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#1285 From: Luke-Jr <mike@...>
Date: Mon Feb 5, 2001 12:36 am
Subject: Re: Internet
mike@...
Send Email Send Email
 
Well, that site's useless... Nintendo only lets companys join as
official developers...

Collin van Ginkel wrote:
>
> Euhmm www.nintendo.com
>
> make that www.noa-engineering.com :)
>
> Greetz,
>
> Collin van Ginkel
> -
> two tribes - digital happiness
> visit http://www.twotribes.com
>
> > From: "Martijn Reuvers" <martijn@...>
> > Reply-To: gbadev@yahoogroups.com
> > Date: Sun, 4 Feb 2001 21:53:04 +0100
> > To: <gbadev@yahoogroups.com>
> > Subject: Re: [gbadev] Internet
> >
> > Depends on your background as a gamedeveloper... You'll have to
> apply for
> > the dev kit (see nintendo.com for the AGBInquiry details).  And when
> the say
> > yes, you'll have to pay approx. $7000 for the kit itself...
> >
> > Martijn Reuvers
> >
> > { digital happiness @ http://www.twotribes.com }
> >
> >
> > ----- Original Message -----
> > From: "Luke-Jr" <mike@...>
> > To: <gbadev@yahoogroups.com>
> > Sent: Sunday, February 04, 2001 9:49 PM
> > Subject: Re: [gbadev] Internet
> >
> >
> >> What dev kit? CAN I buy the Nintendo dev kit?
> >>
> >> Martijn Reuvers wrote:
> >>>
> >>>> I mean if I were writing to a normal GB flash cart... Or does GBA
> >>>> software not run on the old carts?
> >>>
> >>> Nope.. different voltage and stuff like that, at least that's what
> I
> >>> thought.
> >>> Buy the dev kit :)
> >>>
> >>> Martijn
> >>>
> >>> 00
> >>> Yahoo! Groups Sponsor
> >>> /R=1/*http://domains.yahoo.com">
> >>>
> >>>
> >>>
> >>> unsubscribe: gbadev-unsubscribe@egroups.com
> >>
> >>
> >> unsubscribe: gbadev-unsubscribe@egroups.com
> >>
> >>
> >>
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>                    Yahoo! Groups Sponsor
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com

#1284 From: "Martijn Reuvers" <martijn@...>
Date: Sun Feb 4, 2001 9:15 pm
Subject: Re: Internet
martijn@...
Send Email Send Email
 
well ok :)

"he who seeks, shall find..."

Martijn Reuvers

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


----- Original Message -----
From: "Collin van Ginkel" <collin@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, February 04, 2001 10:12 PM
Subject: Re: [gbadev] Internet


> Euhmm www.nintendo.com
>
> make that www.noa-engineering.com :)
>
> Greetz,
>
> Collin van Ginkel
> -
> two tribes - digital happiness
> visit http://www.twotribes.com
>
>
> > From: "Martijn Reuvers" <martijn@...>
> > Reply-To: gbadev@yahoogroups.com
> > Date: Sun, 4 Feb 2001 21:53:04 +0100
> > To: <gbadev@yahoogroups.com>
> > Subject: Re: [gbadev] Internet
> >
> > Depends on your background as a gamedeveloper... You'll have to apply
for
> > the dev kit (see nintendo.com for the AGBInquiry details).  And when the
say
> > yes, you'll have to pay approx. $7000 for the kit itself...
> >
> > Martijn Reuvers
> >
> > { digital happiness @ http://www.twotribes.com }
> >
> >
> > ----- Original Message -----
> > From: "Luke-Jr" <mike@...>
> > To: <gbadev@yahoogroups.com>
> > Sent: Sunday, February 04, 2001 9:49 PM
> > Subject: Re: [gbadev] Internet
> >
> >
> >> What dev kit? CAN I buy the Nintendo dev kit?
> >>
> >> Martijn Reuvers wrote:
> >>>
> >>>> I mean if I were writing to a normal GB flash cart... Or does GBA
> >>>> software not run on the old carts?
> >>>
> >>> Nope.. different voltage and stuff like that, at least that's what I
> >>> thought.
> >>> Buy the dev kit :)
> >>>
> >>> Martijn
> >>>
> >>> 00
> >>> Yahoo! Groups Sponsor
> >>> /R=1/*http://domains.yahoo.com">
> >>>
> >>>
> >>>
> >>> unsubscribe: gbadev-unsubscribe@egroups.com
> >>
> >>
> >> unsubscribe: gbadev-unsubscribe@egroups.com
> >>
> >>
> >>
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>

