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#1252 From: "Martijn Wenting" <mwenting@...>
Date: Thu Feb 1, 2001 6:51 pm
Subject: Fastest way to update linear screenbuffer.
mwenting@...
Send Email Send Email
 
Hi,

There are several ways to update a linear screenbuffer, what would be the
fastest method?

a. Drawing direct to screen
b. Drawing to the backbuffer and flipping it
c. Drawing to an area in ram and copying it to screen (32-bit copy).
d. Drawing to an area in ram and copying it to backbuffer (32-bit copy) and
flipping the backbuffer.
e. another method.

Anyone fiddled around with this?

Cheers,

	 Martijn

#1251 From: anarko <anarko@...>
Date: Wed Jan 31, 2001 7:03 pm
Subject: Re: Clockspeed of MUL
anarko@...
Send Email Send Email
 
Hello Martijn,

Thursday, February 01, 2001, 3:23:08 AM, you wrote:

MW> Hi anyone,

MW> just wondering.

MW> can anybody tell me how much clocks it is to MUL two integers ?
MW> and how much clockspeed for 3 table accesses?

MW> which would be faster?

check Chapter 6 - Instruction Cycle Timings in
ARM7TDMI-S Technical Reference Manual (ARM DDI 0084E)

--
Best regards,
  anarko                            anarko@...

#1250 From: "Martijn Wenting" <mwenting@...>
Date: Thu Feb 1, 2001 2:23 am
Subject: Clockspeed of MUL
mwenting@...
Send Email Send Email
 
Hi anyone,

just wondering.

can anybody tell me how much clocks it is to MUL two integers ?
and how much clockspeed for 3 table accesses?

which would be faster?

Cheers,

	 Martijn

#1249 From: "Mezlaq" <mezlaq@...>
Date: Wed Jan 31, 2001 12:45 pm
Subject: Re: Digest Number 159
mezlaq@...
Send Email Send Email
 
Hehe... oops. Thanks for noticing though - the other group seems dead anyway
:(
Did anyone check out that vector ball demo by Sandbox at IGN Pocket?
----- Original Message -----
From: <gbadev@yahoogroups.com>
To: <gbadev@yahoogroups.com>
Sent: Wednesday, January 31, 2001 10:26 AM
Subject: [gbadev] Digest Number 159


>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
> ------------------------------------------------------------------------
>
> There are 2 messages in this issue.
>
> Topics in this digest:
>
>       1. Re: New poll
>            From: "Mezlaq" <mezlaq@...>
>       2. Re: New poll
>            From: dbrioso@...
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 1
>    Date: Tue, 30 Jan 2001 17:56:19 +0200
>    From: "Mezlaq" <mezlaq@...>
> Subject: Re: New poll
>
> I don't believe this! You forgot Pokemon Puzzle Challenge! I'd say its the
> best GB/C puzzle ever. It's much like Tetris on caffeine - frantic thumb
> action as your brain overheats. Definetely two thumbs up... er... what
> remains of them, anyway.
>
> P.S.
> Do not reply saying it's a Pokemon game. It's not one! Saying that would
be
> much like saying Dr. Mario, Mario Kart or Mario Tennis are actually Mario
> games.
>
>
> _________________________________________________________
> Do You Yahoo!?
> Get your free @yahoo.com address at http://mail.yahoo.com
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 2
>    Date: Wed, 31 Jan 2001 03:43:08 -0000
>    From: dbrioso@...
> Subject: Re: New poll
>
>
> Mezlaq, you're posting to a different board, ain'tcha ??? :)
>
> --- In gbadev@y..., "Mezlaq" <mezlaq@y...> wrote:
> > I don't believe this! You forgot Pokemon Puzzle Challenge! I'd say
> its the
> > best GB/C puzzle ever. It's much like Tetris on caffeine - frantic
> thumb
> > action as your brain overheats. Definetely two thumbs up... er...
> what
> > remains of them, anyway.
> >
> > P.S.
> > Do not reply saying it's a Pokemon game. It's not one! Saying that
> would be
> > much like saying Dr. Mario, Mario Kart or Mario Tennis are actually
> Mario
> > games.
> >
> >
> > _________________________________________________________
> > Do You Yahoo!?
> > Get your free @yahoo.com address at http://mail.yahoo.com
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
>


_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

#1248 From: dbrioso@...
Date: Wed Jan 31, 2001 3:43 am
Subject: Re: New poll
dbrioso@...
Send Email Send Email
 
Mezlaq, you're posting to a different board, ain'tcha ??? :)

--- In gbadev@y..., "Mezlaq" <mezlaq@y...> wrote:
> I don't believe this! You forgot Pokemon Puzzle Challenge! I'd say
its the
> best GB/C puzzle ever. It's much like Tetris on caffeine - frantic
thumb
> action as your brain overheats. Definetely two thumbs up... er...
what
> remains of them, anyway.
>
> P.S.
> Do not reply saying it's a Pokemon game. It's not one! Saying that
would be
> much like saying Dr. Mario, Mario Kart or Mario Tennis are actually
Mario
> games.
>
>
> _________________________________________________________
> Do You Yahoo!?
> Get your free @yahoo.com address at http://mail.yahoo.com

#1247 From: "Mezlaq" <mezlaq@...>
Date: Tue Jan 30, 2001 3:56 pm
Subject: Re: New poll
mezlaq@...
Send Email Send Email
 
I don't believe this! You forgot Pokemon Puzzle Challenge! I'd say its the
best GB/C puzzle ever. It's much like Tetris on caffeine - frantic thumb
action as your brain overheats. Definetely two thumbs up... er... what
remains of them, anyway.

P.S.
Do not reply saying it's a Pokemon game. It's not one! Saying that would be
much like saying Dr. Mario, Mario Kart or Mario Tennis are actually Mario
games.


_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

#1246 From: mezlaq@...
Date: Mon Jan 29, 2001 7:34 pm
Subject: Start-up resource
mezlaq@...
Send Email Send Email
 
I have some experience with GBDK. Can anyone give me a short
explanation of what compiler & graphics tool I need, as well as a URL
for a wite with some REALLY simple examples? (like changing the GBA
equivelant of SCX/Y_REG for the various background layers, as I think
there is more than one).

Yours,
Mezlaq

P.S.
Newbies. Gotta love 'em.

#1245 From: dbrioso@...
Date: Mon Jan 29, 2001 3:41 am
Subject: New emu ???
dbrioso@...
Send Email Send Email
 
You heard about iGBA by Iki, can anyone please elaborate on this new
emu???

TiA !!!

:)

#1244 From: Groepaz <groepaz@...>
Date: Sat Jan 27, 2001 1:25 pm
Subject: Re: Scaling/Rotation
groepaz@...
Send Email Send Email
 
jim bagley wrote:
>
> yes, it's not working, because i'm going to assume that the compiler has
> optimisation on. if so, since you don't use PA after storing it in the oam
> buffer, it thinks, hey, i can cut corners here and save some space, and use
> the same registers/memory to handle pa2, since it's not used before it gets
> set, and not used before pa. and i'm going to again assume that it's
> thinking of ways to save space, and since they are both using the same
> memory address, the optimiser, thinks, hey, I can save some more time, by
> writing both these together to save time. since it's the same memory.
>
> so
>
> >     ob_oam_buffer[3] = *(u16*)(&pa);

[snip]

make use of the "volatile" and the "const" keywords to combat such problems
(yes its gcc and its various bugs in the code-generator and -optimizer). avoid
implicit declarations, avoid passing non-static local symbols to subsequent
routines.

basically try -Wall and make sure to write code that compiles w/o warnings ;=)

--
----------------------------------------------------------------------
                                  /^\
                                  \ /
           ASCII RIBBON CAMPAIGN   X   AGAINST HTML JUNK MAIL
                                  / \
----------------------------------------------------------------------
           ___ ___ .___________________ .___________ _______.
   c=64   /   |   \|   \__    ___/     \ \_   _____/ \      \ groepaz
    cgb  /    '    \   | |    | /  \ /  \ |    __)_  /   |   \
     psx \    .    /   | |    |/    '    \|        \/    |    \
      dc  \___|_  /|___| |____|\____|__  /_______  /\____|__  /
                \/     '               \/        \/         \/
        http://www.hitmen-console.org    Hitmen WWW Headquarters
        http://fly.to/hitmen-groepaz     my personal playground
----------------------------------------------------------------------

#1243 From: "jim bagley" <jimbagley@...>
Date: Fri Jan 26, 2001 5:18 pm
Subject: Re: Scaling/Rotation
jimbagley@...
Send Email Send Email
 
yes, it's not working, because i'm going to assume that the compiler has
optimisation on. if so, since you don't use PA after storing it in the oam
buffer, it thinks, hey, i can cut corners here and save some space, and use
the same registers/memory to handle pa2, since it's not used before it gets
set, and not used before pa. and i'm going to again assume that it's
thinking of ways to save space, and since they are both using the same
memory address, the optimiser, thinks, hey, I can save some more time, by
writing both these together to save time. since it's the same memory.

so

>     ob_oam_buffer[3] = *(u16*)(&pa);
>     ob_oam_buffer[7] = *(u16*)(&pb);
>     ob_oam_buffer[11] = *(u16*)(&pc);
>     ob_oam_buffer[15] = *(u16*)(&pd);

