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#12833 From: "Stuart McVicar" <smcvicar@...>
Date: Tue Oct 1, 2002 3:53 am
Subject: RE: c++ make file
semcvicar
Offline Offline
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try adding -lstdc++

> -----Original Message-----
> From: j_north2002 [mailto:johnny_north@...]
> Sent: Tuesday, 1 October 2002 1:10 PM
> To: gbadev@yahoogroups.com
> Subject: [gbadev] c++ make file
>
>
> I'm trying to figure out the correct way to write a make for MSVC,
> but I keep getting the following:
>
> undefined reference to `__gccmain'
> undefined reference to `memset'
> undefined reference to `rand'
> undefined reference to `sprintf'
>
> jeff's FAQ suggests that I may not be linking libgcc correctly, but
> my linker options look like this:
>
> LDFLAGS = -L $(LIBDIR) -L $(LIBDIR2) -T LnkScript -lg -lc -lgcc
>
> can someone help me out here?
>
>
>
>
>
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#12832 From: Luke-Jr <luke7jr@...>
Date: Tue Oct 1, 2002 1:54 am
Subject: Linux tools
Luke7Jr
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I'm about to get back into GBA development... My PC is 100% Linux...
DevKit Advance sounds good for a compiler set, but I can't seem to find
a nice open source emulator for Linux... Can anyone recommend one? (mods
feel free to reject msg w/ an answer if u know one)

#12831 From: "j_north2002" <johnny_north@...>
Date: Tue Oct 1, 2002 3:10 am
Subject: c++ make file
j_north2002
Offline Offline
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I'm trying to figure out the correct way to write a make for MSVC,
but I keep getting the following:

undefined reference to `__gccmain'
undefined reference to `memset'
undefined reference to `rand'
undefined reference to `sprintf'

jeff's FAQ suggests that I may not be linking libgcc correctly, but
my linker options look like this:

LDFLAGS = -L $(LIBDIR) -L $(LIBDIR2) -T LnkScript -lg -lc -lgcc

can someone help me out here?

#12830 From: "Chris Hayton" <chayton@...>
Date: Tue Oct 1, 2002 1:00 am
Subject: RE: Re: New GBA game: Payback
you_oughta_b...
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"Even giving your fillrate (four cycles per pixel) may inspire
somebody to deduce your method."

Just the fact that people now know that it is possible to write a texture-mapper
on
the GBA in 4-cycles-per-pixel is going to encourage people to beat it. Someone
may
have been perfectly happy with their 6-cycles-per-pixel texture mapper,
believing that it couldn't conceivably be written any faster. Just knowing that
something is actually possible is a big help in attempting to achieve it.

PS. Those screenshots are very impressive. Is the engine flexible enough to
allow
a first-person view?

#12829 From: James Daniels <james.daniels@...>
Date: Tue Oct 1, 2002 12:23 am
Subject: Re: Re: New GBA game: Payback
j_r_daniels
Offline Offline
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Hi Damian,

> There's no difference between picking up techniques from video
> footage from a pre-release demo and picking up techniques from
> video footage produced with a "TV de Advance" unit from the game
> itself that your competitor bought for $30 at Circuit City.

I would imagine that having the actual binary would make it considerably
easier to find out how it works - you could just disassemble it.

> Even giving your fillrate (four cycles per pixel)

It's actually less than four cycles per pixel - the peak fillrate given
on the site is for a large polygon but the setup and outer loop are
still included in that measurement.

> may inspire
> somebody to deduce your method.  I'll guess it's an unrolled loop
> that looks like this:
>   add (1)
>   ldr (2)
>   add (1)
>   ldr (2)
>   combine (1)
>   str with post-increment (1)

A store to VRAM takes 3 cycles (2 to write, 1 to execute) so that
approach wouldn't be fast enough (especially when setup and outer loop
stuff was added in).
--
Cheers,
James.

     /\  apex                                 James Daniels
    //\\  designs            james.daniels@...
   //__\\                       http://www.apex-designs.net

#12828 From: "Francis Lillie" <francis_lillie@...>
Date: Mon Sep 30, 2002 10:26 pm
Subject: RE: Re: New GBA game: Payback
francis_lillie@...
Send Email Send Email
 
Damian,

>There's no difference between picking up techniques from video
>footage from a pre-release demo and picking up techniques from
>video footage produced with a "TV de Advance" unit from the game
>itself that your competitor bought for $30 at Circuit City.