#1283 From: Collin van Ginkel <collin@...>
Date: Sun Feb 4, 2001 9:12 pm
Subject: Re: Internet
collin@...
Send Email Send Email
 
Euhmm www.nintendo.com

make that www.noa-engineering.com :)

Greetz,

Collin van Ginkel
-
two tribes - digital happiness
visit http://www.twotribes.com


> From: "Martijn Reuvers" <martijn@...>
> Reply-To: gbadev@yahoogroups.com
> Date: Sun, 4 Feb 2001 21:53:04 +0100
> To: <gbadev@yahoogroups.com>
> Subject: Re: [gbadev] Internet
>
> Depends on your background as a gamedeveloper... You'll have to apply for
> the dev kit (see nintendo.com for the AGBInquiry details).  And when the say
> yes, you'll have to pay approx. $7000 for the kit itself...
>
> Martijn Reuvers
>
> { digital happiness @ http://www.twotribes.com }
>
>
> ----- Original Message -----
> From: "Luke-Jr" <mike@...>
> To: <gbadev@yahoogroups.com>
> Sent: Sunday, February 04, 2001 9:49 PM
> Subject: Re: [gbadev] Internet
>
>
>> What dev kit? CAN I buy the Nintendo dev kit?
>>
>> Martijn Reuvers wrote:
>>>
>>>> I mean if I were writing to a normal GB flash cart... Or does GBA
>>>> software not run on the old carts?
>>>
>>> Nope.. different voltage and stuff like that, at least that's what I
>>> thought.
>>> Buy the dev kit :)
>>>
>>> Martijn
>>>
>>> 00
>>> Yahoo! Groups Sponsor
>>> /R=1/*http://domains.yahoo.com">
>>>
>>>
>>>
>>> unsubscribe: gbadev-unsubscribe@egroups.com
>>
>>
>> unsubscribe: gbadev-unsubscribe@egroups.com
>>
>>
>>
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>

#1282 From: "Martijn Reuvers" <martijn@...>
Date: Sun Feb 4, 2001 8:53 pm
Subject: Re: Internet
martijn@...
Send Email Send Email
 
Depends on your background as a gamedeveloper... You'll have to apply for
the dev kit (see nintendo.com for the AGBInquiry details).  And when the say
yes, you'll have to pay approx. $7000 for the kit itself...

Martijn Reuvers

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


----- Original Message -----
From: "Luke-Jr" <mike@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, February 04, 2001 9:49 PM
Subject: Re: [gbadev] Internet


> What dev kit? CAN I buy the Nintendo dev kit?
>
> Martijn Reuvers wrote:
> >
> > > I mean if I were writing to a normal GB flash cart... Or does GBA
> > > software not run on the old carts?
> >
> > Nope.. different voltage and stuff like that, at least that's what I
> > thought.
> > Buy the dev kit :)
> >
> > Martijn
> >
> > 00
> >                    Yahoo! Groups Sponsor
> > /R=1/*http://domains.yahoo.com">
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>

#1281 From: Luke-Jr <mike@...>
Date: Sun Feb 4, 2001 8:49 pm
Subject: Re: Internet
mike@...
Send Email Send Email
 
What dev kit? CAN I buy the Nintendo dev kit?

Martijn Reuvers wrote:
>
> > I mean if I were writing to a normal GB flash cart... Or does GBA
> > software not run on the old carts?
>
> Nope.. different voltage and stuff like that, at least that's what I
> thought.
> Buy the dev kit :)
>
> Martijn
>
> 00
>                    Yahoo! Groups Sponsor
> /R=1/*http://domains.yahoo.com">
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com

#1280 From: "Martijn Reuvers" <martijn@...>
Date: Sun Feb 4, 2001 8:44 pm
Subject: Re: Internet
martijn@...
Send Email Send Email
 
> I mean if I were writing to a normal GB flash cart... Or does GBA
> software not run on the old carts?

