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#14424 From: James Daniels <james.daniels@...>
Date: Wed Jul 16, 2003 4:14 pm
Subject: Re: Payback Sound Engine
j_r_daniels
Offline Offline
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Hi Martin,

> 3.2% on a 4 channel mod at 24KHz? That's a bit slow isn't it?!

:)

> I like these guys sound engine.
> http://consoleaudio.elmobo.com/

At first glance the stats look unbelievably impressive but I think I've
figured out what they've done. I think they've included the GBA's four
"analogue" channels in their figures, which means that "Driver 1" isn't
doing any mixing at all. Also, given that "Driver 3" makes a specific
point of mentioning pitch control, that implies that "Driver 2" doesn't
support it. They also don't give their mixing rate (or the number
channels in the case of "Driver 3") which makes it hard to compare their
results with mine.

Still, if we assume that "Driver 3" is mixing 8 channels at 16 KHz then
Payback's mixer is about 3 times faster. Of course, there's a lot of
guesswork going on here so feel free to slap me around the face with a
wet fish if I'm wrong. :)
--
Cheers,
James.

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

#14423 From: "Stephen Stair" <sgstair@...>
Date: Wed Jul 16, 2003 3:50 pm
Subject: Re: Payback Sound Engine
sgstair
Online Now Online Now
Send Email Send Email
 
Actually, 3.2% cpu usage for module playing is extremely fast for gba.
Please note that the 'Driver 1' on that website (technical section) is a
cgb-sound driver, it doesn't actually play modules by mixing samples.  the
next one on the list (that actually does play modules) takes 7.5% cpu, more
than twice as much!
All the others just take more cputime.

-Stephen
----- Original Message -----
From: "Martin Piper" <martinp@...>
To: <gbadev@yahoogroups.com>
Sent: Wednesday, July 16, 2003 2:18 AM
Subject: RE: [gbadev] Payback Sound Engine


> 3.2% on a 4 channel mod at 24KHz? That's a bit slow isn't it?!
> I like these guys sound engine.
> http://consoleaudio.elmobo.com/
>
>
> -----Original Message-----
> From: James Daniels [mailto:james.daniels@...]
> Sent: 16 July 2003 00:40
> To: gbadev@yahoogroups.com
> Subject: [gbadev] Payback Sound Engine
>
>
> Hi folks,
>
> Sorry for the blatant self-promotion, but I've just posted a new status
> report on a GBA game I'm developing called Payback:
>
> http://www.apex-designs.net/payback_gba_report8.html
>
> I was wondering if there's any interest amongst members of this list in
> Payback's sound engine, or is everyone happy with what's already out
> there? Payback's mixer is unusually fast (3.2% CPU to play a 4 channel
> MOD at 24 KHz) but is this something that you guys would be interested in?
>
> Are there any things in particular that you think could be done better
> than existing sound engines?
>
> Cheers,
> James.
> --
>     /\  apex                                 James Daniels
>    //\\  designs            james.daniels@...
>   //__\\                       http://www.apex-designs.net
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#14422 From: Sebastian Kienzl <zap@...>
Date: Wed Jul 16, 2003 2:33 pm
Subject: Re: Payback Sound Engine
zap@...
Send Email Send Email
 
Well, if you have ever written a mixer on the GBA you know there are
certain constraints you can not get around.

Only "Driver 4" is really usable for playing tracked music on the GBA
and they don't mention anything about CPU-usage, I think it's the
Replayer sold by Engine software.

Quote:
-----
Driver 4 - “Engine software sound engine V1.9”

A great tracker player which uses more CPU time and RAM than our own
drivers but is great for games requiring tracker style music and many
sample channels with the available resources. Features real time pitch
and volume on every sample channel.
-----

Driver 1 uses the synth (4 channels) and both DirectSound-channels (2) -
so it's no wonder it uses 0.8% CPU for 6 channels.

Driver 3 uses 15% CPU with no volume-control, a figure that is easily
achieved - of course it would be interesting what sampling-frequency
they are talking about.

But hey, if you want synth-sound and/or don't have much CPU time to
spare it's great, I don't wanna run down other people's products!



Why I'm writing this is that I'm fed up of seeing players that claim to
be the fastest - some objective data and a little modesty doesn't hurt.

