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Messages 10687 - 10716 of 15019   Newest  |  < Newer  |  Older >  |  Oldest
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10716
I had this same problem i dont know what it is ether!! is it Bimbo?...
vc6proger@...
vc6proger
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Apr 1, 2002
1:07 pm
10715
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@...
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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@...
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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@...
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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...
Evan Robinson
evan_robinson
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Apr 1, 2002
1:12 am
10711
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...
Andrew Crowe
andrew_crowe
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Apr 1, 2002
1:11 am
10710
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@...
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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@...
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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...
Evan Robinson
evan_robinson
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Mar 31, 2002
10:09 pm
10707
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@...
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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...
vc6proger@...
vc6proger
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Mar 31, 2002
3:25 pm
10705
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 ...
Cesar Cappellozza
cappeca
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Mar 31, 2002
12:17 pm
10704
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@...
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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@...
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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@...
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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...
Evan Robinson
evan_robinson
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Mar 30, 2002
7:02 pm
10700
At 12:57 AM +0000 on 2002.03.30, treyjazz2k2 wrote about "[gbadev] ... Section 1.4.1 of the ARM Manual on the ARM7 describes the byte coding of all...
Evan Robinson
evan_robinson
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Mar 30, 2002
7:02 pm
10699
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...
Cesar Cappellozza
cappeca
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Mar 30, 2002
7:01 pm
10698
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/ ] ... ...
Erik Gillespie
reelbigerik
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Mar 30, 2002
2:54 pm
10697
you should declare ScanlineCounter a vu16* (volatile)....
Jan-Lieuwe Koopmans
jan-lieuwe@...
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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@...
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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...
j_north2002
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Mar 30, 2002
12:05 pm
10694
Hi Does anyone have any approximate floating point calculation speeds for operators such as +, * and / in cpu cycles? Thanks Mat...
Mat
matth@...
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Mar 30, 2002
12:05 pm
10693
I'm trying that, and it gives me the message: warning: multi-line string literals are deprecated Any way to fix this? Thanks, Cesar. ... tried...
cappeca
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Mar 30, 2002
12:05 pm
10692
Does someone have the documentation of how the instructions are encoded/decoded to/from hex code? Thanks in advance for any help you can offer :)...
treyjazz2k2
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Mar 30, 2002
12:04 pm
10691
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]...
Webmaster
dreamcastteen
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Mar 30, 2002
12:37 am
10690
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...
Droid
droidagb
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Mar 29, 2002
10:50 pm
10689
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John Q. Pretentious
johnisaheadcase
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Mar 29, 2002
10:49 pm
10688
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John Q. Pretentious
johnisaheadcase
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Mar 29, 2002
9:24 pm
10687
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John Q. Pretentious
johnisaheadcase
Online Now Send Email
Mar 29, 2002
9:23 pm
Messages 10687 - 10716 of 15019   Newest  |  < Newer  |  Older >  |  Oldest
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