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#14835 From: "dracosilver_furcadia" <dracosilver_furcadia@...>
Date: Thu Dec 2, 2004 9:35 pm
Subject: Creating an e-reader program
dracosilver_...
Offline Offline
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How would i go about creating a program for the e-reader and
compiling/testing it?  I can figure out how to create the dot-codes
from the files, but creating those files is what I can't figure out.

Any help is appreciated.

Thanks!

Sincerely,
Jonathan Herr

#14834 From: "Martijn Reuvers" <martijn@...>
Date: Wed Nov 17, 2004 7:13 pm
Subject: Looking for a game development job?
martijntwotr...
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Hi all,

Just want to inform you that our company Two Tribes, a Dutch gamedeveloper,
is looking for talented people to join our development team, both
programmers and designers are welcome. Two Tribes focusses mainly on
portable videogames, ranging from the most humble mobile phone to for
instance the GBA, the new Nintendo DS or Sony's PSP.

Interested, please take a look at: http://www.twotribes.com/jobs/

Regards,

Martijn Reuvers

#14833 From: "Bill DeWitt" <Bill@...>
Date: Sat Nov 13, 2004 9:21 pm
Subject: Re: Non-Command line ASM?
williamjames...
Offline Offline
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<kevinweatherman@h...> wrote:
>
> So you could use a number of IDE/UI's for your developement besides
MSDEV.
> What ever your developement platform is Windows or Linux, etc.
> But you have to set it up to point to your Assembler, linker, and
compliers.

    I figured this was the case, and that I just didn't know what I
was doing. I have MS Visual Studio v6 installed somewhere.


> For MSDEV all you need to do is put your makefile in it.
>
> Under "Project Settings", "Build Command Line" put for instance:
>
> nmake /C /F "makefile.txt" _DEBUG=1
>
> Then under the same tab there "Output" put your binary image:
>
> MYGAME.GBA

    I will try this, but... will I have to create the makefile? I
guess I am used to the software doing that for me automatically.

> You can use a tool like my "ADSMSGFIX" utility on www.gbadev.org to
format
> the error/warning output to something that MSDEV can handle.

    I'm not quite sure I get this part. If I understand you, the tool
you mention, or a similar one, will monitor the assembly process and
translate error codes and insert them into the text stream of MSVC
progress window?

#14832 From: "Guido Henkel" <ghenkel@...>
Date: Sat Nov 13, 2004 6:22 am
Subject: Re: Non-Command line ASM?
guidohenkel
Offline Offline
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You can use the Embedded Visual Tools form Microsoft that they have for download
for free in their Windows Mobile Section -
http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D-50D1-41B2-A107\
-FA75AE960856&displaylang=en

It's the development environment for the Pocket PC and Smartphone. The compiler
supports full inline assembly so it should let you do whatever it is you're
planning on doing.

Guido Henkel, CEO
G3 Studios - http://www.g3studios.com

--------------------------------------------------------------------------------\
----------------
FLITP IT!  --  CLEOPATRA  --  Get it now!
Our latest games, now available for your Brew cell phone

Try them - http://www.g3studios.com/games
--------------------------------------------------------------------------------\
-----------------

This response and any files transmitted with it are confidential and
intended solely for the use of the individual or entity to whom they
are addressed.If you are not the intended recipient, you should not
copy it, re-transmit it, use it or disclose its contents, but should
return it to the sender immediately and delete your copy from your
system.

   ----- Original Message -----
   From: Bill DeWitt
   To: gbadev@yahoogroups.com
   Sent: Friday, November 12, 2004 4:36 PM
   Subject: [gbadev] Non-Command line ASM?





      I think I am getting the hang of the basics of assembly, reading
   Pete Cockerell's "ARM Assembly Language Programming", but to assemble
   the programs for testing I would like to use a Windows application
   rather than have to use a command line program in a DOS box. Does
   such a thing exist? Can I use VHAM or MSVC++ to assemble? (I'm pretty
   sure MSVC++ will -not- do it).

      I would also like a app for converting graphics like gfx2gba, but
   in a window so I can choose directories easily and so my bad typing
   won't make me have to retype commands so many times.

      Thanks in advance.

