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#14367 From: Tom Badran <tb100@...>
Date: Fri Jun 13, 2003 8:47 pm
Subject: Re: FlashAdvance Linker =?iso-8859-1?q?software
tb100badran
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On Friday 13 Jun 2003 20:21, Dennis Munsie wrote:
> Hi,
>
> Just curious as to why you aren't interested in the Multiboot cables?
> The MBV2 programs Visoly carts just fine -- and not all that slow.
> Plus, if it's development that you want to do, it's awfully nice to be
> able to insert printf's into your code, run it on the GBA, and see the
> output on the PC.
>
> I've been using this setup for a few months now (Linux, MBV2, GBA SP,
> Visoly Cart) and it works great for me.

I have the exact same setup and it works really nicely. The ability to
transfer small amounts of data in realtime while a program is running is a
really nice way to debug/test complex algorithms.

Tom

#14366 From: Chuck Mason <cemason@...>
Date: Fri Jun 13, 2003 8:38 pm
Subject: Re: FlashAdvance Linker software
cemasoniv
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Could you provide more information on how the MBV2 cable programs visoly
carts? Is there a website for the mbv2 cable?

Chuck

On Fri, 2003-06-13 at 15:21, Dennis Munsie wrote:
> Hi,
>
> Just curious as to why you aren't interested in the Multiboot cables?
> The MBV2 programs Visoly carts just fine -- and not all that slow.
> Plus, if it's development that you want to do, it's awfully nice to be
> able to insert printf's into your code, run it on the GBA, and see the
> output on the PC.
>
> I've been using this setup for a few months now (Linux, MBV2, GBA SP,
> Visoly Cart) and it works great for me.
>
> dennis
>
> On Thu, 2003-06-12 at 22:01, Chuck Mason wrote:
> > I'm interested in buying a Flash Advance Linker to do some homebrew game
development.
> > I'm not interested in the Multiboot cables, just the packages for
cartridge-writers.
>
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
--
Chuck Mason <cemason@...>
Florida State University

#14365 From: Dennis Munsie <munsied@...>
Date: Fri Jun 13, 2003 7:21 pm
Subject: Re: FlashAdvance Linker software
bea_dennis
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Hi,

Just curious as to why you aren't interested in the Multiboot cables?
The MBV2 programs Visoly carts just fine -- and not all that slow.
Plus, if it's development that you want to do, it's awfully nice to be
able to insert printf's into your code, run it on the GBA, and see the
output on the PC.

I've been using this setup for a few months now (Linux, MBV2, GBA SP,
Visoly Cart) and it works great for me.

dennis

On Thu, 2003-06-12 at 22:01, Chuck Mason wrote:
> I'm interested in buying a Flash Advance Linker to do some homebrew game
development.
> I'm not interested in the Multiboot cables, just the packages for
cartridge-writers.

#14364 From: "Damian Yerrick" <d_yerrick@...>
Date: Fri Jun 13, 2003 4:11 am
Subject: Re: Custom Mixer vs. GBA BIOS Sound Driver
yerricde
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--- In gbadev@yahoogroups.com, Dennis Munsie <munsied@s...> wrote:
> The BIOS doesn't have any access to special hardware that you
> don't if you roll your own

The BIOS has access to the BIOS ROM, which runs at 32 bits 0 wait
state.  The only other memory in the GBA that's as fast is IWRAM,
and that's tiny.

> I see very little benefit to using the BIOS one, other than not
> having to write the code.

Or having to take up some space in IWRAM.

> Otherwise, having to
> make multiple mixing passes isn't too bad CPU wise.

That's correct.  My mixer, written in pure C (no asm) and compiled
to ARM code placed in IWRAM, uses 2.5% CPU plus 2.5% per voice at
21 kHz.

Has anybody benchmarked the performance of the GBA BIOS mixer?

