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Messages 12602 - 12631 of 15019   Oldest  |  < Older  |  Newer >  |  Newest
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12602
... 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...
Pete Gonzalez
gonz1242
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Sep 3, 2002
7:48 am
12603
... Great! I've really gotten tired of having to debug my C++ template classes on a PC. Now I can debug them... in assembly language? :-} Cheers, -Pete...
Pete Gonzalez
gonz1242
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Sep 3, 2002
7:48 am
12604
I have a very simple test program, that has 2 backgrounds and two sprites but it does not work on any hardware, but runs fine on vba/ba the setup is simple,...
Mike Wynn
mike.wynn@...
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Sep 3, 2002
8:01 pm
12605
... There's a situation where you need to sort your sprites according to their priorities IE pri 0 then pri 1 etc. You've just encountered it. Least I'd assume...
lists@...
yah_kriss
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Sep 3, 2002
10:06 pm
12606
... sprites ... 1 is the ... changes the ... the char, ... So if I understand this correctly, the order of things is like this (priorities in parenthesis): Top...
quirky_2k1
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Sep 4, 2002
8:11 am
12607
I want to set up bg 2 in mode 1 to create a scrollable background. The bg is made from a complete image so there is no tile repetion and it is divided it in...
Marco
xinn_it
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Sep 4, 2002
3:00 pm
12608
... You can fit 256 8-bit tiles or 512 4-bit tiles into a 16 KB bank. If you have more than 256 tiles, just use tile numbers greater than 255. If a tile...
yerricde
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Sep 4, 2002
3:48 pm
12609
you would need to use a hblank to change the char base block value at the correct position down the screen. either that or use two layers and have the first...
ninge
n1nge
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Sep 4, 2002
3:49 pm
12610
... No, that was the NES, with a hard limit of 256 different tile indices. Some games stretched their title screens over four 4 KB tile banks to cover all 960...
yerricde
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Sep 4, 2002
7:03 pm
12611
yeah, got a bit confused as to what he was asking about there! the example I was giving was for a 360 * 240 map which was using 1350 unique 16 colour chars (it...
ninge
n1nge
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Sep 5, 2002
9:47 am
12612
hello there.. since i need a timer in my game, i tried to create a function which uses one of the internal timer registers (obviously). the problem i...
Roman Schaub
schoebey
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Sep 5, 2002
4:20 pm
12613
You're sure you have declared REG_TM3D to be volatile right? Otherwise the value will likely be cached, thus changes in it will be unnoticed? Just something...
Wogan
wogan_gwb
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Sep 5, 2002
4:59 pm
12614
... How is 'REG_TMD3D' defined? Is it volatile? Waiting for Vblank within the while loop puts the CPU on halt until a Vblank interrupt fires, so that happens...
Jan-Lieuwe Koopmans
jan-lieuwe@...
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Sep 5, 2002
5:02 pm
12615
Normally there is no need to check the timer yourself.. The normal timer usage is this: Set the correct period to use.. (every 1, 64, 256 or 1024 clocks) Set...
Willem Kokke
thezensunni
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Sep 5, 2002
5:03 pm
12616
Hi, I'm trying to call Thumb ROM code from an ARM IWRAM routine. Unfortunately, I get error messages like this: Fastcode.text.iwram.o(.iwram+0xbd4): relocation...
James Daniels
j_r_daniels
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Sep 5, 2002
5:27 pm
12617
... the ... well, that is exactly the plan. i wanted to implement a timer that is accurate to 1/1000 s... ... volatile ... it was indeed the problem that the...
schoebey
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Sep 5, 2002
9:05 pm
12618
... the correct position down >the screen. either that or use two layers and have the first set to the first char block (showing >the top half) and the second...
JASON
jason_lee_ro...
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Sep 5, 2002
10:32 pm
12619
I'm not sure what's causing these problems but DMA is giving me a lot of headaches. Basically, consecutive DMAs seem to be screwing up. Using Mappy I can see...
y_mohamoud
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Sep 6, 2002
10:52 am
12620
er - you are incorrect.. 1 16 colour char is 32 bytes not 64 so you can actually only access half of video ram (32 * 1024 = 32768 bytes or 32k) in 16 colour...
Neil Holmes
n1nge
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Sep 6, 2002
10:52 am
12621
... [...] That's only valid with 256 color backgrounds. You can access only 32KB of video memory with 10 bits indexes in 16 colors....
Omar Cornut
segamastersy...
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Sep 6, 2002
10:52 am
12622
Hi! I've now released the final version of the free Krawall SDK. Krawall is still a library for replaying XM's and S3M's, however only the latter is available...
Sebastian Kienzl
zap@...
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Sep 6, 2002
10:52 am
12623
The demo isn't too bad but you don't have any 32 channel music included. Can you add a 32 channel track to the download? 'whispers.xm' is a good example or...
Martin Piper
fnagaton
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Sep 6, 2002
12:30 pm
12624
On Fri, 6 Sep 2002 11:58:40 +0100 Martin Piper <martinp@...> wrote: Hi! ... For a simple reason, Krawall can't handle 32 channels at once, 24 is the ...
Sebastian Kienzl
zap@...
Send Email
Sep 6, 2002
3:17 pm
12625
"Lego Bionicle: Matoran Adventures" due out next month uses a 32 channel player and uses 40% CPU when doing this. So I don't think it's over kill in the...
Martin Piper
fnagaton
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Sep 6, 2002
4:36 pm
12626
... Well, theoretically Krawall can mix 32 channels with less than 40% usage (2.6 + 32*1.13) too, provided that these channels are panned far left or right or...
Sebastian Kienzl
zap@...
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Sep 6, 2002
7:20 pm
12627
I don't want to sound like I'm doing a promotional bit or something, but for anyone wanting to add music to their games/demos, I do think that the Krawall SDK...
SorcererXIII
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Sep 7, 2002
4:50 am
12628
I'm using the TV-De-Advance (see www.lik-sang.com) to display output from the GBA on a TV. I did a simple test, alternating the background between two colors ...
simonclarke
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Sep 7, 2002
10:37 pm
12629
Hi, We're experiencing the same 'error' here. We've also ordered the NTSC version and are using it in the Netherlands (PAL territory) and now know, thanks to...
Collin van Ginkel
fleppes2001
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Sep 7, 2002
11:18 pm
12630
NTSC refreshrate 59,94 fps GBA refreshrate 59.727 fps But I'm not gonna do make any conclusions from this, I don't know the TV-De-Advance :-) ... From:...
Willem kokke
thezensunni
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Sep 8, 2002
3:45 am
12631
... GBA generates about 59.73 (2^24 / 280896) Hz vertical refresh. NTSC TV uses about 59.94 (60000 / 1001) Hz vertical refresh. The difference is 0.213 Hz....
yerricde
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Sep 8, 2002
3:45 am
Messages 12602 - 12631 of 15019   Oldest  |  < Older  |  Newer >  |  Newest
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