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#13229 From: "Scott Purcival" <kasparzdomain@...>
Date: Wed Nov 6, 2002 7:36 am
Subject: Re: OT: visoly's 'psychedelic experimentation'
kasparzdomain@...
Send Email Send Email
 
>When Lik-Sang went down (same day?) the Visoly website was gone,
>replaced with a page saying simply  'In god we trust'
>
>Then, more recently, changed to 'psychedelic experimentation'
 
Just a hunch, but i'd say they coulda been hacked by some irate anti-piracy group.
That's what it looks like to me anyway.
 
Asp.


#13228 From: David Welch <gba@...>
Date: Wed Nov 6, 2002 6:30 am
Subject: gas message
dwelchgba
Offline Offline
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grrrr I dont understand what to do with this warning:

Warrning: Failed to find real start of function: xyz

running under cygwin:
GNU assembler version 2.13 (arm-thumb-elf) using BFD version 2.13

I have
	 .text
	 .code 16
	 .global main
main:
...
	 bl xyz
...
	 bl xyz

	 .global xyz
xyz:
...
	 bl xyz

if I leave the .global xyz in there I get three warnings one for each bl to xyz
if I remove the .global xyz then I get just one warning on the third bl xyz

this is in thumb mode, xyz: and the third bl xyz are 114 or so bytes apart,
which is
a trivial distance for a bl in thumb mode...

Any clue what to try next?

David

#13227 From: "Mike Schwartz" <mykes@...>
Date: Wed Nov 6, 2002 6:03 am
Subject: RE: Re: makefiles
mykes@...
Send Email Send Email
 
I use makefiles, exclusively.

I also have complex makefiles that build my tools and libraries.  But it
can be automated a bit better than what you suggest below - I hope my
suggestion helps.

In my low-level (game/ tools/ lib/) makefiles, I do this:

CC= path-to-gcc/gcc

Or

CC= path-to-devkitadv/gcc

And I use something like this:

.cc.o:
	 $(CC) -c -o $*.o $*.c

Then I have a top level makefile that looks like this:

all:
	 cd tools && make
	 cd lib && make
	 cd game && make

I also have other nifty things in my makefiles:

clean:
	 cd tools && make clean
	 cd lib && make clean
	 cd game && make clean

download:
	 xppro game/game.gba

And in some cases, I use a perl script to do some complex operations
using my tools.

No need to screw with bringing different dev environments into your path
or using two sets of commands to build things.

A side note: thanks for making the source to your game available.  Very
useful.



=> -----Original Message-----
=> From: yerricde [mailto:d_yerrick@...]
=> Sent: Tuesday, November 05, 2002 3:59 PM
=> To: gbadev@yahoogroups.com
=> Subject: [gbadev] Re: makefiles
=>
=>
=> --- In gbadev@y..., "nanchaku" <nanchaku@y...> wrote:
=> > I'm curious how people are setting up their makefiles for their
=> > projects
=>
=> For an extremely simple project such as a one-trick tech
=> demo, I use a "mk.bat" file:
=>
=> === begin d:/gbadev/simple-dsound/mk.bat ===
=> @echo off
=>
=> echo === graphics ===
=> tools\bin2h text.chr tst.raw  > chr.h
=>
=> echo === code ===
=> gcc -Wall -O -marm -mthumb-interwork -s -c isr.c
=> if errorlevel 1 goto end
=> gcc -Wall -O -mthumb -mthumb-interwork -s -o 1.elf isr.o
=> timers.c if errorlevel 1 goto end objcopy -O binary 1.elf
=> sndtest.mb.gba
=>
=> :end
=> === end d:/gbadev/simple-dsound/mk.bat ===
=>
=> My full game TOD, on the other hand, uses a much more
=> complex makefile.  Building it is a two stage process,
=> starting with native compilation of tools such as bitmap converters:
=>
=> 1. bring your native gcc into the path (for me, mingw)
=> 2. cd .../tod/tools/
=> 3. make
=>
=> Now that the custom tools are built, build the game itself:
=>
=> 4. bring devkitadv into the path
=> 5. cd ..
=> 6. make
=>
=> Want to see the gory details?  Download full source code for
=> TOD at http://www.pineight.com/tod/
=>
=> > and thoughts on why they feel a certain implementation is
=> particularly
=> > useful.
=>
=> If you're using several resource files (.gbfs, b2x .c, etc)
=> it's best to make a separate makefile for each resource
=> file: samples.gbfs is built by samples.mak, bkgnds.gbfs is
=> built by bkgnds.mak, and then the main makefile 'include's them.
=>
=> > I've seen a couple makefiles here and there in the demos
=> > and was just wondering what practices stood the test of
=> time and what
=> > not.
=>
=> GNU make beats Microsoft nmake, plus it's free as part of
=> MinGW ( http://www.mingw.org/ )
=>
=> --
=> Damian
=>
=>
=>
=>
=>
=> Your use of Yahoo! Groups is subject to
=> http://docs.yahoo.com/info/terms/
=>
=>
=>

#13226 From: "yerricde" <d_yerrick@...>
Date: Wed Nov 6, 2002 1:58 am
Subject: Re: makefiles
yerricde
Offline Offline
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--- In gbadev@y..., "nanchaku" <nanchaku@y...> wrote:
> I'm curious how people are setting up their makefiles for their
> projects

