Search the web
Sign In
New User? Sign Up
gbadev
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Message search is now enhanced, find messages faster. Take it for a spin.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
Messages 14505 - 14534 of 15019   Newest  |  < Newer  |  Older >  |  Oldest
Messages: Show Message Summaries   (Group by Topic) Sort by Date v  
#14534 From: "pkmndata" <pkmndata@...>
Date: Thu Oct 2, 2003 1:08 am
Subject: Re: e-Reader dissection
pkmndata
Offline Offline
Send Email Send Email
 
I too have been interested in the e-Reader, but alas I have don't
have any information on it.

For what it's worth, even if you do manage to come up with the
barcode source code itself, distrubuting it won't be that easy.
From my experience, the dot coding will only work if made from a
VERY POWERFUL printer...

I once tried just to see if it would work, make a photocopy of an e-
reader card and scan the copy, I didn't have any luck...

But, if anyone here has any info on the e-Reader dot code I'd be
interested in hearing about it too...

========
[original message]



ADVERTISEMENT


Greetings, forum patrons.

I posted some time ago regarding need for an e-Reader dissection.
All
the leads that turned up as a result of my post went nowhere,
unfortunately.

I'm looking to pay someone (or a group of people) for a tad bit of
assistance, as far as programming is concerned: I wish for someone
to
draw up a very small, very simple little demonstration that is
compatible with the e-Reader. Basically the completed code would
need
to be made available to me in a form (barcode) scannable by the e-
Reader itself.

Why do I wish to have this done? So my Super Fighter team can
produce
some e-Cards to give away with some of our future projects. Problem
is, I haven't found anyone yet (or any group of folks) who can make
this dream a possibility. It's a rather simple code job, the hard
part seems to be finding someone that knows the ins and outs of the
e-
Reader itself.

Drop me an e-mail (deathadder@s...) if you think you can
be of any help. We can discuss the project, payment terms, etc. at
your leisure.

That's about it. Thanks. Take care.

- Death Adder
Webmaster, www.superfighter.com
deathadder@s...

#14533 From: "Death Adder" <deathadder@...>
Date: Sun Sep 28, 2003 5:44 am
Subject: e-Reader dissection
cma_death_adder
Online Now Online Now
Send Email Send Email
 
Greetings, forum patrons.

I posted some time ago regarding need for an e-Reader dissection. All
the leads that turned up as a result of my post went nowhere,
unfortunately.

I'm looking to pay someone (or a group of people) for a tad bit of
assistance, as far as programming is concerned: I wish for someone to
draw up a very small, very simple little demonstration that is
compatible with the e-Reader. Basically the completed code would need
to be made available to me in a form (barcode) scannable by the e-
Reader itself.

Why do I wish to have this done? So my Super Fighter team can produce
some e-Cards to give away with some of our future projects. Problem
is, I haven't found anyone yet (or any group of folks) who can make
this dream a possibility. It's a rather simple code job, the hard
part seems to be finding someone that knows the ins and outs of the e-
Reader itself.

Drop me an e-mail (deathadder@...) if you think you can
be of any help. We can discuss the project, payment terms, etc. at
your leisure.

That's about it. Thanks. Take care.

- Death Adder
Webmaster, www.superfighter.com
deathadder@...

#14532 From: "Peter Moraliyski" <ph0x@...>
Date: Mon Sep 22, 2003 3:14 pm
Subject: Re: png writer
moraliyski
Offline Offline
Send Email Send Email
 
ehm, prolly i should have started the message with:
it's for j2me project :)
but this is where i will stop since this aint j2me forum.

