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 12573 - 12602 of 15019   Newest  |  < Newer  |  Older >  |  Oldest
Messages: Show Message Summaries   (Group by Topic) Sort by Date v  
#12602 From: Pete Gonzalez <gonz@...>
Date: Tue Sep 3, 2002 6:22 am
Subject: Re: Re: EMapper Advanced
gonz1242
Offline Offline
Send Email Send Email
 
At 07:53 PM 8/23/2002, John Seghers wrote:
>GCC hosted on Win32 is a "console" application.  Its input and output are all
>text and file based. It is not interactive.
>As for command-line driven tools....

Visual Studio .NET stores its IDE project files in XML.  This means that
it's trivial (with the right scripting language) to have a script construct
the GNU makefile when you press F7.  ;-)

Cheers,
-Pete

#12601 From: "Damir" <gba@...>
Date: Fri Aug 30, 2002 11:15 pm
Subject: GBAsid source release
gba@...
Send Email Send Email
 
Hi there!

Just wanted to inform you that the source code for GBAsid and
gbalibsidplay has been released and is available for download
from the releases page at www.8arms.net. I've made a effort to
clean up and also done some commenting to the code, but it's
still somewhat messy. Have fun with it and e-mail me if u get
any use of it ;)

cheers,
  /damir



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

#12600 From: ePAc <epac@...>
Date: Fri Aug 30, 2002 6:20 pm
Subject: Re: 8 bit/32 bit Normal Serial or 16 bit Multi player Communication
epac@...
Send Email Send Email
 
The best example i have seen for Communication stuff is the SGADE source
code. They have a multiplayer "module" that has a lot of info in it.

I recommend having a look at it, if you haven't already.

ePAc

On Fri, 30 Aug 2002, meshf96hk wrote:

> Date: Fri, 30 Aug 2002 14:50:07 -0000
> From: meshf96hk <gazza8@...>
> Reply-To: gbadev@yahoogroups.com
> To: gbadev@yahoogroups.com
> Subject: [gbadev] 8 bit/32 bit Normal Serial  or 16 bit Multi player
>     Communication
>
> Hi all,
>
> If there are only two players exists, should I use 8 bit/32 bit
> Normal Serial Communication insteading of using 16 bit Multi player
> communication. Besides, can anyone people who succesfully make
> multiplayer game some demo because I can only find few info on this.
> Many people have asked for these tutorial or some demo in this group,
> yet there is still any related to this.
>
> Thanks in advance,
>
> Samuel
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

---
Nothing is foolproof to a sufficiently talented fool...
   oo
,(..)\
   ~~

#12599 From: "TJ" <comfortably_numb_@...>
Date: Fri Aug 30, 2002 3:52 pm
Subject: Re: Re: Wav to GBA compressed mono
treyjazz2k2
Offline Offline
Send Email Send Email
 
thanks for the sweet link, very nice system and can save the sound files it
generate (unlike normal text to speech programs)...it does really well for
parsing the different sounds....i tested out some funny phrases that other
generators didn't do right :)
   ----- Original Message -----
   From: dj_karta
   To: gbadev@yahoogroups.com
   Sent: Friday, August 30, 2002 7:13 AM
   Subject: [gbadev] Re: Wav to GBA compressed mono


   The Centre for Speech Technology Research
   at the University of Edinburgh has developed
   a text-to-speech system that is free for
   anybody to use AFAIK even in a commercial
   application.

   You can demo the quality of the output here:-

   http://festvox.org/voicedemos.html

   and you can find the sourcecode here:-

   http://www.cstr.ed.ac.uk/projects/festival/

   A GBA ebook reader that reads to you anybody?