--
Damian

#14363 From: Chuck Mason <cemason@...>
Date: Fri Jun 13, 2003 2:01 am
Subject: FlashAdvance Linker software
cemasoniv
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Hello,

I'm interested in buying a Flash Advance Linker to do some homebrew game
development.
I'm not interested in the Multiboot cables, just the packages for
cartridge-writers.  However,
I've noticed that there isn't any (or not easily locatable) software for the
flash writers
in Linux.  A friend and I did a port of the original gameboy flash linker
(GBXchanger) to Linux,
so we're curious if anyone could provide us with further information:

1) Is there linux software available for the FA linker?
2) If there isn't, can the source be provided so that we can develop the port?
3) Do other (besides the MVB2) GBA flash cart writers support Linux software?

Thanks for all your help,
Charles Mason

#14362 From: Dennis Munsie <munsied@...>
Date: Thu Jun 12, 2003 5:01 pm
Subject: Re: Custom Mixer vs. GBA BIOS Sound Driver
bea_dennis
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Heh -- I've never used the BIOS sound driver, but I would put my trust
in rolling my own over the BIOS routines.  In fact, that's what I did --
I wrote a 2/2 channel mixer (for MODs) in ARM assembly that runs out of
IWRAM.  Runs fairly well for my needs, and comparable to other mixers.
And that was with no prior experience in sound mixing.

The BIOS doesn't have any access to special hardware that you don't if
you roll your own, and you can tweak your own mixer for your own special
needs.  I see very little benefit to using the BIOS one, other than not
having to write the code.

Plus, mixing code isn't that complicated.  If you've done it on x86,
it'll be a relief to do it on the ARM.  Supposedly, someone's been able
to mix 4 channels without having to reload the registers.  If you can
pull that off, the CPU overhead isn't much at all.  Otherwise, having to
make multiple mixing passes isn't too bad CPU wise.

You could also toss in one of the homebrew mixers/tracker libraries as
well -- that would be the best of both worlds, IMO.

dennis

On Thu, 2003-06-12 at 10:52, Daniel Piron wrote:
> I've been looking into the specifications for the GBA BIOS Sound
> Driver and realize that it would suffice for the bulding of any sort
> of .MOD/.S3M player atop it.  I've noticed that many GBA Devr's roll
> their own mixers.  I developed a mixer and .S3M Player for Sound
> Blaster Pro a good 5 years ago, so I have experience in the matter,
> but I am concerned about performance.  I figure that any integrated
> mixer would take advantage of the GBA hardware better than my
> homebrew.  Is my concern justified?  Has anyone used the GBA BIOS
> Sound Driver?

#14361 From: "Daniel Piron" <dannypiron@...>
Date: Thu Jun 12, 2003 2:52 pm
Subject: Custom Mixer vs. GBA BIOS Sound Driver
dannypiron
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I've been looking into the specifications for the GBA BIOS Sound
Driver and realize that it would suffice for the bulding of any sort
of .MOD/.S3M player atop it.  I've noticed that many GBA Devr's roll
their own mixers.  I developed a mixer and .S3M Player for Sound
Blaster Pro a good 5 years ago, so I have experience in the matter,
but I am concerned about performance.  I figure that any integrated
mixer would take advantage of the GBA hardware better than my
homebrew.  Is my concern justified?  Has anyone used the GBA BIOS
Sound Driver?

Any comments would be greatly appreciated.

Thank you.

#14360 From: "jmiller171" <jmiller@...>
Date: Thu Jun 12, 2003 12:54 pm
Subject: Re: Using XPORT for debugging
jmiller171
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--- In gbadev@yahoogroups.com, samuel hackett <slimhackett@y...> wrote:
> Hi Guys,
>
> I have had an XPORT linker for ages and have just started trying to
set it up. I have downloaded all the stuff from www.charmedlabs.com,
but the insight debugger does not seem to support the device on LPT1.
I am beginning to suspect that I have an old version of the hardware.
  Has anybody out there had any experience with setting this up to do
debugging? Despite claims that it is possible, I cannot find any
instructions or tutorials anywhere on the net.

I've got version 1.1 of Xport.  When using gdb or insight, I use a
UART cable (aka Dark Fader's cable) for serial communication from the
PC to the GBA, at 38400 baud.  I don't recall seeing anything in the
docs or faqs about using the parallel port.  Of course, you could
always email them at support@...'re very responsive.