I never implied there was :)  The implication made was that it's harder
for people to get an idea of how things are done from static
screenshots, as on the site for Payback.  Someone who is closer to
market with a game will be able to implement clever ideas and get their
game out first, which is why some people are loathe to release early
video footage.  There's an awful lot more that can be deduced from
videos than static images.

>Even giving your fillrate (four cycles per pixel) may inspire
>somebody to deduce your method.  I'll guess it's an unrolled loop
>that looks like this:
>  add (1)
>  ldr (2)
>  add (1)
>  ldr (2)
>  combine (1)
>  str with post-increment (1)

>If you have invented a novel method, such as a four ARM cycles
>per pixel texture mapper, and you're afraid to disclose even its
>output because you're afraid somebody will deduce your method,
>then get a patent ;-)

It's not just the basics that may be novel, or do something that
switches on a light bulb for you, but virtually anything else visually.
Novel ideas are constantly popping up in the demo scene, and although
many of these can't easily be used in games, it gives programmers ideas.

As an example of what I mean, out of all of you who studied the early
video footage of V-Rally 3, how many could have reached conclusions
about how the engine worked from static screenshots?  The smaller
companies in general tend to be more protective of their technology than
larger ones.

Just my take on things.  Probably wrong as usual :'(

FGL

#12827 From: James Daniels <james.daniels@...>
Date: Mon Sep 30, 2002 3:12 pm
Subject: Re: New GBA game: Payback
j_r_daniels
Offline Offline
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Hi Hawken,

> Looks interesting, although you might want to consider posting some video
> downloads of the game in action, so people can see the frame rate etc of
> this 3d engine.

I agree, although I'm slightly concerned about the bandwidth usage when
posting a video clip. However, I am planning to send various GBA news
sites some clips so hopefully you should be able to download something
from them soon.

> Also, some information on the play system of Payback would be helpfull. I
> imagine that it would have to be different to GTA, and there seems to be a
> few rivals in the market for you at the moment. I hope it has an original
> twist.

As far as I know, the only similar game on the GBA is GTA3, which isn't
out yet. However, from what I've seen of the developer's previous games
it looks likely to be a simplified 2D rewrite so I'm confident that
Payback will be the better game. The basic gameplay of Payback is
similar to GTA (complete freedom of movement, answer phones to get
missions, get points to complete the level) but the missions themselves
are much more varied. There are stealth missions, missions in buildings
and even one level where you have to escape from prison. I've tried to
cherry pick the best ideas from GTA as well as adding a few of my own.
I'm also planning to include some of the better user maps that people
have made for previous versions of the game
(http://www.apex-designs.net/payback_maps.html) with the GBA port.
There's non-GBA specific information about the game available here:

http://www.apex-designs.net/payback.html

The only feature that has been removed from the GBA version is gouraud
shading, and the textures have also been scaled down. The gameplay will
be identical.
--
Cheers,
James.

     /\  apex                                 James Daniels
    //\\  designs            james.daniels@...
   //__\\                       http://www.apex-designs.net

#12826 From: "yerricde" <d_yerrick@...>
Date: Mon Sep 30, 2002 5:48 pm
Subject: Re: New GBA game: Payback
yerricde
Offline Offline
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--- In gbadev@y..., "Francis Lillie" <francis_lillie@t...> wrote:
> There are enough intelligent people out there to pick up ideas
> and techniques from video footage and use them in their own
> projects

There's no difference between picking up techniques from video
footage from a pre-release demo and picking up techniques from
video footage produced with a "TV de Advance" unit from the game
itself that your competitor bought for $30 at Circuit City.

Even giving your fillrate (four cycles per pixel) may inspire
somebody to deduce your method.  I'll guess it's an unrolled loop
that looks like this:
   add (1)
   ldr (2)
   add (1)
   ldr (2)
   combine (1)
   str with post-increment (1)

If you have invented a novel method, such as a four ARM cycles
per pixel texture mapper, and you're afraid to disclose even its
output because you're afraid somebody will deduce your method,
then get a patent ;-)

--
Damian

#12825 From: "Francis Lillie" <francis_lillie@...>
Date: Mon Sep 30, 2002 3:03 pm
Subject: RE: New GBA game: Payback
francis_lillie@...
Send Email Send Email
 
Yeah, it would be nice to see video footage of it running, but this is
not always possible.  There are enough intelligent people out there to
pick up ideas and techniques from video footage and use them in their
own projects, and as we all know, sometimes that little edge is the
difference between losing money and breaking even, or even shock,
horror, making a profit.