For an extremely simple project such as a one-trick tech demo,
I use a "mk.bat" file:

=== begin d:/gbadev/simple-dsound/mk.bat ===
@echo off

echo === graphics ===
tools\bin2h text.chr tst.raw  > chr.h

echo === code ===
gcc -Wall -O -marm -mthumb-interwork -s -c isr.c
if errorlevel 1 goto end
gcc -Wall -O -mthumb -mthumb-interwork -s -o 1.elf isr.o timers.c
if errorlevel 1 goto end
objcopy -O binary 1.elf sndtest.mb.gba

:end
=== end d:/gbadev/simple-dsound/mk.bat ===

My full game TOD, on the other hand, uses a much more complex
makefile.  Building it is a two stage process, starting with
native compilation of tools such as bitmap converters:

1. bring your native gcc into the path (for me, mingw)
2. cd .../tod/tools/
3. make

Now that the custom tools are built, build the game itself:

4. bring devkitadv into the path
5. cd ..
6. make

Want to see the gory details?  Download full source code for
TOD at http://www.pineight.com/tod/

> and thoughts on why they feel a certain implementation is
> particularly useful.

If you're using several resource files (.gbfs, b2x .c, etc)
it's best to make a separate makefile for each resource file:
samples.gbfs is built by samples.mak, bkgnds.gbfs is built by
bkgnds.mak, and then the main makefile 'include's them.

> I've seen a couple makefiles here and there in the demos
> and was just wondering what practices stood the test of time
> and what not.

GNU make beats Microsoft nmake, plus it's free as part of MinGW
( http://www.mingw.org/ )

--
Damian

#13225 From: "John Seghers" <johnse@...>
Date: Wed Nov 6, 2002 1:56 am
Subject: Re: Scripted Sequences on the GBA
johnse98072
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First let me rephrase a bit what you seem to have said below...

You plan to have m maps, and within each map you may have
n scripts.  You could think of each of these scripts as a case
in a switch statement, or you could think of each as a separate
function.

If you look at them as separate functions, you could manage it
by making each function name be of a form like:

u32 DoScriptMapXXFunctionXX(<whatever parameters all scripts would have>)

Then, you can create a two dimensional array of function pointers, like this:

typedef u32 (*ScriptPtr)(<whatever params>);

ScriptPtr spScripts[m][n] =
{
     DoScriptMap01Function01, DoScriptMap01Function02, ...
DoScriptMap01FunctionN,
     DoScriptMap02Function01, DoScriptMap02Function02, ...
DoScriptMap02FunctionN,
.......
     DoScriptMapMMFunction01, DoScriptMapMMFunction02, ...
DoScriptMapMMFunctionN,
};

Then you can simply look up the function pointer and call it.

Or, sticking with your ID# thing, if the ID was an index into an array, you
could similarly
encode the function names with the ID number and generate the pointer array
semi-automatically.

Or, if you like the 2D matrix, but don't want it rectangular (map 3 has 2
scripts, map 4 has 10,
and you don't want to waste a lot of space) You can do two lookups.

Have an array of script pointers for each map:
ScriptPtr spMap1Scripts[] =
{
    DoScriptMap01Function01, DoScriptMap01Function02, ... DoScriptMap01FunctionN
};
ScriptPtr spMap2Scripts[] =
{
     DoScriptMap02Function01, DoScriptMap02Function02
};
Etc... And then have an array of pointers to these arrays:

ScriptPtr* spMapScriptLists[] = {
     spMap1Scripts,
     spMap2Scripts,
.....
     spMapMMScripts
};

By using a rational numbering scheme, you can semi-automatically maintian these
lists, and your map data can call out the script by
simple indexes into the tables.  Each script is its own function, and you can
therefore package each of them in any way you want:  1
per file, 1 file per map, 1 big file, whatever....

- John
----- Original Message -----
From: "staringmonkey" <staringmonkey@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, November 05, 2002 12:49 PM
Subject: [gbadev] Scripted Sequences on the GBA


> Hey guys,
>
>   I'm working on my first professional project via contract at the
> moment. (Yay me!)  Anyway, I'm trying to decide on the best way to
> implement scripted sequences.  Without giving away any details on
> what type of game were working on (NDA and all) let me just say that
> I need something able to take care of the classic "move and act"
> functions like you would usually see in the scripted sequences of a
> RPG.
>   I was wondering if anybody has any reccomendations on how would be
> best to implement this.  I've all but eliminated the possiblity of
> writing an actual "scripting language" as I don't see this being run-
> time or dev-time effecient.  Right now I'm basically considering
> creating a C++ macro language and exporting a .h file with the map
> which is then compiled into the program.  Then I would create a
> massive, hand-written switch/case-statement to get to the correct
> script (each map will have a unique ID#, and each script within each
> map will also).  Unfortunantly, this seems like the devil's own
> scripting system, and it's hardly going to be an effecient mechanic
> for content creation.
>   Any ideas on how to improve this would be greatly appreciated.
>
> Thanks
> staringmonkey
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#13224 From: "nanchaku" <nanchaku@...>
Date: Wed Nov 6, 2002 1:14 am
Subject: makefiles
nanchaku
Offline Offline
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Hello gbadev-ers.