--- In gbadev@yahoogroups.com, "Christian Votava" <cvotava@l...>
wrote:
> There is an easy way to import graphic files in all format you want
and
> export them in all format you want : you should try Gdiplus.
> Gdi plus is a library for windows.
> You can easily download it at www.msdn.com
> I know the library is aloes provided in Visual Studio .NET
>
>
>
>
> Christian VOTAVA
> Handheld Studio Manager
>
> L.S.P
> 8, rue Wulfram PUGET
> 13417 MARSEILLE CEDEX 08
> FRANCE
>
> Tel: +33 (0)4 91 29 32 40
> Fax: +33 (0)4 91 29 32 74
> Email: cvotava@l...
> Visit us at www.lspgames.com
> www.ctspecialforces.com
>
> -----Original Message-----
> From: Peter Moraliyski [mailto:ph0x@f...]
> Sent: lundi 22 septembre 2003 12:27
> To: gbadev@yahoogroups.com
> Subject: [gbadev] png writer
>
> hi
>
> im in bad need for a c/c++ implementation that can *save* .png
> the code should not rely on external
> libraries. the more compact, the better.
>
> pls reply by email:
> ph0x@f...
>
> tnx,
> ph0x
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/

#14531 From: "Christian Votava" <cvotava@...>
Date: Mon Sep 22, 2003 11:31 am
Subject: RE: png writer
cvotava@...
Send Email Send Email
 
There is an easy way to import graphic files in all format you want and
export them in all format you want : you should try Gdiplus.
Gdi plus is a library for windows.
You can easily download it at www.msdn.com
I know the library is aloes provided in Visual Studio .NET




Christian VOTAVA
Handheld Studio Manager

L.S.P
8, rue Wulfram PUGET
13417 MARSEILLE CEDEX 08
FRANCE

Tel: +33 (0)4 91 29 32 40
Fax: +33 (0)4 91 29 32 74
Email: cvotava@...
Visit us at www.lspgames.com
www.ctspecialforces.com

-----Original Message-----
From: Peter Moraliyski [mailto:ph0x@...]
Sent: lundi 22 septembre 2003 12:27
To: gbadev@yahoogroups.com
Subject: [gbadev] png writer

hi

im in bad need for a c/c++ implementation that can *save* .png
the code should not rely on external
libraries. the more compact, the better.

pls reply by email:
ph0x@...

tnx,
ph0x






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

#14530 From: "Adrian Brown" <adrian@...>
Date: Mon Sep 22, 2003 11:04 am
Subject: RE: png writer
enliten_uk
Offline Offline
Send Email Send Email
 
Why cant it rely on external libraries - you can always build libPNG
into your application - so it isn't a library since you can get the
sourcecode.

-----Original Message-----
From: Peter Moraliyski [mailto:ph0x@...]
Sent: 22 September 2003 11:27
To: gbadev@yahoogroups.com
Subject: [gbadev] png writer

hi

im in bad need for a c/c++ implementation that can *save* .png
the code should not rely on external
libraries. the more compact, the better.

pls reply by email:
ph0x@...

tnx,
ph0x






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

#14529 From: "Peter Moraliyski" <ph0x@...>
Date: Mon Sep 22, 2003 10:26 am
Subject: png writer
moraliyski
Offline Offline
Send Email Send Email
 
hi

im in bad need for a c/c++ implementation that can *save* .png
the code should not rely on external
libraries. the more compact, the better.

pls reply by email:
ph0x@...

tnx,
ph0x

#14528 From: mael <mael@...>
Date: Tue Sep 16, 2003 7:10 pm
Subject: Re: GBA schematics
mael@...
Send Email Send Email
 
Have a look at this :

http://mapage.noos.fr/gbongba

then follow the picture link on the left side.


m3b8null wrote:

>Hi everyone,
>
>I am currently looking for schematics or diagram of GBA internals. The
>ideal document would present the pinouts and wiring of every chips
>(ARM, LCD controler, etc) present on the PCB of the GBA.
>Is there somewhere on the net a large photo of GBA internals, please?
>
>Many thanks,
>
>Marc
>
>PS: it is not to build a backup kit!
>
>
>

#14527 From: "m3b8null" <m3b8null@...>
Date: Tue Sep 16, 2003 1:37 pm
Subject: GBA schematics
m3b8null
Offline Offline
Send Email Send Email
 
Hi everyone,

I am currently looking for schematics or diagram of GBA internals. The
ideal document would present the pinouts and wiring of every chips
(ARM, LCD controler, etc) present on the PCB of the GBA.
Is there somewhere on the net a large photo of GBA internals, please?