#14830 From: "Peter Ketting" <peterketting@...>
Date: Sat Nov 13, 2004 4:46 am
Subject: Re: Non-Command line ASM?
peterketting
Offline Offline
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>    I think I am getting the hang of the basics of assembly, reading
> Pete Cockerell's "ARM Assembly Language Programming", but to assemble
> the programs for testing I would like to use a Windows application
> rather than have to use a command line program in a DOS box. Does
> such a thing exist? Can I use VHAM or MSVC++ to assemble? (I'm pretty
> sure MSVC++ will -not- do it).

>    I would also like a app for converting graphics like gfx2gba, but
> in a window so I can choose directories easily and so my bad typing
> won't make me have to retype commands so many times.

The upside of using command-line programs, is that they are easily
incoorporated into a makefile, so all graphics conversions, assembling,
compiling, tweaking etc. is all done automaticaly.

Cheers,
Peter

#14829 From: "Bill DeWitt" <Bill@...>
Date: Sat Nov 13, 2004 12:36 am
Subject: Non-Command line ASM?
williamjames...
Offline Offline
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I think I am getting the hang of the basics of assembly, reading
Pete Cockerell's "ARM Assembly Language Programming", but to assemble
the programs for testing I would like to use a Windows application
rather than have to use a command line program in a DOS box. Does
such a thing exist? Can I use VHAM or MSVC++ to assemble? (I'm pretty
sure MSVC++ will -not- do it).

    I would also like a app for converting graphics like gfx2gba, but
in a window so I can choose directories easily and so my bad typing
won't make me have to retype commands so many times.

    Thanks in advance.

#14828 From: Palamon 3 <palamon_3@...>
Date: Thu Nov 11, 2004 1:00 am
Subject: Background Palette and other Art work issues
palamon_3
Offline Offline
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When you are using 256 color Paletted tiles for your
background in say Mode 0,

I know each background,0 - 3, can have it's own set of
tiles, but can each background have it's own palette
as well?

All I can find from my tutorials is that there is only
one background palette to follow, which makes it hard
for me to easily incorperate a bunch of different
layered backgrounds that use different colors without
creating a master background palette.
I'd rather load a certian palette with a certain set
of tiles, but just wondering how to easily do that.


Another thing is that creating those paletted tiles
can be a real pain in the butt at times because when I
transfer the picture into gif form to use the
gifs2sprites program to turn it into gameboy form, I
can't control the way the palette order is.
If I order the palette the way I want it manually  and
I don't know how to manually change the gameboy tile
palette reference numbers without doing the simple,
but annoying number swap and test, swap and test
method with the number references.

So I'm thinking there has to be a better way to manage
creating art stuff for the GBA and have greater
control over the code part of the gif image then
microsoft paint and Adobe photodeluxe allows.

What art software do you all like to use?


Thanks for the help,

Jason






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#14826 From: Rob <yahoo-raindog469@...>
Date: Wed Nov 10, 2004 12:22 pm
Subject: Re: Overwrite old cartridges?
raindog469
Online Now Online Now
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On Tuesday 09 November 2004 20:50, Bill DeWitt wrote:
>   Can I use my flash device to overwrite old games with my own
> programs? I don't want to waste a cartridge on experiments,
> even though I might never play the game again...

No, flash devices can only write to flash media.  Normal carts
are ROM (read-only memory.)

Rob

#14825 From: "Bill DeWitt" <Bill@...>
Date: Wed Nov 10, 2004 1:50 am
Subject: Overwrite old cartridges?
williamjames...
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Can I use my flash device to overwrite old games with my own
programs? I don't want to waste a cartridge on experiments, even
though I might never play the game again...

#14824 From: "Bill DeWitt" <Bill@...>
Date: Tue Nov 9, 2004 8:26 pm
Subject: Re: Memory addresses?
williamjames...
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--- In gbadev@yahoogroups.com, "Jan-Lieuwe Koopmans" <jan-
lieuwe@e...> wrote:
>
> Hi,
>
> All types of RAM you described are physicaly seperated (they are
accessed
> through different busses). The CPU uses the '0x02', '0x03' (etc.)
to
> determine which chip you want to access. The lower bits will then
be used as
> an offset within the RAM/VRAM/ROM/I.O. registers you selected.


   That makes sense. Why they don't just say that in the tutorials I
can't imagine.... Thanks!