Now, to gain a little perspective, you can categorise players quite easily:

Type 1: NO MIXING, SYNTH ONLY

Uses the GBA-synth (which is almost the same as on the GBC) - almost no
time is wasted so figures like 1% aren't so hard to get.

Type 2: NO MIXING, SYNTH + DIRECTSOUND

Like type 1 but uses the Directsound-channels without mixing! There are
two DS-channels that can be left, right or centered and a little
volume-control is possible (NO pitch control).

Examples: Console Audio Driver 1

Type 3: MIXING, max ~6 digital channels

Like type 2 but mixes more digital channels into one or two DS-channels.
Speed heavily depends on whether you want volume and or pitch control!
The thing with the ~6 channels is that you can keep everything in
registers while you are mixing 6 sources, thus such mixers can be quite
fast!

Examples: Console Audio Driver 2, 3; probably Payback's Player, Aleksi
Eeben's (code available afaik)

Type 4: MIXING, > 6 channels

These are the most generic kind of mixers and they are usually slower
than type 3. The thing here is that you usually mix many sources into a
temporary buffer which afterwards again gets downsampled to the 8-bit
DS-buffer. This step alone usually takes around 2% CPU (incl clipping)!

Examples: Krawall ;) (http://mind.riot.org/krawall), Engine's Replayer,
MusyX (I think)


I'm sorry if I left other players out, I don't have the time to list
every one available right now.
I haven't talked about player-logic (which is quite a different topic),
that's the code that tell what channel to play which sample (or
synth-setting) at which pitch, volume and time. This code can use quite
some CPU and it can be *lots* of code (XM-logic is definitely more than
a simple MIDI-synth-logic).

So, the bottom line is: There's a lot of different players out there and
most do their particular job quite well, sure there are direct
competitors with the same features where one is better than the other
but it doesn't make any sense to compare player of say type 1 with type
4. So people who code/sell/whatever such things: Don't brag around and
give objective data: Developers aren't dumb anyway and that would help
them to make an objective decision.


Yours,
Sebastian Kienzl


Martin Piper wrote:
> 3.2% on a 4 channel mod at 24KHz? That's a bit slow isn't it?!
> I like these guys sound engine.
> http://consoleaudio.elmobo.com/

#14421 From: "Greg Saugis" <saugis@...>
Date: Wed Jul 16, 2003 2:03 pm
Subject: Re: RE: Payback Sound Engine
joelouiz
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Hello folks,

>3.2 on a 4 channel mod at 24KHz? That's a bit slow isn't it?!
>I like these guys sound engine.
>http://consoleaudio.elmobo.com/

Well, there's what's written and what it means ;)
Let me give my point of view on the different options proposed by Console Audio.

	 Driver 1 - “The QuickThunder Engine” - For great, sample quality and low CPU
usage
	 6 channels including high quality sampled sounds
	 0.8% of processor time used. Ultra low memory usage.

"6 channels" means "the 4 chip voices + the 2 Directsound voices"
Everything is processed by the dedicated hardware (GBC soundchip, DMA's...)
The digi voices probably have variable frequencies, as it's just a matter of
changing the timers' settings.


	 Driver 2 - “QuickThunder 2” - For those wanting more sample channels.
	 12 channels including 8 sample channels.
	 Real time reverb effects
	 7.5% of processor useage - THE fast sample mixing driver around by over 100%.

  Better :) but amongst the 12 channel, there are still the 4 chip sounds.
What isn't told:
- is there any kind of stereo ?
- what's the mixing frequency ?
BUT...


	 Driver 3 - “QuickThunder 3” - For those wanting more sample channels.
	 All the main features of QuickThunder 2 +
	 Real time pitch control of samples, perfect for driving games
	 15% of processor useage - the fastest driver of this type around.

Haha ! You discover here that Driver 2 can NOT be used for music (chip sounds
excepted),
as it only mixes samples at fixed frequency ! This explains the quite low CPU
usage.
Here, the 15% CPU for 8 digi voices is not impressive at all...
(and again, no information on mixing frequency and mono/stereo output)


Driver 4 is the one from Engine software, and it's simply great, period.


Please note I don't say ConsoleAudio's drivers are lame ! Sometimes being simple
is a quality !
IMHO driver 1 is really interesting, you can use the chip sounds for the music
and the digi voices
for FX for example. I just wanted to explain some technical facts hidden behind
the words.


