Can someone give me a good fixed point square root algorithm? I need to get the square root of a 22.10 fixed point number. I am brain dead when it comes to...
Hmm..i will look at this...the code is very old..pre gba release I think so probably not that reliable. -jason Jason Rogers aka Dovoto www.ThePernProject.com ...
I tried everything and what worked was the rotation matrix reset values that you gave me. For some reason, it doesn't seem to work with the functions I...
... tends to work in modes 0 or 1 with text backgrounds. Can anyone help? I would like to work in mode 2 with backgrounds 2 & 3. ... [code snipped] This code...
Hi, I'm trying to learn how to use rotation backgrounds--my code only tends to work in modes 0 or 1 with text backgrounds. Can anyone help? I would like to...
Most of the time, I get away with just using the old trick of using edistance for values - that is largest plus 3/8s of smallest for 2D vectors and a similiar...
... I've got sqrt functions which execute in 52 cycles worst case, or 70 cycles worst case. My gba_div routine isn't that fast though, so to get around this in...
Pete
dooby@...
Nov 28, 2003 12:32 pm
14646
Hi all, I'm trying to write two classes Vector3 and Vector2, which store their components as 8bit fixed point values, to be used in a 3D library. Now I'm...
I finally got around to updating the dhrystone numbers now that gcc will build with -mthumb -O3. http://www.dwelch.com/gba/dhry.htm The gcc 3.4 (snapshot)...
... In the console world, one typically uses the vertical blank to sync to a framerate, rather than any clock functions. There are a variety of ways to do...
My last message contained a faux-pas, so I'm setting the record straight. ... In step 3 you should compare the global_time to start_time + 1 ( 1 / 60th of a...
I bought A game Shark for GBC, but it came with a cable that allowed me to connect it to my computor though a serial/paralle port. My question is can I use the...
... color black and cut out sprites that used this color as a backdrop color. You don't need to crosspost between forum.gbadev.org and the Y! Group. The NES...
I'm working in mode 4 and I finally got two sprites to interact on stage. I have one problem though--the black bounding boxes that I drew them in shows when...
Hi Lewis, A common method for controlling frame rates on the GBA is by setting up and using a global time counter variable (32 bit unsigned integer). Increment...
Hello, I'm currently using gcc as my compiler for GBA dev. I'm currently trying to write a delay, or sleep function to slow down and maintain my frames and...
Hello, I'm new in the Gameboy Dev scene and I just wanted to know if you guys know of any small publishers that tend to pick up indie developers for royaltee...
... Summary: Where did you put the command to compile the ISR? Your make.bat script looks like this: 8< 8< 8< begin 8< 8< 8< path=C:\devkitadv\bin g++ -c -O3...
All the .o files are being created apart from the isr.text.iwram.o one. I've tried it with and without the .text with the same results. I know I'm probably...
... compile the project using the following makefile, I get the following errors (isr.text.iwram.o isn't being compiled) What is the output of "dir *.o"? Is...
Thanks you guys, I had indeed got the bits wrong for HBlank and VBlank (doh!) and when I compiled it using Arm instructions it works fine. I couldn't seem to...
Would you give your right ARM for a solution? ... Some suggestions here: 1. It's much faster to use 256 degrees than 360 degrees. 2. It saves memory to...
I believe your problem lies in the DST_ENABLE_HBLANK and DST_ENABLE_VBLANK definitions. I thinks yours are the wrong way around. I've been using: #define...
Thanks so much for your help, I've incorporated the thumb code for the SWI from vboy.emuhq.com and it works nicely. Using it and your new interupt handler I've...
... Remember, you have to enable the interrupt in two places: at the source (REG_DISPSTAT) and at the mask (REG_IE). I notice that you are in fact doing this....
Hi all, Kinda hoping someone might be able to help me with interupts. I'm trying to use the HBlank interrupt, and will eventually attempt to use it for Mode 7...
... Look in the section of GBATEK that covers "wait states." ... Assuming 3/1 wait state (as for official Game Paks), you'll need 16.8 MBytes per second (two...
... I've read that Nintendo doesn't care about your source code or what compiler you use, only that 1. your binary doesn't crash and doesn't glitch when...