Many thanks,

Marc

PS: it is not to build a backup kit!

#14526 From: "Damian Yerrick" <d_yerrick@...>
Date: Mon Sep 15, 2003 7:52 pm
Subject: Re: Game development, HAM vs. Devkit Advance vs. ???
yerricde
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, "ruvald" <ruvald@y...> wrote:
> I signed up for this list and now most of the posts I see about
> development related to Devkit advance.  Are there are pros and cons
> of using Devkit advance vs. HAM?

The primary differences between DevKit Advance and HAM, as I
understand it, include the following:
* HAM includes a bundled HAMlib, which adds a thin abstraction over
   the GBA hardware but inserts a 1.5 second intro.  DevKit Advance
   lacks this.
* HAM includes an IDE.  DevKit Advance comes only with command-line
   tools but can be controlled by any GCC compatible IDE, including
   RHIDE and possibly HAM's IDE.

> I just want to program games, with the least possible amount of
> fiddling with the compiler itself.

Are you familiar with the operation of GCC?  Or have you been
brought up strictly in an IDE environment?

--
Damian

#14525 From: "ruvald" <ruvald@...>
Date: Sat Sep 13, 2003 1:54 pm
Subject: Game development, HAM vs. Devkit Advance vs. ???
ruvald
Offline Offline
Send Email Send Email
 
Hello

This is my first post here, so I'll give a brief introduction.  My
name is Christian, and I've been developping games basement-style for
10+ years.  I've also been working in the multi-media industry
developping C/C++ Direct X games for about 3 1/2 years.  Since PC
games have exploded into multi-million dollar projects with large
teams, I think working on a small GBA game would bring me back to my
basement years :-D (plus give me valuable experience)

I started looking around development environments for the GBA and
found two myself : Dragon Basic and HAM.  I first tried Dragon Basic
but I didn't like the lack of structure Basic offers so I tried HAM
and I liked it very much.  I was very surprised at how fast I
actually got something running with HAM.

I signed up for this list and now most of the posts I see about
development related to Devkit advance.  Are there are pros and cons
of using Devkit advance vs. HAM?

I just want to program games, with the least possible amount of
fiddling with the compiler itself.

I use Windows 98 and XP.

Thanks for reading!

Chris

http://christianboutin.com

#14524 From: James Daniels <james.daniels@...>
Date: Tue Sep 9, 2003 11:11 pm
Subject: Re: Apex Audio System
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi Greg,

> out[i] = (in[i] + in[i-1])/2
> processed when clipping the mixing buffer
> surprisingly fast (and optional anyway)

I see. Neat!

> so, how did you manage to write your engine so that it doesn't eat
> loads of cpu ? :)

Well, not having an intermediate mixing buffer is certainly part of it,
but if I told you more I'd have to kill you. :)
--
Cheers,
James.

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

#14523 From: "Greg Saugis" <saugis@...>
Date: Tue Sep 9, 2003 9:54 am
Subject: Re: Re: Apex Audio System
joelouiz
Offline Offline
Send Email Send Email
 
>Hi Greg,
>
>> I've implemented it in MASO System, yes.
>> http://maso.r0x.free.fr
>
>Interesting. How did you do it so that it wouldn't eat loads of CPU?
>--
>Cheers,
>James.

out[i] = (in[i] + in[i-1])/2
processed when clipping the mixing buffer
surprisingly fast (and optional anyway)
might be more difficult to implement if you don't have some kind of mixing
buffer, don't know...

