Search the web
Sign In
New User? Sign Up
gbadev
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Want your group to be featured on the Yahoo! Groups website? Add a group photo to Flickr.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
Messages 12274 - 12303 of 15019   Newest  |  < Newer  |  Older >  |  Oldest
Messages: Show Message Summaries   (Group by Topic) Sort by Date v  
#12303 From: groepaz <groepaz@...>
Date: Thu Aug 1, 2002 4:52 am
Subject: Re[2]: Bill in US Senate may make gbadev illegal unless you act now
groepaz2000
Offline Offline
Send Email Send Email
 
Hello Adrian,

Wednesday, July 31, 2002, 10:09:04 PM, you wrote:

AB> But there are a few things that would come even if this was true
AB> 1. It wouldnt stop emulators running binaries without the copyright header
AB> corrected.
AB> 2. It would be hard to stop a program that copies the header from an
AB> original cart into that area as the program would not contain the
AB> copyrighted data

1) => useable to circumvent copyprotection => illegal
2) => useable to circumvent copyprotection => illegal

not its not their primary purpose for that matter, but soon enough
that wont be necessary anymore anyway (the land of the free(tm))

AB> These things always come around to stop all the fun, and usually it starts
AB> in America, the land of 'not so free anything without a good legal battle'

just for curiosity, modchips have recently been sentenced legal in
australia (and the US will definetly like this.... not :=P)

http://members.ozemail.com.au/~fineales/aus_modchips_legal.jpg

btw i liked the "bill" part in the topic... "bill" aka the source of
all evil ;=P lol

--
Best regards,
  groepaz                            mailto:groepaz@...

#12302 From: "Adrian Brown" <adrian@...>
Date: Wed Jul 31, 2002 8:09 pm
Subject: RE: Bill in US Senate may make gbadev illegal unless you act now
enliten_uk
Offline Offline
Send Email Send Email
 
But there are a few things that would come even if this was true
1. It wouldnt stop emulators running binaries without the copyright header
corrected.
2. It would be hard to stop a program that copies the header from an
original cart into that area as the program would not contain the
copyrighted data


These things always come around to stop all the fun, and usually it starts
in America, the land of 'not so free anything without a good legal battle'

-----Original Message-----
From: yerricde [mailto:d_yerrick@...]
Sent: 31 July 2002 20:12
To: gbadev@yahoogroups.com
Subject: [gbadev] Bill in US Senate may make gbadev illegal unless you
act now


A bill introduced in the United States Senate as S. 2395 is
set to destroy the homebrew GBA development scene.  It bans
the distribution of counterfeit labels or authentication
features on copies of a copyrighted work.  This may sound OK
at first, but the way it defines an authentication feature
seems to include the Nintendo logo data in the header of a
GBA binary.  Thus, programs such as "gbafix" or the header
correction code in mb.exe, which had been legal to distribute
under the Sega v. Accolade precedent, not to mention homebrew
ROMs with corrected headers, may become illegal if this bill
passes.

I learned of this bill from a Slashdot article:
http://yro.slashdot.org/article.pl?sid=02/07/29/147208

You can read the text of the bill here:
http://thomas.loc.gov/cgi-bin/bdquery/z?d107:s.02395:

I urge gbadev members in the United States to contact
their representative and senators and urge them to reject
S. 2395 as is.  Tell them that it may destroy the market
for interoperable consumer products because it may give
electronics makers 'carte blanche' to exert monopoly
control over complementary products.  (For example,
imagine a Sony Walkman digital music player that only
lets you play files ripped from Sony CDs.)

To contact members of Congress, follow the links from
http://www.house.gov/ and http://www.senate.gov/

--
Damian






Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#12301 From: "yerricde" <d_yerrick@...>
Date: Wed Jul 31, 2002 7:12 pm
Subject: Bill in US Senate may make gbadev illegal unless you act now
yerricde
Offline Offline
Send Email Send Email
 
A bill introduced in the United States Senate as S. 2395 is
set to destroy the homebrew GBA development scene.  It bans
the distribution of counterfeit labels or authentication
features on copies of a copyrighted work.  This may sound OK
at first, but the way it defines an authentication feature
seems to include the Nintendo logo data in the header of a
GBA binary.  Thus, programs such as "gbafix" or the header
correction code in mb.exe, which had been legal to distribute
under the Sega v. Accolade precedent, not to mention homebrew
ROMs with corrected headers, may become illegal if this bill
passes.

I learned of this bill from a Slashdot article:
http://yro.slashdot.org/article.pl?sid=02/07/29/147208

You can read the text of the bill here:
http://thomas.loc.gov/cgi-bin/bdquery/z?d107:s.02395:

I urge gbadev members in the United States to contact
their representative and senators and urge them to reject
S. 2395 as is.  Tell them that it may destroy the market
for interoperable consumer products because it may give
electronics makers 'carte blanche' to exert monopoly
control over complementary products.  (For example,
imagine a Sony Walkman digital music player that only
lets you play files ripped from Sony CDs.)