#14823 From: "Jan-Lieuwe Koopmans" <jan-lieuwe@...>
Date: Tue Nov 9, 2004 6:34 pm
Subject: Re: Memory addresses?
jan-lieuwe@...
Send Email Send Email
 
Hi,

All types of RAM you described are physicaly seperated (they are accessed
through different busses). The CPU uses the '0x02', '0x03' (etc.) to
determine which chip you want to access. The lower bits will then be used as
an offset within the RAM/VRAM/ROM/I.O. registers you selected.

Other areas include: System ROM (0x00), Palette RAM (0x05), VRAM (0x06),
Sprite VRAM (0x07), Game ROM/Flash memory (0x08, 0x0A, 0x0C) and Game RAM
(0x0E).

The 32kB of RAM you mentioned (connected to a 32-bit bus) is the fastest
(both for random and sequential access, 1 wait-state). Use it to store 32
bit variables which are frequently used and 32 bit routines (ARM code).

The 256 kB of RAM (connected to a 16-bit bus) is slower than that; both
random and sequential access cost 2 wait-states (per 16 bit chunk). Use it
to store 16 bit variables or 32 bit variables which are not accessed that
often. If required you can also store executable code here (you'll need it
for multiboot for instance), but make sure it's Thumb code (16 bit per
instruction).

For comparison: ROM also uses a 16-bit bus and needs 3 waitstates for random
access. 1 waitstate for sequential access (this can be configured, though).
Note that there's a prefetch buffer available which can speed up the ROM
accesses.

To illustrate the difference:

reading 64 bits of ROM = 3+1+1+1 = 6 waitstates.
reading 64 bits of 32kB RAM = 1+1 = 2 waitstates.
reading 64 bits of 256kB RAM = 2+2+2+2 = 8 waitstates


Greetings,
Jan-Lieuwe

>  I was looking at the memory map of the GBA (as in page two of
>
http://www.ziegler.desaign.de/GBA/gameboy_advance_for_nongaming_applications.pdf\
)
> and I guess I don't understand the convention. For instance:
>
> External 0x02000000  256 KB  16 bits
>
> Internal 0x03000000   32 KB  32 bits
>
> IO Ram   0x04000000    1 KB  32 bits
>
>  Why does there seem to be equal distances between unequal sizes of
> memory? Are the addresses just arbitrary labels? Or do they refer to
> actual locations in the physical memory?

#14822 From: "Bill DeWitt" <Bill@...>
Date: Tue Nov 9, 2004 4:46 pm
Subject: Memory addresses?
williamjames...
Offline Offline
Send Email Send Email
 
I was looking at the memory map of the GBA (as in page two of
http://www.ziegler.desaign.de/GBA/gameboy_advance_for_nongaming_applications.pdf\
)
and I guess I don't understand the convention. For instance:

External 0x02000000  256 KB  16 bits

Internal 0x03000000   32 KB  32 bits

IO Ram   0x04000000    1 KB  32 bits

   Why does there seem to be equal distances between unequal sizes of
memory? Are the addresses just arbitrary labels? Or do they refer to
actual locations in the physical memory?

#14821 From: "Ben" <ben_o_murray@...>
Date: Tue Nov 9, 2004 12:16 am
Subject: Re: Re: Intro and newbie question
ben_o_murray
Offline Offline
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You could take a look at http://downtou.cjb.net.

In the GBA section they got a bit on link.
   ----- Original Message -----
   From: Palamon 3
   To: gbadev@yahoogroups.com
   Sent: Saturday, November 06, 2004 9:41 PM
   Subject: Re: [gbadev] Re: Intro and newbie question



   Is there any good tutorials on doing multiplayer
   games, or, dare I say it, using the wireless adaptor,
   and on that note, how to do what a few of the classic
   games can do with the adaptor, which is loading up a
   copy of the game onto another GBA that doesn't have a
   cartridge in it so both can play.