Nope.. different voltage and stuff like that, at least that's what I
thought.
Buy the dev kit :)

Martijn

#1279 From: Dennis Ranke <exoticorn@...>
Date: Sun Feb 4, 2001 10:28 pm
Subject: RE: Fastest way to update linear screenbuffer, dmacopy
exoticorn@...
Send Email Send Email
 
I have done some quick tests with my plasma demo "kunterbunt" and found
the "rendering to internal-ram and dma'ing to vram" version a bit slower
than the first version which simply rendered to vram.
Maybe I did something wrong, maybe i didn't, if you want to be sure, you'll
have to try it out yourself...

--
exoticorn/icebird

#1278 From: "Martijn Wenting" <mwenting@...>
Date: Mon Feb 5, 2001 5:21 am
Subject: RE: Fastest way to update linear screenbuffer, dmacopy
mwenting@...
Send Email Send Email
 
Thanks Tom,

I think splitting rendering-code up in 8kb chunks isn't an option i'm afraid
:(
Anyone else got any idea's on this? or does everyone agree with tom?

Also, in GCC it seems whenever i call the line:

DmaCopy(3,intr_main,IntrMainBuf,sizeof(IntrMainBuf),16);

my code seems to hang, so i can't use interrupts yet :(
I copied every structure/etc. from the example code. Anyone knows why?

Also, something similar?

if i call something like: DmaArrayCopy(3,gbapal,BG_PLTT,16);
in the main program, all works fine,

but if have a function like this:

void uploadpalette(u16 *pal)

{
DmaArrayCopy(3,pal,BG_PLTT,16);
}

which i call in the main like this:

uploadpallete(gbapal);

it doesn't work, is this a compiler error or wrong way of parsing?

Cheers,

	 Martijn

-----Original Message-----
From: Tom Kane [mailto:tom.kane@...]
Sent: Thursday, February 01, 2001 2:07 AM
To: gbadev@yahoogroups.com
Subject: RE: [gbadev] Fastest way to update linear screenbuffer.


Martijn

IMHO, the fastest method is to maintain your screen buffer in fast,
single-cycle ram (32Kb) and then either DMA it to the front buffer in VRAM
at the start of the v-blank, or DMA-ing it to the back buffer then flipping
it at the end of the v-blank.

You'll note that in mode 4 (8-bit) the screen takes 240x160 bytes (38,400
bytes) which is larger than your single-cycle ram. You can do one of two
things. Firstly, you can cut the bottom 24 pixels off the screen and fill it
with OSD info. Alternatively, depending on how your write your rendering
routines, you can build the screen up in chunks, say 8Kb at a time and DMA
it to the back vram buffer then flip at the end of the v-blank. This will be
better, because you can also have your rendering code and texture/sprite
cache or whatever in the fast ram too.

Not having any actual hardware to play with just now, I'm not sure how
DMAing will affect the bus. Perhaps someone could advise us all on this?

What's everyone else thinking out there?

Tom Kane

-----Original Message-----
From: Martijn Wenting [mailto:mwenting@...]
Sent: Thursday, February 01, 2001 6:52 PM
To: gbadev@yahoogroups.com
Subject: [gbadev] Fastest way to update linear screenbuffer.


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



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#1277 From: Luke-Jr <mike@...>
Date: Sun Feb 4, 2001 8:21 pm
Subject: Re: Internet
mike@...
Send Email Send Email
 
I mean if I were writing to a normal GB flash cart... Or does GBA
software not run on the old carts?


jim bagley wrote:
>
> GB Xchange won't work for writing GBA stuff,
> as the timing for the cart is different.
>
> >From: Luke-Jr <mike@...>
> >Reply-To: gbadev@yahoogroups.com
> >To: gbadev@yahoogroups.com
> >Subject: [gbadev] Internet
> >Date: Sun, 04 Feb 2001 14:38:09 -0500
> >
> >Has anyone figured out how to use the internet features of GBA yet?
> If
> >so, I'd really like to know so I can begin making my internet GBA
> >game...
> >Also, does anyone know if GB Xchange will or won't work for writing
> GBA
> >binaries?
> >
> >P.S. The ARM SDT worked today! Yay!
>
> _________________________________________________________________________
> Get Your Private, Free E-mail from MSN Hotmail at
> http://www.hotmail.com.
>
>                    Yahoo! Groups Sponsor

#1276 From: "jim bagley" <jimbagley@...>
Date: Sun Feb 4, 2001 8:00 pm
Subject: Re: Internet
jimbagley@...
Send Email Send Email
 
GB Xchange won't work for writing GBA stuff,
as the timing for the cart is different.



