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
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
>
>
>
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
>
>
>
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
>
>
>
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
> 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
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
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
unsubscribe: gbadev-unsubscribe@egroups.com
unsubscribe: gbadev-unsubscribe@egroups.com
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
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.
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
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!
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!
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)
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com
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.
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
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.
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
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@...
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 ;-)
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
>
>
>
>
>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
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
visit http://www.twotribes.com
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
unsubscribe: gbadev-unsubscribe@egroups.com
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