   DJK


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

#12598 From: "Willem Kokke" <wkokke@...>
Date: Fri Aug 30, 2002 3:51 pm
Subject: RE: 8 bit/32 bit Normal Serial or 16 bit Multi player Communication
thezensunni
Offline Offline
Send Email Send Email
 
No, using 8/32 Normal Serial Communication, will be one way
communication only when communicating over a link cable

For multiplayer always use the 16 bit Multiplayer mode

For demo's and sourcecode doing multiplayer stuff, look at:

  http://www.suddenpresence.com/sgade/

The best multiplayer sourcecode out there, way better then Nintendo's
code :-)

Hope that helps,
Willem






> -----Original Message-----
> From: meshf96hk [mailto:gazza8@...]
> Sent: Friday, August 30, 2002 16:50 PM
> To: gbadev@yahoogroups.com
> Subject: [gbadev] 8 bit/32 bit Normal Serial or 16 bit Multi
> player Communication
>
>
> Hi all,
>
> If there are only two players exists, should I use 8 bit/32 bit
> Normal Serial Communication insteading of using 16 bit Multi player
> communication. Besides, can anyone people who succesfully make
> multiplayer game some demo because I can only find few info on this.
> Many people have asked for these tutorial or some demo in this group,
> yet there is still any related to this.
>
> Thanks in advance,
>
> Samuel
>
>
>
> ------------------------ Yahoo! Groups Sponsor
> ---------------------~--> 4 DVDs Free +s&p Join Now
> http://us.click.yahoo.com/pt6YBB/NXiEAA/MVfIAA> /cPRolB/TM
>
>
> --------------------------------------------------------------
> -------~->
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>

#12597 From: "gba_cactus" <domowicz@...>
Date: Fri Aug 30, 2002 3:50 pm
Subject: New EMapper Release
gba_cactus
Offline Offline
Send Email Send Email
 
Hey all,

Just got an automated email from the Endostech team.  Version 2.0 of
EMapper Advanced has been released.  And just before the long weekend
too!

http://gbadev.endostech.net/

Anyway, just thought I would let you all know because I dont think
they post here.



-Cactus

#12596 From: "meshf96hk" <gazza8@...>
Date: Fri Aug 30, 2002 2:50 pm
Subject: 8 bit/32 bit Normal Serial or 16 bit Multi player Communication
meshf96hk
Offline Offline
Send Email Send Email
 
Hi all,

If there are only two players exists, should I use 8 bit/32 bit
Normal Serial Communication insteading of using 16 bit Multi player
communication. Besides, can anyone people who succesfully make
multiplayer game some demo because I can only find few info on this.
Many people have asked for these tutorial or some demo in this group,
yet there is still any related to this.

Thanks in advance,

Samuel

#12595 From: "dj_karta" <dj_karta@...>
Date: Fri Aug 30, 2002 12:13 pm
Subject: Re: Wav to GBA compressed mono
dj_karta
Offline Offline
Send Email Send Email
 
The Centre for Speech Technology Research
at the University of Edinburgh has developed
a text-to-speech system that is free for
anybody to use AFAIK even in a commercial
application.

You can demo the quality of the output here:-

http://festvox.org/voicedemos.html

and you can find the sourcecode here:-

http://www.cstr.ed.ac.uk/projects/festival/

A GBA ebook reader that reads to you anybody?

DJK

--- In gbadev@y..., "Tobias_Keizer" <tobias_keizer@y...> wrote:
> Hey There,
>
> I've personally tried the "a i u e o" method once and it DOES work.
> The problem is indeed as you stated being able to successfully join
> the samples into a word. I tried it, it worked... It does of course
> sound like a non-english-speaking-immigrant-first-week-in-the-US...
>
> Since the GBA has quite a lot of memory I would go with pre-
recorded
> speech. Just use the raw sample data, maybe use runlenght encoding
> (which is easier to implement than GSM) with a 11 to 16k sample
> frequency... At 16k without encoding you should be able to fit your
> game and about an hour of sound on a 64MB cart.
>
> If you could get your hands on a GSM routine or can make one
> yourself -which would mean you are smart- that'd be great, if not
> either runlenght or pattern-matching should be easy enough to
> implement for at least some compression...
>
> Good luck by the way...