>From: Luke-Jr <mike@...>
>Reply-To: gbadev@yahoogroups.com
>To: gbadev@yahoogroups.com
>Subject: [gbadev] Internet
>Date: Sun, 04 Feb 2001 14:38:09 -0500
>
>Has anyone figured out how to use the internet features of GBA yet? If
>so, I'd really like to know so I can begin making my internet GBA
>game...
>Also, does anyone know if GB Xchange will or won't work for writing GBA
>binaries?
>
>P.S. The ARM SDT worked today! Yay!

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

#1275 From: Luke-Jr <mike@...>
Date: Sun Feb 4, 2001 7:49 pm
Subject: Re: ARM SDT Problem...
mike@...
Send Email Send Email
 
N/M... I feel stupid now for not reading the NFO for the crack... Oh
well. It works fine.

Luke-Jr wrote:
>
> I installed it, but it keeps saying
>
> Unable to open this product's licence file.
> CDA0029 The C-Dilla Licence Management System cannot be loaded. Please
> check that the product has been installed correctly.
>
> Any ideas?
> Thx!
>
> 00
>                    Yahoo! Groups Sponsor
> /R=1/*http://domains.yahoo.com">
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com

#1274 From: Luke-Jr <mike@...>
Date: Sun Feb 4, 2001 7:46 pm
Subject: ARM SDT Problem...
mike@...
Send Email Send Email
 
I installed it, but it keeps saying

Unable to open this product's licence file.
CDA0029 The C-Dilla Licence Management System cannot be loaded. Please
check that the product has been installed correctly.

Any ideas?
Thx!

#1273 From: Luke-Jr <mike@...>
Date: Sun Feb 4, 2001 7:38 pm
Subject: Internet
mike@...
Send Email Send Email
 
Has anyone figured out how to use the internet features of GBA yet? If
so, I'd really like to know so I can begin making my internet GBA
game...
Also, does anyone know if GB Xchange will or won't work for writing GBA
binaries?

P.S. The ARM SDT worked today! Yay!

#1272 From: "Mezlaq" <mezlaq@...>
Date: Sun Feb 4, 2001 6:57 pm
Subject: Re: Digest Number 162
mezlaq@...
Send Email Send Email
 
Pal modes, nopal modes... I wish I had a clue what you were talking about.
There was the GBDok which explained GBC graphics through GBDK. Anything
similar for GBA? (I've got Acrobat, if it's in PDF)


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#1269 From: "Nokturn" <nokturn_@...>
Date: Sun Feb 4, 2001 8:08 am
Subject: Re: RAW format
nokturn_@...
Send Email Send Email
 
Hey,
 
 in pal modes you gotta set a palette. In nopal modes ( 3 & 5 ) there should be no troubles.
 - Nokturn
 

>How can I set the colors in RAW format? When I use images from gbadev.org
>demos - everything is fine. When I'm trying to create something new in
>Photoshop - I get weird colors.


#1267 From: "MadCar" <Sorok@...>
Date: Sun Feb 4, 2001 12:39 am
Subject: RAW format
Sorok@...
Send Email Send Email
 
Hi!

How can I set the colors in RAW format? When I use images from gbadev.org
demos - everything is fine. When I'm trying to create something new in
Photoshop - I get weird colors.

Thanks,
MadCar

#1266 From: "Charles Doty" <cddoty@...>
Date: Sat Feb 3, 2001 9:35 pm
Subject: Re: OT: Wonderswan
cddoty@...
Send Email Send Email
 
Charles, there's a WSC group here:
 
 
There you'll find some more info on this machine.
 
And regarding your question, the answer is yes. It's a NEC V30MZ
processor at 3.072MHz. It's much faster than the equivalent 80186
from Intel...
 