I'm curious how people are setting up their makefiles for their
projects and thoughts on why they feel a certain implementation is
particularly useful.  I've seen a couple makefiles here and there in
the demos and was just wondering what practices stood the test of time
and what not.  Regards,

Joey

#13223 From: mael <mael@...>
Date: Wed Nov 6, 2002 4:39 am
Subject: Re: VisualBoyAdvance problem
mael@...
Send Email Send Email
 
nanchaku wrote:

>Hi,
>I installed VBA on Redhat and I get:
>
MCOP stands for Multicast Control Protocol.
It's used in KDE's aRTs soundserver to protect again multicast
vulnerability. Nothing to do with vba though.
Check your linux installation and configuration. There's internet drafts
about this floating around :
http://www.google.fr/search?q=cache:npiAmnBtxt4C:www.ietf.org/internet-drafts/dr\
aft-lehtonen-magma-mcop-00.txt+mcop+security&hl=fr&ie=UTF-8
strace is your friend...
Cheers,
Mael

#13222 From: "Theory" <gbtheory@...>
Date: Sat Nov 2, 2002 3:50 am
Subject: Re: Thought this might be of interest
gbtheoryuk
Offline Offline
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>>I have not personally tried running eVC4 on anything other than Win2K, so
I don't know
>>for certain that it runs on Win98, but I suspect it will.

I can confirm that it doesn't work on anything less than W2K as it is the
sole reason I baught XPpro earlier this year when I had to write an app for
ppc2002.
God damn f@!kin micro$oft. It was bad enough that the shitty emu didnt work
in the previous versions - it really pains me having to pay money for a
substandard product just to run a compiler so I can write programs for
another substandard product!!  I constantly try to play devils advocate when
it comes to flameing m$ but bill just keeps giving me more reasons to hate
his company/globalthreat!!
sorrey folks rant over ;o)

t:h:e:o:r:y

#13221 From: "staringmonkey" <staringmonkey@...>
Date: Tue Nov 5, 2002 8:49 pm
Subject: Scripted Sequences on the GBA
staringmonkey
Offline Offline
Send Email Send Email
 
Hey guys,

   I'm working on my first professional project via contract at the
moment. (Yay me!)  Anyway, I'm trying to decide on the best way to
implement scripted sequences.  Without giving away any details on
what type of game were working on (NDA and all) let me just say that
I need something able to take care of the classic "move and act"
functions like you would usually see in the scripted sequences of a
RPG.
   I was wondering if anybody has any reccomendations on how would be
best to implement this.  I've all but eliminated the possiblity of
writing an actual "scripting language" as I don't see this being run-
time or dev-time effecient.  Right now I'm basically considering
creating a C++ macro language and exporting a .h file with the map
which is then compiled into the program.  Then I would create a
massive, hand-written switch/case-statement to get to the correct
script (each map will have a unique ID#, and each script within each
map will also).  Unfortunantly, this seems like the devil's own
scripting system, and it's hardly going to be an effecient mechanic
for content creation.
   Any ideas on how to improve this would be greatly appreciated.

Thanks
staringmonkey

#13220 From: "yerricde" <d_yerrick@...>
Date: Tue Nov 5, 2002 8:34 pm
Subject: Re: Flash Linker for Mac OS X?
yerricde
Offline Offline
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--- In gbadev@y..., George Agnelli <george@m...> wrote:
> I have been trying to build Jeff Frohweins' Flinker 1.72 on
> Mac OS 10.1 but I'm getting a lot of errors. Starting with:
>
> /usr/bin/ld: Undefined symbols:
> _inb
> _inw
> _outb
> _outw

Those functions contain x86 instructions that write directly to
an I/O location on a PC, such as a parallel port.  On the Mac,
you may have to talk to some parallel to USB adapter.

Does FLinker support the Visoly USB linker?  If so, taking out
support for the PC parallel port will get it a step closer to
working.  If not, you're stuck.

> I'm no expert programmer and I wouldn't know where to begin
> in order to do a Mac port.

You'll probably have to figure out the USB linker's protocol.
(This is likely beyond your skill.)

> Has anyone successfully ported this tool to Mac OS X? I haven't
> been able to find any other Mac or Linux software for getting
> data onto a cart. Does anyone know of any?

Linux/x86 or Linux/PPC?

--
Damian

#13219 From: ePAc <epac@...>
Date: Tue Nov 5, 2002 8:22 pm
Subject: Re: Flash Linker for Mac OS X?
epac@...
Send Email Send Email
 
note that the cc that comes with MacOSX is quite "custom". It is based on
GCC, but doens't have much to do with it anymore...

If you want to try to build it, you might have better luck with the gcc
that comes with fink (fink.sourceforge.net). Fink is a set of ported
freesoftware/opensource packages, some already compiled, some not,.. but
it offers a true gcc, as well a all the libraries that you would find on
linux... This might help you get this software to build on MacOSX.