>     ob_oam_bufferB[3] = *(u16*)(&pa2);
>     ob_oam_bufferB[7] = *(u16*)(&pb2);
>     ob_oam_bufferB[11] = *(u16*)(&pc2);
>     ob_oam_bufferB[15] = *(u16*)(&pd2);

would turn out as :-

>     ob_oam_buffer[3] = *(u16*)(&pa);
>     ob_oam_bufferB[3] = *(u16*)(&pa2);
>     ob_oam_buffer[7] = *(u16*)(&pb);
>     ob_oam_bufferB[7] = *(u16*)(&pb2);
>     ob_oam_buffer[11] = *(u16*)(&pc);
>     ob_oam_bufferB[11] = *(u16*)(&pc2);
>     ob_oam_buffer[15] = *(u16*)(&pd);
>     ob_oam_bufferB[15] = *(u16*)(&pd2);

that's what I'm assuming anyways, as something like this happened to me
years ago with the compiler when I was coding on a saturn, many moons ago.
and it had me going crazy trying to find out why my fading palette routine,
(r's g's and b's) were always greying out. but when I had had enough, I went
into it's output, and found that it was using the same byte for r,g and b.
but anyways, I found it. and have always been wary of anything like that
when using 'C' and it's (so called) optimizer settings.

hope this helps... and it wasn't too boring and long winded.

ttfn
Jim.





>From: "Thomas Rubin" <thomasrubin66@...>
>Reply-To: gbadev@yahoogroups.com
>To: gbadev@yahoogroups.com
>Subject: [gbadev] Scaling/Rotation
>Date: Fri, 26 Jan 2001 13:16:05 -0000
>
>Can anyone tell me why this code
>makes the sprite be able to have different X and Y
>position but the sprite scaling and rotation is
>the same for both sprites even if I change it for one of
>them ? How is it possible to do so they have different rotation/scaling
>values ?
>
>u16 ob_oam_buffer[16];
>u16 ob_oam_bufferB[16];
>
>void ob_create_oam( void )
>{
>     s16 pa,pb,pc,pd;
>     s16 pa2,pb2,pc2,pd2;
>
>     pa = fix_mul(  _Cos(ob_rotate), fix_inverse(ob_scale_x) );
>     pb = fix_mul(  _Sin(ob_rotate), fix_inverse(ob_scale_x) );
>     pc = fix_mul( -_Sin(ob_rotate), fix_inverse(ob_scale_y) );
>     pd = fix_mul(  _Cos(ob_rotate), fix_inverse(ob_scale_y) );
>
>     ob_oam_buffer[0] = OAM_V_RECTANGLE | OAM_COLOR_256
>     		           | OAM_AFFINE_NORMAL | OAM_MOS_ON;
>     ob_oam_buffer[1] = OAM_SIZE_32x64 >> 16;
>     ob_oam_buffer[2] = 0x0000; //  Palette 0, priority 0
>     ob_oam_buffer[0] |= (u16)((s32)(20) & 0x00ff); // x
>     ob_oam_buffer[1] |= (u16)((s32)(60) & 0x01ff); // y
>     ob_oam_buffer[3] = *(u16*)(&pa);
>     ob_oam_buffer[7] = *(u16*)(&pb);
>     ob_oam_buffer[11] = *(u16*)(&pc);
>     ob_oam_buffer[15] = *(u16*)(&pd);
>
>     pa2 = fix_mul(  _Cos(1), fix_inverse(1) );
>     pb2 = fix_mul(  _Sin(1), fix_inverse(1) );
>     pc2 = fix_mul( -_Sin(1), fix_inverse(1) );
>     pd2 = fix_mul(  _Cos(1), fix_inverse(1) );
>
>     ob_oam_bufferB[0] = OAM_V_RECTANGLE | OAM_COLOR_256
>     		             | OAM_AFFINE_NORMAL | OAM_MOS_ON;
>     ob_oam_bufferB[1] = OAM_SIZE_32x64 >> 16;
>     ob_oam_bufferB[2] = 0x0000; //  Palette 0, priority 0
>     ob_oam_bufferB[0] |= (u16)((s32)(70) & 0x00ff); // x
>     ob_oam_bufferB[1] |= (u16)((s32)(20) & 0x01ff); // y
>     ob_oam_bufferB[3] = *(u16*)(&pa2);
>     ob_oam_bufferB[7] = *(u16*)(&pb2);
>     ob_oam_bufferB[11] = *(u16*)(&pc2);
>     ob_oam_bufferB[15] = *(u16*)(&pd2);
>
>     DmaCopy(3, ob_oam_buffer, OAM, 32 , 32);
>     DmaCopy(3, ob_oam_bufferB, OAM+0x128, 32 , 32);
>}
>_________________________________________________________________
>Get your FREE download of MSN Explorer at http://explorer.msn.com
>

_________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.

#1242 From: "Thomas Rubin" <thomasrubin66@...>
Date: Fri Jan 26, 2001 1:16 pm
Subject: Scaling/Rotation
thomasrubin66@...
Send Email Send Email
 
Can anyone tell me why this code
makes the sprite be able to have different X and Y
position but the sprite scaling and rotation is
the same for both sprites even if I change it for one of
them ? How is it possible to do so they have different rotation/scaling
values ?

u16 ob_oam_buffer[16];
u16 ob_oam_bufferB[16];

void ob_create_oam( void )
{
     s16 pa,pb,pc,pd;
     s16 pa2,pb2,pc2,pd2;

     pa = fix_mul(  _Cos(ob_rotate), fix_inverse(ob_scale_x) );
     pb = fix_mul(  _Sin(ob_rotate), fix_inverse(ob_scale_x) );
     pc = fix_mul( -_Sin(ob_rotate), fix_inverse(ob_scale_y) );
     pd = fix_mul(  _Cos(ob_rotate), fix_inverse(ob_scale_y) );

     ob_oam_buffer[0] = OAM_V_RECTANGLE | OAM_COLOR_256
    		            | OAM_AFFINE_NORMAL | OAM_MOS_ON;
     ob_oam_buffer[1] = OAM_SIZE_32x64 >> 16;
     ob_oam_buffer[2] = 0x0000; //  Palette 0, priority 0
     ob_oam_buffer[0] |= (u16)((s32)(20) & 0x00ff); // x
     ob_oam_buffer[1] |= (u16)((s32)(60) & 0x01ff); // y
     ob_oam_buffer[3] = *(u16*)(&pa);
     ob_oam_buffer[7] = *(u16*)(&pb);
     ob_oam_buffer[11] = *(u16*)(&pc);
     ob_oam_buffer[15] = *(u16*)(&pd);

     pa2 = fix_mul(  _Cos(1), fix_inverse(1) );
     pb2 = fix_mul(  _Sin(1), fix_inverse(1) );
     pc2 = fix_mul( -_Sin(1), fix_inverse(1) );
     pd2 = fix_mul(  _Cos(1), fix_inverse(1) );

     ob_oam_bufferB[0] = OAM_V_RECTANGLE | OAM_COLOR_256
    		              | OAM_AFFINE_NORMAL | OAM_MOS_ON;
     ob_oam_bufferB[1] = OAM_SIZE_32x64 >> 16;
     ob_oam_bufferB[2] = 0x0000; //  Palette 0, priority 0
     ob_oam_bufferB[0] |= (u16)((s32)(70) & 0x00ff); // x
     ob_oam_bufferB[1] |= (u16)((s32)(20) & 0x01ff); // y
     ob_oam_bufferB[3] = *(u16*)(&pa2);
     ob_oam_bufferB[7] = *(u16*)(&pb2);
     ob_oam_bufferB[11] = *(u16*)(&pc2);
     ob_oam_bufferB[15] = *(u16*)(&pd2);

     DmaCopy(3, ob_oam_buffer, OAM, 32 , 32);
     DmaCopy(3, ob_oam_bufferB, OAM+0x128, 32 , 32);
}
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com

#1241 From: "Niall McCaffrey" <niall.mccaffrey@...>
Date: Fri Jan 26, 2001 9:18 am
Subject: Re: Digest Number 153
niall.mccaffrey@...
Send Email Send Email
 
I would think that it would be a better idea to mail the digest to those who
REQUESTED IT, and not to everyone on the list, who have already received the
mails in the digest, making it worse than pointless.



----- Original Message -----
From: "Oliver Papoulias" <OliverP@...>
To: <gbadev@egroups.com>
Sent: Thursday, January 25, 2001 3:57 PM
Subject: AW: [gbadev] Digest Number 153


> Überhaupt keine Ahnung was er damit ...
>
> Ops! - sorry, englisch list -
>
> I don't know what he says...  ;-)
>
>
> -----Ursprüngliche Nachricht-----
> Von: Hood.de Service [mailto:Info@...]
> Gesendet: Donnerstag, 25. Januar 2001 15:38
> An: gbadev@egroups.com
> Betreff: Re: [gbadev] Digest Number 153
>
>
> Huh?
>
> ----- Original Message -----
> From: "Andrei Josephsen" <andrei@...>
> To: <gbadev@egroups.com>
> Sent: Thursday, January 25, 2001 3:31 PM
> Subject: Re: [gbadev] Digest Number 153
>
>
>
> Det virker ikke... jeg kan ikke få forbindelse hjemme fra. Men det er vel
> nogle dns servere der ikke er opdaterede endnu? (det virker fra arbejde)
>
>
> En anden ting er. Hvordan sætter jeg postkasser og mailalias op?
>
> mvh
> Andrei
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>

#1240 From: Oliver Papoulias <OliverP@...>
Date: Thu Jan 25, 2001 2:57 pm
Subject: AW: Digest Number 153
OliverP@...
Send Email Send Email
 
Überhaupt keine Ahnung was er damit ...