so, how did you manage to write your engine so that it doesn't eat loads of cpu
? :)

--
     Greg (aka fl0w ;-)

#14522 From: "grumpycatsoftware" <grumpycatsoftware@...>
Date: Mon Sep 8, 2003 5:54 pm
Subject: Source Code to Galaxy Invader 1000
grumpycatsof...
Offline Offline
Send Email Send Email
 
Hi,

Galaxy Invader 1000 was a c1979 handheld game, and a while ago I
wrote an emulation of it on the GBA (complete with sampled sound
effects and authentic flickering graphics).  It's very silly, but
actually fun if you remember the original.

Anyway, I've made the source available on my site.  My original
source is released as PUBLIC DOMAIN.  That means you can do pretty
much anything you want with it.

http://www.geocities.com/grumpycatsoftware

It's my 2nd ever program for the GBA (the first being Thrust), so
the code isn't a great example of anything, but hopefully it can
demonstrate something about something.

It's built on Devkit Advance.  No special tools.

Regards,
Grumpy.

#14521 From: James Daniels <james.daniels@...>
Date: Mon Sep 8, 2003 2:38 pm
Subject: Re: Apex Audio System
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi Greg,

> I've implemented it in MASO System, yes.
> http://maso.r0x.free.fr

Interesting. How did you do it so that it wouldn't eat loads of CPU?
--
Cheers,
James.

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

#14520 From: "Greg Saugis" <saugis@...>
Date: Mon Sep 8, 2003 9:22 am
Subject: Re: Re: Apex Audio System
joelouiz
Offline Offline
Send Email Send Email
 
>I wasn't planning to implement Set Filter because it seems to mainly be
>used to change the brightness of the Amiga's LED (rather than for the
>muffling effect it also has on the Amiga, but not on PC players, e.g.
>Modplug and Winamp), so I think it's ok to ignore it on the GBA. Is it
>implemented in other GBA players?

I've implemented it in MASO System, yes.
http://maso.r0x.free.fr

#14519 From: James Daniels <james.daniels@...>
Date: Mon Sep 8, 2003 12:26 am
Subject: Re: Re: Apex Audio System
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi all,

The new version of AAS I mentioned before has now been released. You can
download it here:

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

The changes in this version are as follows:

+ Added an alternative interrupt handling method for when there are
other CPU-intensive interrupts.
+ Added new MOD effect: "0: Arpeggio".
+ Added new MOD effect: "6: Vibrato + Volume Slide".
+ Added new MOD effect: "B: Position Jump".
+ Added new MOD effect: "E6: Set/Jump to Loop".
+ Added new MOD effect: "E9: Retrigger Note".
+ Added new MOD effect: "ED: Note Delay".
+ Added new MOD effect: "EE: Pattern Delay".
+ Added new MOD command: "AAS_MOD_SetLoop()".
+ The last value set by "E0: Set Filter" can now be read using the
"AAS_MOD_GetLastFilterValue()".
+ A "D: Pattern Break" effect past the end of the song now counts as a loop.
+ Corrected amplitude of vibrato effect.
+ A Linux version of Conv2AAS is now included in the "Conv2AAS_Linux"
folder.
+ "Conv2AAS.exe" no longer needs the Cygwin DLL to run.
+ Changed definitions of TRUE, FALSE, u8, s8, etc. to AAS_TRUE,
AAS_FALSE, AAS_u8, AAS_s8, etc.

As always, please feel free to contact me with any feedback.
--
Cheers,
James.

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

#14518 From: Martin Piper <martinp@...>
Date: Sat Sep 6, 2003 1:48 pm
Subject: RE: Re: Apex Audio System
fnagaton
Offline Offline
Send Email Send Email
 
Aye "set filter" is pretty much unused in nearly all MODs anyway. :)


-----Original Message-----
From: James Daniels [mailto:james.daniels@...]
Sent: 06 September 2003 00:11
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] Re: Apex Audio System


Hi Damian,

> I don't know, but having a 1-bit output could be useful for clocking
> purposes.  For instance, a game with rhythmic background effects
> could use it to time animations to the music.