#12594 From: "Tobias_Keizer" <tobias_keizer@...>
Date: Fri Aug 30, 2002 5:57 am
Subject: Re: Wav to GBA compressed mono
Tobias_Keizer
Offline Offline
Send Email Send Email
 
Hey There,

I've personally tried the "a i u e o" method once and it DOES work.
The problem is indeed as you stated being able to successfully join
the samples into a word. I tried it, it worked... It does of course
sound like a non-english-speaking-immigrant-first-week-in-the-US...

Since the GBA has quite a lot of memory I would go with pre-recorded
speech. Just use the raw sample data, maybe use runlenght encoding
(which is easier to implement than GSM) with a 11 to 16k sample
frequency... At 16k without encoding you should be able to fit your
game and about an hour of sound on a 64MB cart.

If you could get your hands on a GSM routine or can make one
yourself -which would mean you are smart- that'd be great, if not
either runlenght or pattern-matching should be easy enough to
implement for at least some compression...

Good luck by the way...

#12593 From: Danjel Rydén <dan@...>
Date: Thu Aug 29, 2002 1:41 pm
Subject: yet another modplayer...
superike9000
Offline Offline
Send Email Send Email
 
...seems like everyone is doing one these days :)

this one is called F.R.A.S. and can be found and
downloaded from

www.gatesboy.com/fras

it's nothing special, it just plays modfiles. right now
it doesn't make use of (almost) any effects and it
could probably be speeded up alot. this is just a
pre-release and i'll probably release another version
in some time with some more featurs in it. the thing
that's somewhat special about this modplayer is
that it's compleatly free with source (gcc-asm
thumb/arm) and everything. also included is a nice
picture of a grilled chicken... what are you waiting
for? go get that chicken!

         /dan

p.s. oh yeah, it might be good to meantion that it
doesn't sound that good on visual boy advance,
but sounds good with no$gba(ws) and on real hw.

#12592 From: porneL <pornel@...>
Date: Thu Aug 29, 2002 9:58 am
Subject: Re: Re: Wav to GBA compressed mono
pornelkurna
Offline Offline
Send Email Send Email
 
JH>> I want to put a lot of speech in a game.

n> Create some samples with the sounds
n> of "ee" ,"ow" , "a" , "g" , "m" , "uh" , etc..
n> Then you write some kind of "map" so you play the sounds specific to
n> that map, ex:
n> "m ei   n a m uh   i s   n ei m oh d "
n> If you make the sound samples perfect, you wouldn't even notice you
n> play it letter per letter.

Making perfect samples is not an easy job :)
Joining them without clicks would be difficult too.

And what about intonation?
It just may sound stupid :)



   bye, porneL


--

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

#12591 From: "yerricde" <d_yerrick@...>
Date: Thu Aug 29, 2002 1:38 am
Subject: Re: Wav to GBA compressed mono
yerricde
Offline Offline
Send Email Send Email
 
--- In gbadev@y..., "Jhamerton" <jhamerton@y...> wrote:
> I want to put a lot of speech in a game.

Some GBA owners are hearing impaired or play games on noisy buses.
Please add captions for any speech that you do add.

> So I'm looking for some code to help do this.
> It doesn't need to be high quality, just clear and understandable,
> and it can be cpu intensive.

IMA ADPCM doesn't work all that well for voice at 8000 Hz sampling
(only 2:1 vs. 8-bit linear PCM, and quite scratchy).  There is a
free GSM (cellphone data compression, less than 2 KB per second)
voice codec floating around the Net.  However, if you use GSM,
you'll need to hire voice actors.

I'm currently thinking about how to implement a speech codec that
takes advantage of the GBA's wavetable channel.

> has anyone coded a TEXT to Speech library?