My 2c
Jok

On Tue, 5 Nov 2002, George Agnelli wrote:

> Date: Tue, 05 Nov 2002 15:40:41 +0000
> From: George Agnelli <george@...>
> Reply-To: gbadev@yahoogroups.com
> To: gbadev yahoogroups.com <gbadev@yahoogroups.com>
> Subject: [gbadev] Flash Linker for Mac OS X?
>
> I have been trying to build Jeff Frohweins' Flinker 1.72 on Mac OS 10.1 but
> I'm getting a lot of errors. Starting with:
>
> /usr/bin/ld: Undefined symbols:
> _inb
> _inw
> _outb
> _outw
>
> I've been following Jeff's instructions for compiling on Linux which say to
> use the command '%cc -o fl fl.c -O2'.
>
> I'm no expert programmer and I wouldn't know where to begin in order to do a
> Mac port. Has anyone successfully ported this tool to Mac OS X? I haven't
> been able to find any other Mac or Linux software for getting data onto a
> cart. Does anyone know of any?
>
> George
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

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

#13218 From: "James Boulton" <jim@...>
Date: Tue Nov 5, 2002 8:08 pm
Subject: Re: Flash Linker for Mac OS X?
jim@...
Send Email Send Email
 
> I have been trying to build Jeff Frohweins' Flinker 1.72 on Mac OS 10.1
but
> I'm getting a lot of errors. Starting with:

> /usr/bin/ld: Undefined symbols:
> _inb
> _inw
> _outb
> _outw

The in and out assembler commands are Pentium / clone specific and allow
access to hardware ports on the machine. This includes the printer port,
which is accessed in Jeff's linker code.

You need to find out how to access the parallel port from Mac OS and then
work out which bits on the PC's parallel port register map to the Mac's
parallel port.

Not trivial, but again not that complicated.

Ta,

--James

#13217 From: George Agnelli <george@...>
Date: Tue Nov 5, 2002 3:40 pm
Subject: Flash Linker for Mac OS X?
george_mobile
Offline Offline
Send Email Send Email
 
I have been trying to build Jeff Frohweins' Flinker 1.72 on Mac OS 10.1 but
I'm getting a lot of errors. Starting with:

/usr/bin/ld: Undefined symbols:
_inb
_inw
_outb
_outw

I've been following Jeff's instructions for compiling on Linux which say to
use the command '%cc -o fl fl.c -O2'.

I'm no expert programmer and I wouldn't know where to begin in order to do a
Mac port. Has anyone successfully ported this tool to Mac OS X? I haven't
been able to find any other Mac or Linux software for getting data onto a
cart. Does anyone know of any?

George

#13216 From: "yerricde" <d_yerrick@...>
Date: Tue Nov 5, 2002 1:29 am
Subject: Re: Can someone help me with DMA DirectSound?
yerricde
Offline Offline
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--- In gbadev@y..., "David Clear" <davidc@a...> wrote:
>
> I have an application where I have music source data that is
> converted to DirectSound samples on the fly (i.e. the entire
> tune is too big to be decompressed into one large sample).

In other words, you're working on a music player based
on ADPCM or sub-band audio coding, right?  Or is your
"compression" really just a MIDI or MOD player?  Both
approaches to music will typically use a double buffer.

> The approach I am considering is a simple double-buffer.  Play one
> buffer whilst decoding the next music segment into the other.

That's how most mixers and decompressors work.

> From some tutorials on the web, I have managed to play a single
> buffer, however, I am not sure what to do to flip over to the
> second buffer.
>
> This is what I am doing:
>
> 1. Setup Timer0 at 44.1kHz to play the sample.

I wouldn't suggest 44.1 kHz because it doesn't divide evenly
into the length of a frame.

Previously, I gave the conditions for a good sample buffer size:
* the size should be a factor of 280896 (the time in cycles of
   one frame), and
* the size should be a multiple of 4 (the width of the FIFO).

I generally use a pair of 304-sample buffers, which gives a period
of 924 cycles per sample and a sample frequency of 18157 Hz.  If I
could spare the CPU time, I could double that to 608 samples and
36314 Hz.

> 2. Setup Timer1 to cascade, counting N samples and then
> interrupting.

Turning on more than one periodic interrupt (vblank and timers)
complicates concurrent real-time programming significantly.  To
simplify things, I switch buffers inside my vblank interrupt,
which is why I make my buffers the same length as a frame and
limit my sample rates.

> 3. Set DMA1 from the first soundbuffer.
> 4. Enable Timer0.
>
> Now I'll get an interrupt from Timer1 after N samples.
>
> Q. What do I have to do to seamlessly move over to
>    the second buffer?
>    - I think I have to:
>      1. Disable Timer0.
>      2. Disable DMA1.
>      3. Reset DMA1 to new source buffer.
>      4. Reenable DMA1.
>      5. Reenable Timer0.

You don't need to do steps 1 and 5, but you do need to wait
a few cycles after step 2 because a write to the DMA channel's
control register needs a couple cycles to take effect.

My mixer code uses the following function to start a buffer going
or to switch buffers.

void dsound_switch_buffers(const signed char *src)
{
   DMA[1].control = 0;

   /* no-op to let DMA registers catch up */
   asm volatile ("eor r0, r0; eor r0, r0" ::: "r0");

   DMA[1].src = src; //dma1 source
   DMA[1].dst = (void *)0x040000a0; //write to FIFO A address
   DMA[1].count = 1;
   DMA[1].control = DMA_DSTUNCH | DMA_SRCINC | DMA_REPEAT | DMA_U32 |
                    DMA_SPECIAL | DMA_ENABLE;
   /* DMA_SPECIAL is the special trigger mode for each channel.
      For channel 1, it's triggered by the FIFO.  If you're using
      "standard" headers, it'll probably be called something else. */
}

> This does not work on VisualBoyAdvance (although I have not
> tried on my hardware yet).