To contact members of Congress, follow the links from
http://www.house.gov/ and http://www.senate.gov/

--
Damian

#12300 From: "yerricde" <d_yerrick@...>
Date: Wed Jul 31, 2002 3:10 am
Subject: Re: problem with lots of arrays in GCC
yerricde
Offline Offline
Send Email Send Email
 
--- In gbadev@y..., Pete Gonzalez <gonz@r...> wrote:
> >GCC doesn't always make the most sense when you
> >leave it to default alignment.
>
> Do you know of any comprehensive documentation on the GBA memory
> alignment rules?

Look in the ARM manual for the gory details.

The only GBA specific twist is that 8-bit writes to VRAM will
become 16-bit writes with the 8 bits duplicated.
For instance, an 8-bit write of 0xa1 to either 0x06001234 or
0x06001235 becomes a 16-bit write of 0xa1a1 to 0x06001234.

When using DMA to copy from ROM to anything but IWRAM, use a
16-bit forward copy with prefetch.

> Since I'm trying to pack a lot of data into the limited RAM, I
> keep running into weird bugs caused by misaligned pointers.

TIP: If you keep statically allocated variables in 'struct'ures
which you have carefully designed to align naturally, you won't
run into unpredictable alignment as noticeably.  In addition,
it's a lot easier to manage data overlays using structures.

--
Damian

#12299 From: "yerricde" <d_yerrick@...>
Date: Wed Jul 31, 2002 3:09 am
Subject: IWRAM code overlays?
yerricde
Offline Offline
Send Email Send Email
 
Has anybody figured out how to do an IWRAM code overlay?
For instance, if I want to devote only 4 KB of IWRAM to code,
but I have 40 KB of code that wants to run in IWRAM, how do
I get GCC to compile a function that I can load into a 4 KB
part of IWRAM when needed?

--
Damian

#12298 From: "SorcererXIII" <sorcererxiii@...>
Date: Wed Jul 31, 2002 2:31 am
Subject: Re: problem with lots of arrays in GCC
SorcererXIII
Offline Offline
Send Email Send Email
 
There is an ARM doc that goes over that.  For some reason I can't find
it on ARM's site, but you can get it here ...

http://www.cs.columbia.edu/~phdczar/Comp%20Arch%20materials/ARM7-TDMI-manual-pt2\
.pdf

You can find out how different instructions behave when
reading/writing on a misaligned address.  Note that it seems to be
dependent on the instruction and not on the width of the data you
write; ldm and stm, for example, do not behave the same as a regular
load and store even if they are writing the same width values.

If you're writing C and not asm, it's probably best to align
everything to the width of the data you want to transfer.

I'm not sure what misaligned DMA does - sad but true.  But I do know
that it won't do what you expect.:)

Tom


>
> What I'd really like is what exactly happens on misaligned reads/writes
> :-)
> Anybody has a link for me about that?
>
> Thanks,
>
> Willem
>
>
> -----Original Message-----
> From: Pete Gonzalez [mailto:gonz@r...]
> Sent: Dienstag, 30. Juli 2002 22:34
> To: gbadev@y...
> Subject: Re: [gbadev] Re: problem with lots of arrays in GCC
>
>
> At 02:02 PM 7/30/2002, you wrote:
> >I would try aligning it anyway - and for that matter, align any other
> >large arrays or structures so that you can always do 32-bit transfers
> >without any hitches.  GCC doesn't always make the most sense when you
> >leave it to default alignment.
>
> Do you know of any comprehensive documentation on the GBA memory
> alignment rules?
>
> For example, it seems that VRAM must be written using 16-bit words with
> 16-bit alignment, or 32-bit words with 16-bit alignment.  But other
> regions (e.g. EWRAM) work just fine with 8-bit words with 8-bit
> alignment.  Today I tried writing a 32-bit word into EWRAM with 16-bit
> alignment, but the value was stored at a 32-bit aligned address.
>
> Since I'm trying to pack a lot of data into the limited RAM, I keep
> running into weird bugs caused by misaligned pointers. The underlying
> rules are probably not too complex, but it would take a lot of testing
> to determine them empirically.  Surely there's some existing docs?
>
> Thanks,
> -Pete
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/

#12297 From: "Andrew Cox" <andrew.h.cox@...>
Date: Wed Jul 31, 2002 1:10 am
Subject: Re: Who's working on 3D on the list?
basementjaxx...
Offline Offline
Send Email Send Email
 
I've been playing with BSP trees lately:
http://www.btinternet.com/~andrew.h.cox/GBA/index.html#X-lite
Last autumn I was messing around with Virus-style heightfields:
http://www.btinternet.com/~andrew.h.cox/GBA/index.html#Viroid

Andy

Homepage: http://www.btinternet.com/~andrew.h.cox/index.html

----- Original Message -----
From: "Mat" <matth@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, July 06, 2002 1:54 AM
Subject: [gbadev] Who's working on 3D on the list?