BTW, I have developed a sound engine myself (see http://maso.r0x.free.fr ) but
due to a total lack of
free time (and other things that slashed my motivation almost to death), I can't
keep going :-(

--
     fl0w

#14420 From: Martin Piper <martinp@...>
Date: Wed Jul 16, 2003 8:18 am
Subject: RE: Payback Sound Engine
fnagaton
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3.2% on a 4 channel mod at 24KHz? That's a bit slow isn't it?!
I like these guys sound engine.
http://consoleaudio.elmobo.com/


-----Original Message-----
From: James Daniels [mailto:james.daniels@...]
Sent: 16 July 2003 00:40
To: gbadev@yahoogroups.com
Subject: [gbadev] Payback Sound Engine


Hi folks,

Sorry for the blatant self-promotion, but I've just posted a new status
report on a GBA game I'm developing called Payback:

http://www.apex-designs.net/payback_gba_report8.html

I was wondering if there's any interest amongst members of this list in
Payback's sound engine, or is everyone happy with what's already out
there? Payback's mixer is unusually fast (3.2% CPU to play a 4 channel
MOD at 24 KHz) but is this something that you guys would be interested in?

Are there any things in particular that you think could be done better
than existing sound engines?

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






Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#14419 From: "DanWalkowski" <danwalkowski@...>
Date: Wed Jul 16, 2003 1:13 am
Subject: EZFA clock access?
DanWalkowski
Offline Offline
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I am trying to get the details of how to talk (ie: read) the real-
time clock on the EZFA cart.
I am assuming it is going to require bit-banging on a gpio pin that
is talking serial to one of the standard dallas rtc chips.

Does anyone have any info?  I have tried contacting Borden, the
author of the loader, which displays the clock info, and is therefore
doing what I need, but he hasn't answered me.

Thanks,
Ombra

#14418 From: James Daniels <james.daniels@...>
Date: Tue Jul 15, 2003 11:40 pm
Subject: Payback Sound Engine
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi folks,

Sorry for the blatant self-promotion, but I've just posted a new status
report on a GBA game I'm developing called Payback:

http://www.apex-designs.net/payback_gba_report8.html

I was wondering if there's any interest amongst members of this list in
Payback's sound engine, or is everyone happy with what's already out
there? Payback's mixer is unusually fast (3.2% CPU to play a 4 channel
MOD at 24 KHz) but is this something that you guys would be interested in?

Are there any things in particular that you think could be done better
than existing sound engines?

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

#14417 From: "Damian Yerrick" <d_yerrick@...>
Date: Tue Jul 15, 2003 10:34 pm
Subject: Re: 512x512 Tile Maps
yerricde
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, "thomyorke999" <thomyorke999@y...> wrote:
> 512x512 pixel tile maps in text-mode bgs.... what good are they?
> Shouldn't 256x256 be just as adequate (HOFS and VOFS + load a few
> columns/rows of tiles into memory), or are there any cases where
> 512x512 would simply be better.  Does 512x512 actually have a use
> that 256x256 couldn't be made to replace?

Some games use hblank DMA shearing on the x scroll registers to
simulate a 3D floor.  For those, you do need a 512x256 map because
the pixels displayed from a single row of tiles may span more than
32 tiles horizontally.

> If so, is there an example retail game you could point out that
> uses it?

Games that shear the playfield include Pole Position, the
Street Fighter II series, the NBA Jam series, and several others.

--
Damian

#14416 From: "Jan-Lieuwe Koopmans" <jan-lieuwe@...>
Date: Tue Jul 15, 2003 2:28 pm
Subject: Re: 512x512 Tile Maps
jan-lieuwe@...
Send Email Send Email
 
>  Of course you will use 4 times more of VRAM, which may be for "SF" clone
> essential for sprites/effects, but sometimes you may have that spare VRAM
> and the simple code is always a good thing.

One additional 256x256 screen will cost you 2kB (32*32*2 bytes) so that's
not really a problem. Note that you can also select 512x256 and 256x512
maps. The area where those screens are in VRAM can not be used by sprites.
Only by background tiles.

