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#14762 From: "Daniel" <webmaster@...>
Date: Sat May 1, 2004 2:40 pm
Subject: Re: Re: memory stick retailer
webmaster@...
Send Email Send Email
 
Everyone was telling me they wanted the 8 Mbit version.  Is everyone willing
to go with the 4?

----- Original Message -----
From: "Michael Reid - CSCI/P2003" <m6reid@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, April 30, 2004 4:58 PM
Subject: Re: [gbadev] Re: memory stick retailer


> hi,
>
> > No I don't. I get the message "Stick init failed" with a 8Mb Memory
> > Stick. I have no 4Mb version.
>
> ok. so then was the bulk-order going to be 8-mbit sticks or 4 ?
> it seems that due to the problems with 8-mbit then 4 is the way to go.
> unless no one is interested in the 4-mbit version.
>
> regards,
> -mike.
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

#14761 From: "Jonathan Perret" <jonathan.perret@...>
Date: Fri Apr 30, 2004 4:18 pm
Subject: Re: visoly flash advance
jonathan.perret@...
Send Email Send Email
 
From: "Michael Reid - CSCI/P2003" <m6reid@...>
> thanks alot john, you've really helped my understanding of the flashing
> process of these carts.

Glad to be of assistance.

> i found some f2a flashing code (for linux) from
http://deyv.free.fr/gba/f2a
> with source included. i think i'm going to take a risk and assume i can
> port that source to write through a serial interface, making the mbv2+f2a
> combo a full solution. i'd go so far as to say it might even simplify the
> code, as writing through a serial port is probably easier than through
> usb, but i'll have to investigate further.

Yes, I knew about that code, forgot to mention it in my previous email.
Ironically though, most of the info you can extract from it is about the
f2a usb cable, not about the flashing process itself. From what I've seen
they just use the f2afirm.hex code from the windows utility provided with
the cable, but they don't provide the source for that GBA code
(though reversing the interesting part shouldn't be that hard).

> the reason i'm so hung on the mbv2 is that it has some good pc
> file-serving code already written for linux. unless there exists such a
> thing for the f2a linker (must be for linux, or have the source available
> for me to port) it seems easier for me to use jeff's mbv2 file serving
> code.

A PC file-server for the GBA, whether through serial or USB
(provided you have the code to drive the USB cable) can't
be that hard to write from scratch ?

I still think an USB linker would be a better choice because you
would have the certainty of being able to flash the card, and the
possibility of file-serving with a bit of work, much of which has
already been done in if2a.

With the MBV2 you'd have multiboot and file-serving out of the box,
but the ability to flash the card remains theoretical.

In the end it all depends on which feature is more important to you,
I guess.

> i don't have any of the hardware yet, so i won't be starting for some
> time, but if anyone's interested i can post this when i'm done.

I'de be very interested to hear about what you are doing. For myself,
I'd like to try driving the USB cable from a PC program to communicate
with the GBA (file-serving and more) so I'm always keen on following
what others have done in this domain.

Could you please keep me in touch if you make any progress ?

Cheers,
--Jonathan

#14760 From: Michael Reid - CSCI/P2003 <m6reid@...>
Date: Sat May 1, 2004 1:45 pm
Subject: Re: Re: memory stick retailer
leonrauis
Offline Offline
Send Email Send Email
 
hi,

> No I don't. I get the message "Stick init failed" with a 8Mb Memory
> Stick. I have no 4Mb version.

ok. so then was the bulk-order going to be 8-mbit sticks or 4 ?
it seems that due to the problems with 8-mbit then 4 is the way to go.
unless no one is interested in the 4-mbit version.

regards,
-mike.

#14759 From: Michael Reid - CSCI/P2003 <m6reid@...>
Date: Fri Apr 30, 2004 3:20 pm
Subject: Re: visoly flash advance
leonrauis
Offline Offline
Send Email Send Email
 
hi,

thanks alot john, you've really helped my understanding of the flashing
process of these carts.

i found some f2a flashing code (for linux) from http://deyv.free.fr/gba/f2a
with source included. i think i'm going to take a risk and assume i can
port that source to write through a serial interface, making the mbv2+f2a
combo a full solution. i'd go so far as to say it might even simplify the
code, as writing through a serial port is probably easier than through
usb, but i'll have to investigate further.

the reason i'm so hung on the mbv2 is that it has some good pc
file-serving code already written for linux. unless there exists such a
thing for the f2a linker (must be for linux, or have the source available
for me to port) it seems easier for me to use jeff's mbv2 file serving
code.

i don't have any of the hardware yet, so i won't be starting for some
time, but if anyone's interested i can post this when i'm done.

regards,
-mike.