#14359 From: "Collin van Ginkel" <collin@...>
Date: Thu Jun 12, 2003 10:29 am
Subject: Re: FX Chip for GBA news
fleppes2001
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Hi,

All still a rumor.. and if it does become a reality no-one except Nintendo
and close 3Rd parties will likely use it.. the carts are too expensive as it
is and this will only add to the cost.

Bye,

Collin
----- Original Message -----
From: "Mark Craig" <MarkC@...>
To: <gbadev@yahoogroups.com>
Sent: Thursday, June 12, 2003 11:41 AM
Subject: [gbadev] FX Chip for GBA news


>
> http://www.computerandvideogames.com/news/news_story.php?id=92361
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#14358 From: Mark Craig <MarkC@...>
Date: Thu Jun 12, 2003 9:41 am
Subject: FX Chip for GBA news
MarkC@...
Send Email Send Email
 
#14357 From: Jason Wilkins <fenix@...>
Date: Wed Jun 11, 2003 9:46 pm
Subject: Re: Devkitadv R5 beta 3 problem
fenix@...
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On Wed, 11 Jun 2003, Neil Griffiths wrote:

> gcc: installation problem, cannot exec `cc1': No such file or directory

If your environment is properly installed, you should not get this error.
Try using the DevKit-Advance-R5-Beta-3.lnk to start a shell and see if it
works.

> Okay, I've had this issue before with R4, I know it was an environment
> variable. Taking a look at the FAQ, I can see it's GCC_EXEC_PREFIX. I
> updated this to point at the new R5 like so:
>
> GCC_EXEC_PREFIX=/cygdrive/c/devkitadv-r5-beta-3/lib/gcc-lib/

DKA5 does not use cygwin, so you can just use a normal DOS path instead of
the cygdrive path.

> It exists as
> "C:\devkitadv-r5-beta-3\lib\gcc-lib\arm-agb-elf\3.2.2\cc1.exe" on my
> hard drive, I've installed all of the relevant files - I can only
> assume that either I'm overlooking something or there's an issue with
> this beta version.

Something this basic would not be a problem with the software itself, you
are definitely doing something wrong.  From what you have given, I would
guess it may have something to do with having the MS tools in your path.
But, since you did not say if you were using a makefile or exactly what
command line fails, I can't say.

cmd-rc.bat and user.bat can be used as models on how to setup a basic
command line.  If they work then figure out the difference.  If you have
added all those paths to your system path (using the control panel), I
would clean it up so it only has the basic paths and use batch files to
setup shells for different purposes.  That way, an MS Studio cmd
environment will not interfere with the GNU one.

There may even be other variables in your environment which are confusing
gcc.  I think that -print-search-dirs will print out where gcc is looking
for executables, that will give you a clue as to what is going on.

Please execute gcc -print-search-dirs, clean up the output (add line
breaks between paths), and send it to me (personally, I don't think anyone
else cares).

#14356 From: Neil Griffiths <neil_yahoo.com@...>
Date: Wed Jun 11, 2003 3:08 pm
Subject: Devkitadv R5 beta 3 problem
godaldur
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Hi guys,

I've just upgraded to DevKitAdv R5 Beta 3 today from the old R4
version that I've been using. I downloaded the files from SourceForge
and unzipped them to the root of my C drive. This put all the files in
C:\devkitadv-r5-beta-3 with the proper directory structure.

I then altered my path, removing all references to the old DevKitAdv
R4 and adding the new references. Removing all non-important stuff, my
path now looks like so:

Path=C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\system32\WBEM;C:\devkitadv-r5-bet\
a-3\bin;C:\Program Files\Microsoft Visual Studio\Common\Tools\WinNT;C:\Program
Files\Microsoft Visual Studio\Common\MSDev98\Bin;C:\Program Files\Microsoft
Visual Studio\Common\Tools;C:\Program Files\Microsoft Visual Studio\VC98\bin

As you can see, my path references only the new beta 3 of DevKitAdv.

I ran gcc and got the standard "gcc: no input files" error. So far, so
good.