> Hi Everyone
>
> Out of interest, who on this list is working on 3D? Do we have anyone
> working for any of the big players such as Raylight, Graphic State, Torus,
> Crawfish and so on?
>
> Thanks
>
> Mat
>
>
>
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#12296 From: "TJ" <comfortably_numb_@...>
Date: Wed Jul 31, 2002 1:01 am
Subject: Re: Tony hawks balance meter maths..
treyjazz2k2
Offline Offline
Send Email Send Email
 
also to add to this:
the longer you are balancing the hard it is to get into the middle, the 'sweet
spot' for balancing gets smaller and smaller. basically like the duration of how
long or how many times the direction is pressed keeps adding up and then you
check to make sure that it was in the sweet spot.

if you are tipping to the left and want to go right then it would be like:
|<--------not enough right pressing-------->|<----enough right
pressing---->|<----------too much right pressing---------->|
and change that according to each player and how long that player has been
balancing to more like:
|<------------------------>|<-------->|<----------------------------------------\
------------------------------------------------------------------------->|
that's the easiest way i could describe it. hope you get some use out of it and
i can't wait to play your game when it comes out :)
   ----- Original Message -----
   From: Shen Mansell
   To: 'gbadev@yahoogroups.com'
   Sent: Tuesday, July 30, 2002 6:19 PM
   Subject: RE: [gbadev] Tony hawks balance meter maths..


   Are you wanting to know the exact algorithm that Tony Hawks uses or just the
   general idea?

   Having played (my store bought cart) of THPS2 for many hours I can give you
   the general idea, but I don't have a clue about the exact code it uses.

   I assume that you have tried out the game yourself, so you have a good idea
   of what you think it does, but I will give you my ideas on how it works just
   in case.

   The general idea is that you have to keep the little arrow in between the
   two extremes.

   The arrow starts accelerating in 1 direction.

   You use the joypad to influence the acceleration of the arrow. The longer
   you hold the joypad in 1 direction the more it affects changes the
   acceleration per turn.

   The arrow accelerates in the direction it is currently moving, so once you
   get it moving back toward the middle it starts accelerating towards the
   other side.

   There are some variables in there that make it easier if your character has
   a higher balance ability.

   shen

   > Anyone know what the Tony Hawks balance meter maths is , I've done around
   > 6
   > implementations for Shaun Murray Pro WakeBoarder on GBA and its still not
   > what the designer wants (quoting " just do what Tony Hawks does!!")..
   >
   >


         Yahoo! Groups Sponsor
               ADVERTISEMENT



   Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.



[Non-text portions of this message have been removed]

#12295 From: Shen Mansell <shen.mansell@...>
Date: Tue Jul 30, 2002 11:19 pm
Subject: RE: Tony hawks balance meter maths..
shenmansell
Offline Offline
Send Email Send Email
 
Are you wanting to know the exact algorithm that Tony Hawks uses or just the
general idea?

Having played (my store bought cart) of THPS2 for many hours I can give you
the general idea, but I don't have a clue about the exact code it uses.

I assume that you have tried out the game yourself, so you have a good idea
of what you think it does, but I will give you my ideas on how it works just
in case.

The general idea is that you have to keep the little arrow in between the
two extremes.

The arrow starts accelerating in 1 direction.

You use the joypad to influence the acceleration of the arrow. The longer
you hold the joypad in 1 direction the more it affects changes the
acceleration per turn.

The arrow accelerates in the direction it is currently moving, so once you
get it moving back toward the middle it starts accelerating towards the
other side.

There are some variables in there that make it easier if your character has
a higher balance ability.

shen

> Anyone know what the Tony Hawks balance meter maths is , I've done around
> 6
> implementations for Shaun Murray Pro WakeBoarder on GBA and its still not
> what the designer wants (quoting " just do what Tony Hawks does!!")..
>
>

#12294 From: "Adrian Brown" <adrian@...>
Date: Tue Jul 30, 2002 10:48 pm
Subject: RE: Tony hawks balance meter maths..
enliten_uk
Offline Offline
Send Email Send Email
 
Sorry that was my to say
'most other industry programmers are, like myself, quite helpful'

:)

-----Original Message-----
From: Adrian Brown [mailto:adrian@...]
Sent: 30 July 2002 23:32
To: gbadev@yahoogroups.com
Subject: RE: [gbadev] Tony hawks balance meter maths..


fraid I havent played tony hawks, but ive found most other industry are like
myself, quite helpful, i would start by finding the programmers email
address and asking him directly - you would be amazed how helpfuly industry
programmers can be.

Adrian

-----Original Message-----
From: marcus lynn [mailto:marcus@...]
Sent: 30 July 2002 18:17
To: gbadev@yahoogroups.com
Subject: [gbadev] Tony hawks balance meter maths..


Anyone know what the Tony Hawks balance meter maths is , I've done around 6
implementations for Shaun Murray Pro WakeBoarder on GBA and its still not
what the designer wants (quoting " just do what Tony Hawks does!!")..