The mixer code from Tetanus On Drugs M2 is in 100% commented,
optimized C[1] and works on at least the GBA, VisualBoyAdvance,
Boycott Advance, and BatGBA.  Look at that if you're confused
as to how to get a double buffer working.
http://www.pineight.com/gba/

[1] Some consider hand-tweaking C code a bad idea because
different compilers with different switch settings will
compile a given piece of code drastically differently.
However, if your optimized C uses very simple instructions,
the compiler will generate code quite a bit more predictably.
To see how, read ARM application note 34:
http://www.arm.com/support/567GCF/$File/DAI0034A_efficient-c.pdf

--
Damian

#13215 From: "David Clear" <davidc@...>
Date: Mon Nov 4, 2002 9:54 pm
Subject: Can someone help me with DMA DirectSound?
davidclear
Online Now Online Now
Send Email Send Email
 
Hi.

I have an application where I have music source data that is
converted to DirectSound samples on the fly (i.e. the entire tune is
too big to be decompressed into one large sample).

I would like some advice on how to do this.

The approach I am considering is a simple double-buffer.  Play one
buffer whilst decoding the next music segment into the other.

From some tutorials on the web, I have managed to play a single
buffer, however, I am not sure what to do to flip over to the second
buffer.

This is what I am doing:

1. Setup Timer0 at 44.1kHz to play the sample.
2. Setup Timer1 to cascade, counting N samples and then interrupting.
3. Set DMA1 from the first soundbuffer.
4. Enable Timer0.

Now I'll get an interrupt from Timer1 after N samples.

Q. What do I have to do to seamlessly move over to the second buffer?
    - I think I have to:
      1. Disable Timer0.
      2. Disable DMA1.
      3. Reset DMA1 to new source buffer.
      4. Reenable DMA1.
      5. Reenable Timer0.

This does not work on VisualBoyAdvance (although I have not tried on
my hardware yet).

Please let me know if this approach is ok, and I would appreciate any
other suggestions.

Regards,
David.

#13214 From: Dave Reed <dave_reed@...>
Date: Mon Nov 4, 2002 9:10 pm
Subject: Re: OT: visoly's 'psychedelic experimentation'
arbitrary_ni...
Offline Offline
Send Email Send Email
 
>
>
>I'm wondering if this is another Nintendo lawsuit happening. Why else would
they leave their site like this?
>
>
When Lik-Sang went down (same day?) the Visoly website was gone,
replaced with a page saying simply  'In god we trust'

Then, more recently, changed to 'psychedelic experimentation'

Are the Flash2Advance linkers nothing to do with Visoly? -
http://www.flash2advance.com/ is still up...

#13213 From: "TJ" <comfortably_numb_@...>
Date: Mon Nov 4, 2002 8:02 pm
Subject: OT: visoly's 'psychedelic experimentation'
treyjazz2k2
Offline Offline
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I'm wondering if this is another Nintendo lawsuit happening. Why else would they
leave their site like this?

#13212 From: "Carlos L. Sánchez Martos" <clsanche@...>
Date: Mon Nov 4, 2002 11:33 am
Subject: RE: Bad experiences with importers?
clsanche@...
Send Email Send Email
 
Hi,

> Apparently, some gbadev list members have had good experiences
> with Lik Sang and bad experiences with Hong Kong Toys and
> Lan Kwei.  Who has had good or bad experiences with any other
> online retailer that sells hard-to-find GBA accessories?
>
> --
> Damian
>

Two weeks ago I had a "good experience" with Craig Rothwell:
http://www.cdworld.co.uk/mmcd/gbcd/

#13211 From: "Collin van Ginkel" <collin@...>
Date: Mon Nov 4, 2002 9:25 am
Subject: Another VisualBoyAdvance problem
fleppes2001
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Hi,

We've been experiencing short lock-ups in VBA since the latest update...
after a few seconds the emulator freezes and a second (maybe 2) later is
continues again..

Anyone experiencing similar glitches?

Collin

#13210 From: "nanchaku" <nanchaku@...>
Date: Mon Nov 4, 2002 6:21 am
Subject: VisualBoyAdvance problem
nanchaku
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Hi,
I installed VBA on Redhat and I get:

VisualBoyAdvance-SDL version 1.1
Linux version
Searching for configuration file at: /home/joey/gbadev/temp
Reading configuration file.
Parsing debug info
/tmp/mcop-joey is not owned by user

Can someone shed light on what VBA has to do with this directory?
It's owned by root and has a 'secret cookie' file in it.  I'm
wondering if maybe I didn't install it correctly.  As it stands I need
to run it as root to get it running without the error, and I don't
want to change permissions on the directory unless it is the right
thing to do.

Thanks everyone,

Joey

#13209 From: "nanchaku" <nanchaku@...>
Date: Mon Nov 4, 2002 4:33 am
Subject: Re: devkitadv bug... I think
nanchaku
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Hi all,
To update on my situation, I figured out that:

arm-agb-elf-gcc -nostartfiles -T lnkscript crt0.o -o test.elf main.c

generates an elf file without any warnings.  So I'm telling the
compiler to not use the default crt0.o files and including my own by
specifying crt0.o right?  I think this should be right now, if I
understand it correctly.