Ok, although of course that's not what "Set Filter" is supposed to be
used for. In fact, used like that, it would be possible to send one of
sixteen values rather than just a 1 or a 0. I have been considering
adding something like this (it's pretty straightforward to do), although
I hadn't decided which effect to abuse to do it - but "Set Filter" seems
like a good choice as it's pretty much useless on the GBA.
--
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/

#14517 From: James Daniels <james.daniels@...>
Date: Sat Sep 6, 2003 4:28 am
Subject: Re: Re: Apex Audio System
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi Damian,

> I don't know, but having a 1-bit output could be useful for clocking
> purposes.  For instance, a game with rhythmic background effects
> could use it to time animations to the music.

Just thought I should let you know that this has now been added and will
be in the next release.
--
Cheers,
James.

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

#14516 From: James Daniels <james.daniels@...>
Date: Fri Sep 5, 2003 11:10 pm
Subject: Re: Re: Apex Audio System
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi Damian,

> I don't know, but having a 1-bit output could be useful for clocking
> purposes.  For instance, a game with rhythmic background effects
> could use it to time animations to the music.

Ok, although of course that's not what "Set Filter" is supposed to be
used for. In fact, used like that, it would be possible to send one of
sixteen values rather than just a 1 or a 0. I have been considering
adding something like this (it's pretty straightforward to do), although
I hadn't decided which effect to abuse to do it - but "Set Filter" seems
like a good choice as it's pretty much useless on the GBA.
--
Cheers,
James.

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

#14515 From: "Damian Yerrick" <d_yerrick@...>
Date: Fri Sep 5, 2003 2:03 pm
Subject: Re: Apex Audio System
yerricde
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, James Daniels <james.daniels@a...> wrote:
> I wasn't planning to implement Set Filter because it seems to
> mainly be used to change the brightness of the Amiga's LED (rather
> than for the muffling effect it also has on the Amiga, but not on
> PC players, e.g. Modplug and Winamp), so I think it's ok to ignore
> it on the GBA. Is it implemented in other GBA players?

I don't know, but having a 1-bit output could be useful for clocking
purposes.  For instance, a game with rhythmic background effects
could use it to time animations to the music.

--
Damian

#14514 From: James Daniels <james.daniels@...>
Date: Thu Sep 4, 2003 3:40 pm
Subject: Re: Apex Audio System
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi Pete,

> Yup, I've confirmed that your update fixes the crashing problems.
> This also improved my success with some of the other problematic
> test files, however there are still some artifacts due to missing
> effects such as arpeggio, set filter, and position jump.

You'll be glad to know I've now added support for the following effects:

+ 6: Vibrato + Volume Slide
+ B: Position Jump
+ E6: Set/Jump to Loop
+ E9: Retrigger Note
+ ED: Note Delay
+ EE: Pattern Delay

Once I've added Arpeggio I'll be releasing a new version, although if
you need to use the effects above urgently I can send you the new
version now if you like.

I wasn't planning to implement Set Filter because it seems to mainly be
used to change the brightness of the Amiga's LED (rather than for the
muffling effect it also has on the Amiga, but not on PC players, e.g.
Modplug and Winamp), so I think it's ok to ignore it on the GBA. Is it
implemented in other GBA players?
--
Cheers,
James.

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

#14513 From: Pete Gonzalez <gonz@...>
Date: Thu Sep 4, 2003 12:25 pm
Subject: Re: Apex Audio System
gonz1242
Offline Offline
Send Email Send Email
 
James Daniels wrote:

>I believe I have now fixed this issue. It was caused by r13 being used
>by the mixer. This doesn't cause any problems with Single and Fast
>Interrupts (r13 is restored when the mixer returns), but can cause
>problems with Multiple Interrupts.
>
Yup, I've confirmed that your update fixes the crashing problems.
This also improved my success with some of the other problematic
test files, however there are still some artifacts due to missing
effects such as arpeggio, set filter, and position jump.