Thanks in advance


Marcus Lynn
GBA Lead - Smallrockets (4x4 Offroaders/Shaun Murray Pro WakeBoarder)

#12293 From: "Adrian Brown" <adrian@...>
Date: Tue Jul 30, 2002 10:32 pm
Subject: RE: Tony hawks balance meter maths..
enliten_uk
Offline Offline
Send Email Send Email
 
fraid I havent played tony hawks, but ive found most other industry are like
myself, quite helpful, i would start by finding the programmers email
address and asking him directly - you would be amazed how helpfuly industry
programmers can be.

Adrian

-----Original Message-----
From: marcus lynn [mailto:marcus@...]
Sent: 30 July 2002 18:17
To: gbadev@yahoogroups.com
Subject: [gbadev] Tony hawks balance meter maths..


Anyone know what the Tony Hawks balance meter maths is , I've done around 6
implementations for Shaun Murray Pro WakeBoarder on GBA and its still not
what the designer wants (quoting " just do what Tony Hawks does!!")..

Thanks in advance


Marcus Lynn
GBA Lead - Smallrockets (4x4 Offroaders/Shaun Murray Pro WakeBoarder)


[Non-text portions of this message have been removed]






Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#12292 From: "Willem kokke" <wkokke@...>
Date: Tue Jul 30, 2002 9:39 pm
Subject: RE: Re: problem with lots of arrays in GCC
thezensunni
Offline Offline
Send Email Send Email
 
32 bits reads and writes should be 32 bit aligned
16 bits reads and writes should be 16 bit aligned
8 bits reads and writes should be 8 bit aligned (hard to go wrong there
:-)

Straight copy from the no§gba docs (and the author seems to be an
accurate guy)

   Region        Bus   Read      Write
   BIOS ROM      32    8/16/32   -
   Work RAM 32K  32    8/16/32   8/16/32
   I/O           32    8/16/32   8/16/32
   OAM           32    8/16/32   16/32
   Work RAM 256K 16    8/16/32   8/16/32
   Palette RAM   16    8/16/32   16/32
   VRAM          16    8/16/32   16/32
   GamePak ROM   16    8/16/32   -
   GamePak Flash 16    8/16/32   16/32

   GamePak SRAM  8     8         8         5     **

All memory (except GamePak SRAM) can be accessed by 16bit and 32bit DMA.


What I'd really like is what exactly happens on misaligned reads/writes
:-)
Anybody has a link for me about that?

Thanks,

Willem


-----Original Message-----
From: Pete Gonzalez [mailto:gonz@...]
Sent: Dienstag, 30. Juli 2002 22:34
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] Re: problem with lots of arrays in GCC


At 02:02 PM 7/30/2002, you wrote:
>I would try aligning it anyway - and for that matter, align any other
>large arrays or structures so that you can always do 32-bit transfers
>without any hitches.  GCC doesn't always make the most sense when you
>leave it to default alignment.

Do you know of any comprehensive documentation on the GBA memory
alignment rules?

For example, it seems that VRAM must be written using 16-bit words with
16-bit alignment, or 32-bit words with 16-bit alignment.  But other
regions (e.g. EWRAM) work just fine with 8-bit words with 8-bit
alignment.  Today I tried writing a 32-bit word into EWRAM with 16-bit
alignment, but the value was stored at a 32-bit aligned address.

Since I'm trying to pack a lot of data into the limited RAM, I keep
running into weird bugs caused by misaligned pointers. The underlying
rules are probably not too complex, but it would take a lot of testing
to determine them empirically.  Surely there's some existing docs?

Thanks,
-Pete






Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/

#12291 From: Pete Gonzalez <gonz@...>
Date: Tue Jul 30, 2002 8:33 pm
Subject: Re: Re: problem with lots of arrays in GCC
gonz1242
Offline Offline
Send Email Send Email
 
At 02:02 PM 7/30/2002, you wrote:
>I would try aligning it anyway - and for that matter, align any other
>large arrays or structures so that you can always do 32-bit transfers
>without any hitches.  GCC doesn't always make the most sense when you
>leave it to default alignment.

Do you know of any comprehensive documentation on the GBA memory
alignment rules?

For example, it seems that VRAM must be written using 16-bit words
with 16-bit alignment, or 32-bit words with 16-bit alignment.  But
other regions (e.g. EWRAM) work just fine with 8-bit words with 8-bit
alignment.  Today I tried writing a 32-bit word into EWRAM with
16-bit alignment, but the value was stored at a 32-bit aligned
address.

Since I'm trying to pack a lot of data into the limited RAM, I
keep running into weird bugs caused by misaligned pointers.
The underlying rules are probably not too complex, but it would
take a lot of testing to determine them empirically.  Surely
there's some existing docs?

Thanks,
-Pete

#12290 From: Martin Piper <martinp@...>
Date: Tue Jul 30, 2002 6:49 pm
Subject: RE: Tony hawks balance meter maths..
fnagaton
Offline Offline
Send Email Send Email
 
Get the designer to come up with a mathematical model and to justify it to
you. Then the designer will give up. ;-)

-----Original Message-----
From: marcus lynn [mailto:marcus@...]
Sent: 30 July 2002 18:17
To: gbadev@yahoogroups.com
Subject: [gbadev] Tony hawks balance meter maths..