Ops! - sorry, englisch list -

I don't know what he says...  ;-)


-----Ursprüngliche Nachricht-----
Von: Hood.de Service [mailto:Info@...]
Gesendet: Donnerstag, 25. Januar 2001 15:38
An: gbadev@egroups.com
Betreff: Re: [gbadev] Digest Number 153


Huh?

----- Original Message -----
From: "Andrei Josephsen" <andrei@...>
To: <gbadev@egroups.com>
Sent: Thursday, January 25, 2001 3:31 PM
Subject: Re: [gbadev] Digest Number 153



Det virker ikke... jeg kan ikke få forbindelse hjemme fra. Men det er vel
nogle dns servere der ikke er opdaterede endnu? (det virker fra arbejde)


En anden ting er. Hvordan sætter jeg postkasser og mailalias op?

mvh
Andrei

#1239 From: Johan Törnqvist <johan@...>
Date: Thu Jan 25, 2001 2:55 pm
Subject: SV: Digest Number 153
johan@...
Send Email Send Email
 
Let's please them some more then....Translated to Eng...

It doesnt work... I cant get a connection from home. But its probably
some DNS server thats not updated yet? (It works from the office)

Another thing. How do i set up mailboxes and aliases?

Regards
Andrei

=) Johan

----- Original Message -----
From: "Andrei Josephsen" <andrei@...>

Det virker ikke... jeg kan ikke få forbindelse hjemme fra. Men det er
vel
nogle dns servere der ikke er opdaterede endnu? (det virker fra arbejde)


En anden ting er. Hvordan sætter jeg postkasser og mailalias op?

mvh
Andrei

---------------->CUT.....

#1238 From: "Ian Manders (Core Design Ltd.)" <ianm@...>
Date: Thu Jan 25, 2001 2:43 pm
Subject: RE: Digest Number 153
ianm@...
Send Email Send Email
 
That'll please everyone on a dialup connection...

> -----Original Message-----
> From: Hood.de Service [mailto:Info@...]
> Sent: 25 January 2001 14:38
> To: gbadev@egroups.com
> Subject: Re: [gbadev] Digest Number 153
>
>
> Huh?
>
> ----- Original Message -----
> From: "Andrei Josephsen" <andrei@...>
> To: <gbadev@egroups.com>
> Sent: Thursday, January 25, 2001 3:31 PM
> Subject: Re: [gbadev] Digest Number 153
>
>
>
> Det virker ikke... jeg kan ikke få forbindelse hjemme fra.
> Men det er vel
> nogle dns servere der ikke er opdaterede endnu? (det virker
> fra arbejde)
>
>
> En anden ting er. Hvordan sætter jeg postkasser og mailalias op?
>
> mvh
> Andrei

#1237 From: "Hood.de Service" <Info@...>
Date: Thu Jan 25, 2001 2:38 pm
Subject: Re: Digest Number 153
Info@...
Send Email Send Email
 
Huh?

----- Original Message -----
From: "Andrei Josephsen" <andrei@...>
To: <gbadev@egroups.com>
Sent: Thursday, January 25, 2001 3:31 PM
Subject: Re: [gbadev] Digest Number 153



Det virker ikke... jeg kan ikke få forbindelse hjemme fra. Men det er vel
nogle dns servere der ikke er opdaterede endnu? (det virker fra arbejde)


En anden ting er. Hvordan sætter jeg postkasser og mailalias op?

mvh
Andrei

On 24 Jan 2001 gbadev@egroups.com wrote:

> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
> ------------------------------------------------------------------------
>
> There are 19 messages in this issue.
>
> Topics in this digest:
>
>       1. Hello everyone.....
>            From: "Night Sonic" <NightSonic@...>
>       2. Re: MusyX
>            From: Manfred Linzner <linzner@...>
>       3. Re: MusyX
>            From: "Sean Dunlevy" <sean@...>
>       4. Re: MusyX
>            From: Manfred Linzner <linzner@...>
>       5. Hello / GBA coding in C
>            From: "dac69 " <dacotter@...>
>       6. Re: MusyX
>            From: "Sean Dunlevy" <sean@...>
>       7. Re: MusyX
>            From: Manfred Linzner <linzner@...>
>       8. Re: Hello / GBA coding in C
>            From: "Mat" <matth@...>
>       9. Shin'en
>            From: "Nokturn" <nokturn_@...>
>      10. RE: Shin'en
>            From: "G.Raimond" <gilles.raimond@...>
>      11. Re: Hello everyone.....
>            From: "Shawn Freeman" <sfreeman@...>
>      12. Re: Shin'en
>            From: Vertigo <vertigo@...>
>      13. Re: Shin'en
>            From: Manfred Linzner <linzner@...>
>      14. Re: Hello everyone.....
>            From: "Hakim Ferradj" <hferradj@...>
>      15. Re: MusyX
>            From: "Andreas Scholl" <andreas@...>
>      16. Re: MusyX
>            From: "Nokturn" <nokturn_@...>
>      17. Re: Hello everyone.....
>            From: "Craig" <craig@...>
>      18. Re: MusyX
>            From: "Andreas Scholl" <andreas@...>
>      19. AW: Shin'en
>            From: Chris Schmitz <Chris.Schmitz@...>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 1
>    Date: Mon, 22 Jan 2001 22:52:44 -1200
>    From: "Night Sonic" <NightSonic@...>
> Subject: Hello everyone.....
>
> I have been coding in C and C++ for a couple of years now.  I am also
familiar with Direct X and Open GL.  I really want to get into developing
for the GameBoy Advance.  Anyone know a good place to start?  What books
should I look at?  What languages should I learn>"?  Any help would be
appreciated.  Thanks!
>
>
> Get your small business started at Lycos Small Business at
http://www.lycos.com/business/mail.html
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 2
>    Date: Tue, 23 Jan 2001 13:49:29 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: MusyX
>
> > > Well, according to Shin'en MusyX sucks pretty badly in all areas, but
> > > then again they can hardly be described as impartial :-)
> >
> > We have a licensed version of MusyX.
> > I just can't reveal all the details about it but Shin'en are totally
> > right when they say that it just sucks :)
>
> Hi folks,
>
> just wanted to tell that we never used the word 'sucks' in conjunction
with MUSYX (at least to my best knowledge :).
>
> Musyx is so far the best solution if you want todo midi based music on the
AGB.
>
> We may mentioned some issues like cpu consumption and rom usage. ;)
>
>
>
> By the way, do some of you remember those old SNES RPGS from SQUARE that
always had very nice orchestral soundtracks?
> Lately we wanted to see if similiar is possible on the AGB without taking
too much cputime.
>
> Judge for yourself if you care:
>
> www.shinen.de/music/files/shinen_orchestra.mp3
>
> The compositon itself isn't that impressive but the arrangement should be
ok.
>
> This tune takes 49kb rom on AGB (samples and data).
> It uses reverb and synthesized instruments to stay as small as possible.
>
>
> regards
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 3
>    Date: Tue, 23 Jan 2001 14:01:21 +0100
>    From: "Sean Dunlevy" <sean@...>
> Subject: Re: MusyX
>
> Ha ha,
>           Good wording Manfred. Wouldn't 'ONLY solution if you want to do
> MIDI based music on the AGB' ? The more I hear about the official audio
> solutions, the more I wonder why Nintendo bother? It was the same story
with
> the CGB & N64. I don't know if they supplied a driver for the SNES, but if
> they did, I bet it was crap!
>
> BTW I like that tune. It really reminds me of Legend of Mana and so on.
How
> many channels & what mix frequency? It really is nice....
>
>
> ----- Original Message -----
> From: "Manfred Linzner" <linzner@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 1:49 PM
> Subject: Re: [gbadev] MusyX
>
>
> > > > Well, according to Shin'en MusyX sucks pretty badly in all areas,
but
> > > > then again they can hardly be described as impartial :-)
> > >
> > > We have a licensed version of MusyX.
> > > I just can't reveal all the details about it but Shin'en are totally
> > > right when they say that it just sucks :)
> >
> > Hi folks,
> >
> > just wanted to tell that we never used the word 'sucks' in conjunction
> with MUSYX (at least to my best knowledge :).
> >
> > Musyx is so far the best solution if you want todo midi based music on
the
> AGB.
> >
> > We may mentioned some issues like cpu consumption and rom usage. ;)
> >
> >
> >
> > By the way, do some of you remember those old SNES RPGS from SQUARE that
> always had very nice orchestral soundtracks?
> > Lately we wanted to see if similiar is possible on the AGB without
taking
> too much cputime.
> >
> > Judge for yourself if you care:
> >
> > www.shinen.de/music/files/shinen_orchestra.mp3
> >
> > The compositon itself isn't that impressive but the arrangement should
be
> ok.
> >
> > This tune takes 49kb rom on AGB (samples and data).
> > It uses reverb and synthesized instruments to stay as small as possible.
> >
> >
> > regards
> >
> > --
> >
> > Manfred Linzner
> > (Project Manager)
> > Shin'en Multimedia
> > http://www.shinen.com
> > Tel.: ++49 (0)89 785 82 565
> > Fax.: ++49 (0)89 785 82 535
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 4
>    Date: Tue, 23 Jan 2001 14:14:35 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: MusyX
>
> > Ha ha,
> >           Good wording Manfred. Wouldn't 'ONLY solution if you want to
do
> > MIDI based music on the AGB' ? The more I hear about the official audio
> > solutions, the more I wonder why Nintendo bother? It was the same story
with
> > the CGB & N64. I don't know if they supplied a driver for the SNES, but
if
> > they did, I bet it was crap!
>
> Hi Sean,
>
> there is another solution for midi. Just look into the manual! :)
> However, i dont think anybody wants to use this for the obvious drawbacks.
>
> > BTW I like that tune. It really reminds me of Legend of Mana and so on.
How
> > many channels & what mix frequency? It really is nice....
>
> Thanks. :)
>
> As i wanted to stay at SNES sound capabilties as close as possible
> i choosed 8channels+reverb (reverb for 6 of those 8 channels).
> Samples are done in 16khz and 16khz mixing frequency is the smallest
> one that still sounds ok. With 16khz it was at 30% cputime.
> Well, that's mostly of the 200ms REVERB. This really takes lotsa cputime.
>
> But without reverb it's hard to get that typical orchestral sound.
> Of course smaller reverb (100-150 ms) will decrease cpu time alot
> and won't hurt song quality too much.
>
>
> For our Iridion game we never use REVERB in game but only for the in
between parts.
> It's often just too expansive comparded to non-reverb tunes.
>
>
> I'm really curious what type of music all this launch date titles will
use.
> All agb games i have seen so far still used the GBC soundchip! Bah..
>
> regards
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 5
>    Date: Tue, 23 Jan 2001 13:14:59 -0000
>    From: "dac69 " <dacotter@...>
> Subject: Hello / GBA coding in C
>
> Hello, I just joined up to this mail list (well actually i was in it
> a long time ago but anyway...)
>
> I have developed stuff with GBDK for GB[C] and I want to get started
> on GBA. Are there anyprograms like GBDK for GBA? (hopeing for a GBADK
> ^_^)
>
> Thanks!
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 6
>    Date: Tue, 23 Jan 2001 14:29:54 +0100
>    From: "Sean Dunlevy" <sean@...>
> Subject: Re: MusyX
>
> Reverb, Now that's nice. As you say, it does take quite a but of CPU
> bandwidth. Also, I suppose it uses more RAM... Still, nice & compact!
>
> Sean ;-)
>
> ----- Original Message -----
> From: "Manfred Linzner" <linzner@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 2:14 PM
> Subject: Re: [gbadev] MusyX
>
>
> > > Ha ha,
> > >           Good wording Manfred. Wouldn't 'ONLY solution if you want to
> do
> > > MIDI based music on the AGB' ? The more I hear about the official
audio
> > > solutions, the more I wonder why Nintendo bother? It was the same
story
> with
> > > the CGB & N64. I don't know if they supplied a driver for the SNES,
but
> if
> > > they did, I bet it was crap!
> >
> > Hi Sean,
> >
> > there is another solution for midi. Just look into the manual! :)
> > However, i dont think anybody wants to use this for the obvious
drawbacks.
> >
> > > BTW I like that tune. It really reminds me of Legend of Mana and so
on.
> How
> > > many channels & what mix frequency? It really is nice....
> >
> > Thanks. :)
> >
> > As i wanted to stay at SNES sound capabilties as close as possible
> > i choosed 8channels+reverb (reverb for 6 of those 8 channels).
> > Samples are done in 16khz and 16khz mixing frequency is the smallest
> > one that still sounds ok. With 16khz it was at 30% cputime.
> > Well, that's mostly of the 200ms REVERB. This really takes lotsa
cputime.
> >
> > But without reverb it's hard to get that typical orchestral sound.
> > Of course smaller reverb (100-150 ms) will decrease cpu time alot
> > and won't hurt song quality too much.
> >
> >
> > For our Iridion game we never use REVERB in game but only for the in
> between parts.
> > It's often just too expansive comparded to non-reverb tunes.
> >
> >
> > I'm really curious what type of music all this launch date titles will
> use.
> > All agb games i have seen so far still used the GBC soundchip! Bah..
> >
> > regards
> >
> > --
> >
> > Manfred Linzner
> > (Project Manager)
> > Shin'en Multimedia
> > http://www.shinen.com
> > Tel.: ++49 (0)89 785 82 565
> > Fax.: ++49 (0)89 785 82 535
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 7
>    Date: Tue, 23 Jan 2001 14:35:14 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: MusyX
>
> > Reverb, Now that's nice. As you say, it does take quite a but of CPU
> > bandwidth. Also, I suppose it uses more RAM... Still, nice & compact!
> >
> > Sean ;-)
>
> yep, reverb takes as more ram as higher mixing is used.
> it can be calculated by >frequency*(1000/reverb_ms)<.
> this value can then be doubled as you need a 16bit buffer
> for good quality and not a totally noisy reverb.
>
>
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 8
>    Date: Tue, 23 Jan 2001 14:11:46 -0000
>    From: "Mat" <matth@...>
> Subject: Re: Hello / GBA coding in C
>
> Hi
>
> The GBA dev-kit does come with C compilers, libs etc...
> You have the choice to use C, asm or a combo. The compiler
> is just a version of gcc distributed by Cygnus and I believe that
> it is freely available for download over the net. You wont get
> AGB libs & headers with that though.
>
> Regards
>
> Mat
>
> ----- Original Message -----
> From: dac69 <dacotter@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 1:14 PM
> Subject: [gbadev] Hello / GBA coding in C
>
>
> > Hello, I just joined up to this mail list (well actually i was in it
> > a long time ago but anyway...)
> >
> > I have developed stuff with GBDK for GB[C] and I want to get started
> > on GBA. Are there anyprograms like GBDK for GBA? (hopeing for a GBADK
> > ^_^)
> >
> > Thanks!
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 9
>    Date: Tue, 23 Jan 2001 16:39:32 +0100
>    From: "Nokturn" <nokturn_@...>
> Subject: Shin'en
>
> Hey,
>
>  I got a question about "Shin'en". Does it come from the Japanese word
"Shinnen" ( Faith )?
>
>
>  - Nokturn
>
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 10
>    Date: Tue, 23 Jan 2001 17:00:56 +0100
>    From: "G.Raimond" <gilles.raimond@...>
> Subject: RE: Shin'en
>
> well, they wrote it in Katakana, on their homepage, so it could be ^_^
>
> -G.Raimond
>   -----Message d'origine-----
>   De : Nokturn [mailto:nokturn_@...]
>   Envoyé : mardi, 23. janvier 2001 16:40
>   À : gbadev
>   Objet : [gbadev] Shin'en
>
>
>   Hey,
>
>    I got a question about "Shin'en". Does it come from the Japanese word
> "Shinnen" ( Faith )?
>
>
>    - Nokturn
>
>         eGroups Sponsor
>
>         Get 3 CDs for ONLY $9.99!
>
>
>   unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 11
>    Date: Tue, 23 Jan 2001 08:02:23 -0800
>    From: "Shawn Freeman" <sfreeman@...>
> Subject: Re: Hello everyone.....
>
> Hello,
> > I have been coding in C and C++ for a couple of years now.
>
> 'kay. I wouldn't recommend C++ for any agb developement.
>
> >I am also familiar with Direct X and Open GL.
>
> 'kay. Doesn't really apply to AGB, but it never hurts to have knowledge.
>
> > I really want to get into developing for the GameBoy Advance.  Anyone
know
> a good place to start?
>
> First you would need some docs, of which the only place I know to get them
> is NOA (NDA's...they suck). Second, go to the arm website and familiarize
> yourself with the arm/thumb assembly instruction set. They're may also be
> some info on a couple of websites, but I'm not sure how much info. Try
> Anarko's site.
>
>                     Just Me,
>                         *SF
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 12
>    Date: Tue, 23 Jan 2001 16:16:08 +0000 (GMT)
>    From: Vertigo <vertigo@...>
> Subject: Re: Shin'en
>
> Maybe coz the sun Shin'en out of their Ars'en?
>
> I'm interested in sound tools too btw, if anyone
> has any knowledge of what can be done and using
> what tools, let me/the list know please.
>
> VTG
>
>
> Nokturn <nokturn_@...>:
>
> > Hey,
> >
> >  I got a question about "Shin'en". Does it come
> from the Japanese word
> > "Shinnen" ( Faith )?
> >
> >
> >  - Nokturn
> >
>
>
> -------------------------------------------------
> This mail sent through UK Online webmail
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 13
>    Date: Tue, 23 Jan 2001 17:20:06 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: Shin'en
>
> > Hey,
> >
> >  I got a question about "Shin'en". Does it come from the Japanese word
"Shinnen" ( Faith )?
> >
> >  - Nokturn
>
> the meaning of "shin'en" is abit different (it has actually two meanings).
> First of all there is some kind of spiritul meaning when being translated
as
> 'passion' 'profound' or 'unfathomable'.
> But it can also be used for 'abyss', 'deep' or 'ravine'
>
> regards
>
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 14
>    Date: Tue, 23 Jan 2001 17:16:12 +0100
>    From: "Hakim Ferradj" <hferradj@...>
> Subject: Re: Hello everyone.....
>
> > Hello,
> > > I have been coding in C and C++ for a couple of years now.
> >
> > 'kay. I wouldn't recommend C++ for any agb developement.
> >
>
> Of course ASM is probably by far faster than C++ code
> (anyway it depends on your ASM skills) but I don't think
> that it's a bad idea to develop AGB games in C++.
> We are actually developping 5 games for the AGB and
> we develop all of them in C++. And even if the code isn't
> as optimized as for an ASM project, the gamer won't see
> the difference since our games still run at 60fps.
>
> Hakim Ferradj.
> Technical Director.
> Planet Interactive Development.
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 15
>    Date: Tue, 23 Jan 2001 18:50:02 +0100
>    From: "Andreas Scholl" <andreas@...>
> Subject: Re: MusyX
>
> Hi Stello,
>
> das hab ich aus der Gameboy advance Mainlinglist. Vielleicht interessierts
> dich ja...das Lied ist ganz cool finde ich...
>
> greetings,
> 09
>
> -----Ursprüngliche Nachricht-----
> Von: Manfred Linzner <linzner@...>
> An: gbadev@egroups.com <gbadev@egroups.com>
> Datum: Dienstag, 23. Januar 2001 13:49
> Betreff: Re: [gbadev] MusyX
>
>
> >> > Well, according to Shin'en MusyX sucks pretty badly in all areas, but