Then I tried to compile the most simple of files (void main(int) with
return 0 as the function body) and got this error:

gcc: installation problem, cannot exec `cc1': No such file or directory

Okay, I've had this issue before with R4, I know it was an environment
variable. Taking a look at the FAQ, I can see it's GCC_EXEC_PREFIX. I
updated this to point at the new R5 like so:

GCC_EXEC_PREFIX=/cygdrive/c/devkitadv-r5-beta-3/lib/gcc-lib/

So, to my mind, this should work - right? Well, it doesn't, I get the
same error about not being able to find cc1.exe.

It exists as
"C:\devkitadv-r5-beta-3\lib\gcc-lib\arm-agb-elf\3.2.2\cc1.exe" on my
hard drive, I've installed all of the relevant files - I can only
assume that either I'm overlooking something or there's an issue with
this beta version.

Can anybody help out, perhaps pointing me in a couple of directions
that may help me out? I've read the FAQ and gone through this list
looking for messages about it but I can't find any. The only problem I
found in this list was about copying msys-1.0.dll from tools to bin in
the DevKitAdv directory - otherwise it looks like either it works for
everybody else or nobody else has tried it...

Kind regards,
Neil

#14355 From: samuel hackett <slimhackett@...>
Date: Wed Jun 11, 2003 11:09 am
Subject: Using XPORT for debugging
slimhackett
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Hi Guys,

I have had an XPORT linker for ages and have just started trying to set it up. I
have downloaded all the stuff from www.charmedlabs.com, but the insight debugger
does not seem to support the device on LPT1. I am beginning to suspect that I
have an old version of the hardware.  Has anybody out there had any experience
with setting this up to do debugging? Despite claims that it is possible, I
cannot find any instructions or tutorials anywhere on the net.

Thanks
Sam Hackett





---------------------------------
Yahoo! Plus - For a better Internet experience

#14354 From: Dennis Munsie <munsied@...>
Date: Tue Jun 10, 2003 7:00 pm
Subject: Re: Brightness setting and deficiency in GBA emulators
bea_dennis
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I think you have the blend flag backwards -- if you set it in
REG_BLDMOD, it affects all sprites no matter if the blend flag is set
for the sprite.  Don't set it in REG_BLDMOD, and your problem should
(hopefully :) go away.

dennis

On Mon, 2003-06-09 at 18:01, David Sharp wrote:
> I've been trying to use the GBA hardware's special effects to adjust the
> brightness of selected sprites.

#14353 From: "chilled_weed" <chilled_weed@...>
Date: Tue Jun 10, 2003 3:37 pm
Subject: Homemade carts..?
chilled_weed
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Hey,

Im new to the world of gba development (so please, try to tolerate
my newbeeness), got intrested reccently when I got a free Net
GameDownloader with an Xploder, as awful as the Net GameDownloader
is, it was enough to get me started...

Anyway, I am going to be starting my A level Engineering coursework
soon (started planning it all ready..) and I was thinking that for
it I could make my own flash cart and linker, as they are a tad too
expensive for me at the moment, because I am currently "in-between"
jobs, plus it would give me something more interesting to do.

What I would like to know is..

Would this design for a re-writable flash cart on Reiner Ziegler's
website actually work?
http://www.ziegler.desaign.de/GBA/gba_base.pdf

Would I be able to write directly too the cart with the cable that I
got with the net downloader (Links from 25pin serial to GBA) if so
what software would i require to do this?

Thanks for all the help. :o)

Regards

Adam

#14352 From: "David Sharp" <dave@...>
Date: Tue Jun 10, 2003 6:36 am
Subject: Re: Brightness setting and deficiency in GBA emulators
davesharp2002
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The problem with VisualBoyAdvance was that I had the Disable SFX option
ticked on the video menu.

Now I've got it matching the real hardware, I'm still curious as to how to
only affect the brightness of selected sprites and not all of them?