BTW, I think the cross-compile thing you're talking about only works
with programs for WonderWitch (that is, programs that use Freya OS...
Unfortunately, I don't think it'll work with real games)
No, it's not an emulator. But, it still allows you to test out stuff. You'd have to have a WonderWitch to compile it to work on the WonderSwan.
The X-Windows version seems a bit more complete. The MSDOS version doesn't support alot of the machine specific stuff (RealTime clocks etc).
There is plenty of source code available for the WonderWitch.
 
* Kokopeli:
* ...when he left, the crops were plentiful and all the women were pregnant.
 

#1264 From: Luke-Jr <mike@...>
Date: Sat Feb 3, 2001 7:47 pm
Subject: ARM SDK
mike@...
Send Email Send Email
 
The Eval ZIP seems to be corrupt on gbadev.org...

#1263 From: dbrioso@...
Date: Sat Feb 3, 2001 7:43 pm
Subject: Re: OT: Wonderswan
dbrioso@...
Send Email Send Email
 
Charles, there's a WSC group here:

http://groups.yahoo.com/group/wscdev

There you'll find some more info on this machine.

And regarding your question, the answer is yes. It's a NEC V30MZ
processor at 3.072MHz. It's much faster than the equivalent 80186
from Intel...

BTW, I think the cross-compile thing you're talking about only works
with programs for WonderWitch (that is, programs that use Freya OS...
Unfortunately, I don't think it'll work with real games)

David


--- In gbadev@y..., "Charles Doty" <cddoty@e...> wrote:
>
>
> If someone were to produce a GBA cartridge with SRAM instead of
ROM, then
> I
>
> guess it would be a full devkit! Hope N actually promotes homebrew
> like
>
> Wonderswan has.
>
> I stumbled across the WonderWitch 'japanese' society today. That's
pretty
> impressive.
>
>
>
> I found two ways (DOS and X-Windows) to compile Wonderswan
compatible
> programs and have them run on a regular computer. (Using Turbo C).
>
>
>
> Does the wonderswan have an 80x86 processor (or one of the
varients,
> V20,V30)?
>
>
>
> * Kokopeli:
>
> * ...when he left, the crops were plentiful and all the women were
> pregnant.

#1262 From: "Charles Doty" <cddoty@...>
Date: Sat Feb 3, 2001 2:14 am
Subject: OT: Wonderswan
cddoty@...
Send Email Send Email
 
If someone were to produce a GBA cartridge with SRAM instead of ROM, then I
guess it would be a full devkit! Hope N actually promotes homebrew like
Wonderswan has.
I stumbled across the WonderWitch 'japanese' society today. That's pretty impressive.
 
I found two ways (DOS and X-Windows) to compile Wonderswan compatible programs and have them run on a regular computer. (Using Turbo C).
 
Does the wonderswan have an 80x86 processor (or one of the varients, V20,V30)?
 
* Kokopeli:
* ...when he left, the crops were plentiful and all the women were pregnant.
 

#1261 From: "Melvin de Voor" <MelvinDV@...>
Date: Fri Feb 2, 2001 9:00 pm
Subject: Re: gba animation
MelvinDV@...
Send Email Send Email
 
hey person
> Hey group,

>      I was just wondering if there were any GBA artists on this mailing
> list. I recently got a job doing animation for the GBA, and its my first
> time working with such restrictive pixel areas. Any tips that veterans of
> console and handheld 2D games can give me would be much appreciated.

Im a GBA artist .. well that is apart from my own projects I still need to
land a job
havent heard back from several people yet :-\ really awaiting it
I did work on several commercial GBC titles .
do you happen to have icq or msn it makes things easier

Melvin de Voor
Artclip entertainment

#1260 From: John Beauchemin <johnb@...>
Date: Fri Feb 2, 2001 8:50 pm
Subject: gba animation
johnb@...
Send Email Send Email
 
Hey group,

      I was just wondering if there were any GBA artists on this mailing
list. I recently got a job doing animation for the GBA, and its my first
time working with such restrictive pixel areas. Any tips that veterans of
console and handheld 2D games can give me would be much appreciated.


John M. Beauchemin
~Animator~ THQ
johnb@...