Cheers,
-Pete

#14512 From: "Colin Brown" <user@...>
Date: Wed Sep 3, 2003 8:15 pm
Subject: Re: A question about Devkitadv5 beta3
colinraybrown
Offline Offline
Send Email Send Email
 
Hi Jason,

I have been trying to use the custom linkscript and crt0 from the
project - they are Jeff Frohweins ones

I think there is a makefile issue - i have managed to get further by
removing all the instances of crt0.o from the devkit folders.

I still have a problem however:

....
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\bin\ld.exe: section .iwram [0807048c
  -> 08070b97] overlaps section .ctors [08070480 -> 0807049f]
collect2: ld returned 1 exit status
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\bin\ld.exe: section .iwram [0807048c
  -> 08070b97] overlaps section .ctors [08070480 -> 0807049f]
make: *** [EOD_demo.elf] Error 1

is this related to the crt0/linkskript problem?

thanks

Col

--- In gbadev@yahoogroups.com, Jason Wilkins <fenix@i...> wrote:
> The crt0.S and link script are intimately related and you should
not use
> one without the other.
>
> If you are porting a project which uses its own crt0.S, then make
sure you
> also use your customized link script.  If you were using the built
in
> link script and your own crt0.S, then copy the old link script and
use it
> explicitly.
>
> I would recommend from here on out that you then explicitely
specify both
> the crt0.S and link script.  You should explicitly specify either
both or
> neither, since they go hand in hand.
>
>
> On Wed, 3 Sep 2003, Colin Brown wrote:
>
> >
> > Hi,
> >
> > I have a couple of questions about the latest incarnation of
> > devkitadv.
> >
> > On our project, we're still using devkitadv 3(i think? gcc
3.0.2),
> > and it has served well up untli now.
> > I have got to a stage where the problem with pointers to member
> > functions and inteworking is getting very troublesome:
> > dereferencing a pointer to member function fails if the function
is
> > compiled as thumb.
> >
> > Q. is this fixed in the latest version?
> >
> > If so :) is there a list anywhere of the changes - particularly
to
> > system variables that the linkscript/crt0 uses...  I tried to get
> > version5 to compile our project, but when i eventually sorted out
all
> > the mingw environment problems, i got a stream of errors:
> >
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\bin\ld.exe: section .iwram [08070af4
> >  -> 080710f7] overlaps section .footer [08070af4 -> 08070aff]
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o: In function `_
> > _crt0_multiboot_start':
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0xe0): un
> > defined reference to `__load_start_footer'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o: In function `_
> > _crt0_reset':
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1c0): u
> > ndefined reference to `__memmap_rom_start'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1d8): u
> > ndefined reference to `__appended_start'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1e4): u
> > ndefined reference to `__load_start_data'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1e8): u
> > ndefined reference to `__load_stop_data'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1f8): u
> > ndefined reference to `__load_start_ewram'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x204): u
> > ndefined reference to `__load_start_iwram'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x0): u
> > ndefined reference to `__load_stop_appended'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x4): u
> > ndefined reference to `__load_start_appended'
> > f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> > \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x8): u
> > ndefined reference to `__load_stop_appended'
> > collect2: ld returned 1 exit status
> > make: *** [EOD_demo.elf] Error 1
> >
> > cheers
> >
> > Col
> >
> >
> >
> >
> >
> >
> > 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

#14511 From: Jason Wilkins <fenix@...>
Date: Wed Sep 3, 2003 7:08 pm
Subject: Re: A question about Devkitadv5 beta3
fenix@...
Send Email Send Email
 
The crt0.S and link script are intimately related and you should not use
one without the other.