Joey

--- In gbadev@y..., Tom Badran <tb100@d...> wrote:
> I already answered this for you in a private email. The current
linux devkit
> that uses gcc 3.1 has some issues which i have been unable to track
down and
> fix. You need to supply your own crt0 and lnkscript and it will work
fine.
>
> On Sunday 21 Jul 2002 11:17 am, NighTiger wrote:
> > Hi guys,
> > whit the help of SlasherX and dovoto I find the problem of devkitadv.
> >
> > This's a test:
> >
> > I create a file main.c and put into
> >
> > int main()
> > {
> >    return 0;
> > }
> >
> > then I compile it and return this errors
> >
> > ________________________________________________
> > gba@debian:~/dev/bin$ gcc main.c -o main.o
> >
> >
/usr/local/devkitadv/lib/gcc-lib/arm-agb-elf/3.1/../../../../arm-agb-elf/bi
> >n/ld: section .iwram [08000388 -> 0800044f] overlaps section .init
[08000374
> > -> 0800038f]
> >
/usr/local/devkitadv/lib/gcc-lib/arm-agb-elf/3.1/../../../../arm-agb-elf/li
> >b/crt0.o: In function `jump_intr':
> >
/usr/local/devkitadv/lib/gcc-lib/arm-agb-elf/3.1/../../../../arm-agb-elf/li
> >b/crt0.o(.iwram+0xc4): undefined reference to `IntrTable'
> > collect2: ld returned 1 exit status
>
> --
> Email: tb100@d... || Jabber: tombadran@j...
> Homepage:   http://www.doc.ic.ac.uk/~tb100

#13208 From: "nanchaku" <nanchaku@...>
Date: Mon Nov 4, 2002 3:53 am
Subject: Re: devkitadv bug... I think
nanchaku
Offline Offline
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Hi,

I am encountering a similar bug of overlapping sections:

/usr/local/devkitadv/lib/gcc-lib/arm-agb-elf/3.1/../../../../arm-agb-elf/bin/ld:
section .data [08000384 -> 0800038b] overlaps section .init [08000370
-> 0800038b]
collect2: ld returned 1 exit status

I use this call (no makefile, just testing things out):

arm-agb-elf-gcc -T lnkscript -o test.elf main.c

The lnkscript is from Jeff F., and I used this to build crt0.o, which
I replaced the default file with:

arm-thumb-elf-as -o crt0.o CRT0.S

Can anyone help explain what's wrong?

Joey


--- In gbadev@y..., Tom Badran <tb100@d...> wrote:
> I already answered this for you in a private email. The current
linux devkit
> that uses gcc 3.1 has some issues which i have been unable to track
down and
> fix. You need to supply your own crt0 and lnkscript and it will work
fine.
>
> On Sunday 21 Jul 2002 11:17 am, NighTiger wrote:
> > Hi guys,
> > whit the help of SlasherX and dovoto I find the problem of devkitadv.
> >
> > This's a test:
> >
> > I create a file main.c and put into
> >
> > int main()
> > {
> >    return 0;
> > }
> >
> > then I compile it and return this errors
> >
> > ________________________________________________
> > gba@debian:~/dev/bin$ gcc main.c -o main.o
> >
> >
/usr/local/devkitadv/lib/gcc-lib/arm-agb-elf/3.1/../../../../arm-agb-elf/bi
> >n/ld: section .iwram [08000388 -> 0800044f] overlaps section .init
[08000374
> > -> 0800038f]
> >
/usr/local/devkitadv/lib/gcc-lib/arm-agb-elf/3.1/../../../../arm-agb-elf/li
> >b/crt0.o: In function `jump_intr':
> >
/usr/local/devkitadv/lib/gcc-lib/arm-agb-elf/3.1/../../../../arm-agb-elf/li
> >b/crt0.o(.iwram+0xc4): undefined reference to `IntrTable'
> > collect2: ld returned 1 exit status
>
> --
> Email: tb100@d... || Jabber: tombadran@j...
> Homepage:   http://www.doc.ic.ac.uk/~tb100

#13207 From: David Welch <gba@...>
Date: Sun Nov 3, 2002 4:59 pm
Subject: RE: Thought this might be of interest
dwelchgba
Offline Offline
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Well, I have been playing with microsofts eMbedded Visual C (evc) 3.0 and 4.0.

Its not going to work as-is as its targeted for WinCE.  What I have done is
use it to compile modules to obj, hack the obj into an asm file, assemble it
with ADS tools and link it (with ADS) tools as a replacement for the
complementary
ADS compiled module.

First EVC3.0 appeared to me at first look to generate better code than EVC4.0
so I went with EVC3.0.  Granted its another 300mb download, once its all
said and done and installed what you really need is only 6mb or less
(uncompressed).

Using the queens benchmark in ARM mode, EVC3 ran 4 times FASTER than
ADS.  I am still blown away.

Moving to the dhrystone, EVC3 started to get slower than ADS before I got to
a point where it stopped working.  Not sure why, the "last thing" I moved over
to EVC was a trivial function, 4 lines of asm.  Dont understand yet.

This is all very preliminary, but it should be possible to use this
compiler for the GBA,
"all you have to do" is port newlib and write your own linker.  - OR - do
what I did
and "simply" write a program to diassemble the obj files and replace modules
from your favorite tool.