Jan-Lieuwe

#14415 From: Ped <ped@...>
Date: Tue Jul 15, 2003 2:01 pm
Subject: Re: 512x512 Tile Maps
ped7g
Offline Offline
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Hi,

  I don't know about retail game, but my answer has two parts:

1) yes, you can do in 256x256 exactly the same thing, as with 512x512
(except it will cost you more CPU power per frame in some cases, thus
technically you can do a special case program, which will be possible only
in 512x512 ... but in real life you will unlikely hit that case)

2) still using 512x512 may be reasonable, imagine you are doing another
Street Fighter clone and your "arena" can be scrolled slightly, but still
it does fit within 512x512 map.
  So why bother programming "load few columns/rows", if you can simply put
the whole arena up before battle and save some CPU cycles for special
effects calculated per frame.
  Of course you will use 4 times more of VRAM, which may be for "SF" clone
essential for sprites/effects, but sometimes you may have that spare VRAM
and the simple code is always a good thing.

                   PED - Peter Helcmanovsky - wishing to have 48h days
              Braniskova 7 Kosice 04001 Slovakia / phone +420 721308701
    (_               -- actually in Brno, so don't look after me --
   "~/\~"      -=- deRATized RAT -=-  Being beyond Yer imagination  -=-
   ,_oo_,      7 GODS demo group WWW pages: http://7gods.sk
     `'

#14414 From: "Collin van Ginkel" <collin@...>
Date: Tue Jul 15, 2003 1:52 pm
Subject: Re: 512x512 Tile Maps
fleppes2001
Offline Offline
Send Email Send Email
 
Hi,

It's pretty simple.. if your game doesn't need maps larger than 512x512 you
can just load it into memory and scroll through it without having to
dynamically load new map-data when you're scrolling.

I also think it has some use when you're using the rotating/scaling function
as it allows for a larger mode-7 style map then..

Bye,

Collin

----- Original Message -----
From: "thomyorke999" <thomyorke999@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, July 15, 2003 2:33 PM
Subject: [gbadev] 512x512 Tile Maps


> I did search the archive before posting... please forgive me if I
> missed the answer =)
>
> 512x512 pixel tile maps in text-mode bgs.... what good are they?
> Shouldn't 256x256 be just as adequate (HOFS and VOFS + load a few
> columns/rows of tiles into memory), or are there any cases where
> 512x512 would simply be better.  Does 512x512 actually have a use
> that 256x256 couldn't be made to replace?  If so, is there an
> example retail game you could point out that uses it?
>
> Thanks! =)
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>

#14413 From: "thomyorke999" <thomyorke999@...>
Date: Tue Jul 15, 2003 12:33 pm
Subject: 512x512 Tile Maps
thomyorke999
Offline Offline
Send Email Send Email
 
I did search the archive before posting... please forgive me if I
missed the answer =)

512x512 pixel tile maps in text-mode bgs.... what good are they?
Shouldn't 256x256 be just as adequate (HOFS and VOFS + load a few
columns/rows of tiles into memory), or are there any cases where
512x512 would simply be better.  Does 512x512 actually have a use
that 256x256 couldn't be made to replace?  If so, is there an
example retail game you could point out that uses it?

Thanks! =)

#14412 From: "Jesse Paakkari" <jesse.paakkari@...>
Date: Sun Jul 13, 2003 9:02 pm
Subject: Working out the internal of Smart Wallet
jessepjpaakkari
Offline Offline
Send Email Send Email
 
Well,

I sure would like to do it...

Hmmm... now when i think about it .... If one has one of the "2 player
link cables", having the funny box in between to hook up additional
cabels, it would be easy (extremely) to hook up one cable to the GBA,
one end to the RS-232 level converter and "Smart Wallet" into between.

Then just log into PC all the traffic and analyse it...

Any electrotechicians (spelling ...?) out here telling if there might
be any problems with anything what I described?

Now, and if anybody knows where I could get GBA cables having all the
6 pins connected/wired, I'd be happy camper. I bought cable here in
Finland and it oly has 5 of the pins connected, whereas I also need
the pin 1(power) .... aaarrgh...

Greetings

JP

--- In gbadev@yahoogroups.com, "Damian Yerrick <d_yerrick@h...>"
<d_yerrick@h...> wrote:

> Has anybody tried to reverse engineer the hardware of the
> Game Wallet?  The Game Wallet is a SmartMedia drive that
> connects to the GBA's SIO port.
>

> --
> Damian

#14411 From: "Jason Wilkins" <fenix@...>
Date: Thu Jul 10, 2003 5:26 am
Subject: Re: problem with devkitadv
fenix@...
Send Email Send Email
 
> >   I am using DevKitAdv r5 beta3.

