Hi James, ... That's right, there are two stack pointers. I originally found out about this when writing (the equivalent of) crt0.s for a recent project. So,...
Hi Julian, ... I've just done what I should have done before and confirmed that the stack value is sensible inside the interrupt and it always is, so you must...
Hi, I'm the author of the "Girlfriend Advance" emulator. If I can remember well, the interrupt just save the current PC value and jump in the bios, with...
Vincent Cantin
karma@...
Feb 6, 2003 5:56 pm
13724
Hello, swi 0x11 will work in thumb but not in arm. I can;t remember how manyzeros you have to add (6 to make it the high byte of a 32bit word?) but I had the...
... That's funny, works fine for me. Am I confusing something? (I just tested it, with some hblank and vblank effects driven by interrupts, while the main...
Seriously, IRQ mode is a completely seperate processor mode - it has it's own set of certain registers it IS ok to play with r13 as long as you don't do it...
Hi James. ... Interrupts use a different stack pointer from the user stack pointer. So, unless these other routines are also being run in IRQ mode, or your ...
Hi all, I've also posted this question on the gbadev.org forums so I apologise if you've also read this there. Anyway, I'm using interrupts in my code and most...
I know this has been asked before, but I cant find the answer. JEFF, on anyone who knows please let me know: When the agb is accessing the cart is the address...
Daniel
webmaster@...
Feb 6, 2003 11:35 am
13716
... There is only enough sprite graphics memory to display 64 16x16 256-color sprites in mode 3 if you have seperate graphics for each sprite. If you are using...
... If you want your product to be licensed by Nintendo, it can't include anything custom that connects to the Game Pak connector. The makers of the first...
http://www.uclinux.org/ports/ You'll probably need to modify http://www.uclinux.org/pub/uClinux/ports/arm7tdmi/ This uClinux port. In the best case you only...
You're funny :-) Did you do ANY research at all yourself?? I suggest going to the uClinux page, and read up first. Even if you then have questions, they are...
is there a uClinux for ARM7TDMI is there a cross-compile for it? <-- really need detail about version, where to get it, how to install. how to compile the...
I have had a problem saving data in the flash cartridge save data area (0x0E000000)only on newer cartridges like a flashadvance 256M or flash2advance 64M. The...
now i'm using - Windows XP - Cygwin - Xport hardware & software - GBA - RS-232 serial cable i followed the step in http://www.charmedlabs.com/ecosmain.htm but...
also if bit 5 is set in REG_DISTCNT (0x04000000) you get even less [i think thats the right way if I remember right the cowbite spec is wrong, that bit allows...
Mike Wynn
mike.wynn@...
Feb 4, 2003 1:00 pm
13707
U need to know whitch animation-phases do u want to make at whitch time. Then u can loop that "animation" so long as u want. Dont try to handle thoose stuff...
... Are the sprites disappearing completely, or just parts of them? At a guess, with the information supplied, I would say that you're exceeding the display...
Francis Lillie
francis_lillie@...
Feb 4, 2003 12:03 pm
13705
Hi I have started to display around 70 sprites on screen at once, most of them are size 16x16. If I display more than 70 odd, sprites start to disappear...
alternatively you can multiplex sprites down the screen. use as many sprites as you have blocks across the playing area (in our case 6) * 2 and then while its...
... Not exactly. Sega's Puyo Pop uses 12x12 pixel tiles on a 6x12 playfield. ... There are four ways to do tile sizes other than multiples of 8x8 pixels....
Hey Wendy, Funny you should ask I just finished a little demo using the exact same trick puyo pop uses: http://baback.dreamhost.com/sodapop.zip Its pretty...
... using sprites I guess... The GBA can display 128 sprites, so you can do a *lot* with sprites. Load the ROM in an emulator which enables you to switch BG...
Jan-Lieuwe Koopmans
jan-lieuwe@...
Feb 4, 2003 12:41 am
13699
Looking at puyo puyo, they use 11x11 tiles for their puzzle pieces once they have been placed on the game grid. I'm curious how they do this. I was thinking...
So with all of these messages in this thread, who's got a GBA Hard disk in production? ... From: David Welch [mailto:gba@...] Sent: Wednesday, January...