$400K is a tiny budget for a team. It's when you start getting towards millions of dollars then you have to worry. Martin. ... From: Eric Marcoullier...
Martin Piper
martinp@...
Jan 9, 2001 6:43 pm
1151
There is still room, especially on consoles, for one/two man operations. This list is turning into a load of 'c' programmers trying to boast how good their...
Anthony Ball
anthony@...
Jan 9, 2001 6:40 pm
1150
... Thank you, Mat, and everyone else, for all this great info. I am currently speaking with a programmer about developing a GBA title (we already have...
Eric Marcoullier
eric@...
Jan 9, 2001 6:35 pm
1149
Hi Eric Being a programmer for 20 years I have built a huge code base, which is very re-useable. C is C on any platform. Although some of the code will need to...
Mat
matth@...
Jan 9, 2001 6:00 pm
1148
Hi, ... Oh, thank you, you calmed me down a bit ; ) - Nokturn...
Nokturn
nokturn_@...
Jan 9, 2001 5:39 pm
1147
In message <OE34rn4Zpdp9O3oUO7900008e86@...> ... No, you can access it via CPU. I wrote a simple asteriods on the real hardware without using any DMA. ...
Dennis Ranke
exoticorn@...
Jan 9, 2001 5:29 pm
1146
Greets, as you may know, I have made a game together with Simon and it's been published on gbadev.org I have though heared that it crashes on the real...
Nokturn
nokturn_@...
Jan 9, 2001 5:19 pm
1145
... Do both of these statements apply to GBA? I don't know how many programmers are going to already have a code base for the system. Additionally, five...
Eric Marcoullier
eric@...
Jan 9, 2001 5:10 pm
1144
Yo, ... that ... Yup. However, sometimes you need to rewrite a code base for extra speed (i.e assembler). I don't have any arm code libs lying around here ;). ...
Shawn Freeman
sfreeman@...
Jan 9, 2001 5:04 pm
1143
Hi Once core code is established which most experienced programmers carry with them from project to project, only 1-2 game programmers should be required. I ...
Mat
matth@...
Jan 9, 2001 4:56 pm
1142
Hi Eric, ... I'm currently lead on a couple of projects, and in my opinion you need at least two core programmers and a third game programmer, and preferably...
Shawn Freeman
sfreeman@...
Jan 9, 2001 4:12 pm
1141
... Then this certain tinpot company won't have a very successful agb industry. ... Just Me, *SF...
Shawn Freeman
sfreeman@...
Jan 9, 2001 4:03 pm
1140
I know a certain tinpot company in the uk who has a one man 'team'. just because they are greedy bastards. ... From: Eric Marcoullier <eric@...> ...
Craig
craig@...
Jan 8, 2001 10:05 pm
1139
I'm doing some research regarding GBA development and while I've seen a lot of documentation online for programming, I've found precious little about the meat...
Eric Marcoullier
eric@...
Jan 8, 2001 9:58 pm
1136
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@...
Jan 7, 2001 1:02 am
1135
... 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@...
Jan 4, 2001 6:19 pm
1134
Hi You can get PCMCIA SCSI cards and so far we have successfully run the devkit on Acer and Dell laptops with no problems. Good luck :-) CK ... From: Dave...
Colin Kendrick
ck@...
Jan 4, 2001 5:47 pm
1133
Hi guys, As my new years resolution would appear to be to see a bit more of the world, I'm planning on getting a laptop. Has anyone had any experience with the...
Dave Mariner
elevenstrong@...
Jan 4, 2001 3:22 pm
1132
... 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@...
Jan 4, 2001 3:02 pm
1131
... 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@...
Jan 4, 2001 2:59 pm
1130
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@...
Jan 4, 2001 2:58 pm
1129
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@...
Jan 4, 2001 2:45 pm
1128
... 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@...
Jan 4, 2001 1:40 pm
1127
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@...
Jan 4, 2001 1:27 pm
1126
... 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@...
Jan 4, 2001 11:54 am
1125
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@...
Jan 4, 2001 9:41 am
1124
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@...
Jan 4, 2001 2:18 am
1122
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@...
Jan 3, 2001 11:57 pm
1121
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@...
Jan 3, 2001 11:15 pm
1120
Hey, about your Fitzy demo - a bit late, but I see some dots in the upper right corner of your screen: When you write to OAM, you have to write to ALL the OAM,...