#1259 From: "Sean Dunlevy" <sean@...>
Date: Fri Feb 2, 2001 3:52 pm
Subject: Multiplayer without more carts->Devkit
sean@...
Send Email Send Email
 
If someone were to produce a GBA cartridge with SRAM instead of ROM, then I
guess it would be a full devkit! Hope N actually promotes homebrew like
Wonderswan has.

Cheers,
Sean ;-)

#1258 From: "Anthony Ball" <anthony@...>
Date: Fri Feb 2, 2001 3:31 pm
Subject: RE: Multiplayer without more carts
anthony@...
Send Email Send Email
 
Sounds like an excellent way to make a cheap devkit to me ;-)

Great Minds... ;)

-Anthony

#1257 From: "Otaku" <otaku@...>
Date: Fri Feb 2, 2001 9:58 am
Subject: Re: Multiplayer without more carts
otaku@...
Send Email Send Email
 
Sounds like an excellent way to make a cheap devkit to me ;-)

----- Original Message -----
From: "Anthony Ball" <anthony@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, February 02, 2001 1:36 AM
Subject: RE: [gbadev] Multiplayer without more carts


> >Just read somewhere that MarioKart Advance will feature a 4 player mode
> >without the need for more than one cart (pocket.ign.com today)
>
> This implies that there is an "Game-Boot" routine in the built-in OS for
> booting a game over a link connector?  Is this right...
>
> -Anthony
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>

#1256 From: "Anthony Ball" <anthony@...>
Date: Fri Feb 2, 2001 9:36 am
Subject: RE: Multiplayer without more carts
anthony@...
Send Email Send Email
 
>Just read somewhere that MarioKart Advance will feature a 4 player mode
>without the need for more than one cart (pocket.ign.com today)

This implies that there is an "Game-Boot" routine in the built-in OS for
booting a game over a link connector?  Is this right...

-Anthony

#1255 From: Marcus Linkert <paninaro@...>
Date: Fri Feb 2, 2001 5:14 am
Subject: Compiler? Assembler?
paninaro@...
Send Email Send Email
 
At 10:51 AM 2/1/01 -0800, you wrote:

Which freeware compilers and assembler is everyone using?

Where can I get them?

#1254 From: Collin van Ginkel <collin@...>
Date: Thu Feb 1, 2001 11:34 am
Subject: Multiplayer without more carts
collin@...
Send Email Send Email
 
Hi,

Just read somewhere that MarioKart Advance will feature a 4 player mode
without the need for more than one cart (pocket.ign.com today)

I'm not 100% familiar with the specifics of the GBA, but I do know we used a
lot of DMA-streaming of tiles in our GBC game.. I also gather that you won't
be able to do this via the cable for 3 other GBA's. So does this mean that
the mulitplayer mode of MarioKart Advance doesn't use streaming of
graphical/sound data?

Greetz,

Collin van Ginkel
-
two tribes - digital happiness
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#1253 From: Tom Kane <tom.kane@...>
Date: Thu Feb 1, 2001 10:06 am
Subject: RE: Fastest way to update linear screenbuffer.
tom.kane@...
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Martijn

IMHO, the fastest method is to maintain your screen buffer in fast,
single-cycle ram (32Kb) and then either DMA it to the front buffer in VRAM
at the start of the v-blank, or DMA-ing it to the back buffer then flipping
it at the end of the v-blank.

You'll note that in mode 4 (8-bit) the screen takes 240x160 bytes (38,400
bytes) which is larger than your single-cycle ram. You can do one of two
things. Firstly, you can cut the bottom 24 pixels off the screen and fill it
with OSD info. Alternatively, depending on how your write your rendering
routines, you can build the screen up in chunks, say 8Kb at a time and DMA
it to the back vram buffer then flip at the end of the v-blank. This will be
better, because you can also have your rendering code and texture/sprite
cache or whatever in the fast ram too.

Not having any actual hardware to play with just now, I'm not sure how
DMAing will affect the bus. Perhaps someone could advise us all on this?

What's everyone else thinking out there?

Tom Kane

-----Original Message-----
From: Martijn Wenting [mailto:mwenting@...]
Sent: Thursday, February 01, 2001 6:52 PM
To: gbadev@yahoogroups.com
Subject: [gbadev] Fastest way to update linear screenbuffer.


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



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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@...
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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

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