David

At 10:24 AM 11/2/2002 +0000, you wrote:
>I have to say I'm extremely impressed with the ADS tools - never did get on
>well with CodeWarrior though. I'm much more of an UltraEdit and GnuMake fan
>to be honest. After stripping the installation back to compilers, armulator
>and symbolic debugger (command line version) I have it down to 46.7 megs. I
>wonder if they'd consider an ADS lite :)
>
>I just found this on the ARM site though for education and non profit
>organisations.
>
>SDT 2.02u Free, but registration required (Windows 95, Windows NT/x86 and
>SunOS 4.1.3)
>
>http://www.arm.com/hr.nsf/html/edu_pricing?OpenDocument&style=HR
>
>might be handy for those still at uni ;)
>
>Dave
>(cross posted to GP32 dev & GBA dev)
>
> >-----Original Message-----
> >From: David Welch [mailto:gba@...]
> >Sent: Monday, October 28, 2002 6:50 AM
> >To: gbadev@yahoogroups.com
> >Subject: RE: [gbadev] Thought this might be of interest
> >
> >
> >
> >http://www.dwelch.com/gba/dhry.htm
> >
> >The ARM tools are pretty damn good once you learn to control them.
> >When you pay for a copy and support, for a certain period of time
> >you get free upgrades. I guess that continues of you maintain
> >your support
> >contract (which is not free certainly), without the support contract
> >upgrades to a previously purchased version are much less than
> >a full license (which is what started this thread I think).  The
> >prices change with time apparently, when 1.2 came out an upgrade from
> >1.1 was $250 if I remember correctly.
>
> >$500 for an academic version is still steep, they should be giving this
> >stuff away IMO, with their goal of everyone touching an ARM every hour
> >minute or second...Next time I get to whisper in the ear of someone
> >high up at ARM (it happens), I will put a few words in for the cause.
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#13206 From: Luke-Jr <luke7jr@...>
Date: Sun Nov 3, 2002 1:12 pm
Subject: FAL USB
Luke7Jr
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Has anyone here tried one of the USB versions of the Flash Advance
Linkers? If so, what are the speeds like?
And most importantly... Does it work on Linux?
It probably should say this on the Visoly site, but it appears to be
down ("Psychedelic Experimentation...")...
Thanks!

#13205 From: James Daniels <james.daniels@...>
Date: Sun Nov 3, 2002 1:45 am
Subject: Re: Bad experiences with importers?
j_r_daniels
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Hi,

> Apparently, some gbadev list members have had good experiences
> with Lik Sang and bad experiences with Hong Kong Toys and
> Lan Kwei.  Who has had good or bad experiences with any other
> online retailer that sells hard-to-find GBA accessories?

I've used success-hk.com and I've got no complaints.
--
Cheers,
James.

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

#13204 From: "yerricde" <d_yerrick@...>
Date: Sat Nov 2, 2002 7:30 pm
Subject: Bad experiences with importers?
yerricde
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Send Email Send Email
 
Apparently, some gbadev list members have had good experiences
with Lik Sang and bad experiences with Hong Kong Toys and
Lan Kwei.  Who has had good or bad experiences with any other
online retailer that sells hard-to-find GBA accessories?

--
Damian

#13203 From: "Graham Toal" <gtoal@...>
Date: Sat Nov 2, 2002 12:55 pm
Subject: Lan Kwei gone awol?
graham_toal
Offline Offline
Send Email Send Email
 
I ordered a pre-modded afterburner GBA from Lan Kwei in mid-July
and have been patiently waiting for it ever since.  As long as
Fai Fai at Lan Kwei was responding to my mails quickly and was
honest about the delay being indefinite, I didn't really mind
too much; but finally he said the order was under way and gave
me a definite date to expect it to be shipped.  This was a
couple of months ago.  Since then he has stopped responding to
my mails altogether.

These guys took my payment up front, and I'm starting to get
very very nervous.

Has *anyone* received a pre-modded GBA from Lan Kwei since
September, and if so, when did you order it?

Is there anything like a Korean version of the Chamber of
Commerce or anything that I can contact to find out if these
guys are legit?

I would strongly advise everyone not to order from this company
until we find out if they are ever going to ship all the units
they've already taken orders for.  This isn't a case of the
ubiquitous backlog of afterburner installers being overloaded -
they explicitly said that their assembler had the GBAs, had the
afterburner kits, and were building and shipping them.

Graham

#13202 From: "Dave Murphy" <wintermute2002@...>
Date: Sat Nov 2, 2002 10:24 am
Subject: RE: Thought this might be of interest
gameboy_dave
Online Now Online Now
Send Email Send Email
 
I have to say I'm extremely impressed with the ADS tools - never did get on
well with CodeWarrior though. I'm much more of an UltraEdit and GnuMake fan
to be honest. After stripping the installation back to compilers, armulator
and symbolic debugger (command line version) I have it down to 46.7 megs. I
wonder if they'd consider an ADS lite :)

I just found this on the ARM site though for education and non profit
organisations.