#14758 From: "tcharlier" <thierry@...>
Date: Fri Apr 30, 2004 12:55 pm
Subject: Re: memory stick retailer
tcharlier
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, "Daniel" <webmaster@i...> wrote:
> Do you have any idea as to what need to be done to use the 8 mbit
version?

No I don't. I get the message "Stick init failed" with a 8Mb Memory
Stick. I have no 4Mb version.

Regards.

Thierry

> ----- Original Message -----
> From: "tcharlier" <thierry@c...>
> To: <gbadev@yahoogroups.com>
> Sent: Tuesday, April 27, 2004 3:17 AM
> Subject: [gbadev] Re: memory stick retailer
> > Be aware that I did not succeed in using Libstick with the 8Mb
version.
> >
> > Feedback welcome.
> >
> > Regards.
> >
> > Thierry
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >

#14757 From: "Jonathan Perret" <jonathan.perret@...>
Date: Fri Apr 30, 2004 8:29 am
Subject: Re: visoly flash advance
jonathan.perret@...
Send Email Send Email
 
From: "Michael Reid - CSCI/P2003" <m6reid@...>
> hi
>
> > Where did you read that one couldn't program an f2a through
> > the mbv2 ?
>
> in the mbv2 faq: http://www.devrs.com/gba/files/mbv2faqs.php#FlashSupport

You're right. It looks like the MBV2 is not as flexible as the f2a usb
linker cable - apparently it would need a new firmware to
flash newer cards.

The problem is that the MBV2 does not offer a simple way for a GBA
program to communicate directly with the PC (there's a serial interface
but you need another cable).

The F2A cards are writable from the GBA, this means any program
that runs on the GBA can just flash the cartridge. Uploading such
a program to the GBA is very easy to do with the multiboot facility.
All that remains is for the uploaded code to receive the contents of
the cart from the PC - this data obviously can't all be transferred during
multiboot since the RAM is only 256KB.

This is exactly how the f2a/usb cable works : they send a little bit of
code through multiboot, which starts and listens for data from the PC.
The PC sends the cart data to the GBA, probably in UART mode,
and the code on the GBA writes that data to the cart.

So in theory, assuming you had connected your MBV2 to your PC's
serial port in addition to the parallel port, you could write that bit
of GBA code and the controlling program on the PC, and everything
would work just fine. I don't know of anybody who has done that, though.

But I think you should rather buy the f2a/usb cable, as its price is
negligible compared to the price of the flash card anyway. And it can
do everything the MBV2 can, and more.

Cheers,
--Jonathan

#14756 From: Michael Reid - CSCI/P2003 <m6reid@...>
Date: Thu Apr 29, 2004 10:13 pm
Subject: Re: visoly flash advance
leonrauis
Offline Offline
Send Email Send Email
 
hi

> Where did you read that one couldn't program an f2a through
> the mbv2 ?

in the mbv2 faq: http://www.devrs.com/gba/files/mbv2faqs.php#FlashSupport

> In any case, it is not the cable (either the mbv or
> the flash advance linker) that programs the cart, it is the small
> amount of code that is uploaded on the GBA that does the writing,
> so there is no reason that you couldn't upload the appropriate
> code using the mbv2.
>

hmm. how hard would it be to do this? ie. is there software around to do
this, or am i looking at writing/porting code to do this myself?

sorry for all the seemingly pointless questions..just trying to figure out
the best solution for me without spending/wasting too much money.

regards,
-mike.

#14755 From: Danny Angelo Carminati Grein <danny.listas@...>
Date: Thu Apr 29, 2004 5:15 pm
Subject: Any 3D Render for GBA?
danny_cabelo
Offline Offline
Send Email Send Email
 
Im looking if have any 3D render for GBA? something like OpenGL or D3D...
Any links? I know that Yeti3D has port to GBA, but dont know how it was
made...

Thanks
--
;---------------------;
;linux user #129517   ;
;linux machine #56653 ;
;---------------------;

www.animalliberation.net

#14754 From: Aleksey Malov <vivid@...>
Date: Thu Apr 29, 2004 4:29 pm
Subject: Re: VRAM safe LZ77 compressor
vivid_bwteam
Offline Offline
Send Email Send Email
 
Hello Ronald,

Thursday, April 29, 2004, 3:41:38 AM, you wrote:

RCA> Although there are some LZ77 compression sources
RCA> available, does anyone knows what kind of
RCA> modifications (or code) does these compressors need to
RCA> be decompressed directly to VRAM? (like the VRAM safe
RCA> option in the GBA Crusher) .
RCA> I know its related tot the fact that the compressed
RCA> data should not reference to the previous byte in the
RCA> uncompressed data because it may not have been written
RCA> yet by 16-bit, VRAM sized BIOS function.