> check if there is more than one cygwin1.dll (i think that was the name
:=P) is

DevKit Advance R5 does not use cygwin1.dll, it is a mingw executable that
depends on msvcrt.dll

The shell tools are lifted from msys, and depend on msys-1.0.dll

The make.exe is the make.exe which comes with mingw, not msys

To get the tools to behave well, for beta 4, I created a tools directory
under the %DEVKITADV% directory (%DEVKITADV% should be set to the directory
where you installed DKA), and in that directory I created a mingw and msys
directory.

Like this:

%DEVKITADV%/tools/mingw
%DEVKITADV%/tools/msys

In the msys directory is the msys-1.0.dll and the shell tools like rm, ls,
touch, mkdir, mv, and cp.  All these tools are copied from the msys
distribution.

In the mingw directory is make.exe.  This make is copied from the make
package for mingw (and is different than the one provided with msys).

Put these directories in your path along with %DEVKITADV%/bin and it should
work.

#14410 From: Groepaz <groepaz@...>
Date: Thu Jul 10, 2003 12:05 am
Subject: Re: problem with devkitadv
groepaz2000
Offline Offline
Send Email Send Email
 
On Wednesday 09 July 2003 21:28, Jonathan Perret wrote:

> It looks like (I seem to remember seeing this as well) 'make' tries
> to run executables directly when the command line is simple (no
> redirections) but when there are redirections it will invoke sh.exe
> to parse the command line. It should be equivalent but it seems
> sh.exe does not inherit make's PATH so it can't find nm.exe.
>
> This is a cygwin (is DKA still using cygwin ? don't remember)
> configuration issue, I can't give a specific solution right now, sorry.

set MAKE_MODE=UNIX

that instructs make to call "bash" (or sh) for its subprocesses instead of
using "command.com".

gpz

#14409 From: Groepaz <groepaz@...>
Date: Wed Jul 9, 2003 10:59 pm
Subject: Re: problem with devkitadv
groepaz2000
Offline Offline
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On Wednesday 09 July 2003 17:29, Aleksey N. Malov wrote:
> Hello gbadev,
>
>   I am using DevKitAdv r5 beta3. There is a problem with stream
> output from make files.
>
> If I run the following command from console then it works correctly:
>
> nm.exe libscreens.a > output.nm
>
> But when I try to run it from makefile then error occurs:
>
> /usr/bin/sh: nm.exe: command not found
>
> By the way when I don't use stream output in make files there is no
> errors

check if there is more than one cygwin1.dll (i think that was the name :=P) is
on your system.... if two cygwin progs use different dll you will have
problems with piping stuff.

gpz

#14408 From: "Jonathan Perret" <jonathan.perret@...>
Date: Wed Jul 9, 2003 7:28 pm
Subject: Re: problem with devkitadv
jonathan.perret@...
Send Email Send Email
 
From: "Aleksey N. Malov" <vivid@...>
> Hello gbadev,
>
>   I am using DevKitAdv r5 beta3. There is a problem with stream
> output from make files.
>
> If I run the following command from console then it works correctly:
>
> nm.exe libscreens.a > output.nm
>
> But when I try to run it from makefile then error occurs:
>
> /usr/bin/sh: nm.exe: command not found

It looks like (I seem to remember seeing this as well) 'make' tries
to run executables directly when the command line is simple (no
redirections) but when there are redirections it will invoke sh.exe
to parse the command line. It should be equivalent but it seems
sh.exe does not inherit make's PATH so it can't find nm.exe.

This is a cygwin (is DKA still using cygwin ? don't remember)
configuration issue, I can't give a specific solution right now, sorry.

Cheers,
--Jonathan

#14407 From: Jason Wilkins <fenix@...>
Date: Wed Jul 9, 2003 6:41 pm
Subject: Re: problem with devkitadv
fenix@...
Send Email Send Email
 
This is probably related to the fact that Beta 3 does not have make.exe,
sh.exe, and msys-1.0.dll in the best locations.  I managed to solve most
of the problems I was having with make (your problem with file indirection
as one of them (i think)), but I can't recall exactly what I did off the
top of my head.