Cheers
Dave

----- Original Message -----
From: "David Sharp" <dave@...>
To: <gbadev@yahoogroups.com>
Cc: <julien.frelat@...>; <vb@...>
Sent: Monday, June 09, 2003 11:01 PM
Subject: [gbadev] Brightness setting and deficiency in GBA emulators


> I've been trying to use the GBA hardware's special effects to adjust the
> brightness of selected sprites.
>
> I've got a demo that works exactly as I'd hoped on VisualBoy Advance
v1.5.1
> (in that only the selected sprites have their brightness changed) but on
the
> real hardware all the sprites brightnesses change. It does different
things
> again on BoycottAdvance v0.2.8. I've put up the binary demonstrating this
> online at:
>
> http://www.davidsharp.com/brighttest.zip
>[snip]

#14351 From: "David Sharp" <dave@...>
Date: Mon Jun 9, 2003 10:01 pm
Subject: Brightness setting and deficiency in GBA emulators
davesharp2002
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I've been trying to use the GBA hardware's special effects to adjust the
brightness of selected sprites.

I've got a demo that works exactly as I'd hoped on VisualBoy Advance v1.5.1
(in that only the selected sprites have their brightness changed) but on the
real hardware all the sprites brightnesses change. It does different things
again on BoycottAdvance v0.2.8. I've put up the binary demonstrating this
online at:

http://www.davidsharp.com/brighttest.zip

The relevant samples of source code are below, I've stripped out large parts
of it to get down to the bare bones. Can anyone tell me if what I'm trying
to do is possible and if so where I'm going wrong?

I'm quite prepared to believe I'm doing something silly which is normally
not sensible and that's why the emulators don't handle it correctly.



// enable display
REG_BG1CNT = 0x4084;
REG_BG1HOFS = 0;
REG_BG1VOFS = 0;
SetMode(SCREENMODE1 | BG1ENABLE | OBJENABLE | OBJMAP1D );

// load tiled background and set up sprites on display as shown in PERN
tutorial, set sprites up as follows
// sprites[spriteNumber].attribute0 = COLOR_256 | y | SQUARE;
// sprites[spriteNumber].attribute1 = SIZE_16 | x;
// sprites[spriteNumber].attribute2 = charNumber;
// copy all sprite data to OAM

// select targets of colour FX
REG_BLDMOD = 0x1090; // bit 4 - use OBJ as 1st target, bit 7 - change
brightness, set bit 12 to say that OBJ is second target too (has no obvious
effect)

// set all the sprites in the top row to be the ones fading
int sprCount;
for(sprCount = OAM_LETTERS; sprCount < firstSpriteOfInstructions;
sprCount++)
{
     sprites[sprCount].attribute0 &= ~(0xC00); // clear OBJ mode flag to
ensure Normal OBJ mode
     sprites[sprCount].attribute0 |= 1 << 10; // set to semi-transparent mode
}

// set the bottom words to be the ones stuck not fading
for(sprCount = firstSpriteOfInstructions; sprCount < spriteNum; sprCount++)
{
     sprites[sprCount].attribute0 &= ~(0xC00); // clear OBJ mode flag to
ensure Normal OBJ mode
}

copyAllOAM();

// set brightness to approx halfway between normal and white
REG_COLEY = 8;




Cheers
Dave

#14350 From: <tharo@...>
Date: Sat Jun 7, 2003 9:24 pm
Subject: Relaunch of devGBA.de detected
belial_nox
Offline Offline
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Yes is it happend.

After a half year devGBA.de is now online again (url now -
http://devgba.snowcristals.net). Including 2 new german Tutorials.

First one is about soldering an SNES Development Board. Second is about
ASM on the GBA.

Have fun ;)

Tharo Herberg
aka dummy NewBee

#14349 From: "Mike McCormack" <mike.mccormack@...>
Date: Sat Jun 7, 2003 6:28 pm
Subject: Cart interface
nbxmike
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So there aren't any logic analyzer traces of the cart interface, does
any one know the specifics of the timing?  Access speeds for RAM and
ROM, setup times, etc?

Thnkx

#14348 From: "John Seghers" <johnse@...>
Date: Thu Jun 5, 2003 12:24 am
Subject: OT: Job possibilities
johnse98072
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This is a bit off-topic, but I'd like to let folks know about a possible
opportunity here in Seattle.

I'm working for a company that is working on games for cell phones.  We work
(currently) on phones
in both BREW and J2ME.  The BREW phones are based on ARM processors and C/C++
development.