I just made functions to read/write bytes from/to VRAM

static int ReadVRAM(unsigned char *pData)
{
         unsigned char *pRead = (unsigned char*)(((int)pData)&0xfffffffe);
         unsigned short tmp = *(unsigned short*)pRead;
         if (pRead == pData)
         {
                 return (tmp&0xff);
         }

         return (tmp>>8);
}


static void WriteVRAM(unsigned char *pDest, int byte)
{
         //Get aligned address
         unsigned short *pVram = (short*)((int)(pDest)&0xfffffffe);
         unsigned short tmp = *pVram;
         if ((unsigned char*)pVram==pDest)
         {
                 *pVram = ((tmp&0xff00)+byte);
         }
         else
         {
                 *pVram = (tmp&0xff)+(byte<<8);
         }

}

--
Best regards,
  Aleksey                            mailto:vivid@...

#14753 From: Ronald Chenu Abente <ronald_chenu@...>
Date: Wed Apr 28, 2004 11:41 pm
Subject: VRAM safe LZ77 compressor
ronald_chenu
Online Now Online Now
Send Email Send Email
 
Although there are some LZ77 compression sources
available, does anyone knows what kind of
modifications (or code) does these compressors need to
be decompressed directly to VRAM? (like the VRAM safe
option in the GBA Crusher) .
I know its related tot the fact that the compressed
data should not reference to the previous byte in the
uncompressed data because it may not have been written
yet by 16-bit, VRAM sized BIOS function.

Any help will be appreciated, thanks

Ron

#14752 From: "Jonathan Perret" <jonathan.perret@...>
Date: Wed Apr 28, 2004 2:12 pm
Subject: Re: visoly flash advance
jonathan.perret@...
Send Email Send Email
 
From: "Michael Reid - CSCI/P2003" <m6reid@...>
To: <gbadev@yahoogroups.com>
Sent: Wednesday, April 28, 2004 1:23 AM
Subject: [lists] Re: [gbadev] visoly flash advance


> hi,
>
> > Isn't the F2A backwards compatible with the FA?
> > Pogoshell should work correctly on both I think.
> >
> perhaps pogoshell is compatible, but i'd like to be able to program
> it with the mbv2 cable, which won't work for the f2a carts.
>
> maybe its a lost cause...

Where did you read that one couldn't program an f2a through
the mbv2 ? In any case, it is not the cable (either the mbv or
the flash advance linker) that programs the cart, it is the small
amount of code that is uploaded on the GBA that does the writing,
so there is no reason that you couldn't upload the appropriate
code using the mbv2.

Cheers,
--Jonathan

#14751 From: Michael Reid - CSCI/P2003 <m6reid@...>
Date: Wed Apr 28, 2004 10:51 am
Subject: Re: visoly flash advance
leonrauis
Offline Offline
Send Email Send Email
 
hi,

> Isn't the F2A backwards compatible with the FA?
> Pogoshell should work correctly on both I think.
>
perhaps pogoshell is compatible, but i'd like to be able to program
it with the mbv2 cable, which won't work for the f2a carts.

maybe its a lost cause...

regards,
-mike.

#14750 From: Dennis Munsie <dmunsie@...>
Date: Tue Apr 27, 2004 1:13 pm
Subject: Re: Re: memory stick retailer
bea_dennis
Offline Offline
Send Email Send Email
 
What is the pricing for them again?  I would be willing to buy 4 or 5
of them, depending on the price.

dennis

On Apr 25, 2004, at 10:19 PM, Daniel wrote:

> 26 more to go!...
>
>
>
>> I will commit to buying 4 of them, though you should email me
>> at "minutefive at hotmail dot com" if you get enough people in on
>> this -- I don't always check this forum regularly.
>>
>> Are you thinking of getting the 8mbit or 4mbit versions?
>>
>> - Adam
>>
>>> 21 more to go...
>>>> I can commit to 5
>>>>> I will make the purchase if I can get others will buy 30 more.
>>>>> 50-your 10-my 10=30.
>>>>>
>>>>> Anyone else inerested in commiting to buy some?
>>>>>
>>>>> -Daniel
>>>>>>> If there is enough intrest in this group I would be willing
>> to
>>>>>>> purchase a wholesale lot of the units.
>>>>>>>
>>>>>>> Thanks,
>>>>>>> Daniel

#14749 From: "Daniel" <webmaster@...>
Date: Tue Apr 27, 2004 3:43 pm
Subject: Re: Re: memory stick retailer
webmaster@...
Send Email Send Email
 
Do you have any idea as to what need to be done to use the 8 mbit version?