When I get home, I'll see if that bug still exists, and if not, then I'll
post and tell you exactly how to rearrange the files of a default beta 3
install to match what it will be in beta 4, which I'm pretty sure solved
this particular problem.



On Wed, 9 Jul 2003, Aleksey N. Malov wrote:

> Hello gbadev,
>
>   I am using DevKitAdv r5 beta3. There is a problem with stream
> output from make files.
>
> If I run the following command from console then it works correctly:
>
> nm.exe libscreens.a > output.nm
>
> But when I try to run it from makefile then error occurs:
>
> /usr/bin/sh: nm.exe: command not found
>
> By the way when I don't use stream output in make files there is no
> errors
>
>  nm.exe libscreens.a
>
>  I need to print library symbols because of my own tool, which is analyzing
> created text file and creates header file with exportet symbols:
>
> extern const unsigned char _binary_screen1_bin[];
> extern const unsigned char _binary_screen2_bin[];
>
> This bug doesn't occur when i use another version of gcc.
>
> But I like to use DevKitAdv...
>
>
> What should I do?
>
>
> Sorry for my poor english.
>
> np: Doof - Let's Turn On
> -- [ZX][GBA][Scene][Anime][Ot.A.Ma.][B.A.K.A. S.T.][Powered by Jenechka]
> Best regards,
>  Vivid / Brainwave Team                    mailto:vivid@...
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

--
            The Phoenix - NekoCo - The Artistic Intuition Company
DevKitAdvance*MirrorReflex*Teapot*PhoenixQuake*Caelius*Zen-X*InfiniteRealms

#14406 From: "John Seghers" <johnse@...>
Date: Wed Jul 9, 2003 6:40 pm
Subject: Re: problem with devkitadv
johnse98072
Offline Offline
Send Email Send Email
 
----- Original Message -----
From: "Aleksey N. Malov" <vivid@...>
>   I am using DevKitAdv r5 beta3. There is a problem with stream
> output from make files.


Check to see if you have multiple copies of the cygwin1.dll on your machine. 
You should only have one.
- John

#14405 From: "Aleksey N. Malov" <vivid@...>
Date: Wed Jul 9, 2003 3:29 pm
Subject: problem with devkitadv
vivid_bwteam
Offline Offline
Send Email Send Email
 
Hello gbadev,

   I am using DevKitAdv r5 beta3. There is a problem with stream
output from make files.

If I run the following command from console then it works correctly:

nm.exe libscreens.a > output.nm

But when I try to run it from makefile then error occurs:

/usr/bin/sh: nm.exe: command not found

By the way when I don't use stream output in make files there is no
errors

  nm.exe libscreens.a

  I need to print library symbols because of my own tool, which is analyzing
created text file and creates header file with exportet symbols:

extern const unsigned char _binary_screen1_bin[];
extern const unsigned char _binary_screen2_bin[];

This bug doesn't occur when i use another version of gcc.

But I like to use DevKitAdv...


What should I do?


Sorry for my poor english.

np: Doof - Let's Turn On
-- [ZX][GBA][Scene][Anime][Ot.A.Ma.][B.A.K.A. S.T.][Powered by Jenechka]
Best regards,
  Vivid / Brainwave Team                    mailto:vivid@...

#14404 From: eli curtz <spam1@...>
Date: Mon Jul 7, 2003 8:22 pm
Subject: F2A for OS X
ecurtz
Offline Offline
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I've been porting Ulrich Hecht's Linux F2A linker code to OS X, and am
about to the point where I need some other people to look at it.

If you've got a USB F2A linker and a machine running OS X with the
development tools installed and would be willing to test this out
please drop me a line. Anybody who also has a PC they'd be willing to
compare things on would be especially helpful. BTW this is NOT a fully
featured tool, it only writes and reads from the card, but I'd be happy
to help (given my limited time) if anybody wants to do a complete
cartridge management tool.

Thanks,
eli
gbastuff@...

#14403 From: "gb_feedback" <gb_feedback@...>
Date: Mon Jul 7, 2003 8:15 am
Subject: Re: defining amount of RAM to use on flash cart in ROM image
gb_feedback
Offline Offline
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I can't be sure of the mechanism, but commercial ROMs include
an embedded string, e.g. 'SRAM_V112' which I believe programming
utilities look for to determine storage type. I suppose that
there might be enough of a clue here to also know the amount of
storage.