If you are porting a project which uses its own crt0.S, then make sure you
also use your customized link script.  If you were using the built in
link script and your own crt0.S, then copy the old link script and use it
explicitly.

I would recommend from here on out that you then explicitely specify both
the crt0.S and link script.  You should explicitly specify either both or
neither, since they go hand in hand.


On Wed, 3 Sep 2003, Colin Brown wrote:

>
> Hi,
>
> I have a couple of questions about the latest incarnation of
> devkitadv.
>
> On our project, we're still using devkitadv 3(i think? gcc 3.0.2),
> and it has served well up untli now.
> I have got to a stage where the problem with pointers to member
> functions and inteworking is getting very troublesome:
> dereferencing a pointer to member function fails if the function is
> compiled as thumb.
>
> Q. is this fixed in the latest version?
>
> If so :) is there a list anywhere of the changes - particularly to
> system variables that the linkscript/crt0 uses...  I tried to get
> version5 to compile our project, but when i eventually sorted out all
> the mingw environment problems, i got a stream of errors:
>
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\bin\ld.exe: section .iwram [08070af4
>  -> 080710f7] overlaps section .footer [08070af4 -> 08070aff]
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o: In function `_
> _crt0_multiboot_start':
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0xe0): un
> defined reference to `__load_start_footer'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o: In function `_
> _crt0_reset':
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1c0): u
> ndefined reference to `__memmap_rom_start'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1d8): u
> ndefined reference to `__appended_start'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1e4): u
> ndefined reference to `__load_start_data'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1e8): u
> ndefined reference to `__load_stop_data'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1f8): u
> ndefined reference to `__load_start_ewram'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x204): u
> ndefined reference to `__load_start_iwram'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x0): u
> ndefined reference to `__load_stop_appended'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x4): u
> ndefined reference to `__load_start_appended'
> f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
> \..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x8): u
> ndefined reference to `__load_stop_appended'
> collect2: ld returned 1 exit status
> make: *** [EOD_demo.elf] Error 1
>
> cheers
>
> Col
>
>
>
>
>
>
> 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

#14510 From: "Colin Brown" <user@...>
Date: Wed Sep 3, 2003 10:33 am
Subject: A question about Devkitadv5 beta3
colinraybrown
Offline Offline
Send Email Send Email
 
Hi,

I have a couple of questions about the latest incarnation of
devkitadv.

On our project, we're still using devkitadv 3(i think? gcc 3.0.2),
and it has served well up untli now.
I have got to a stage where the problem with pointers to member
functions and inteworking is getting very troublesome:
dereferencing a pointer to member function fails if the function is
compiled as thumb.

Q. is this fixed in the latest version?

If so :) is there a list anywhere of the changes - particularly to
system variables that the linkscript/crt0 uses...  I tried to get
version5 to compile our project, but when i eventually sorted out all
the mingw environment problems, i got a stream of errors:

f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\bin\ld.exe: section .iwram [08070af4
  -> 080710f7] overlaps section .footer [08070af4 -> 08070aff]
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o: In function `_
_crt0_multiboot_start':
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0xe0): un
defined reference to `__load_start_footer'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o: In function `_
_crt0_reset':
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1c0): u
ndefined reference to `__memmap_rom_start'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1d8): u
ndefined reference to `__appended_start'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1e4): u
ndefined reference to `__load_start_data'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1e8): u
ndefined reference to `__load_stop_data'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x1f8): u
ndefined reference to `__load_start_ewram'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.text+0x204): u
ndefined reference to `__load_start_iwram'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x0): u
ndefined reference to `__load_stop_appended'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x4): u
ndefined reference to `__load_start_appended'
f:\devkitadv-r5-beta-3\BIN\..\lib\gcc-lib\arm-agb-elf\3.2.2
\..\..\..\..\arm-agb-elf\lib\interwork\crt0.o(.footer+0x8): u
ndefined reference to `__load_stop_appended'
collect2: ld returned 1 exit status
make: *** [EOD_demo.elf] Error 1

cheers

Col

#14509 From: "Francis Lillie" <francis_lillie@...>
Date: Sat Aug 30, 2003 10:27 am
Subject: FAO System Administrator
francis_lillie@...
Send Email Send Email
 