----- Original Message -----
From: "tcharlier" <thierry@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, April 27, 2004 3:17 AM
Subject: [gbadev] Re: memory stick retailer


> --- In gbadev@yahoogroups.com, "Daniel" <webmaster@i...> wrote:
> > 26 more to go!...
> [...]
>
> Be aware that I did not succeed in using Libstick with the 8Mb version.
>
> Feedback welcome.
>
> Regards.
>
> Thierry
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

#14748 From: "Fredrik Olsson" <flubba@...>
Date: Tue Apr 27, 2004 12:09 pm
Subject: Re: visoly flash advance
flubbaofward
Offline Offline
Send Email Send Email
 
> does anyone know where i can buy one of the original
> flash advance carts?
> all anyone seems to carry these days is ezf,
> flash2advance, etc.

Isn't the F2A backwards compatible with the FA?
Pogoshell should work correctly on both I think.

#14747 From: "tcharlier" <thierry@...>
Date: Tue Apr 27, 2004 8:17 am
Subject: Re: memory stick retailer
tcharlier
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, "Daniel" <webmaster@i...> wrote:
> 26 more to go!...
[...]

Be aware that I did not succeed in using Libstick with the 8Mb version.

Feedback welcome.

Regards.

Thierry

#14746 From: Mike Reid <m6reid@...>
Date: Tue Apr 27, 2004 12:08 am
Subject: Re: Re: memory stick retailer
leonrauis
Offline Offline
Send Email Send Email
 
On Sun, 25 Apr 2004, Daniel wrote:

> 26 more to go!...
>

still looking for people? i'll sign up for 3.


-mike

#14745 From: Mike Reid <m6reid@...>
Date: Tue Apr 27, 2004 12:19 am
Subject: visoly flash advance
leonrauis
Offline Offline
Send Email Send Email
 
hi,

does anyone know where i can buy one of the original flash advance carts?
all anyone seems to carry these days is ezf, flash2advance, etc.

i would like the older flash advance cart because it seems like it will be
a good gba-dev solution along with the mbv2. my primary dev machine runs
linux exclusively, so i need to be able to flash it from linux.

the mbv2+flash advance combo appeals to me also because it can be flashed
without removing the cart. on the whole it seems like a pretty good setup.

is there a better solution i should be looking at?

-mike

#14744 From: "Daniel" <webmaster@...>
Date: Mon Apr 26, 2004 2:19 am
Subject: Re: memory stick retailer
webmaster@...
Send Email Send Email
 
26 more to go!...



> I will commit to buying 4 of them, though you should email me
> at "minutefive at hotmail dot com" if you get enough people in on
> this -- I don't always check this forum regularly.
>
> Are you thinking of getting the 8mbit or 4mbit versions?
>
> - Adam
>
> > 21 more to go...
> > > I can commit to 5
> > > > I will make the purchase if I can get others will buy 30 more.
> > > > 50-your 10-my 10=30.
> > > >
> > > > Anyone else inerested in commiting to buy some?
> > > >
> > > > -Daniel
> > > > > > If there is enough intrest in this group I would be willing
> to
> > > > > > purchase a wholesale lot of the units.
> > > > > >
> > > > > > Thanks,
> > > > > > Daniel
>
>

#14743 From: "Daniel" <webmaster@...>
Date: Tue Apr 20, 2004 2:49 pm
Subject: Re: Re: e-Reader dissection
webmaster@...
Send Email Send Email
 
Thank you for all you effort in this!!!!!!!
I look foward to being able to print my own mini-demos and games on paper.

All I have is a Hp 750 with a 600 dpi max (though only 300 is offerend in
the printer properties), I guess I will have to get another printer.  When I
try to print I always get a dot code that is way ot large..

Thanks  again!
-Daniel

----- Original Message -----
From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
To: <gbadev@yahoogroups.com>
Sent: Monday, April 19, 2004 5:16 PM
Subject: RE: [gbadev] Re: e-Reader dissection