I tend to include a similar string in my own work.

If anyone knows the factual answer please correct me.

--- In gbadev@yahoogroups.com, "David Sharp" <dave@d...> wrote:
> I've written a little game and want to add a save state to it.
>
> By writing to memory from 0xE000000 onwards a byte at a time I can
see the
> values being written to the .SAV file that VisualBoyAdvance
automatically
> creates.
>
> If I put my ROM image into EZ-Client v1.08a (for use on an XG flash
cart) it
> defaults to having 0kB of RAM allocated to it while various other
ROM images
> have predefined RAM amounts. By manually setting this value to
128kB,
> running the game and then saving the RAM out from the cart I can
see the
> values being saved to it so things seem to be working fine.
>
> So, how do I change my ROM image file to define the amount of RAM
it should
> use on the flash cart?
>
> Cheers
> Dave

#14402 From: "David Sharp" <dave@...>
Date: Sun Jul 6, 2003 12:14 am
Subject: defining amount of RAM to use on flash cart in ROM image
davesharp2002
Offline Offline
Send Email Send Email
 
I've written a little game and want to add a save state to it.

By writing to memory from 0xE000000 onwards a byte at a time I can see the
values being written to the .SAV file that VisualBoyAdvance automatically
creates.

If I put my ROM image into EZ-Client v1.08a (for use on an XG flash cart) it
defaults to having 0kB of RAM allocated to it while various other ROM images
have predefined RAM amounts. By manually setting this value to 128kB,
running the game and then saving the RAM out from the cart I can see the
values being saved to it so things seem to be working fine.

So, how do I change my ROM image file to define the amount of RAM it should
use on the flash cart?

Cheers
Dave

#14401 From: Groepaz <groepaz@...>
Date: Tue Jul 1, 2003 6:21 pm
Subject: Re: 4 Sale Official Nintendo EPROM carts for GBA/C
groepaz2000
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On Tuesday 01 July 2003 22:39, nru wrote:
> Sorry to break the imaginary and idealism bubble of most
> people.  BUT!  Life is not exactly as it seems and what you are taught in
> school is not what exactly applies in real world.  Things in life are not
> exactly BLACK & WHITE.  If that was so, there are many levels of grey and
> as long as you don't push to the other extreme, you will not be bothered.

yes, and this threat was not about what you could get away with :o)

gpz

ps: and no, if the world would be black and white, ppl wouldnt tinker with
crt0/script/includes that are practically cut'n'paste from the sdk - it
doesnt make it less questionable though.

#14400 From: "Bob Koon" <bob@...>
Date: Tue Jul 1, 2003 5:35 pm
Subject: RE: 4 Sale Official Nintendo EPROM carts for GBA/C
onemanband_bob
Offline Offline
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> however, even if i am wrong and you dont have to give it back,
> you still arent
> allowed to sell the stuff to third parties, afaik even if they
> are licenced
> by themselves.

Nintendo allows developers to do this. Provided both parties are licensed
developers, the license for the hardware can be transferred.


-- Bob
One Man Band

#14399 From: nru <twkatx@...>
Date: Tue Jul 1, 2003 8:39 pm
Subject: Re: 4 Sale Official Nintendo EPROM carts for GBA/C
twkatx@...
Send Email Send Email
 
Sorry to break the imaginary and idealism bubble of most
people.  BUT!  Life is not exactly as it seems and what you are taught in
school is not what exactly applies in real world.  Things in life are not
exactly BLACK & WHITE.  If that was so, there are many levels of grey and
as long as you don't push to the other extreme, you will not be bothered.

At 04:37 PM 7/1/03 +0200, you wrote:
>On Tuesday 01 July 2003 15:37, Markus wrote:
> > hi groepaz!
> >
> > hmmm... i can't find any info on "having to return" parts you have bought
> > (especially cardridges which get sent around to publishers and testers).
> > you don't HIRE them as you do for example with PS2 devkits, do you?
> > do you mind telling where i can find that info (either on warioworld.com
> > or the related newsgroups)?
>
>you hire the development kit itself just like you hire anything else that you
>get from nintendo. and no, i cant say where to find that info except in the
>contract you sign with nintendo. maybe its on warioworld but my account is
>disfunctional since i am no more developing for the gba so i cant say...
>
>however, even if i am wrong and you dont have to give it back, you still
>arent
>allowed to sell the stuff to third parties, afaik even if they are licenced
>by themselves.
>
>gpz
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