> >> > then again they can hardly be described as impartial :-)
> >>
> >> We have a licensed version of MusyX.
> >> I just can't reveal all the details about it but Shin'en are totally
> >> right when they say that it just sucks :)
> >
> >Hi folks,
> >
> >just wanted to tell that we never used the word 'sucks' in conjunction
with
> MUSYX (at least to my best knowledge :).
> >
> >Musyx is so far the best solution if you want todo midi based music on
the
> AGB.
> >
> >We may mentioned some issues like cpu consumption and rom usage. ;)
> >
> >
> >
> >By the way, do some of you remember those old SNES RPGS from SQUARE that
> always had very nice orchestral soundtracks?
> >Lately we wanted to see if similiar is possible on the AGB without taking
> too much cputime.
> >
> >Judge for yourself if you care:
> >
> >www.shinen.de/music/files/shinen_orchestra.mp3
> >
> >The compositon itself isn't that impressive but the arrangement should be
> ok.
> >
> >This tune takes 49kb rom on AGB (samples and data).
> >It uses reverb and synthesized instruments to stay as small as possible.
> >
> >
> >regards
> >
> >--
> >
> >Manfred Linzner
> >(Project Manager)
> >Shin'en Multimedia
> >http://www.shinen.com
> >Tel.: ++49 (0)89 785 82 565
> >Fax.: ++49 (0)89 785 82 535
> >unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 16
>    Date: Tue, 23 Jan 2001 19:55:19 +0100
>    From: "Nokturn" <nokturn_@...>
> Subject: Re: MusyX
>
> >>Hi Stello,
>
> >>das hab ich aus der Gameboy advance Mainlinglist. Vielleicht
interessierts
> >>dich ja...das Lied ist ganz cool finde ich...
>
> >>greetings,
> >>09
>
>
>
>
>  We seem to have a little spy in here : )
>
>
>  - Nokturn, spricht natürlich auch Deutsch ; )
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 17
>    Date: Tue, 23 Jan 2001 19:17:32 -0000
>    From: "Craig" <craig@...>
> Subject: Re: Hello everyone.....
>
>
> ----- Original Message -----
> From: Shawn Freeman <sfreeman@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 4:02 PM
> Subject: Re: [gbadev] Hello everyone.....
>
>
> > Hello,
> > > I have been coding in C and C++ for a couple of years now.
> >
> > 'kay. I wouldn't recommend C++ for any agb developement.
>
> What? why? all our stuff seems just fine in C. I also did an action CGB
game
> in C and no one would ever know. IMO C or C++ is just fine the the GBA,
much
> quicker for most people too.
>
> -Craig.
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 18
>    Date: Tue, 23 Jan 2001 20:29:37 +0100
>    From: "Andreas Scholl" <andreas@...>
> Subject: Re: MusyX
>
> sorry for my previous posting...of course i wanted to forward the message
to
> a friend of mine...
>
> btw. the Music is really cool...
>
> greeting,
> Andreas
>
>
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 19
>    Date: Wed, 24 Jan 2001 10:55:03 +0100
>    From: Chris Schmitz <Chris.Schmitz@...>
> Subject: AW: Shin'en
>
> Because of your former scene group "abyss"? :-)
>
> -----Ursprüngliche Nachricht-----
> Von: Manfred Linzner [mailto:linzner@...]
> Gesendet: Dienstag, 23. Januar 2001 17:20
> An: gbadev@egroups.com
> Betreff: Re: [gbadev] Shin'en
>
>
> > Hey,
> >
> >  I got a question about "Shin'en". Does it come from the Japanese word
> "Shinnen" ( Faith )?
> >
> >  - Nokturn
>
> the meaning of "shin'en" is abit different (it has actually two meanings).
> First of all there is some kind of spiritul meaning when being translated
as
> 'passion' 'profound' or 'unfathomable'.
> But it can also be used for 'abyss', 'deep' or 'ravine'
>
> regards
>
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
>
>
>


unsubscribe: gbadev-unsubscribe@egroups.com

#1236 From: Andrei Josephsen <andrei@...>
Date: Thu Jan 25, 2001 2:31 pm
Subject: Re: Digest Number 153
andrei@...
Send Email Send Email
 
Det virker ikke... jeg kan ikke få forbindelse hjemme fra. Men det er vel
nogle dns servere der ikke er opdaterede endnu? (det virker fra arbejde)


En anden ting er. Hvordan sætter jeg postkasser og mailalias op?

mvh
Andrei

On 24 Jan 2001 gbadev@egroups.com wrote:

> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
> ------------------------------------------------------------------------
>
> There are 19 messages in this issue.
>
> Topics in this digest:
>
>       1. Hello everyone.....
>            From: "Night Sonic" <NightSonic@...>
>       2. Re: MusyX
>            From: Manfred Linzner <linzner@...>
>       3. Re: MusyX
>            From: "Sean Dunlevy" <sean@...>
>       4. Re: MusyX
>            From: Manfred Linzner <linzner@...>
>       5. Hello / GBA coding in C
>            From: "dac69 " <dacotter@...>
>       6. Re: MusyX
>            From: "Sean Dunlevy" <sean@...>
>       7. Re: MusyX
>            From: Manfred Linzner <linzner@...>
>       8. Re: Hello / GBA coding in C
>            From: "Mat" <matth@...>
>       9. Shin'en
>            From: "Nokturn" <nokturn_@...>
>      10. RE: Shin'en
>            From: "G.Raimond" <gilles.raimond@...>
>      11. Re: Hello everyone.....
>            From: "Shawn Freeman" <sfreeman@...>
>      12. Re: Shin'en
>            From: Vertigo <vertigo@...>
>      13. Re: Shin'en
>            From: Manfred Linzner <linzner@...>
>      14. Re: Hello everyone.....
>            From: "Hakim Ferradj" <hferradj@...>
>      15. Re: MusyX
>            From: "Andreas Scholl" <andreas@...>
>      16. Re: MusyX
>            From: "Nokturn" <nokturn_@...>
>      17. Re: Hello everyone.....
>            From: "Craig" <craig@...>
>      18. Re: MusyX
>            From: "Andreas Scholl" <andreas@...>
>      19. AW: Shin'en
>            From: Chris Schmitz <Chris.Schmitz@...>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 1
>    Date: Mon, 22 Jan 2001 22:52:44 -1200
>    From: "Night Sonic" <NightSonic@...>
> Subject: Hello everyone.....
>
> I have been coding in C and C++ for a couple of years now.  I am also familiar
with Direct X and Open GL.  I really want to get into developing for the GameBoy
Advance.  Anyone know a good place to start?  What books should I look at?  What
languages should I learn>"?  Any help would be appreciated.  Thanks!
>
>
> Get your small business started at Lycos Small Business at
http://www.lycos.com/business/mail.html
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 2
>    Date: Tue, 23 Jan 2001 13:49:29 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: MusyX
>
> > > Well, according to Shin'en MusyX sucks pretty badly in all areas, but
> > > then again they can hardly be described as impartial :-)
> >
> > We have a licensed version of MusyX.
> > I just can't reveal all the details about it but Shin'en are totally
> > right when they say that it just sucks :)
>
> Hi folks,
>
> just wanted to tell that we never used the word 'sucks' in conjunction with
MUSYX (at least to my best knowledge :).
>
> Musyx is so far the best solution if you want todo midi based music on the
AGB.
>
> We may mentioned some issues like cpu consumption and rom usage. ;)
>
>
>
> By the way, do some of you remember those old SNES RPGS from SQUARE that
always had very nice orchestral soundtracks?
> Lately we wanted to see if similiar is possible on the AGB without taking too
much cputime.
>
> Judge for yourself if you care:
>
> www.shinen.de/music/files/shinen_orchestra.mp3
>
> The compositon itself isn't that impressive but the arrangement should be ok.
>
> This tune takes 49kb rom on AGB (samples and data).
> It uses reverb and synthesized instruments to stay as small as possible.
>
>
> regards
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 3
>    Date: Tue, 23 Jan 2001 14:01:21 +0100
>    From: "Sean Dunlevy" <sean@...>
> Subject: Re: MusyX
>
> Ha ha,
>           Good wording Manfred. Wouldn't 'ONLY solution if you want to do
> MIDI based music on the AGB' ? The more I hear about the official audio
> solutions, the more I wonder why Nintendo bother? It was the same story with
> the CGB & N64. I don't know if they supplied a driver for the SNES, but if
> they did, I bet it was crap!
>
> BTW I like that tune. It really reminds me of Legend of Mana and so on. How
> many channels & what mix frequency? It really is nice....
>
>
> ----- Original Message -----
> From: "Manfred Linzner" <linzner@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 1:49 PM
> Subject: Re: [gbadev] MusyX
>
>
> > > > Well, according to Shin'en MusyX sucks pretty badly in all areas, but
> > > > then again they can hardly be described as impartial :-)
> > >
> > > We have a licensed version of MusyX.
> > > I just can't reveal all the details about it but Shin'en are totally
> > > right when they say that it just sucks :)
> >
> > Hi folks,
> >
> > just wanted to tell that we never used the word 'sucks' in conjunction
> with MUSYX (at least to my best knowledge :).
> >
> > Musyx is so far the best solution if you want todo midi based music on the
> AGB.
> >
> > We may mentioned some issues like cpu consumption and rom usage. ;)
> >
> >
> >
> > By the way, do some of you remember those old SNES RPGS from SQUARE that
> always had very nice orchestral soundtracks?
> > Lately we wanted to see if similiar is possible on the AGB without taking
> too much cputime.
> >
> > Judge for yourself if you care:
> >
> > www.shinen.de/music/files/shinen_orchestra.mp3
> >
> > The compositon itself isn't that impressive but the arrangement should be
> ok.
> >
> > This tune takes 49kb rom on AGB (samples and data).
> > It uses reverb and synthesized instruments to stay as small as possible.
> >
> >
> > regards
> >
> > --
> >
> > Manfred Linzner
> > (Project Manager)
> > Shin'en Multimedia
> > http://www.shinen.com
> > Tel.: ++49 (0)89 785 82 565
> > Fax.: ++49 (0)89 785 82 535
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 4
>    Date: Tue, 23 Jan 2001 14:14:35 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: MusyX
>
> > Ha ha,
> >           Good wording Manfred. Wouldn't 'ONLY solution if you want to do
> > MIDI based music on the AGB' ? The more I hear about the official audio
> > solutions, the more I wonder why Nintendo bother? It was the same story with
> > the CGB & N64. I don't know if they supplied a driver for the SNES, but if
> > they did, I bet it was crap!
>
> Hi Sean,
>
> there is another solution for midi. Just look into the manual! :)
> However, i dont think anybody wants to use this for the obvious drawbacks.
>
> > BTW I like that tune. It really reminds me of Legend of Mana and so on. How
> > many channels & what mix frequency? It really is nice....
>
> Thanks. :)
>
> As i wanted to stay at SNES sound capabilties as close as possible
> i choosed 8channels+reverb (reverb for 6 of those 8 channels).
> Samples are done in 16khz and 16khz mixing frequency is the smallest
> one that still sounds ok. With 16khz it was at 30% cputime.
> Well, that's mostly of the 200ms REVERB. This really takes lotsa cputime.
>
> But without reverb it's hard to get that typical orchestral sound.
> Of course smaller reverb (100-150 ms) will decrease cpu time alot
> and won't hurt song quality too much.
>
>
> For our Iridion game we never use REVERB in game but only for the in between
parts.
> It's often just too expansive comparded to non-reverb tunes.
>
>
> I'm really curious what type of music all this launch date titles will use.
> All agb games i have seen so far still used the GBC soundchip! Bah..
>
> regards
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 5
>    Date: Tue, 23 Jan 2001 13:14:59 -0000
>    From: "dac69 " <dacotter@...>
> Subject: Hello / GBA coding in C
>
> Hello, I just joined up to this mail list (well actually i was in it
> a long time ago but anyway...)
>
> I have developed stuff with GBDK for GB[C] and I want to get started
> on GBA. Are there anyprograms like GBDK for GBA? (hopeing for a GBADK
> ^_^)
>
> Thanks!
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 6
>    Date: Tue, 23 Jan 2001 14:29:54 +0100
>    From: "Sean Dunlevy" <sean@...>
> Subject: Re: MusyX
>
> Reverb, Now that's nice. As you say, it does take quite a but of CPU
> bandwidth. Also, I suppose it uses more RAM... Still, nice & compact!
>
> Sean ;-)
>
> ----- Original Message -----
> From: "Manfred Linzner" <linzner@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 2:14 PM
> Subject: Re: [gbadev] MusyX
>
>
> > > Ha ha,
> > >           Good wording Manfred. Wouldn't 'ONLY solution if you want to
> do
> > > MIDI based music on the AGB' ? The more I hear about the official audio
> > > solutions, the more I wonder why Nintendo bother? It was the same story
> with
> > > the CGB & N64. I don't know if they supplied a driver for the SNES, but
> if
> > > they did, I bet it was crap!
> >
> > Hi Sean,
> >
> > there is another solution for midi. Just look into the manual! :)
> > However, i dont think anybody wants to use this for the obvious drawbacks.
> >
> > > BTW I like that tune. It really reminds me of Legend of Mana and so on.
> How
> > > many channels & what mix frequency? It really is nice....
> >
> > Thanks. :)
> >
> > As i wanted to stay at SNES sound capabilties as close as possible
> > i choosed 8channels+reverb (reverb for 6 of those 8 channels).
> > Samples are done in 16khz and 16khz mixing frequency is the smallest
> > one that still sounds ok. With 16khz it was at 30% cputime.
> > Well, that's mostly of the 200ms REVERB. This really takes lotsa cputime.
> >
> > But without reverb it's hard to get that typical orchestral sound.
> > Of course smaller reverb (100-150 ms) will decrease cpu time alot
> > and won't hurt song quality too much.
> >
> >
> > For our Iridion game we never use REVERB in game but only for the in
> between parts.
> > It's often just too expansive comparded to non-reverb tunes.
> >
> >
> > I'm really curious what type of music all this launch date titles will
> use.