> With a little bit of luck you can print dot codes on a (nowadays) standard
> inkjet printer. The "lowest" I could go on my printer for an acceptable
> result was 600 DPI and high quality inkjet paper. For best results, use
1200
> DPI and photo paper. Make sure the dot code is printed using my tool at
the
> correct size, which is a little bit larger than a real dot code. The dot
> code will be printed at the bottom of the page, ready to be swiped through
> the e-reader.
>
> So far working results have been produced on a HP DeskJet 3650 and an
Epson
> Stylus C85.
>
> > -----Original Message-----
> > From: Daniel [mailto:webmaster@...]
> > Sent: maandag 19 april 2004 18:02
> > To: gbadev@yahoogroups.com
> > Subject: Re: [gbadev] Re: e-Reader dissection
> >
> > What is the correct way to print these dot codes? Will a normal inkjet
> > print
> > it at 300 dpi?
> >
> >
> > ----- Original Message -----
> > From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
> > To: <gbadev@yahoogroups.com>
> > Sent: Sunday, April 18, 2004 4:39 PM
> > Subject: RE: [gbadev] Re: e-Reader dissection
> >
> >
> > > Just to let everyone know that the Reed Solomon error correction used
by
> > the
> > > Nintendo e-Reader has been finally figured out. You can download the
> > first
> > > custom created set of dot codes for the NES game called "BombSweeper"
by
> > > SnowBro from http://users.skynet.be/firefly/gba/
> > >
> > > In the next few weeks I am probably going to write several Z80 based
> > > e-reader mini-games and release the source code so that anyone who is
> > > interested can write his/her own mini-games too.
> > >
> > > Tim
> > >
> > > > -----Original Message-----
> > > > From: Damien Good [mailto:d_good@...]
> > > > Sent: donderdag 1 januari 2004 23:17
> > > > To: gbadev@yahoogroups.com
> > > > Subject: Re: [gbadev] Re: e-Reader dissection
> > > >
> > > > although, if the reed solomon encoding/decoding process gets figured
> > out,
> > > > then I am sure a 100% error free raw file can be made from the error
> > free
> > > > bin file.
> > > >
> > > >
> > > > ----- Original Message -----
> > > > From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
> > > > To: <gbadev@yahoogroups.com>
> > > > Sent: Thursday, January 01, 2004 5:43 AM
> > > > Subject: RE: [gbadev] Re: e-Reader dissection
> > > >
> > > >
> > > > > One important thing that people ought to know is that the RAW data
> > is
> > > > not
> > > > > 100% error free. If you would scan/dump the same dotcode over and
> > over
> > > > > again, you will get slightly different RAW data each time. These
> > errors
> > > > get
> > > > > corrected by the Reed-Solomon decoding of the e-Reader and the
> > resulting
> > > > BIN
> > > > > data is therefore error free. Remember this if you decide to print
> > out
> > > > some
> > > > > dotcodes using my printing tool. E.g. if you have printed a
dotcode
> > > > based
> > > > on
> > > > > a RAW dump containing lots of errors, then you will add these
> > "printed"
> > > > > errors to your own "scanned" errors and lower the chance of
getting
> > a
> > > > > successful read.
> > > > >
> > > > > -----Original Message-----
> > > > > From: Damien Good [mailto:d_good@...]
> > > > > Sent: donderdag 1 januari 2004 13:07
> > > > > To: gbadev@yahoogroups.com
> > > > > Subject: Re: [gbadev] Re: e-Reader dissection
> > > > >
> > > > > more e-reader info at http://www.alpha-ii.com/caitsith2/ereader
> > > > >
> > > > > the released bin/raw data of the e-reader cards might cause
> > controversy,
> > > > but
> > > > > at the same time, the items these cards unlock, can also be
unlocked
> > > > with
> > > > an
> > > > > action replay,  and the bin/raw data is very similar, that it
might
> > help
> > > > > with the reed-solomon code cracking.  (heck, the dotcodes on the
> > actual
> > > > > powerup cards look very similar, with only a few bytes in the bin
> > data,
> > > > and
> > > > > maybe 20-60 bytes in the raw data being different.)

#14742 From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
Date: Mon Apr 19, 2004 10:16 pm
Subject: RE: Re: e-Reader dissection
firefly0072001
Offline Offline
Send Email Send Email
 
With a little bit of luck you can print dot codes on a (nowadays) standard
inkjet printer. The "lowest" I could go on my printer for an acceptable
result was 600 DPI and high quality inkjet paper. For best results, use 1200
DPI and photo paper. Make sure the dot code is printed using my tool at the
correct size, which is a little bit larger than a real dot code. The dot
code will be printed at the bottom of the page, ready to be swiped through
the e-reader.

So far working results have been produced on a HP DeskJet 3650 and an Epson
Stylus C85.