   --- jason rogers <dovoto@...> wrote:

   >
   > These are two tutorials that I like the most:
   > http://user.chem.tue.nl/jakvijn/tonc/
   > www.thepernproject.com
   >
   > I am kindof partial to the pern project being that
   > it is mine but the tonc
   > ones are excelent as well and touch on few things
   > better than I do.  Hope
   > this helps.
   > -jason
   >
   > Jason Rogers
   > aka Dovoto
   > www.ThePernProject.com
   >
   > ----- Original Message -----
   > From: "Bill DeWitt" <Bill@...>
   > To: <gbadev@yahoogroups.com>
   > Sent: Friday, November 05, 2004 4:48 PM
   > Subject: [gbadev] Re: Intro and newbie question
   >
   >
   > >
   > >
   > >
   > >
   > >>     Being that the person in question was
   > concerned that the
   > > upcoming DS
   > >> would render his knowledge obsolete, it seems
   > appropriate not to
   > > use HAM as
   > >> it WILL be obsolete (until it is extended to
   > support the DS which I
   > > expect
   > >> will happen over time); the knowledge gained from
   > writing his own
   > >> functionality would be much more useful in this
   > transition.
   > >
   > >   BTW, I got that.
   > >
   > >> My personal
   > >> thoughts are, that the GBA hardware is easier to
   > learn than the HAM
   > > api
   > >
   > >
   > >  Can you recommend some tutorials? While I
   > appreciate the ease of
   > > premade libraries and will use them shamelessly,
   > in most things I end
   > > up slowly but surely making my own functions to do
   > -exactly- what I
   > > want them to do.
   > >
   > >
   > >
   > >
   > >
   > >
   > >
   > >
   > >
   > >
   > >
   > > Yahoo! Groups Links
   > >
   > >
   > >
   > >
   > >
   > >
   > >
   > >
   >
   >
   >
   >
   >
   >




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#14820 From: Michael Reid <m6reid@...>
Date: Sun Nov 7, 2004 8:14 pm
Subject: Re: Re: Intro and newbie question
leonrauis
Offline Offline
Send Email Send Email
 
hi,

> Is there any good tutorials on doing multiplayer
> games, or, dare I say it, using the wireless adaptor,

> and on that note, how to do what a few of the classic
> games can do with the adaptor, which is loading up a
> copy of the game onto another GBA that doesn't have a
> cartridge in it so both can play.
>

this is known as 'multi-boot'. i've never seen a tutorial which
demonstrates how to use this, but here is some pretty good information
of how you might go about it:

http://www.work.de/nocash/gbatek.htm#biosmultibootsinglegamepak


actually, i just found this demo program:
http://www.devrs.com/gba/files/mbclient.txt

description:

Here's a short GCC demo program to send a small program from one GBA to
another using multiboot. The slave GBA will automatically execute the
program that is sent to it. -- posted by Jeff Frohwein

cheers.
-mike.


>
>
>
> --- jason rogers <dovoto@...> wrote:
>
> >
> > These are two tutorials that I like the most:
> > http://user.chem.tue.nl/jakvijn/tonc/
> > www.thepernproject.com
> >
> > I am kindof partial to the pern project being that
> > it is mine but the tonc
> > ones are excelent as well and touch on few things
> > better than I do.  Hope
> > this helps.
> > -jason
> >
> > Jason Rogers
> > aka Dovoto
> > www.ThePernProject.com
> >
> > ----- Original Message -----
> > From: "Bill DeWitt" <Bill@...>
> > To: <gbadev@yahoogroups.com>
> > Sent: Friday, November 05, 2004 4:48 PM
> > Subject: [gbadev] Re: Intro and newbie question
> >
> >
> > >
> > >
> > >
> > >
> > >>     Being that the person in question was
> > concerned that the
> > > upcoming DS
> > >> would render his knowledge obsolete, it seems
> > appropriate not to
> > > use HAM as
> > >> it WILL be obsolete (until it is extended to
> > support the DS which I
> > > expect
> > >> will happen over time); the knowledge gained from
> > writing his own
> > >> functionality would be much more useful in this
> > transition.
> > >
> > >   BTW, I got that.
> > >
> > >> My personal
> > >> thoughts are, that the GBA hardware is easier to
> > learn than the HAM
> > > api
> > >
> > >
> > >  Can you recommend some tutorials? While I
> > appreciate the ease of
> > > premade libraries and will use them shamelessly,
> > in most things I end
> > > up slowly but surely making my own functions to do
> > -exactly- what I
> > > want them to do.
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> >
> >
> >
> >
> >
> >
>
>
>
>
> __________________________________
> Do you Yahoo!?
> Check out the new Yahoo! Front Page.
> www.yahoo.com
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
--

#14819 From: Palamon 3 <palamon_3@...>
Date: Sat Nov 6, 2004 9:41 pm
Subject: Re: Re: Intro and newbie question
palamon_3
Offline Offline
Send Email Send Email
 
Is there any good tutorials on doing multiplayer
games, or, dare I say it, using the wireless adaptor,
and on that note, how to do what a few of the classic
games can do with the adaptor, which is loading up a
copy of the game onto another GBA that doesn't have a
cartridge in it so both can play.