> > All agb games i have seen so far still used the GBC soundchip! Bah..
> >
> > regards
> >
> > --
> >
> > Manfred Linzner
> > (Project Manager)
> > Shin'en Multimedia
> > http://www.shinen.com
> > Tel.: ++49 (0)89 785 82 565
> > Fax.: ++49 (0)89 785 82 535
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 7
>    Date: Tue, 23 Jan 2001 14:35:14 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: MusyX
>
> > Reverb, Now that's nice. As you say, it does take quite a but of CPU
> > bandwidth. Also, I suppose it uses more RAM... Still, nice & compact!
> >
> > Sean ;-)
>
> yep, reverb takes as more ram as higher mixing is used.
> it can be calculated by >frequency*(1000/reverb_ms)<.
> this value can then be doubled as you need a 16bit buffer
> for good quality and not a totally noisy reverb.
>
>
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 8
>    Date: Tue, 23 Jan 2001 14:11:46 -0000
>    From: "Mat" <matth@...>
> Subject: Re: Hello / GBA coding in C
>
> Hi
>
> The GBA dev-kit does come with C compilers, libs etc...
> You have the choice to use C, asm or a combo. The compiler
> is just a version of gcc distributed by Cygnus and I believe that
> it is freely available for download over the net. You wont get
> AGB libs & headers with that though.
>
> Regards
>
> Mat
>
> ----- Original Message -----
> From: dac69 <dacotter@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 1:14 PM
> Subject: [gbadev] Hello / GBA coding in C
>
>
> > Hello, I just joined up to this mail list (well actually i was in it
> > a long time ago but anyway...)
> >
> > I have developed stuff with GBDK for GB[C] and I want to get started
> > on GBA. Are there anyprograms like GBDK for GBA? (hopeing for a GBADK
> > ^_^)
> >
> > Thanks!
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 9
>    Date: Tue, 23 Jan 2001 16:39:32 +0100
>    From: "Nokturn" <nokturn_@...>
> Subject: Shin'en
>
> Hey,
>
>  I got a question about "Shin'en". Does it come from the Japanese word
"Shinnen" ( Faith )?
>
>
>  - Nokturn
>
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 10
>    Date: Tue, 23 Jan 2001 17:00:56 +0100
>    From: "G.Raimond" <gilles.raimond@...>
> Subject: RE: Shin'en
>
> well, they wrote it in Katakana, on their homepage, so it could be ^_^
>
> -G.Raimond
>   -----Message d'origine-----
>   De : Nokturn [mailto:nokturn_@...]
>   Envoyé : mardi, 23. janvier 2001 16:40
>   À : gbadev
>   Objet : [gbadev] Shin'en
>
>
>   Hey,
>
>    I got a question about "Shin'en". Does it come from the Japanese word
> "Shinnen" ( Faith )?
>
>
>    - Nokturn
>
>         eGroups Sponsor
>
>         Get 3 CDs for ONLY $9.99!
>
>
>   unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 11
>    Date: Tue, 23 Jan 2001 08:02:23 -0800
>    From: "Shawn Freeman" <sfreeman@...>
> Subject: Re: Hello everyone.....
>
> Hello,
> > I have been coding in C and C++ for a couple of years now.
>
> 'kay. I wouldn't recommend C++ for any agb developement.
>
> >I am also familiar with Direct X and Open GL.
>
> 'kay. Doesn't really apply to AGB, but it never hurts to have knowledge.
>
> > I really want to get into developing for the GameBoy Advance.  Anyone know
> a good place to start?
>
> First you would need some docs, of which the only place I know to get them
> is NOA (NDA's...they suck). Second, go to the arm website and familiarize
> yourself with the arm/thumb assembly instruction set. They're may also be
> some info on a couple of websites, but I'm not sure how much info. Try
> Anarko's site.
>
>                     Just Me,
>                         *SF
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 12
>    Date: Tue, 23 Jan 2001 16:16:08 +0000 (GMT)
>    From: Vertigo <vertigo@...>
> Subject: Re: Shin'en
>
> Maybe coz the sun Shin'en out of their Ars'en?
>
> I'm interested in sound tools too btw, if anyone
> has any knowledge of what can be done and using
> what tools, let me/the list know please.
>
> VTG
>
>
> Nokturn <nokturn_@...>:
>
> > Hey,
> >
> >  I got a question about "Shin'en". Does it come
> from the Japanese word
> > "Shinnen" ( Faith )?
> >
> >
> >  - Nokturn
> >
>
>
> -------------------------------------------------
> This mail sent through UK Online webmail
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 13
>    Date: Tue, 23 Jan 2001 17:20:06 +0100
>    From: Manfred Linzner <linzner@...>
> Subject: Re: Shin'en
>
> > Hey,
> >
> >  I got a question about "Shin'en". Does it come from the Japanese word
"Shinnen" ( Faith )?
> >
> >  - Nokturn
>
> the meaning of "shin'en" is abit different (it has actually two meanings).
> First of all there is some kind of spiritul meaning when being translated as
> 'passion' 'profound' or 'unfathomable'.
> But it can also be used for 'abyss', 'deep' or 'ravine'
>
> regards
>
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 14
>    Date: Tue, 23 Jan 2001 17:16:12 +0100
>    From: "Hakim Ferradj" <hferradj@...>
> Subject: Re: Hello everyone.....
>
> > Hello,
> > > I have been coding in C and C++ for a couple of years now.
> >
> > 'kay. I wouldn't recommend C++ for any agb developement.
> >
>
> Of course ASM is probably by far faster than C++ code
> (anyway it depends on your ASM skills) but I don't think
> that it's a bad idea to develop AGB games in C++.
> We are actually developping 5 games for the AGB and
> we develop all of them in C++. And even if the code isn't
> as optimized as for an ASM project, the gamer won't see
> the difference since our games still run at 60fps.
>
> Hakim Ferradj.
> Technical Director.
> Planet Interactive Development.
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 15
>    Date: Tue, 23 Jan 2001 18:50:02 +0100
>    From: "Andreas Scholl" <andreas@...>
> Subject: Re: MusyX
>
> Hi Stello,
>
> das hab ich aus der Gameboy advance Mainlinglist. Vielleicht interessierts
> dich ja...das Lied ist ganz cool finde ich...
>
> greetings,
> 09
>
> -----Ursprüngliche Nachricht-----
> Von: Manfred Linzner <linzner@...>
> An: gbadev@egroups.com <gbadev@egroups.com>
> Datum: Dienstag, 23. Januar 2001 13:49
> Betreff: Re: [gbadev] MusyX
>
>
> >> > Well, according to Shin'en MusyX sucks pretty badly in all areas, but
> >> > then again they can hardly be described as impartial :-)
> >>
> >> We have a licensed version of MusyX.
> >> I just can't reveal all the details about it but Shin'en are totally
> >> right when they say that it just sucks :)
> >
> >Hi folks,
> >
> >just wanted to tell that we never used the word 'sucks' in conjunction with
> MUSYX (at least to my best knowledge :).
> >
> >Musyx is so far the best solution if you want todo midi based music on the
> AGB.
> >
> >We may mentioned some issues like cpu consumption and rom usage. ;)
> >
> >
> >
> >By the way, do some of you remember those old SNES RPGS from SQUARE that
> always had very nice orchestral soundtracks?
> >Lately we wanted to see if similiar is possible on the AGB without taking
> too much cputime.
> >
> >Judge for yourself if you care:
> >
> >www.shinen.de/music/files/shinen_orchestra.mp3
> >
> >The compositon itself isn't that impressive but the arrangement should be
> ok.
> >
> >This tune takes 49kb rom on AGB (samples and data).
> >It uses reverb and synthesized instruments to stay as small as possible.
> >
> >
> >regards
> >
> >--
> >
> >Manfred Linzner
> >(Project Manager)
> >Shin'en Multimedia
> >http://www.shinen.com
> >Tel.: ++49 (0)89 785 82 565
> >Fax.: ++49 (0)89 785 82 535
> >unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 16
>    Date: Tue, 23 Jan 2001 19:55:19 +0100
>    From: "Nokturn" <nokturn_@...>
> Subject: Re: MusyX
>
> >>Hi Stello,
>
> >>das hab ich aus der Gameboy advance Mainlinglist. Vielleicht interessierts
> >>dich ja...das Lied ist ganz cool finde ich...
>
> >>greetings,
> >>09
>
>
>
>
>  We seem to have a little spy in here : )
>
>
>  - Nokturn, spricht natürlich auch Deutsch ; )
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 17
>    Date: Tue, 23 Jan 2001 19:17:32 -0000
>    From: "Craig" <craig@...>
> Subject: Re: Hello everyone.....
>
>
> ----- Original Message -----
> From: Shawn Freeman <sfreeman@...>
> To: <gbadev@egroups.com>
> Sent: Tuesday, January 23, 2001 4:02 PM
> Subject: Re: [gbadev] Hello everyone.....
>
>
> > Hello,
> > > I have been coding in C and C++ for a couple of years now.
> >
> > 'kay. I wouldn't recommend C++ for any agb developement.
>
> What? why? all our stuff seems just fine in C. I also did an action CGB game
> in C and no one would ever know. IMO C or C++ is just fine the the GBA, much
> quicker for most people too.
>
> -Craig.
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 18
>    Date: Tue, 23 Jan 2001 20:29:37 +0100
>    From: "Andreas Scholl" <andreas@...>
> Subject: Re: MusyX
>
> sorry for my previous posting...of course i wanted to forward the message to
> a friend of mine...
>
> btw. the Music is really cool...
>
> greeting,
> Andreas
>
>
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 19
>    Date: Wed, 24 Jan 2001 10:55:03 +0100
>    From: Chris Schmitz <Chris.Schmitz@...>
> Subject: AW: Shin'en
>
> Because of your former scene group "abyss"? :-)
>
> -----Ursprüngliche Nachricht-----
> Von: Manfred Linzner [mailto:linzner@...]
> Gesendet: Dienstag, 23. Januar 2001 17:20
> An: gbadev@egroups.com
> Betreff: Re: [gbadev] Shin'en
>
>
> > Hey,
> >
> >  I got a question about "Shin'en". Does it come from the Japanese word
> "Shinnen" ( Faith )?
> >
> >  - Nokturn
>
> the meaning of "shin'en" is abit different (it has actually two meanings).
> First of all there is some kind of spiritul meaning when being translated as
> 'passion' 'profound' or 'unfathomable'.
> But it can also be used for 'abyss', 'deep' or 'ravine'
>
> regards
>
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
>
>
>