The AGB Games ones looks to run pretty fast, but from what I saw of the
videos, the car sections especially, the polygons seemed quite large,
giving quite a flat look to the engine, but I agree it still looks quite
nice.  There will be a lot of companies out there thought playing their
3D engine cards very close to their collective chests.

Payback sure looks nice from the screenshots though.  It will be
interesting to see how it turns out.  I would imagine there are a few
people doing GTA style games now though, so there might be some
competition.

FGL

#12824 From: CK <x@...>
Date: Mon Sep 30, 2002 2:44 pm
Subject: Re: Re[2]: first SMS game for GBA
x@...
Send Email Send Email
 
I read:
> not knocking it if it works, but why keep it so secret, I'm sure there are a

maybe because a disassembled rom will look a lot like gnokii or some other
gnuish mobile driver compiled for arm ;)

I've been tinkering a bit with siemens mobile<->gba, scmxx has all the info
if I find the time to get it to a useful stage I'll release it gpled.

cheers

x

--
chris@... Postmodernism is german romanticism with better
http://pilot.fm/ special effects. (Jeff Keuss / via ctheory.com)

#12823 From: "terminal24" <terminal24@...>
Date: Mon Sep 30, 2002 2:07 pm
Subject: Re: New GBA game: Payback
gtp_t24
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Hiya James

Looks interesting, although you might want to consider posting some video
downloads of the game in action, so people can see the frame rate etc of
this 3d engine.
There are a lot of 3d engines being developed at the moment (with AGB games'
one being the most highly developed I've seen) and the secret to publicity's
success seems to be video downloads.

Also, some information on the play system of Payback would be helpfull. I
imagine that it would have to be different to GTA, and there seems to be a
few rivals in the market for you at the moment. I hope it has an original
twist.

regards

hawken

PS Hello to the list! I'm new here.

mr hawken bright-roberts
------------------------
http://www.dadako.com/
------------------------
mailto:hawken@...
------------------------
txt: +44 (0)7968 060 215
------------------------

#12822 From: James Daniels <james.daniels@...>
Date: Mon Sep 30, 2002 5:21 am
Subject: New GBA game: Payback
j_r_daniels
Offline Offline
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Hi everyone,

Sorry for the blatent self-promotion, but I thought some list members
might be interested in my latest project for the GBA. It's a fully 3D
GTA-style game called Payback. I've just posted a status report here:

http://www.apex-designs.net/payback_gba_report.html

Feedback welcome.
--
Cheers,
James.

     /\  apex                                 James Daniels
    //\\  designs            james.daniels@...
   //__\\                       http://www.apex-designs.net

#12821 From: Matt Greer <matthew-greer@...>
Date: Sun Sep 29, 2002 7:51 pm
Subject: Re: choosing the dev-environment
matthew-greer@...
Send Email Send Email
 
On Friday 27 September 2002 11:05, Lawrence Oluyede wrote:
> I'm a newbie in GBA dev and I wanna choose the right tool for me.
> Ham, that is simple and full-of-macros or the Devkit, that is not so simple
> and without
> any kind of macros?

Why not both? I'm also new to GBA dev and the only logical choice I could see
was install and play with both of them. The devkitadv install is complete
cake (at least on Linux that is), as is the Ham install (just takes a good
deal of time).

Since they're both free and both good, this seems like a pretty moot point.
For me, it looks like I'm going to start with Ham for my first major GBA app,
and probably end up going with devkit for the long run. But that's just me.

Matt

#12820 From: groepaz <groepaz@...>
Date: Fri Sep 27, 2002 7:11 pm
Subject: Re: Re: first SMS game for GBA
groepaz2000
Offline Offline
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Hello Peter,

PM> book? hmm. im wondering how Tomcat is doing with Freax btw. :)

yeah me too... that one might be the first book of its kind thats not
trsi propaganda hahahaha :o)

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

#12819 From: Weezerman <weezrman@...>
Date: Fri Sep 27, 2002 7:19 pm
Subject: Re: E-Reader Questions
nutzipper
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I'm very interested in reverse engineering the E-Reader but unfortunately
do not have the time at this point, and it would be my first attempt at
reverse engineering anything.  I have tried a few experiements with
duplicating the cards though.  A simple photocopy will definately not work.
  I tried scanning a card at I believe 600dpi, and that was sufficient
resolution to view the individual dots on the computer screen, but I could
not get a clear enough print for it to work, even at 1200dpi.  In the
course of scanning/printing the card, too much "noise" is introduced in the
Dot Code.  I still hope to try this on a better quality scanner/printer
combination to see if I can get a working copy.