And that is why I'm posting this here.  We're looking for a few highly skilled
people to work with us.
We have contracts...we need the people to create these games.  Our typical
project right now is
a game developed by a single programmer working with an artist and, where
appropriate, a sound
person.  Project timelines are typically 8 weeks or there-abouts for the first
version, with ports to multiple
handsets in both BREW and J2ME.

If you know of anyone who might be suitable, please have them contact me
off-list.

- John

#14347 From: "TJ" <comfortably_numb_@...>
Date: Tue Jun 3, 2003 5:40 pm
Subject: Re: Would like to know if it is possible to...
treyjazz2k2
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You should check out Ultimate Brain Games if you can. It has exactly what you
are wanting to do. This has a couple of screenshots for example faces that can
be created but you really gotta see the creator in action.

http://pocket.ign.com/articles/390/390021p1.html

   ----- Original Message -----
   From: Kellen Kane
   To: gbadev@yahoogroups.com
   Sent: Monday, June 02, 2003 10:50 PM
   Subject: [gbadev] Would like to know if it is possible to...


   Hello,
   I was just wondering if it is possible to have the GBA create image files
   that could be put with a saved game.  I am a true beginner ;_;  My Idea is
   when a person starts a new game in the game...they will be able to choose
   what they look like and have the sprite reflect those choices throughout the
   game.  I don't know if there is any other way to do this other than having a
   whole set of sprites..etc. for each combination.  Also the game is an RPGish
   game...I know that I should not be doing a more advanced concept before I
   become proficient...but I have a great idea and I don't want it to die on
   me!!

#14346 From: "Damian Yerrick" <d_yerrick@...>
Date: Tue Jun 3, 2003 4:46 pm
Subject: Re: Would like to know if it is possible to...
yerricde
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, "Kellen Kane" <vortex_v2@m...> wrote:
> Hello,
> I was just wondering if it is possible to have the GBA create
> image files that could be put with a saved game.

You'll have to learn how to plot pixels within tiles to create
a pseudo all-points-addressable bitmap.

> I am a true beginner ;_;

Creating tile data on the fly is quite an advanced topic.  I'd
suggest putting off actually implementing this feature until you
have a bit more experience.

> I was also wondering...I am going to have a vehicle that you can
> hopefully interchange parts to affect performance...and I was
> wondering if I could visually reflect those adaptations without
> having a bunch of layered sprites, one for each part

If you're in a 2D view (not a pseudo-3D Mario Kart style view),
layering sprites may be the best solution.  It's not like on the
NES where you only got 64 8x16-pixel sprites and 64 sprite pixels
per scanline.  This is the GBA, whose sprite power rivals even
that of the Super NES.

--
Damian

#14345 From: "Kellen Kane" <vortex_v2@...>
Date: Tue Jun 3, 2003 3:50 am
Subject: Would like to know if it is possible to...
kaitokun_33
Offline Offline
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Hello,
I was just wondering if it is possible to have the GBA create image files
that could be put with a saved game.  I am a true beginner ;_;  My Idea is
when a person starts a new game in the game...they will be able to choose
what they look like and have the sprite reflect those choices throughout the
game.  I don't know if there is any other way to do this other than having a
whole set of sprites..etc. for each combination.  Also the game is an RPGish
game...I know that I should not be doing a more advanced concept before I
become proficient...but I have a great idea and I don't want it to die on
me!!
I was also wondering...I am going to have a vehicle that you can hopefully
interchange parts to affect performance...and I was wondering if I could
visually reflect those adaptations without having a bunch of layered
sprites, one for each part, lay on top of eachother to make a puzzle of the
whole.  I don't know if that is even a viable method.  Please help....I at
least need a begining point.  Also tell me if this question is out of line.
It seems like alot of your questions are compiler and hardware related.
Also I am planning to use gcc and C.  But if you have other suggestions
(C++, ham...???) I would be greatly accepting!