Hi,

Sorry to send this here, but I received the following e-mail today:

>**************** eManager Notification *****************
>
>The following message was blocked because it contains sensitive
content.
>
>Source mailbox: francis_lillie@...
>Destination mailbox(es): gbadev@yahoogroups.com
>Rule/Policy: Sexual Discrimination
>Action: Quarantine to
D:\Trend\Quarantine\2003-08-30\10-45->28.57692\DFImessagebody3f507238e15
c.tmp
>
>Content filter has detected a sensitive e-mail.
>
>******************* End of message *********************

The problem is that I haven't sent an e-mail to gbadev for months now,
so either someone's trying to have a laugh at my expense by spoofing my
mail address, or more seriously (for someone) there's someone out there
who has my mail address and may well have a virus that's shot off a
spoofed mail.  Just thought I'd bring this to your attention.  Sorry to
have troubled you.

FGL

#14508 From: "Raleigh Cross" <raleigh@...>
Date: Fri Aug 29, 2003 8:32 pm
Subject: Re: F2A for OS X
crossraleigh
Offline Offline
Send Email Send Email
 
There resonable support for OS X on the software side of things.
http://forum.gbadev.org has some recent posts on the subject; just
search for 'Mac'.

There is also (somewhat sketchy) support for the Flash Advance Xtreme
USB on OS X. See http://www.cs.helsinki.fi/u/jikorhon/condev/gba/

> Hi,
> I have not kept up on this stuff enough I guess. I didn't realize
there was a USB linker
> available. I had kind of given up on OS X, but now maybe there is
hope.
>
> I am off to order a linker and I would be interested in the software
once the linker
> arrives.
>
> Is there a good place to find out about programming on OS X for the
gameboy - like a
> step by stop guide (tutorial)?
>
> Thanks,
> John

#14507 From: "bobscar.geo" <conraderj@...>
Date: Fri Aug 29, 2003 1:14 am
Subject: Re: F2A for OS X
bobscar.geo
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, eli curtz <spam1@n...> wrote:
> 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@n...

Hi,
I have not kept up on this stuff enough I guess. I didn't realize there was a
USB linker
available. I had kind of given up on OS X, but now maybe there is hope.

I am off to order a linker and I would be interested in the software once the
linker
arrives.

Is there a good place to find out about programming on OS X for the gameboy -
like a
step by stop guide (tutorial)?

Thanks,
John

#14506 From: James Daniels <james.daniels@...>
Date: Sun Aug 24, 2003 2:13 pm
Subject: Re: Apex Audio System
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi Tom,

> Any change of getting the source or a linux binary for Conv2AAS.exe ?

Sure. I'll put together a Linux binary ASAP.
--
Cheers,
James.

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

#14505 From: Tom Badran <tb100@...>
Date: Fri Aug 22, 2003 1:23 pm
Subject: Re: Apex Audio System
tb100badran
Offline Offline
Send Email Send Email
 
On Thursday 21 Aug 2003 17:09, James Daniels wrote:
> http://www.apex-designs.net/tools_aas.html
>
> I've also created an AAS discussion list which you can join from the
> page above.

Any change of getting the source or a linux binary for Conv2AAS.exe ?

Thanks

Tom

--
  ^__^               Tom Badran
  (oo)\______        Imperial College
(__)\       )\/\
     ||----w |
     ||     ||       Using Debian SID

Messages 14505 - 14534 of 15019   Newest  |  < Newer  |  Older >  |  Oldest
Advanced
Add to My Yahoo!      XML What's This?

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help