Anyone know what the Tony Hawks balance meter maths is , I've done around 6
implementations for Shaun Murray Pro WakeBoarder on GBA and its still not
what the designer wants (quoting " just do what Tony Hawks does!!")..

Thanks in advance


Marcus Lynn
GBA Lead - Smallrockets (4x4 Offroaders/Shaun Murray Pro WakeBoarder)


[Non-text portions of this message have been removed]






Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#12289 From: "SorcererXIII" <sorcererxiii@...>
Date: Tue Jul 30, 2002 6:02 pm
Subject: Re: problem with lots of arrays in GCC
SorcererXIII
Offline Offline
Send Email Send Email
 
Hey there,
I would try aligning it anyway - and for that matter, align any other
large arrays or structures so that you can always do 32-bit transfers
without any hitches.  GCC doesn't always make the most sense when you
leave it to default alignment.  The alignment difference between const
and non-const may be due to forces beyond your control (like how many
bytes the compiler and linker have already allocated in rom versus
ram).

You could also load it up into a debugger or use dprint() in an
emmulator just to verify the addresses.

Tom


> I don't think it is an alignment problem as if the array isn't
decared
> as CONST then it works fine with all gfx showing correctly.   If
const
> is decalred then it all messes up.




>
>
>
> -----Original Message-----
> From: Mat [mailto:matth@t...]
> Sent: 30 July 2002 15:53
> To: gbadev@y...
> Subject: Re: [gbadev] problem with lots of arrays in GCC
>
> This is just a stab in the dark, but could it be an alignment
problem?
> Could
> you post (if small) email (if large) your map file for the project?
>
> [old msg's and yahoo ads cropped by mod]
>
>
> Yahoo! Groups Sponsor
> ADVERTISEMENT
>
>
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
> intY has scanned this email for all known viruses (www.inty.com)

#12288 From: porneL <pornel@...>
Date: Tue Jul 30, 2002 5:34 pm
Subject: Re[2]: problem with lots of arrays in GCC
pornelkurna
Offline Offline
Send Email Send Email
 
DP> I don't think it is an alignment problem as if the array isn't decared
DP> as CONST then it works fine with all gfx showing correctly.   If const
DP> is decalred then it all messes up.

so that IS alignment problem :)

when you don't declare it const compiler puts it in rom
(correctly aligned:)
and copies data to ram before main()
(correctly aligned too:)




   greets, porneL


--
We learn from history that we do not learn anything from history. [
http://pornel.plj.pl ]

1200 603/200 040/25 64M 8.6G 4X 3.1 AGA, GG 989217, SMS 501454675

#12287 From: "marcus lynn" <marcus@...>
Date: Tue Jul 30, 2002 5:16 pm
Subject: Tony hawks balance meter maths..
mlynngba
Offline Offline
Send Email Send Email
 
Anyone know what the Tony Hawks balance meter maths is , I've done around 6
implementations for Shaun Murray Pro WakeBoarder on GBA and its still not what
the designer wants (quoting " just do what Tony Hawks does!!")..

Thanks in advance


Marcus Lynn
GBA Lead - Smallrockets (4x4 Offroaders/Shaun Murray Pro WakeBoarder)


[Non-text portions of this message have been removed]

#12286 From: "ninge" <ninge@...>
Date: Tue Jul 30, 2002 4:04 pm
Subject: RE: problem with lots of arrays in GCC
n1nge
Offline Offline
Send Email Send Email
 
strange - im using const arrays of data for pretty much all the data in
my projects with no problems at all.. (and that's at least 3+ meg in most
of them!) I cant really think what would cause the problem you are seeing

as someone else suggested, probably the best idea is to post up your .map
file (or at least a link to it on the web somewhere - its probably way too
big to be posted directly to the list) so we can take a look and see what's
up with it :)

cheers

ninge


-----Original Message-----
From: Derek Payne [mailto:derekmpayne@...]
Sent: 30 July 2002 16:44
To: gbadev@yahoogroups.com
Subject: RE: [gbadev] problem with lots of arrays in GCC


I don't think it is an alignment problem as if the array isn't decared
as CONST then it works fine with all gfx showing correctly.   If const
is decalred then it all messes up.



-----Original Message-----
From: Mat [mailto:matth@...]
Sent: 30 July 2002 15:53
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] problem with lots of arrays in GCC

This is just a stab in the dark, but could it be an alignment problem?
Could
you post (if small) email (if large) your map file for the project?

[old msg's and yahoo ads cropped by mod]


Yahoo! Groups Sponsor
ADVERTISEMENT



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
intY has scanned this email for all known viruses (www.inty.com)

#12285 From: "Matthew" <webmaster@...>
Date: Tue Jul 30, 2002 3:59 pm
Subject: Re: (OT) GameCube
dreamcastteen
Offline Offline
Send Email Send Email
 
http://groups.yahoo.com/group/gamecubedev/
is a GC dev group. Very small ATM.