#14398 From: Groepaz <groepaz@...>
Date: Tue Jul 1, 2003 2:37 pm
Subject: Re: 4 Sale Official Nintendo EPROM carts for GBA/C
groepaz2000
Offline Offline
Send Email Send Email
 
On Tuesday 01 July 2003 15:37, Markus wrote:
> hi groepaz!
>
> hmmm... i can't find any info on "having to return" parts you have bought
> (especially cardridges which get sent around to publishers and testers).
> you don't HIRE them as you do for example with PS2 devkits, do you?
> do you mind telling where i can find that info (either on warioworld.com
> or the related newsgroups)?

you hire the development kit itself just like you hire anything else that you
get from nintendo. and no, i cant say where to find that info except in the
contract you sign with nintendo. maybe its on warioworld but my account is
disfunctional since i am no more developing for the gba so i cant say...

however, even if i am wrong and you dont have to give it back, you still arent
allowed to sell the stuff to third parties, afaik even if they are licenced
by themselves.

gpz

#14397 From: "Markus" <markus@...>
Date: Tue Jul 1, 2003 1:37 pm
Subject: RE: 4 Sale Official Nintendo EPROM carts for GBA/C
vampy2000.geo
Offline Offline
Send Email Send Email
 
hi groepaz!

hmmm... i can't find any info on "having to return" parts you have bought
(especially cardridges which get sent around to publishers and testers).
you don't HIRE them as you do for example with PS2 devkits, do you?
do you mind telling where i can find that info (either on warioworld.com
or the related newsgroups)?

cheers,
Markus


-----Original Message-----
From: Groepaz [mailto:groepaz@...]
Sent: 01 July 2003 12:24
To: gbadev@yahoogroups.com
Subject: [gbadev] 4 Sale Official Nintendo EPROM carts for GBA/C


On Monday 30 June 2003 18:31, nru wrote:
> Here is what I have
>
> . official Nintendo eprom carts for GBA (yes also SP)
> . official Nintendo eprom carts for GBC
>
> They *DO REQUIRE* official Nintendo development kit in order to be
> able to use them.  Without it, they are useless.  I am just trying to
> recover some of the money which was spent as these carts are no longer
> of use for our current projects.
>
> price: 50% of what Nintendo currently charges.  (Official developers
> approved by Nintendo can get this information so please do not ask me
> what the price is)

interisting how you can sell something that you have to give back to
nintendo
after use.... care to explain? :o)

gpz

#14396 From: Groepaz <groepaz@...>
Date: Tue Jul 1, 2003 11:23 am
Subject: 4 Sale Official Nintendo EPROM carts for GBA/C
groepaz2000
Offline Offline
Send Email Send Email
 
On Monday 30 June 2003 18:31, nru wrote:
> Here is what I have
>
> . official Nintendo eprom carts for GBA (yes also SP)
> . official Nintendo eprom carts for GBC
>
> They *DO REQUIRE* official Nintendo development kit in order to be able to
> use them.  Without it, they are useless.  I am just trying to recover some
> of the money which was spent as these carts are no longer of use for our
> current projects.
>
> price: 50% of what Nintendo currently charges.  (Official developers
> approved by Nintendo can get this information so please do not ask me what
> the price is)

interisting how you can sell something that you have to give back to nintendo
after use.... care to explain? :o)

gpz

#14395 From: "Jan-Lieuwe Koopmans" <jan-lieuwe@...>
Date: Tue Jul 1, 2003 12:47 am
Subject: Re: Re: 4 Sale Official Nintendo EPROM carts for GBA/C
jan-lieuwe@...
Send Email Send Email
 
> > Here is what I have
> >
> > . official Nintendo eprom carts for GBA (yes also SP)
> > . official Nintendo eprom carts for GBC
> >
> > They *DO REQUIRE* official Nintendo development kit in order
> > to be able to use them.
>
> So the GBA carts aren't the kind where you can move a resistor and
> write to them with a Visoly Flash Advance linker, right?

Watch out for being flamed :)  He used CAPS!

Developers I know of don't use those carts. Publishers do. Well, that's my
experience.


Jan-Lieuwe

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