-Kellen

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#14344 From: "TJ" <comfortably_numb_@...>
Date: Mon Jun 2, 2003 9:38 pm
Subject: Re: flash2advance linux problems
treyjazz2k2
Offline Offline
Send Email Send Email
 
Are you able to try a different GBA? I doubt you would have access to another
flash cart to try. Do you got your GBA on batts or plugged in? Could make a
difference if it's on batts. Other than that it sounds like your cart might be
screwed.
   ----- Original Message -----
   From: David Voswinkel
   To: gbadev@yahoogroups.com
   Sent: Monday, June 02, 2003 2:13 PM
   Subject: Re: [gbadev] flash2advance linux problems


   i dont think thats is parport problem since i can use the
   the mbv2 for normal multiboot uploading.
   but uploading to the card doesnt work.

#14343 From: David Voswinkel <d.voswinkel@...>
Date: Mon Jun 2, 2003 7:24 pm
Subject: Re: flash2advance linux problems
optixx2002
Offline Offline
Send Email Send Email
 
i tried both:


- using  Flash2Advance cable with the fl tool doesnt finds the
the flash card.

root@hunter fl # ./fl -w 500 -p demo.gba
ERROR: Flash Advance Linker not found or not turned on.


- using the mbv2 cable to upload the card looks like this

root@hunter mb # ./mb -n -w 500 -e -p demo.gba

port# = 0x378, Parallel MBV2 cable found: hardware=v2.0, firmware=v4
EPP support found.
Looking for multiboot-ready GBA...
Sending data. Please wait...
CRC Ok - Done.
ERROR: No flash cart is installed in GBA
Executing cart...

1.the gba screens turns black an the "GBA R/W"  logo shows up.
2. mb quits transfer with 'ERROR: No flash cart is installed in GBA'
3.mb executes the card an get into the flash2advance boot loader screen
so i see "GBA Loader 3.2".


On Monday 02 June 2003 03:12, Dennis Munsie wrote:
> Are you using a MBV2 cable or a Flash2Advance cable?  I'm not really
> sure from what you wrote :)
>
> If you are using a MBV2 cable, you might need to use the -w option to
> add some wait states.  On my 800mhz Duron box, I use -w 10 without any
> problems.  You may need to use a bigger number, depending on the speed
> of your machine.  I would just experiment -- if you try something like
> -w 500, and it doesn't work, then the problem lies somewhere else.
> Otherwise, just keep adjusting the number down until you get to
> something that works reliably for you.
>
> dennis
>
> On Sun, 2003-06-01 at 07:52, David Voswinkel wrote:
> > hi,
> >
> > i cannot get the a flash2adanvce card working using linux.
> > as i use the fl programm from devrs.com together with the parport
> > cable which cam with  the card, the programm complains that it cannot
> > find a connected flash linker.
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#14342 From: David Voswinkel <d.voswinkel@...>
Date: Mon Jun 2, 2003 7:13 pm
Subject: Re: flash2advance linux problems
optixx2002
Offline Offline
Send Email Send Email
 
i dont think thats is parport problem since i can use the
the mbv2 for normal multiboot uploading.
but uploading to the card doesnt work.



On Monday 02 June 2003 01:50, TJ wrote:
> Have you tried changing the port mode in the bios or setting the speed in
> the program?
>
>
> ----- Original Message -----
> From: "David Voswinkel" <d.voswinkel@...>
> To: <gbadev@yahoogroups.com>
> Sent: Sunday, June 01, 2003 6:52 AM
> Subject: [gbadev] flash2advance linux problems
>
>
> hi,
>
> i cannot get the a flash2adanvce card working using linux.
> as i use the fl programm from devrs.com together with the parport
> cable which cam with  the card, the programm complains that it cannot find
> a connected flash linker.
>
> as i use a mbv2 cable ,bring the gba into mutliboot state and start
> mb -p file ,i hear the jingle and the screen turns black iwth the r/w logo.
> but thats it. mb responds something  'no flash card found'.
> as i boot the gba with the flash card, i can see the gba loader 3.2
> menu which is installed per default on the card. so dont think that
> the card is broken.
> neither stracing or playing with the fl and mb  switches gaves me a hint
> whats
> going wrong.
>
> maybe someone on this list can give me hint what iam doing
> wrong.
>
> regards david
>
>
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#14341 From: Dennis Munsie <munsied@...>
Date: Mon Jun 2, 2003 1:12 am
Subject: Re: flash2advance linux problems
bea_dennis
Offline Offline
Send Email Send Email
 