> -----Original Message-----
> From: Daniel [mailto:webmaster@...]
> Sent: maandag 19 april 2004 18:02
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] Re: e-Reader dissection
>
> What is the correct way to print these dot codes? Will a normal inkjet
> print
> it at 300 dpi?
>
>
> ----- Original Message -----
> From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
> To: <gbadev@yahoogroups.com>
> Sent: Sunday, April 18, 2004 4:39 PM
> Subject: RE: [gbadev] Re: e-Reader dissection
>
>
> > Just to let everyone know that the Reed Solomon error correction used by
> the
> > Nintendo e-Reader has been finally figured out. You can download the
> first
> > custom created set of dot codes for the NES game called "BombSweeper" by
> > SnowBro from http://users.skynet.be/firefly/gba/
> >
> > In the next few weeks I am probably going to write several Z80 based
> > e-reader mini-games and release the source code so that anyone who is
> > interested can write his/her own mini-games too.
> >
> > Tim
> >
> > > -----Original Message-----
> > > From: Damien Good [mailto:d_good@...]
> > > Sent: donderdag 1 januari 2004 23:17
> > > To: gbadev@yahoogroups.com
> > > Subject: Re: [gbadev] Re: e-Reader dissection
> > >
> > > although, if the reed solomon encoding/decoding process gets figured
> out,
> > > then I am sure a 100% error free raw file can be made from the error
> free
> > > bin file.
> > >
> > >
> > > ----- Original Message -----
> > > From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
> > > To: <gbadev@yahoogroups.com>
> > > Sent: Thursday, January 01, 2004 5:43 AM
> > > Subject: RE: [gbadev] Re: e-Reader dissection
> > >
> > >
> > > > One important thing that people ought to know is that the RAW data
> is
> > > not
> > > > 100% error free. If you would scan/dump the same dotcode over and
> over
> > > > again, you will get slightly different RAW data each time. These
> errors
> > > get
> > > > corrected by the Reed-Solomon decoding of the e-Reader and the
> resulting
> > > BIN
> > > > data is therefore error free. Remember this if you decide to print
> out
> > > some
> > > > dotcodes using my printing tool. E.g. if you have printed a dotcode
> > > based
> > > on
> > > > a RAW dump containing lots of errors, then you will add these
> "printed"
> > > > errors to your own "scanned" errors and lower the chance of getting
> a
> > > > successful read.
> > > >
> > > > -----Original Message-----
> > > > From: Damien Good [mailto:d_good@...]
> > > > Sent: donderdag 1 januari 2004 13:07
> > > > To: gbadev@yahoogroups.com
> > > > Subject: Re: [gbadev] Re: e-Reader dissection
> > > >
> > > > more e-reader info at http://www.alpha-ii.com/caitsith2/ereader
> > > >
> > > > the released bin/raw data of the e-reader cards might cause
> controversy,
> > > but
> > > > at the same time, the items these cards unlock, can also be unlocked
> > > with
> > > an
> > > > action replay,  and the bin/raw data is very similar, that it might
> help
> > > > with the reed-solomon code cracking.  (heck, the dotcodes on the
> actual
> > > > powerup cards look very similar, with only a few bytes in the bin
> data,
> > > and
> > > > maybe 20-60 bytes in the raw data being different.)
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

#14741 From: "Daniel" <webmaster@...>
Date: Mon Apr 19, 2004 4:01 pm
Subject: Re: Re: e-Reader dissection
webmaster@...
Send Email Send Email
 
What is the correct way to print these dot codes? Will a normal inkjet print
it at 300 dpi?


----- Original Message -----
From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, April 18, 2004 4:39 PM
Subject: RE: [gbadev] Re: e-Reader dissection


> Just to let everyone know that the Reed Solomon error correction used by
the
> Nintendo e-Reader has been finally figured out. You can download the first
> custom created set of dot codes for the NES game called "BombSweeper" by
> SnowBro from http://users.skynet.be/firefly/gba/
>
> In the next few weeks I am probably going to write several Z80 based
> e-reader mini-games and release the source code so that anyone who is
> interested can write his/her own mini-games too.
>
> Tim
>
> > -----Original Message-----
> > From: Damien Good [mailto:d_good@...]
> > Sent: donderdag 1 januari 2004 23:17
> > To: gbadev@yahoogroups.com
> > Subject: Re: [gbadev] Re: e-Reader dissection
> >
> > although, if the reed solomon encoding/decoding process gets figured
out,
> > then I am sure a 100% error free raw file can be made from the error
free
> > bin file.
> >
> >
> > ----- Original Message -----
> > From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
> > To: <gbadev@yahoogroups.com>
> > Sent: Thursday, January 01, 2004 5:43 AM
> > Subject: RE: [gbadev] Re: e-Reader dissection
> >
> >
> > > One important thing that people ought to know is that the RAW data is
> > not
> > > 100% error free. If you would scan/dump the same dotcode over and over
> > > again, you will get slightly different RAW data each time. These
errors
> > get
> > > corrected by the Reed-Solomon decoding of the e-Reader and the
resulting
> > BIN
> > > data is therefore error free. Remember this if you decide to print out
> > some
> > > dotcodes using my printing tool. E.g. if you have printed a dotcode
> > based
> > on
> > > a RAW dump containing lots of errors, then you will add these
"printed"
> > > errors to your own "scanned" errors and lower the chance of getting a
> > > successful read.
> > >
> > > -----Original Message-----
> > > From: Damien Good [mailto:d_good@...]
> > > Sent: donderdag 1 januari 2004 13:07
> > > To: gbadev@yahoogroups.com
> > > Subject: Re: [gbadev] Re: e-Reader dissection
> > >
> > > more e-reader info at http://www.alpha-ii.com/caitsith2/ereader
> > >
> > > the released bin/raw data of the e-reader cards might cause
controversy,
> > but
> > > at the same time, the items these cards unlock, can also be unlocked
> > with
> > an
> > > action replay,  and the bin/raw data is very similar, that it might
help
> > > with the reed-solomon code cracking.  (heck, the dotcodes on the
actual
> > > powerup cards look very similar, with only a few bytes in the bin
data,
> > and
> > > maybe 20-60 bytes in the raw data being different.)