Here are some things I discovered with just a little research:
Uses Olympus Optical Co., Ltd, "Dot Code Technology"
I have found these U.S. Patents:
5,896,403
6,186,405
6,119,937
6,116,507
6,058,498
6,058,225
6,052,813
5,936,228
Some information can be obtained by reading those patents on the U.S.
Patent Office website (http://www.uspto.gov/).  I haven't taken the time to
read through them.

According to the Nintendo website the device has 64 Mbit mask ROM
(presumably contains the NES emulator as well as E-Reader code) and 1 Mbit
Flash (presumably where card data is saved to reuse without rescanning the
card).

As has been mentioned before, a Dot Code strip on the long side of the card
stores 2.2 Kbytes, on the short side 1.4 Kbytes.

Anyone have any other info?

--Lance

>Message: 4
>   Date: Thu, 26 Sep 2002 12:21:48 +0200
>   From: "Jonathan Perret" <jonathan.perret@...>
>Subject: Re: More e-reader questions
>
>I had never heard about the e-reader. It definitely looks like a cool
>device.
>What resolution are the datastrips printed in ? Have you tried
>xeroxing one ?
>
>Cheers,
>--Jonathan
>

#12818 From: "j_north2002" <johnny_north@...>
Date: Fri Sep 27, 2002 7:07 pm
Subject: linking in .a file with Devkit
j_north2002
Offline Offline
Send Email Send Email
 
I'm trying to link CodeWaves .mod player to my project; could someone
help steer me here:

The included makefile for their sample project for GCCArm includes:
-Ttext = 0x08000000 -Tdata = 0x03000000

Their make also links a start.o file which is a modified crt0.s file

I'm using Jeff's crt0.s 1.27 and lnkscript 1.3 and I'm trying to get
the mod player library(GBAPlayerGCC.a) to link in properly with these
files. In lnkscript is says to remove any references in
the makefile to -Ttext and -Tbss, so I believe I can remove -Ttext
=0x08000000. lnkscript also says that code is compiled at 0x08000000
by default. I think that -Tdata = 0x03000000 in the make file is
trying to do the same as lnkscript's _iwram_start = 0x03000000, so I
can remove this from the makefile too, right?

According to the included readme.txt all player code (I assume ALL OF
GBAPlayer.a) is to be places in the .data segment and also in iwram;
how can I make sure this .a file is placed in iwram? It looks like
this might be what their start.s file is attempting to do (I'm new to
the crt0/lnkscript/asm stuff).

Also, trying several combos, I keep getting undefined refs to the
functions defined in GBAPlayer.a.

Thanks for the help!

#12817 From: "Peter Moraliyski" <ph0x@...>
Date: Fri Sep 27, 2002 5:30 pm
Subject: Re: first SMS game for GBA
moraliyski
Offline Offline
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--- In gbadev@y..., groepaz <groepaz@g...> wrote:
> Hello tharo,
>
> 1) learn.to/quote
> 2) game != demo. atleast in my book.
book? hmm. im wondering how Tomcat is doing with Freax btw. :)

> (and 3rd, SMS is for weenies ;=P)
"small steps, Spark, small steps..."


/ph0x

#12816 From: Lawrence Oluyede <l.oluyede@...>
Date: Fri Sep 27, 2002 4:05 pm
Subject: choosing the dev-environment
l.oluyede@...
Send Email Send Email
 
I'm a newbie in GBA dev and I wanna choose the right tool for me.
Ham, that is simple and full-of-macros or the Devkit, that is not so simple
and without
any kind of macros?

--
Lawrence Oluyede

#12815 From: groepaz <groepaz@...>
Date: Fri Sep 27, 2002 3:01 pm
Subject: Re[8]: first SMS game for GBA
groepaz2000
Offline Offline
Send Email Send Email
 
Hello tharo,

Friday, September 27, 2002, 4:33:33 PM, you wrote:

tsd> Bringing out Demo Addons like "Every week until release a new level to
tsd> Preview" and so an makes folks happy.

tsd> Ok? hm? ok u dont belive me ^^
tsd> It can be that its more "addon" section as demo but i think this quite
tsd> fast way to make an demo public have future too.