My up and coming website www.gamecubeland.com/index.php which is currently under
construction and non-public, will hopefully be featuring homebrew GC stuff if
ever anything like that happens.


Matthew
   ----- Original Message -----
   From: Dan Cotter
   To: gbadev@yahoogroups.com
   Sent: Monday, July 29, 2002 10:47 PM
   Subject: [gbadev] (OT) GameCube


   Is there any kind of Gamecube dev group?
   I am looking for information about the gamecube memory card. The memory card
   59 has this chip:
   S014539
   MX25L4001MC-60A
   ERM4-DOL
   1D567900B0
   I can't find any information on it. I was hoping to create a mem card to PC
   interface, and a memory card to GBA interface later.

   Thanks.

#12284 From: Markus Glanzer <markus.glanzer@...>
Date: Tue Jul 30, 2002 3:52 pm
Subject: RE: problem with lots of arrays in GCC
vampy2000.geo
Offline Offline
Send Email Send Email
 
oh well, because it shifts from always-at-4-byte-aligned IRWAM
to whatever-fits-ld-mood-aligned ROM...
so it might be very well an alignment problem ...
kust check the .map file ... always a good point to start debugging
weird gfx stuff...

> -----Original Message-----
> From: Derek Payne [mailto:derekmpayne@...]
> Sent: 30 July 2002 16:44
> To: gbadev@yahoogroups.com
> Subject: RE: [gbadev] problem with lots of arrays in GCC
>
>
> I don't think it is an alignment problem as if the array isn't decared
> as CONST then it works fine with all gfx showing correctly.   If const
> is decalred then it all messes up.
>
>
>
> -----Original Message-----
> From: Mat [mailto:matth@...]
> Sent: 30 July 2002 15:53
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] problem with lots of arrays in GCC
>
> This is just a stab in the dark, but could it be an alignment problem?
> Could
> you post (if small) email (if large) your map file for the project?
>

#12283 From: "Derek Payne" <derekmpayne@...>
Date: Tue Jul 30, 2002 3:43 pm
Subject: RE: problem with lots of arrays in GCC
dmpauctions
Offline Offline
Send Email Send Email
 
I don't think it is an alignment problem as if the array isn't decared
as CONST then it works fine with all gfx showing correctly.   If const
is decalred then it all messes up.



-----Original Message-----
From: Mat [mailto:matth@...]
Sent: 30 July 2002 15:53
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] problem with lots of arrays in GCC

This is just a stab in the dark, but could it be an alignment problem?
Could
you post (if small) email (if large) your map file for the project?

[old msg's and yahoo ads cropped by mod]

#12282 From: "Mat" <matth@...>
Date: Tue Jul 30, 2002 2:53 pm
Subject: Re: problem with lots of arrays in GCC
matth@...
Send Email Send Email
 
This is just a stab in the dark, but could it be an alignment problem? Could
you post (if small) email (if large) your map file for the project?

----- Original Message -----
From: "Derek Payne" <derekmpayne@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, July 30, 2002 3:33 PM
Subject: RE: [gbadev] problem with lots of arrays in GCC


> I do this and then all the graphics mess up.....  even the graphics that
> don't use the code!!
>
> I have declared the array as const as below and also change the
> functions that get passed pointers to the array as const also.
>
> Any further ideas?
>
> Thanks!
>
>
> Derek
>
> -----Original Message-----
> From: Willem kokke [mailto:wkokke@...]
> Sent: 25 July 2002 18:05
> To: gbadev@yahoogroups.com
> Subject: RE: [gbadev] problem with lots of arrays in GCC
>
> That sounds like overflowing your iwram
>
> If you declare nonconst variables they get put in iwram (32k)
>
> If you overflow it, it wraps and overwrites the start of iwram, that's
> not good
>
> Try putting const in front of them, that keeps them in rom
>
> const unsigned short GFX_CAR[] =
> {
>         // width, height, bitmap size, palette size:
>             0x0040, 0x0040, 0x0582, 0x0083,
>
>         // bitmap data:
>         0xAD52, 0x9B9B,  blah..........
>             // palette data:
>             0xFFF blahblah....
> }
>
>
> -----Original Message-----
> From: Derek Payne [mailto:derekmpayne@...]
> Sent: Donnerstag, 25. Juli 2002 18:27
> To: gbadev@yahoogroups.com
> Subject: [gbadev] problem with lots of arrays in GCC
>
>
> I am loading in my sprite&palette data from a header file.   Each sprite
> is in its own array in the header which holds both the data and the
> palette. such as:
>
> unsigned short GFX_CAR[] =
> {
>         // width, height, bitmap size, palette size:
>             0x0040, 0x0040, 0x0582, 0x0083,
>
>         // bitmap data:
>         0xAD52, 0x9B9B,  blah..........
>             // palette data:
>             0xFFF blahblah....
> };
>
> it all works and displays sprites with up to 5 of these arrays. Anymore
> than 5 arrays declared and the GBA screen just goes haywire.  I have no
> idea why.. it still compiles fine but the screen just messes up if I
> have more than 5 of these arrays.  I know that the bitmap arrays are
> quite big but even if I delete parts of it (so they are smaller) and add
> just one exra one, it still messes up.
>
> This is totally baffling me - I cannot understand it.  Any ideas?
>
> Thanks
>
> Derek
> www.dmpsoftware.co.uk <http://www.dmpsoftware.co.uk/>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#12281 From: "ninge" <ninge@...>
Date: Tue Jul 30, 2002 3:13 pm
Subject: RE: problem with lots of arrays in GCC
n1nge
Offline Offline
Send Email Send Email
 