#14740 From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
Date: Sun Apr 18, 2004 9:39 pm
Subject: RE: Re: e-Reader dissection
firefly0072001
Offline Offline
Send Email Send Email
 
Just to let everyone know that the Reed Solomon error correction used by the
Nintendo e-Reader has been finally figured out. You can download the first
custom created set of dot codes for the NES game called "BombSweeper" by
SnowBro from http://users.skynet.be/firefly/gba/

In the next few weeks I am probably going to write several Z80 based
e-reader mini-games and release the source code so that anyone who is
interested can write his/her own mini-games too.

Tim

> -----Original Message-----
> From: Damien Good [mailto:d_good@...]
> Sent: donderdag 1 januari 2004 23:17
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] Re: e-Reader dissection
>
> although, if the reed solomon encoding/decoding process gets figured out,
> then I am sure a 100% error free raw file can be made from the error free
> bin file.
>
>
> ----- Original Message -----
> From: "Tim Schuerewegen" <Tim.Schuerewegen@...>
> To: <gbadev@yahoogroups.com>
> Sent: Thursday, January 01, 2004 5:43 AM
> Subject: RE: [gbadev] Re: e-Reader dissection
>
>
> > One important thing that people ought to know is that the RAW data is
> not
> > 100% error free. If you would scan/dump the same dotcode over and over
> > again, you will get slightly different RAW data each time. These errors
> get
> > corrected by the Reed-Solomon decoding of the e-Reader and the resulting
> BIN
> > data is therefore error free. Remember this if you decide to print out
> some
> > dotcodes using my printing tool. E.g. if you have printed a dotcode
> based
> on
> > a RAW dump containing lots of errors, then you will add these "printed"
> > errors to your own "scanned" errors and lower the chance of getting a
> > successful read.
> >
> > -----Original Message-----
> > From: Damien Good [mailto:d_good@...]
> > Sent: donderdag 1 januari 2004 13:07
> > To: gbadev@yahoogroups.com
> > Subject: Re: [gbadev] Re: e-Reader dissection
> >
> > more e-reader info at http://www.alpha-ii.com/caitsith2/ereader
> >
> > the released bin/raw data of the e-reader cards might cause controversy,
> but
> > at the same time, the items these cards unlock, can also be unlocked
> with
> an
> > action replay,  and the bin/raw data is very similar, that it might help
> > with the reed-solomon code cracking.  (heck, the dotcodes on the actual
> > powerup cards look very similar, with only a few bytes in the bin data,
> and
> > maybe 20-60 bytes in the raw data being different.)
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> > To visit your group on the web, go to:
> >  http://groups.yahoo.com/group/gbadev/
> >
> > To unsubscribe from this group, send an email to:
> >  gbadev-unsubscribe@yahoogroups.com
> >
> > Your use of Yahoo! Groups is subject to:
> >  http://docs.yahoo.com/info/terms/
> >
> >
> >
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
> To visit your group on the web, go to:
>  http://groups.yahoo.com/group/gbadev/
>
> To unsubscribe from this group, send an email to:
>  gbadev-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to:
>  http://docs.yahoo.com/info/terms/
>
>

#14739 From: "Win Schutten" <win.schutten@...>
Date: Fri Apr 9, 2004 5:50 pm
Subject: Re: how to make the map when iIprogram a rpg game?
daikath
Online Now Online Now
Send Email Send Email
 
There are several map editors in this list
http://www.gbadev.org/tools.php?section=gfx not all work as good but they
are worth checking out.



----- Original Message -----
From: "JOE" <benimuru@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, August 04, 2002 4:32 PM
Subject: [gbadev] how to make the map when iIprogram a rpg game?