There are commercially available text to speech and phoneme
to speech libraries.  Or try porting the free 'say' program:
http://wwwtios.cs.utwente.nl/say/

--
Damian

#12590 From: porneL <pornel@...>
Date: Wed Aug 28, 2002 11:34 pm
Subject: Re: Wav to GBA compressed mono
pornelkurna
Offline Offline
Send Email Send Email
 
J> Hi all,

J> I want to put a lot of speech in a game.
J> So I'm looking for some code to help do this.
J> It doesn't need to be high quality, just clear and understandable,
J> and it can be cpu intensive.

look for CELP coder (Code(table) Excited Linear Prediction Voice Coder)
it is CPU-intensive and will allow you to fit A LOT of speech
(its 4.8kbit per second!)

if you want really really good compression - MELP
(Mixed Extitation...and so on:)
- 2.4kbit
but it will be very slow (FIR + IDFT filters on floats (they dont work
on 16.16, or at least I failed to convert them))



   baj, porneL


--
Lotto - podatek od osób mających problemy z matematyką [ http://pornel.plj.pl ]

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

#12589 From: "nei_mod" <neimod@...>
Date: Wed Aug 28, 2002 8:48 pm
Subject: Re: Wav to GBA compressed mono
nei_mod
Offline Offline
Send Email Send Email
 
JH> I want to put a lot of speech in a game.

Create some samples with the sounds
of "ee" ,"ow" , "a" , "g" , "m" , "uh" , etc..
Then you write some kind of "map" so you play the sounds specific to
that map, ex:
"m ei   n a m uh   i s   n ei m oh d "
If you make the sound samples perfect, you wouldn't even notice you
play it letter per letter.

#12588 From: groepaz <groepaz@...>
Date: Wed Aug 28, 2002 10:33 am
Subject: Re[2]: Re: varargs in C++ macro errors
groepaz2000
Offline Offline
Send Email Send Email
 
Hello John,

Tuesday, August 27, 2002, 11:43:27 PM, you wrote:

JS> From: "Martijn Reuvers" <martijn@...>

>> I get the warning: 'warning: invalid character in macro parameter name'.
>>
>> Since you don't get these errors in your example, I'm really curious to your
>> compiler settings.

JS> What compiler are you using?

JS> I created the following code

JS> int Func(int a, ...)
JS> {
JS> }
JS> #define Func(a, ...) ((void)0)
JS> int main()
JS> {
JS>  Func(1, 2, 3);
JS>  return 0;
JS> }

JS> It compiled fine as either C or C++ in GCC.
JS> MSVC 6.0 complains about the dots in either C or C++.

JS> I'm not certain, but I believe this is a non-standard extension of the macro
processor
JS> or is a recent addition to the standard--perhaps C99?

variable parameter lists in macros are a GNU extension. (maybe read
the part about parameters in macros in gcc-manual? ;=P) this will be
disabled if you compile with --strict-ansi (or whatever that option is
called ;=))

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

#12587 From: "Martijn Reuvers" <martijn@...>
Date: Wed Aug 28, 2002 9:27 am
Subject: Re: Re: varargs in C++ macro errors
martijntwotr...
Offline Offline
Send Email Send Email
 
Hi

> Yeah - try googling for variadic. I use:
>
> #define foo(x...) blah
>
> maybe that permutation works on your setup?

Yeah that works! I also found out that the GCC 3.0.1 compiler doesn't
complain about the C syntax of variadic macro's. The compiler that caused
the problems was GCC v2.95.3..

Thanks

Martijn

#12586 From: "Jhamerton" <jhamerton@...>
Date: Wed Aug 28, 2002 8:38 am
Subject: Wav to GBA compressed mono
Jhamerton
Offline Offline
Send Email Send Email
 
Hi all,

I want to put a lot of speech in a game.
So I'm looking for some code to help do this.
It doesn't need to be high quality, just clear and understandable,
and it can be cpu intensive.

and or

has anyone coded a TEXT to Speech library?

Jippie

#12585 From: PAUCHARD FRANCIS <francis.pauchard@...>
Date: Wed Aug 28, 2002 8:27 am
Subject: Flash Advance Linker Xtreme (USB)
pauchafs
Offline Offline
Send Email Send Email
 
Is there anybody that knows how to address internal registers of the Flash
Advance Linker Xtreme (USB) from a PC ?
I would like to build a card with special hardware like real time clock, A/D
converter, etc..  then the Flash Advance Linker will be used as a hardware
debugging tool with some functions written in Visual C++.