hmmm, are you sure your data is padded correctly? is any chance that the fifth array is a multiple of 2 bytes long instead of 4? if that was the case it would cause the following data to be miss-aligned and come out incorrectly... this is especially true if you are using 32bit dma! I use: const u16 SCRN_Pose1_PAL[256] GBA_ALIGN32 = { 0,0,0,0,0,0,0,0 etc }; where GBA_ALIGN32 is define as: #define GBA_ALIGN32 __attribute__((aligned (4))) I also have aligns for 8 and 16 bit but very rarely (if ever) use them: #define GBA_ALIGN8 __attribute__((aligned (1))) #define GBA_ALIGN16 __attribute__((aligned (2))) hope this helps! ninge

#12280 From: "Derek Payne" <derekmpayne@...>
Date: Tue Jul 30, 2002 2:33 pm
Subject: RE: problem with lots of arrays in GCC
dmpauctions
Offline Offline
Send Email Send Email
 
I do this and then all the graphics mess up.....  even the graphics that
don't use the code!!

I have declared the array as const as below and also change the
functions that get passed pointers to the array as const also.

Any further ideas?

Thanks!


Derek

-----Original Message-----
From: Willem kokke [mailto:wkokke@...]
Sent: 25 July 2002 18:05
To: gbadev@yahoogroups.com
Subject: RE: [gbadev] problem with lots of arrays in GCC

That sounds like overflowing your iwram

If you declare nonconst variables they get put in iwram (32k)

If you overflow it, it wraps and overwrites the start of iwram, that's
not good

Try putting const in front of them, that keeps them in rom

const unsigned short GFX_CAR[] =
{
         // width, height, bitmap size, palette size:
             0x0040, 0x0040, 0x0582, 0x0083,

         // bitmap data:
         0xAD52, 0x9B9B,  blah..........
             // palette data:
             0xFFF blahblah....
}


-----Original Message-----
From: Derek Payne [mailto:derekmpayne@...]
Sent: Donnerstag, 25. Juli 2002 18:27
To: gbadev@yahoogroups.com
Subject: [gbadev] problem with lots of arrays in GCC


I am loading in my sprite&palette data from a header file.   Each sprite
is in its own array in the header which holds both the data and the
palette. such as:

unsigned short GFX_CAR[] =
{
         // width, height, bitmap size, palette size:
             0x0040, 0x0040, 0x0582, 0x0083,

         // bitmap data:
         0xAD52, 0x9B9B,  blah..........
             // palette data:
             0xFFF blahblah....
};

it all works and displays sprites with up to 5 of these arrays. Anymore
than 5 arrays declared and the GBA screen just goes haywire.  I have no
idea why.. it still compiles fine but the screen just messes up if I
have more than 5 of these arrays.  I know that the bitmap arrays are
quite big but even if I delete parts of it (so they are smaller) and add
just one exra one, it still messes up.

This is totally baffling me - I cannot understand it.  Any ideas?

Thanks

Derek
www.dmpsoftware.co.uk <http://www.dmpsoftware.co.uk/>





Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/

#12279 From: "Dan Cotter" <dancotter@...>
Date: Tue Jul 30, 2002 5:47 am
Subject: (OT) GameCube
dancotter2001
Offline Offline
Send Email Send Email
 
Is there any kind of Gamecube dev group?
I am looking for information about the gamecube memory card. The memory card
59 has this chip:
S014539
MX25L4001MC-60A
ERM4-DOL
1D567900B0
I can't find any information on it. I was hoping to create a mem card to PC
interface, and a memory card to GBA interface later.

Thanks.

#12278 From: "Sten Larsson" <stonebone@...>
Date: Mon Jul 29, 2002 10:09 pm
Subject: Using \@ in Gnu assembler
fwstonebone
Offline Offline
Send Email Send Email
 
Hi

It doesn't seem like it's possible to use \@ in macros in gnu assembler on
gba. I suspect it's because \@ is used as comments. It does work in strings,
but I need to use it in labels. Anybody know how to do that?