>   Do I need to create a map editer for a rpg game?as I know ,to program a
map editer is a very difficult thing.
>   Can I use a map editer that created by others?
>
>

#14738 From: "JOE" <benimuru@...>
Date: Sun Aug 4, 2002 2:32 pm
Subject: how to make the map when iIprogram a rpg game?
joe_nuaa
Offline Offline
Send Email Send Email
 
Do I need to create a map editer for a rpg game?as I know ,to program a map
editer is a very difficult thing.
   Can I use a map editer that created by others?

#14737 From: Mike Reid <m6reid@...>
Date: Sun Apr 4, 2004 1:55 pm
Subject: Re: Re: swi calls
leonrauis
Offline Offline
Send Email Send Email
 
> What is it you're trying to do? The only thing I can think of is
> messing with the FIQ regs, which I have sucessfully tested on
> hardware from the normal mode.
>

i needed to generate an interrupt when a certain condition in my program is
reached, i wanted to fake an interrupt.

what i ended up doing is moving to irq mode and calling the regular interrupt
handler at 0x018. to the interrupt handler it looks indentical to a real
interrupt.

thanks everyone for their input about this.

-mike

#14736 From: "Dave Murphy" <wintermute2k4@...>
Date: Wed Mar 24, 2004 3:05 pm
Subject: devkitARM updated
gameboy_dave
Online Now Online Now
Send Email Send Email
 
recent updates include binutils 2.15.90, newlib 1.12.0 and finally, a win32
native build of Insight 5.2.1. I've also added the SDL version of Visualboy
Advance to the downloads section. This is the one you need to work with
Insight.

There is also a fairly complete set of headers included in libgba and a
small example project including a relatively generic makefile in the example
code section.

I've got a shorter url for the homepage too at http://www.devkit.tk if that
doesn't work for you, the page is still accessible through
http://homepage.ntlworld.com/wintermute2002/

Dave

#14735 From: "bryanedds" <bryanedds@...>
Date: Mon Mar 15, 2004 3:11 am
Subject: How many indies have been published on the GBA?
bryanedds
Offline Offline
Send Email Send Email
 
Anyone yet? The big N seems awefully unfriendly to non-
"professionals". Personally, I think it doesn't matter as long as you
could produce a good game.

Thanks!

#14734 From: "tcharlier" <thierry@...>
Date: Thu Mar 11, 2004 3:58 pm
Subject: Re: Super Memory Stick
tcharlier
Offline Offline
Send Email Send Email
 
--- In gbadev@yahoogroups.com, Ulrich Hecht <uli@f...> wrote:

> I have reverse-engineered the Xinga SMS and written a little library
> that allows you store data on it. I have also reversed the encryption
> of the multiboot image, thus making it possible to flash your own MB
> image and boot it from the stick. The necessary encryption and
> flashing tools come with the lib.
>
> Find it here:
> http://www.emulinks.de/libstick/

Hi,

I get the message "Stick init failed" with a 8Mb Memory Stick.

Does anybody succeed in using Libstick on 8Mb Memory Stick ?

I would appreciate to get a tested
"smsflash+mbencryted_demo_program".gba in order to try it on my Memory
Stick.

Regards.

Thierry

#14733 From: "Daniel" <webmaster@...>
Date: Tue Mar 2, 2004 10:52 pm
Subject: Re: Re: memory stick retailer
webmaster@...
Send Email Send Email
 
21 more to go...

----- Original Message -----
From: "David Welch" <gba@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, March 02, 2004 1:44 PM
Subject: Re: [gbadev] Re: memory stick retailer


>
> I can commit to 5
>
> On Fri, 2004-02-27 at 12:40, Daniel wrote:
> > I will make the purchase if I can get others will buy 30 more.
> >
> > 50-your 10-my 10=30.
> >
> > Anyone else inerested in commiting to buy some?
> >
> > -Daniel
> >
> > ----- Original Message -----
> > From: "eli curtz" <spam1@...>
> > To: <gbadev@yahoogroups.com>
> > Sent: Friday, February 27, 2004 12:54 PM
> > Subject: [gbadev] Re: memory stick retailer
> >
> >
> > > I was thinking about this as well. Wholesale direct from Xinga is $4
> > > each for the 4Mb or $5.80 for the 8Mb in quantities of 50. I'd take 10
> > > or 15 if somebody wants to organize an order...
> > >
> > > - eli
> > >
> > > On Feb 27, 2004, at 9:05 AM, "Daniel" <webmaster@...>
> > > wrote:
> > >
> > > > I also, am looking for a USA seller that I can count on.
> > > >
> > > > OR
> > > >
> > > > If there is enough intrest in this group I would be willing to
> > > > purchase a wholesale lot of the units.
> > > >
> > > > Thanks,
> > > > Daniel
> > >
> > >
> > >
> > >
> > >
> > >
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> > >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

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