Francis.



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

#12584 From: "John Seghers" <johnse@...>
Date: Tue Aug 27, 2002 11:22 pm
Subject: Re: Re: varargs in C++ macro errors
johnse98072
Offline Offline
Send Email Send Email
 
From: "Pete" <dooby@...>
> Yeah - try googling for variadic. I use:
>
> #define foo(x...) blah
>
> maybe that permutation works on your setup?

From http://gcc.gnu.org/onlinedocs/cpp/Variadic-Macros.html:

Variadic macros are a new feature in C99. GNU CPP has supported them for a long
time, but only with a named variable argument
(args..., not ... and __VA_ARGS__). If you are concerned with portability to
previous versions of GCC, you should use only named
variable arguments. On the other hand, if you are concerned with portability to
other conforming implementations of C99, you should
use only __VA_ARGS__.

So I was right... it was an extension before C99. I think it may still be an
extension in C++.

- John

#12583 From: "nei_mod" <neimod@...>
Date: Tue Aug 27, 2002 11:10 pm
Subject: Re: Simple GBA Internet
nei_mod
Offline Offline
Send Email Send Email
 
Indeed, I've been looking about some TCP/IP examples and PPP and this
sh*t is really unnecessairy to be coded at the GBA end.
It would drain the GBA power to much wich is a down side, plus it's
to much work to read , code etc.. for someone that is not an expert
on the whole internet language.

So the best and fastest solution is like my idea was at first, let
the PC handle it.

#12582 From: porneL <pornel@...>
Date: Tue Aug 27, 2002 10:17 pm
Subject: Re: Re: Simple GBA Internet
pornelkurna
Offline Offline
Send Email Send Email
 
IMHO you should let PC do everything. PC is required in the process anyway.
   Use simple protocol to communicate between GBA and PC, and translate
   those messages on PC.

   it could look like this:

   (GBA1 - player's 1 gba, PC1 - player's 1 PC, GBA2 - players's 2 gba, PC2 -
player's 2 PC)

   GBA1->PC1: "connect 'pl2'"
   PC1->PC2: finds who is "pl2" (asks user for IP) and connects to this IP
   PC1->GBA1: "ok"
   GBA1->PC1: "send 'foo'"
   PC1->PC2: PC1 builds full message, with unique id, timestamp (or whatever you
need) and sends it
   PC2->GBA2: PC2 receives message, does error checking etc. and then forwards
only what GBA1 sent, like: "got 'foo' from 'pl1'"



   So...
   Dont make GBA handle any internet specyfic stuff. It would be cool to have
tcp/ip stack on gba,
   but its absolutely pointless. You already have TCP/IP stack on PC.
   Use the fact that PC has much bigger memory, CPU power and could
   connect to anything, transparently for gba.



   nerka, porneL


--
Pić albo nie pić, oto głupie jest pytanie [ http://pornel.plj.pl ]

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

#12581 From: "John Seghers" <johnse@...>
Date: Tue Aug 27, 2002 10:56 pm
Subject: Re: varargs in C++ macro errors
johnse98072
Offline Offline
Send Email Send Email
 
From: "Martijn Reuvers" <martijn@...>
> // declare a function with a variable nr of args
> void myFunc(int a, ...);
>
> // throw away the declared function
> #define myFunc(a, ...)    ((void)(a))
>

Another way that will do what you want, and not rely upon macros being
able to use the ellipsis is to define your functions like this (I'm assuming
you've got two build possibilities and this function is one that you want in
one build--say DEBUG--and not in another):

void myFuncImpl(int a, ...);

#if DEBUG
#define myFunc    myFuncImpl
#else
#define myFunc    1 ? (void)0 : myFuncImpl
#endif

In the first case, myFunc(1, 2, 3); is translated to myFuncImpl(1, 2, 3);--just
what you would want.