/Sten Larsson


[mod note: This is really a GAS question, not GBA - which this mailing list is
specifically for. Just a reminder :]

#12277 From: "Mike Wynn" <mike.wynn@...>
Date: Mon Jul 29, 2002 9:58 pm
Subject: Re: Multiple GBA Emulation (Debugging Comms.)
mike.wynn@...
Send Email Send Email
 
Have you thought about emulating the serial interface over tcp/ip
that way two emulators can run on two or more separate PC's, and all the nec
timing info can be within the network comms protocol, this allows the
emulators slower that realtime and still have serial comms timings that are
close to what would be happening on real hardware.
you could even have all the cpu clocks kept in sync with netowrk messages
the emulators may run slow, but accurate with respect to each other.

if only gigabit networks where cheaper

Mike.

----- Original Message -----
From: "Willem kokke" <wkokke@...>
To: <gbadev@yahoogroups.com>
Sent: Monday, July 29, 2002 9:19 PM
Subject: RE: [gbadev] Multiple GBA Emulation (Debugging Comms.)


> I started on an emulator that is supposed to be very exact, because I
> want more detailed profiling information, and yes, that would include
> comms
>
> But
>
> 1) don't hold your breath :-)
> 2) cycle exact is gonna be very tough, there are quite a few unknown
> variables (the effect and exact operation of the prefetch buffer for
> instance)
> 3) running 4 cycle excat gba emulators is hard to run at full speed
>
> It's gonna be hard to emulate comms so accurately that it would be
> usefull for developing, I'm not yet convinced it can be done
>
> Anyway, my emu hasn't gotten any further then exact emulation of the
> timers :-)
>
> A lot of work to be done still

#12276 From: "Willem kokke" <wkokke@...>
Date: Mon Jul 29, 2002 8:19 pm
Subject: RE: Multiple GBA Emulation (Debugging Comms.)
thezensunni
Offline Offline
Send Email Send Email
 
I started on an emulator that is supposed to be very exact, because I
want more detailed profiling information, and yes, that would include
comms

But

1) don't hold your breath :-)
2) cycle exact is gonna be very tough, there are quite a few unknown
variables (the effect and exact operation of the prefetch buffer for
instance)
3) running 4 cycle excat gba emulators is hard to run at full speed

It's gonna be hard to emulate comms so accurately that it would be
usefull for developing, I'm not yet convinced it can be done

Anyway, my emu hasn't gotten any further then exact emulation of the
timers :-)

A lot of work to be done still

-----Original Message-----
From: simonclarke [mailto:simonclarke@...]
Sent: Montag, 29. Juli 2002 21:29
To: gbadev@yahoogroups.com
Subject: [gbadev] Multiple GBA Emulation (Debugging Comms.)


Having faced a few multi-player woes on our current project, it would
be interesting to see a cycle-exact app that emulated 2-4 connected
GBAs, and would allow logic-analyser and other features, such as time-
stretching (slowing down time) etc.

I haven't come across any multi-GBA emulators yet, but has anybody
ever seen any kind of software emulation of other devices that can
communicate with each other (over infra-red, cable etc.) such as
Palms, original Gameboy etc?

And have any of you emulator writers out there ever considered
writing a multi-GBA app that emulates the communications?

Simon.






Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/

#12275 From: "simonclarke" <simonclarke@...>
Date: Mon Jul 29, 2002 7:29 pm
Subject: Multiple GBA Emulation (Debugging Comms.)
simonclarke
Online Now Online Now
Send Email Send Email
 
Having faced a few multi-player woes on our current project, it would
be interesting to see a cycle-exact app that emulated 2-4 connected
GBAs, and would allow logic-analyser and other features, such as time-
stretching (slowing down time) etc.

I haven't come across any multi-GBA emulators yet, but has anybody
ever seen any kind of software emulation of other devices that can
communicate with each other (over infra-red, cable etc.) such as
Palms, original Gameboy etc?

And have any of you emulator writers out there ever considered
writing a multi-GBA app that emulates the communications?

Simon.

#12274 From: "nei_mod" <neimod@...>
Date: Mon Jul 29, 2002 11:51 am
Subject: Re: Is it me or does noone know anything about MBv2?
nei_mod
Offline Offline
Send Email Send Email
 
Hey,
Well I'm not having troubles with the GBA registers, or bios
functions, but the mbv2 itself :\.
Thanks for trying to help anyhoo.

I got an email from Jeff, that the MBv2 can't act as a slave :-(.

--- In gbadev@y..., "SorcererXIII" <sorcererxiii@y...> wrote:
> Hey there,
> If you download no$gba, and look help files included in it, there
is a
> fairly good description of all the modes of serial communication --
at
> least, better than anything else out there.  So if you're having
> trouble finding documentation, you may want to look there.  Also
check
> out some of the BIOS functions related to serial comm; he has them
> documented as well.  I'll be updating the CowBite doc with this at
> some point too, though it'll mostly just be a copy of the register
> info in Martin's docs (with his permission).
> Tom
>
>

Messages 12274 - 12303 of 15019   Newest  |  < Newer  |  Older >  |  Oldest
Advanced
Add to My Yahoo!      XML What's This?

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help