it from? Do you know what are the typical bitrates for the low...
GBFS is an alternative to the hassle of the various "incbin" hacks (such as bin2h, b2x, objcopyroda/interflip, etc.) used to put binary data (such as graphics,...
For those of you who know how the screen works, this isn't gonna tell you
anything new. However, I'm prone to idiot errors; could someone check this,
and make...
... C typedefs aren't true macros, but they act the same way. (volatile u16 *) does work on hardware, even at GCC optimization level 3. Here's an excerpt from...
Very nice, John. One terminology mistake though. Z-buffering and double buffering are two different things. Z-buffering is a technique used for 3D rendering,...
... That wasn't declaration, it was assignment. He cast 0x40000006 as a volatile u16* value, then assigned it to a non-volatile u16* variable. Since ...
Hi We have been working on multiplayer communication for a while and we've been able to get 2 GBAs talking to each other without problems. However, our code...