1) learn.to/quote
2) game != demo. atleast in my book.
(and 3rd, SMS is for weenies ;=P)

[mod note: keep it civilized.]

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

#12814 From: tharo@...
Date: Fri Sep 27, 2002 2:33 pm
Subject: Re[7]: first SMS game for GBA
belial_nox
Offline Offline
Send Email Send Email
 
Bringing out Demo Addons like "Every week until release a new level to
Preview" and so an makes folks happy.

Ok? hm? ok u dont belive me ^^
It can be that its more "addon" section as demo but i think this quite
fast way to make an demo public have future too.

dummy NewB

#12813 From: groepaz <groepaz@...>
Date: Fri Sep 27, 2002 9:09 am
Subject: Re[6]: first SMS game for GBA
groepaz2000
Offline Offline
Send Email Send Email
 
Hello tharo,


tsd> Its like the other guys talk: With this Code were able to bring out
tsd> downloadtable Game Addons like smal Levels or new Player Carakters and
tsd> so on. I think thats sounds like a great future for the demo comunity.

err... wtf has "game addons","small levels" or "new player charakters"
to do with DEMO ?

*scratcheshead*

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

#12812 From: tharo@...
Date: Fri Sep 27, 2002 7:09 am
Subject: Re[5]: first SMS game for GBA
belial_nox
Offline Offline
Send Email Send Email
 
> Thanks to David Welch, I got the divx codec,
>
> Well,&nbsp; and what exactly impressed you so much ?
>
> not knocking it if it works, but why keep it so secret, I'm sure there are a
> lot of people who would like to play too :)
>
> Mike.

Its like the other guys talk: With this Code were able to bring out
downloadtable Game Addons like smal Levels or new Player Carakters and
so on. I think thats sounds like a great future for the demo comunity.

dummy NewB
www.devgba.de

#12811 From: "Mike Wynn" <mike.wynn@...>
Date: Fri Sep 27, 2002 12:39 am
Subject: Re: Re[2]: first SMS game for GBA
mike.wynn@...
Send Email Send Email
 
Thanks to David Welch, I got the divx codec,

Well,  and what exactly impressed you so much ?

not knocking it if it works, but why keep it so secret, I'm sure there are a
lot of people who would like to play too :)

Mike.

----- Original Message -----
From: "porneL" <pornel@...>
To: "Mike Wynn" <gbadev@yahoogroups.com>
Sent: Thursday, September 26, 2002 8:39 PM
Subject: Re[2]: [gbadev] first SMS game for GBA


>
>   hah!
>
>   it worked for me.
>   windows played avi (because I easily found divx5 at divx.com :P)
>
>   and I'm impressed.
>
>
>   Although there is a little chance that this device becomes
>   popular - I hope it will.
>
>   This lets to make many fresh games for gba,
>   not only multiplayer, but also
>   "downloadable" additional levels, upgrades,
>   hi-score exchange and more.
>
>
>
>   bye, porneL
>
>
> --
> Sometimes you're the bug, and sometimes you're the windshield
>
> 1200 603/200 040/25 64M 8.6G 4X 3.1 AGA, GG 989217, ICQ 145671338
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#12810 From: porneL <pornel@...>
Date: Thu Sep 26, 2002 7:39 pm
Subject: Re[2]: first SMS game for GBA
pornelkurna
Offline Offline
Send Email Send Email
 
hah!

   it worked for me.
   windows played avi (because I easily found divx5 at divx.com :P)

   and I'm impressed.


   Although there is a little chance that this device becomes
   popular - I hope it will.

   This lets to make many fresh games for gba,
   not only multiplayer, but also
   "downloadable" additional levels, upgrades,
   hi-score exchange and more.



   bye, porneL


--
Sometimes you're the bug, and sometimes you're the windshield

1200 603/200 040/25 64M 8.6G 4X 3.1 AGA, GG 989217, ICQ 145671338

#12809 From: David Welch <gba@...>
Date: Thu Sep 26, 2002 8:04 pm
Subject: Re: first SMS game for GBA
dwelchgba
Offline Offline
Send Email Send Email
 
I clicked on his link and an avi played, no problem...