#1235 From: Vertigo <vertigo@...>
Date: Thu Jan 25, 2001 12:57 pm
Subject: Re: AW: Audio hardware question (non-technical)
vertigo@...
Send Email Send Email
 
That's great, thanks, helps me out with my work.

VTG


Quoting Chris Schmitz
<Chris.Schmitz@...>:

> the sound is stereo if your using headphones
>
> -----Ursprüngliche Nachricht-----
> Von: Vertigo [mailto:vertigo@...]
> Gesendet: Donnerstag, 25. Januar 2001 13:46
> An: gbadev@egroups.com
> Betreff: [gbadev] Audio hardware question (non-
technical)
>
>
> If it's so advanced etc why is there only one
lot
> of speaker holes e.g. mono sound? And if you
plug
> in headphones will the sound be in stereo?
>
> VTG
>
> ------------------------------------------------
-
> This mail sent through UK Online webmail
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>


-------------------------------------------------
This mail sent through UK Online webmail

#1234 From: Chris Schmitz <Chris.Schmitz@...>
Date: Thu Jan 25, 2001 12:52 pm
Subject: AW: Audio hardware question (non-technical)
Chris.Schmitz@...
Send Email Send Email
 
the sound is stereo if your using headphones

-----Ursprüngliche Nachricht-----
Von: Vertigo [mailto:vertigo@...]
Gesendet: Donnerstag, 25. Januar 2001 13:46
An: gbadev@egroups.com
Betreff: [gbadev] Audio hardware question (non-technical)


If it's so advanced etc why is there only one lot
of speaker holes e.g. mono sound? And if you plug
in headphones will the sound be in stereo?

VTG

-------------------------------------------------
This mail sent through UK Online webmail

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#1233 From: Vertigo <vertigo@...>
Date: Thu Jan 25, 2001 12:45 pm
Subject: Audio hardware question (non-technical)
vertigo@...
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If it's so advanced etc why is there only one lot
of speaker holes e.g. mono sound? And if you plug
in headphones will the sound be in stereo?

VTG

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#1232 From: Chris Schmitz <Chris.Schmitz@...>
Date: Wed Jan 24, 2001 9:55 am
Subject: AW: Shin'en
Chris.Schmitz@...
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Because of your former scene group "abyss"? :-)

-----Ursprüngliche Nachricht-----
Von: Manfred Linzner [mailto:linzner@...]
Gesendet: Dienstag, 23. Januar 2001 17:20
An: gbadev@egroups.com
Betreff: Re: [gbadev] Shin'en


> Hey,
>
>  I got a question about "Shin'en". Does it come from the Japanese word
"Shinnen" ( Faith )?
>
>  - Nokturn

the meaning of "shin'en" is abit different (it has actually two meanings).
First of all there is some kind of spiritul meaning when being translated as
'passion' 'profound' or 'unfathomable'.
But it can also be used for 'abyss', 'deep' or 'ravine'

regards


--

Manfred Linzner
(Project Manager)
Shin'en Multimedia
http://www.shinen.com
Tel.: ++49 (0)89 785 82 565
Fax.: ++49 (0)89 785 82 535
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#1231 From: "Andreas Scholl" <andreas@...>
Date: Tue Jan 23, 2001 7:29 pm
Subject: Re: MusyX
andreas@...
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sorry for my previous posting...of course i wanted to forward the message to
a friend of mine...

btw. the Music is really cool...

greeting,
Andreas

#1230 From: "Craig" <craig@...>
Date: Tue Jan 23, 2001 7:17 pm
Subject: Re: Hello everyone.....
craig@...
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----- Original Message -----
From: Shawn Freeman <sfreeman@...>
To: <gbadev@egroups.com>
Sent: Tuesday, January 23, 2001 4:02 PM
Subject: Re: [gbadev] Hello everyone.....


> Hello,
> > I have been coding in C and C++ for a couple of years now.
>
> 'kay. I wouldn't recommend C++ for any agb developement.

What? why? all our stuff seems just fine in C. I also did an action CGB game
in C and no one would ever know. IMO C or C++ is just fine the the GBA, much
quicker for most people too.

-Craig.

#1229 From: "Nokturn" <nokturn_@...>
Date: Tue Jan 23, 2001 6:55 pm
Subject: Re: MusyX
nokturn_@...
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>>Hi Stello,

>>das hab ich aus der Gameboy advance Mainlinglist. Vielleicht interessierts
>>dich ja...das Lied ist ganz cool finde ich...

>>greetings,
>>09




  We seem to have a little spy in here : )


  - Nokturn, spricht natürlich auch Deutsch ; )

#1228 From: "Andreas Scholl" <andreas@...>
Date: Tue Jan 23, 2001 5:50 pm
Subject: Re: MusyX
andreas@...
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Hi Stello,

das hab ich aus der Gameboy advance Mainlinglist. Vielleicht interessierts
dich ja...das Lied ist ganz cool finde ich...

greetings,
09

-----Ursprüngliche Nachricht-----
Von: Manfred Linzner <linzner@...>
An: gbadev@egroups.com <gbadev@egroups.com>
Datum: Dienstag, 23. Januar 2001 13:49
Betreff: Re: [gbadev] MusyX


>> > Well, according to Shin'en MusyX sucks pretty badly in all areas, but
>> > then again they can hardly be described as impartial :-)
>>
>> We have a licensed version of MusyX.
>> I just can't reveal all the details about it but Shin'en are totally
>> right when they say that it just sucks :)
>
>Hi folks,
>
>just wanted to tell that we never used the word 'sucks' in conjunction with
MUSYX (at least to my best knowledge :).
>
>Musyx is so far the best solution if you want todo midi based music on the
AGB.
>
>We may mentioned some issues like cpu consumption and rom usage. ;)
>
>
>
>By the way, do some of you remember those old SNES RPGS from SQUARE that
always had very nice orchestral soundtracks?
>Lately we wanted to see if similiar is possible on the AGB without taking
too much cputime.
>
>Judge for yourself if you care:
>
>www.shinen.de/music/files/shinen_orchestra.mp3
>
>The compositon itself isn't that impressive but the arrangement should be
ok.
>
>This tune takes 49kb rom on AGB (samples and data).
>It uses reverb and synthesized instruments to stay as small as possible.
>
>
>regards
>
>--
>
>Manfred Linzner
>(Project Manager)
>Shin'en Multimedia
>http://www.shinen.com
>Tel.: ++49 (0)89 785 82 565
>Fax.: ++49 (0)89 785 82 535
>unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>

#1227 From: "Hakim Ferradj" <hferradj@...>
Date: Tue Jan 23, 2001 4:16 pm
Subject: Re: Hello everyone.....
hferradj@...
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> Hello,
> > I have been coding in C and C++ for a couple of years now.
>
> 'kay. I wouldn't recommend C++ for any agb developement.
>

Of course ASM is probably by far faster than C++ code
(anyway it depends on your ASM skills) but I don't think
that it's a bad idea to develop AGB games in C++.
We are actually developping 5 games for the AGB and
we develop all of them in C++. And even if the code isn't
as optimized as for an ASM project, the gamer won't see
the difference since our games still run at 60fps.

Hakim Ferradj.
Technical Director.
Planet Interactive Development.

#1226 From: Manfred Linzner <linzner@...>
Date: Tue Jan 23, 2001 4:20 pm
Subject: Re: Shin'en
linzner@...
Send Email Send Email
 
> Hey,
>
>  I got a question about "Shin'en". Does it come from the Japanese word
"Shinnen" ( Faith )?
>
>  - Nokturn

the meaning of "shin'en" is abit different (it has actually two meanings).
First of all there is some kind of spiritul meaning when being translated as
'passion' 'profound' or 'unfathomable'.
But it can also be used for 'abyss', 'deep' or 'ravine'

regards


--

Manfred Linzner
(Project Manager)
Shin'en Multimedia
http://www.shinen.com
Tel.: ++49 (0)89 785 82 565
Fax.: ++49 (0)89 785 82 535
Attachment: vcard [not shown]

#1225 From: Vertigo <vertigo@...>
Date: Tue Jan 23, 2001 4:16 pm
Subject: Re: Shin'en
vertigo@...
Send Email Send Email
 
Maybe coz the sun Shin'en out of their Ars'en?

I'm interested in sound tools too btw, if anyone
has any knowledge of what can be done and using
what tools, let me/the list know please.

VTG


Nokturn <nokturn_@...>:

> Hey,
>
>  I got a question about "Shin'en". Does it come
from the Japanese word
> "Shinnen" ( Faith )?
>
>
>  - Nokturn
>


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#1224 From: "Shawn Freeman" <sfreeman@...>
Date: Tue Jan 23, 2001 4:02 pm
Subject: Re: Hello everyone.....
sfreeman@...
Send Email Send Email
 
Hello,
> I have been coding in C and C++ for a couple of years now.

'kay. I wouldn't recommend C++ for any agb developement.

>I am also familiar with Direct X and Open GL.

'kay. Doesn't really apply to AGB, but it never hurts to have knowledge.

> I really want to get into developing for the GameBoy Advance.  Anyone know
a good place to start?

First you would need some docs, of which the only place I know to get them
is NOA (NDA's...they suck). Second, go to the arm website and familiarize
yourself with the arm/thumb assembly instruction set. They're may also be
some info on a couple of websites, but I'm not sure how much info. Try
Anarko's site.

                     Just Me,
                         *SF

#1223 From: "G.Raimond" <gilles.raimond@...>
Date: Tue Jan 23, 2001 4:00 pm
Subject: RE: Shin'en
gilles.raimond@...
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well, they wrote it in Katakana, on their homepage, so it could be ^_^
 
-G.Raimond
-----Message d'origine-----
De : Nokturn [mailto:nokturn_@...]
Envoyé : mardi, 23. janvier 2001 16:40
À : gbadev
Objet : [gbadev] Shin'en

Hey,
 
 I got a question about "Shin'en". Does it come from the Japanese word "Shinnen" ( Faith )?
 
 
 - Nokturn


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