In the second case, it will translate to 1 ? (void)0 : myFuncImpl(1, 2, 3);
The optimizers will see that myFuncImpl never gets called here and eliminate the
reference.

- John

#12580 From: Pete <dooby@...>
Date: Tue Aug 27, 2002 10:01 pm
Subject: Re: Re: varargs in C++ macro errors
dooby@...
Send Email Send Email
 
On Tue, 27 Aug 2002, John Seghers wrote:

> From: "Martijn Reuvers" <martijn@...>
>
> It compiled fine as either C or C++ in GCC.
> MSVC 6.0 complains about the dots in either C or C++.
>
> I'm not certain, but I believe this is a non-standard extension of the macro
processor
> or is a recent addition to the standard--perhaps C99?
>
> - John

Yeah - try googling for variadic. I use:

#define foo(x...) blah

maybe that permutation works on your setup?

Cheers, Pete
--
http://www.bits.bris.ac.uk/dooby/

#12579 From: "John Seghers" <johnse@...>
Date: Tue Aug 27, 2002 9:43 pm
Subject: Re: Re: varargs in C++ macro errors
johnse98072
Offline Offline
Send Email Send Email
 
From: "Martijn Reuvers" <martijn@...>

> I get the warning: 'warning: invalid character in macro parameter name'.
>
> Since you don't get these errors in your example, I'm really curious to your
> compiler settings.

What compiler are you using?

I created the following code

int Func(int a, ...)
{
}
#define Func(a, ...) ((void)0)
int main()
{
  Func(1, 2, 3);
  return 0;
}

It compiled fine as either C or C++ in GCC.
MSVC 6.0 complains about the dots in either C or C++.

I'm not certain, but I believe this is a non-standard extension of the macro
processor
or is a recent addition to the standard--perhaps C99?

- John

#12578 From: "Martijn Reuvers" <martijn@...>
Date: Tue Aug 27, 2002 9:34 pm
Subject: Re: Re: Simple GBA Internet
martijntwotr...
Offline Offline
Send Email Send Email
 
Hi nei,

Well I must admit that I really don't know what is is you're trying to
accomplish. But it sure sounds cool ;-) Anyway, I think you must question
yourself a few questions. Do you want to get yourself into a possible load
of trouble to code all TCP/IP stuff yourself, because you think you should
do that? Suppose (and I really could be terribly wrong here, since I don't
know sh*t about TCP/IP) that you ever want to use your code for a commercial
application. Then IMO your original solution is much better. Let the PC or
GameCube or whatever do all the hard stuff, and let the AGB do only some
primary communication to the host (via some simple but powerful functions).
This saves alot of overhead for the AGB so it can focus on the things that
really matter! And ofcourse it's less error prone, since you don't have to
do all the low level stuff yourself.
     On the other hand however, if you're looking for a challenge on the AGB
and you find that challenge in coding a TCP/IP thingy for the AGB I won't
stop you ;-)

Good luck!

Martijn Reuvers

{ digital happiness @ http://www.twotribes.com }

#12577 From: "John Seghers" <johnse@...>
Date: Tue Aug 27, 2002 9:33 pm
Subject: Re: Re: Simple GBA Internet
johnse98072
Offline Offline
Send Email Send Email
 
From: "nei_mod" <neimod@...>
> My first idea was to let the PC server-side program handle all the
> TCP/IP.
> Now I've been thinking about letting the GBA do that.
> I'm still a bit confused about getting it to talk over a cable to
> Windows or some other OS, yes.
> If I send something over a cable using UART, how can I make the PC
> program send it out to an other computer on the LAN or the big
> Internet?
>
> Please reply to this one, as I am the very most confused with this :(

As someone mentioned, there is a protocol named SLIP or
Serial Line Internet Protocol. The PC runs a SLIP server and the GBA
would run a SLIP client. Someone pointed earlier to a SLIP implementation.

You could also put PPP (Point-to-Point Protocol) on the GBA. SLIP is
a predecessor to PPP.