At 06:59 PM 9/26/2002 +0100, you wrote:
>Sorry, I'm not impressed by AVI's (especially ones windows refuses to play)
>your link to www.divx.org  does not link to the place where I can get the
>dixv5.0.3 codec and windows media player can not locate the required codec.
>
>show me a cable sematic, and a binary rom (if you source is sacred to you).
>guess I'm one of the cynics born in the other 59 seconds!
>
>you might want to fix you links to nokia etc on
>http://people.inf.elte.hu/ph0x/aurora/
>
>Mike.
>
>----- Original Message -----
>From: "Peter Moraliyski" <ph0x@...>
>To: <gbadev@yahoogroups.com>
>Sent: Thursday, September 26, 2002 5:51 PM
>Subject: [gbadev] first SMS game for GBA
>
>
> > greetings!
> >
> > i wrote a tic-tac-toe to demonstrate
> > the capabilities of Aurora engine -
> > namly controlling the game with the mobile
> > phone's key pad and using SMS for mutiplyer
> > mode.
> >
> > enjoy!
> >
> > http://people.inf.elte.hu/ph0x/aurora/auroraengine2.avi
> >
> > ph0x/amuQ
> >
> >
> >
> >
> >
> >
> > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
> >
> >
> >
>
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#12808 From: "Mike Wynn" <mike.wynn@...>
Date: Thu Sep 26, 2002 5:59 pm
Subject: Re: first SMS game for GBA
mike.wynn@...
Send Email Send Email
 
Sorry, I'm not impressed by AVI's (especially ones windows refuses to play)
your link to www.divx.org  does not link to the place where I can get the
dixv5.0.3 codec and windows media player can not locate the required codec.

show me a cable sematic, and a binary rom (if you source is sacred to you).
guess I'm one of the cynics born in the other 59 seconds!

you might want to fix you links to nokia etc on
http://people.inf.elte.hu/ph0x/aurora/

Mike.

----- Original Message -----
From: "Peter Moraliyski" <ph0x@...>
To: <gbadev@yahoogroups.com>
Sent: Thursday, September 26, 2002 5:51 PM
Subject: [gbadev] first SMS game for GBA


> greetings!
>
> i wrote a tic-tac-toe to demonstrate
> the capabilities of Aurora engine -
> namly controlling the game with the mobile
> phone's key pad and using SMS for mutiplyer
> mode.
>
> enjoy!
>
> http://people.inf.elte.hu/ph0x/aurora/auroraengine2.avi
>
> ph0x/amuQ
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#12807 From: "Peter Moraliyski" <ph0x@...>
Date: Thu Sep 26, 2002 4:51 pm
Subject: first SMS game for GBA
moraliyski
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greetings!

i wrote a tic-tac-toe to demonstrate
the capabilities of Aurora engine -
namly controlling the game with the mobile
phone's key pad and using SMS for mutiplyer
mode.

enjoy!

http://people.inf.elte.hu/ph0x/aurora/auroraengine2.avi

ph0x/amuQ

#12806 From: "Johnny_north" <johnny_north@...>
Date: Thu Sep 26, 2002 1:16 pm
Subject: RE: Strange const problem
j_north2002
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I believe I just experienced the same problem you're having. Using
devkit 2.9X, Jeff's ctr0 and lnkscript, here is what worked for me:

in BG.h

class BG{
...
static const int myArray[];
...
}

in BG.cpp

const int BG::myArray[] = {1,2,3,4};

#12805 From: José Manuel Bento <josemanuel.bento@...>
Date: Thu Sep 26, 2002 12:15 pm
Subject: Re:BIOS Calls
pepoff2002
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void LZ77UnCompVRAM(u16* inBuffer, u16* outBuffer)

{

asm volatile("

mov r0, %0

mov r1, %1

swi 0x12

":

/* No output */ :

"r" (inBuffer) , "r" (outBuffer) :

"r0", "r1");

}

#12804 From: "micamuse51" <mica51@...>
Date: Thu Sep 26, 2002 11:05 am
Subject: NEwbye Please help ----> BIG PROJECT !!!!
micamuse51
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Hi everybody,

i'm about to compute my first gba demos in c++ but i have problems to
compile a program using classes, OOP in general;

Since that, i was programming in c and compiling with the gcc
compiler, but what do i have to do to compile c++ code now?

I have also other questions:

is there persons who are interested to participate to a project with
me, i want to make a 2D-scroller game like Mario, but i need graphics
and to build an engine too; so if someone already got an 2D-scroller
engine and if another person is able to make some graph arts, contact
me directly at mica51@...

I already have the idea for the game story, etc ... but i need help
to put everything together.

I'm 25 years old,french, my name is Michael, finishing a phD thesis
in applied mathematic now, and i want to make this project to search
a job in game industry then.

Thanks in advance to all your answers

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