SDT 2.02u Free, but registration required (Windows 95, Windows NT/x86 and
SunOS 4.1.3)

http://www.arm.com/hr.nsf/html/edu_pricing?OpenDocument&style=HR

might be handy for those still at uni ;)

Dave
(cross posted to GP32 dev & GBA dev)

>-----Original Message-----
>From: David Welch [mailto:gba@...]
>Sent: Monday, October 28, 2002 6:50 AM
>To: gbadev@yahoogroups.com
>Subject: RE: [gbadev] Thought this might be of interest
>
>
>
>http://www.dwelch.com/gba/dhry.htm
>
>The ARM tools are pretty damn good once you learn to control them.
>When you pay for a copy and support, for a certain period of time
>you get free upgrades. I guess that continues of you maintain
>your support
>contract (which is not free certainly), without the support contract
>upgrades to a previously purchased version are much less than
>a full license (which is what started this thread I think).  The
>prices change with time apparently, when 1.2 came out an upgrade from
>1.1 was $250 if I remember correctly.

>$500 for an academic version is still steep, they should be giving this
>stuff away IMO, with their goal of everyone touching an ARM every hour
>minute or second...Next time I get to whisper in the ear of someone
>high up at ARM (it happens), I will put a few words in for the cause.

#13201 From: David Welch <gba@...>
Date: Fri Nov 1, 2002 9:17 pm
Subject: Re: Thought this might be of interest
dwelchgba
Offline Offline
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Yes eMvc4 is a painful download (large), and a painful install (large), and
painful to use (gui ide).

Then I found where the magic files were:

C:\Program Files\Microsoft eMbedded C++ 4.0\EVC\WCE400\BIN\

Which includes clarm.exe, clthumb.exe and support files.  I dont think I/we
will have much luck
with the linker as its determined to build for WinCE.  To disassemble with
dumpbin you need an
additional dll from ...4.0\Common\EVC\Bin I think (just search for
it)...The output so far is
more like an lcc arm port I have found rather than other leading arm compilers

This sort of thing:

unsigned long myfun ( unsigned long x )
{
      return(x+13);
}

myfun:
    00000000: E1A0C00D mov       r12, sp
    00000004: E92D0001 stmdb     sp!, {r0}
    00000008: E92D5000 stmdb     sp!, {r12, lr}
$M98:
    0000000C: E59D0008 ldr       r0, [sp, #8]
    00000010: E280000D add       r0, r0, #0xD
    00000014: E89DA000 ldmia     sp, {sp, pc}

I dont understand the overuse of the stack...very slow and painful...


When you compile for speed it is at least smart enough to know that r0
already holds r0 and
doesnt reload it, it still wastes quite a bit of time storing r0 on the
stack though...

myfun:
    00000000: E1A0C00D mov       r12, sp
    00000004: E92D0001 stmdb     sp!, {r0}
    00000008: E92D5000 stmdb     sp!, {r12, lr}
$M180:
    0000000C: E280000D add       r0, r0, #0xD
    00000010: E89DA000 ldmia     sp, {sp, pc}

I will keep playing...

I am running on Win2k btw, dont have anything but handy to try these exes
on.  This dir with
clarm, etc is <15mb uncompressed...

David





At 12:49 PM 10/31/2002 -0800, you wrote:
>From: "Mat" <matth@...>
> > You forgot to mention that you need one of the following OS's to use it:
> >
> > Microsoft Windows® 2000 Professional SP2, Microsoft Window 2000 Server SP2,
> > or Microsoft Windows XP Professional.
>
>Actually, this is only partially true.
>
>These packages contain a lot more than just the IDE/compiler.  They also
>contain just
>about everything you need to develop for the Pocket PC.  I know for
>certain that the
>IDE of eVC v3 will work on Win98 systems because I've done so in the
>past.  What
>will not run on lesser OSes is the Windows CE emulator.
>
>I have not personally tried running eVC4 on anything other than Win2K, so
>I don't know
>for certain that it runs on Win98, but I suspect it will.
>
>Oh, BTW, it's also a 300MB+ download.  You can also get either version on CD
>directly from Microsoft for something like $12.
>
>- John
>
>
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#13200 From: "Andreas Derr" <andreas_derr@...>
Date: Fri Nov 1, 2002 4:58 pm
Subject: RE: Afterburner 2 kit?
cupid2002de
Offline Offline
Send Email Send Email
 
Look at this thread:

http://www.tritonlabs.com/cgi-bin/ikonboard/ikonboard.cgi?s=3dc2b0ed0c3fffff;act\
=ST;f=1;t=2436

quote:
If you email any of the legitimate Hong Kong game stores such as
Lik-Sang or AI Trading, they will tell you that Hong Kong Toys is a well
known scam operation.  They have a widespread reputation in Hong Kong
for stealing people's money and not shipping out products that were
ordered.  Beware!!! If it sounds to good to be true, them it is!

Quote:
This is the same company that had been offering a $20 Afterburner, but
some posters said they were rip-off artists who never delivered ordered
items. There's no way to tell how it could work from that graphic, since
it's stolen from the Lik-Sang website. And they're still calling it
"backlit"!


So be carefully!

___

Andreas

-----Ursprüngliche Nachricht-----
Von: Rory Savage [mailto:rsavage@...]
Gesendet: Freitag, 1. November 2002 15:42
An: gbadev@yahoogroups.com
Betreff: [gbadev] Afterburner 2 kit?

I saw this on another Asian dealer's site.  They call it the
Afterburner 2, but I have not seen this advertised on the net
anywhere else.


http://ps2modchip.com/search.php?page=blacklit

Thoughts, comments?

Has anyone worked with one of these new kits?


--
Rory Savage

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