With either of these you code to the TCP/IP interfaces.  SLIP or PPP provides
the transport layer below the IP layer.

You may be being confused because people mostly associate TCP/IP with
Ethernet. Ethernet is the physical cabling and the particular transport protocol
used for high-speed networks. TCP/IP doesn't actually care what kind of
transport
it is running on top of.

- John

#12576 From: "Martijn Reuvers" <martijn@...>
Date: Tue Aug 27, 2002 9:16 pm
Subject: Re: Re: varargs in C++ macro errors
martijntwotr...
Offline Offline
Send Email Send Email
 
Hi,

> what is s in the code
>
> and what are you hoping to achive with  a cast of 0 to void followed by s

well the 's' is no magic code or something like that, I was just my fault: I
pressed alt-s to send the message and somehow, somewhere that went terribly
wrong :) So it's just a simple void cast of 0.

> void myFunc(int a, ...);
> // throw away the declared function
> #define myFunc(a, ...)    ((void)(0))

Yup that's the one... This generates the error: 'badly punctuated parameter
list in `#define'' when I compile.

When I try

> void myFunc(...);
> // throw away the declared function
> #define myFunc(...)    ((void)(0))

I get the warning: 'warning: invalid character in macro parameter name'.

Since you don't get these errors in your example, I'm really curious to your
compiler settings.

Cheers,

Martijn Reuvers

{ digital happiness @ http://www.twotribes.com }

#12575 From: "nei_mod" <neimod@...>
Date: Tue Aug 27, 2002 9:01 pm
Subject: Re: Simple GBA Internet
nei_mod
Offline Offline
Send Email Send Email
 
DP> To get it to talk over a cable to Windows or whatever, you could
DP> implement SLIP which looks pretty trivial.

My first idea was to let the PC server-side program handle all the
TCP/IP.
Now I've been thinking about letting the GBA do that.
I'm still a bit confused about getting it to talk over a cable to
Windows or some other OS, yes.
If I send something over a cable using UART, how can I make the PC
program send it out to an other computer on the LAN or the big
Internet?

Please reply to this one, as I am the very most confused with this :(

#12574 From: "Mike Wynn" <mike.wynn@...>
Date: Tue Aug 27, 2002 7:23 pm
Subject: Re: Re: varargs in C++ macro errors
mike.wynn@...
Send Email Send Email
 
what is s in the code

and what are you hoping to achive with  a cast of 0 to void followed by s

FYI:

void myFunc(int a, ...);
// throw away the declared function
#define myFunc(a, ...)    ((void)(0))
class Tmp {
protected:
  int v;
public:
  Tmp() { v=0;}
};
void AgbMain( void )
{
  Tmp OnlyWorksInCppMode;
  myFunc( OnlyWorksInCppMode, "ping" );
}

compiles fine

as I don't know what s is I can't do much more!

Mike.


----- Original Message -----
From: "Martijn Reuvers" <martijn@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, August 27, 2002 6:22 PM
Subject: [gbadev] Re: varargs in C++ macro errors


> > // throw away the declared function
> > #define myFunc(a, ...)    ((void)(a))
>
> #define myFunc(a, ...)    ((void)(0))s
>
> that is :-)
>
> Martijn
>
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#12573 From: "Martijn Reuvers" <martijn@...>
Date: Tue Aug 27, 2002 5:18 pm
Subject: varargs in C++ macro errors
martijntwotr...
Offline Offline
Send Email Send Email
 
Hi all,

While converting some of my code to C++ I stumbled upon these strange
compiler errors:

"warning: invalid character in macro parameter name"
"badly punctuated parameter list in `#define'"

This seems to be the problem

// declare a function with a variable nr of args
void myFunc(int a, ...);

// throw away the declared function
#define myFunc(a, ...)    ((void)(a))

This is correct C, but C++ seems to dislike it :( What's the correct C++
syntax of the above example?

Regards,

Martijn Reuvers

{ digital happiness @ http://www.twotribes.com }

Messages 12573 - 12602 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