Are you using a MBV2 cable or a Flash2Advance cable?  I'm not really
sure from what you wrote :)

If you are using a MBV2 cable, you might need to use the -w option to
add some wait states.  On my 800mhz Duron box, I use -w 10 without any
problems.  You may need to use a bigger number, depending on the speed
of your machine.  I would just experiment -- if you try something like
-w 500, and it doesn't work, then the problem lies somewhere else.
Otherwise, just keep adjusting the number down until you get to
something that works reliably for you.

dennis

On Sun, 2003-06-01 at 07:52, David Voswinkel wrote:
> hi,
>
> i cannot get the a flash2adanvce card working using linux.
> as i use the fl programm from devrs.com together with the parport
> cable which cam with  the card, the programm complains that it cannot find a
> connected flash linker.

#14340 From: "TJ" <comfortably_numb_@...>
Date: Sun Jun 1, 2003 11:50 pm
Subject: Re: flash2advance linux problems
treyjazz2k2
Offline Offline
Send Email Send Email
 
Have you tried changing the port mode in the bios or setting the speed in
the program?


----- Original Message -----
From: "David Voswinkel" <d.voswinkel@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, June 01, 2003 6:52 AM
Subject: [gbadev] flash2advance linux problems


hi,

i cannot get the a flash2adanvce card working using linux.
as i use the fl programm from devrs.com together with the parport
cable which cam with  the card, the programm complains that it cannot find a
connected flash linker.

as i use a mbv2 cable ,bring the gba into mutliboot state and start
mb -p file ,i hear the jingle and the screen turns black iwth the r/w logo.
but thats it. mb responds something  'no flash card found'.
as i boot the gba with the flash card, i can see the gba loader 3.2
menu which is installed per default on the card. so dont think that
the card is broken.
neither stracing or playing with the fl and mb  switches gaves me a hint
whats
going wrong.

maybe someone on this list can give me hint what iam doing
wrong.

regards david

#14339 From: Pete Gonzalez <gonz@...>
Date: Sun Jun 1, 2003 6:19 pm
Subject: Re: mcount
gonz1242
Offline Offline
Send Email Send Email
 
Jonathan Perret wrote:

>Well mcount() is actually part of the profiler (the profiling library), so
>unless you plan on writing your own profiler from scratch there's not
>much point in providing an implementation.
>You're normally supposed to link with the profiling library, I think
>linking with -pg is supposed to do it. It also might need to use a
>special version of crt0 (that's what it does on Linux apparently) that
>initializes the profiling memory.
>In fact looking a bit more into it, it seems gcc's mcount lives in
>libgcc.a... All in all the profiling setup is not a piece of cake, it has
>to be done properly . Oh, and good luck profiling on the GBA
>hardware : where are you going to store the (huge) data set ?
>
The VisualBoy Advance emulator has support for profiling.  The data set
is stored by the emulator and dumped to disk when the program exits.
It's a very nice feature, but I had trouble getting intelligible results
from nontrivial programs (e.g. the gprof reports were referencing functions
which were never called).  Has anyone else used this feature?

GCC's |"-fprofile-arcs" feature could be implemented similarly, but I'm
not sure how useful it would be on the ARM target.
|
-Pete

#14338 From: David Voswinkel <d.voswinkel@...>
Date: Sun Jun 1, 2003 11:52 am
Subject: flash2advance linux problems
optixx2002
Offline Offline
Send Email Send Email
 
hi,

i cannot get the a flash2adanvce card working using linux.
as i use the fl programm from devrs.com together with the parport
cable which cam with  the card, the programm complains that it cannot find a
connected flash linker.

as i use a mbv2 cable ,bring the gba into mutliboot state and start
mb -p file ,i hear the jingle and the screen turns black iwth the r/w logo.
but thats it. mb responds something  'no flash card found'.
as i boot the gba with the flash card, i can see the gba loader 3.2
menu which is installed per default on the card. so dont think that
the card is broken.
neither stracing or playing with the fl and mb  switches gaves me a hint whats
going wrong.

maybe someone on this list can give me hint what iam doing
wrong.

regards david

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