--- jason rogers <dovoto@...> wrote:

>
> These are two tutorials that I like the most:
> http://user.chem.tue.nl/jakvijn/tonc/
> www.thepernproject.com
>
> I am kindof partial to the pern project being that
> it is mine but the tonc
> ones are excelent as well and touch on few things
> better than I do.  Hope
> this helps.
> -jason
>
> Jason Rogers
> aka Dovoto
> www.ThePernProject.com
>
> ----- Original Message -----
> From: "Bill DeWitt" <Bill@...>
> To: <gbadev@yahoogroups.com>
> Sent: Friday, November 05, 2004 4:48 PM
> Subject: [gbadev] Re: Intro and newbie question
>
>
> >
> >
> >
> >
> >>     Being that the person in question was
> concerned that the
> > upcoming DS
> >> would render his knowledge obsolete, it seems
> appropriate not to
> > use HAM as
> >> it WILL be obsolete (until it is extended to
> support the DS which I
> > expect
> >> will happen over time); the knowledge gained from
> writing his own
> >> functionality would be much more useful in this
> transition.
> >
> >   BTW, I got that.
> >
> >> My personal
> >> thoughts are, that the GBA hardware is easier to
> learn than the HAM
> > api
> >
> >
> >  Can you recommend some tutorials? While I
> appreciate the ease of
> > premade libraries and will use them shamelessly,
> in most things I end
> > up slowly but surely making my own functions to do
> -exactly- what I
> > want them to do.
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
>
>
>
>
>
>




__________________________________
Do you Yahoo!?
Check out the new Yahoo! Front Page.
www.yahoo.com

#14818 From: "jason rogers" <dovoto@...>
Date: Sat Nov 6, 2004 4:29 am
Subject: Re: Re: Intro and newbie question
jason_lee_ro...
Offline Offline
Send Email Send Email
 
These are two tutorials that I like the most:
http://user.chem.tue.nl/jakvijn/tonc/
www.thepernproject.com

I am kindof partial to the pern project being that it is mine but the tonc
ones are excelent as well and touch on few things better than I do.  Hope
this helps.
-jason

Jason Rogers
aka Dovoto
www.ThePernProject.com

----- Original Message -----
From: "Bill DeWitt" <Bill@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, November 05, 2004 4:48 PM
Subject: [gbadev] Re: Intro and newbie question


>
>
>
>
>>     Being that the person in question was concerned that the
> upcoming DS
>> would render his knowledge obsolete, it seems appropriate not to
> use HAM as
>> it WILL be obsolete (until it is extended to support the DS which I
> expect
>> will happen over time); the knowledge gained from writing his own
>> functionality would be much more useful in this transition.
>
>   BTW, I got that.
>
>> My personal
>> thoughts are, that the GBA hardware is easier to learn than the HAM
> api
>
>
>  Can you recommend some tutorials? While I appreciate the ease of
> premade libraries and will use them shamelessly, in most things I end
> up slowly but surely making my own functions to do -exactly- what I
> want them to do.
>
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>

#14817 From: "Bill DeWitt" <Bill@...>
Date: Sat Nov 6, 2004 12:48 am
Subject: Re: Intro and newbie question
williamjames...
Offline Offline
Send Email Send Email
 
>     Being that the person in question was concerned that the
upcoming DS
> would render his knowledge obsolete, it seems appropriate not to
use HAM as
> it WILL be obsolete (until it is extended to support the DS which I
expect
> will happen over time); the knowledge gained from writing his own
> functionality would be much more useful in this transition.

    BTW, I got that.

> My personal
> thoughts are, that the GBA hardware is easier to learn than the HAM
api


   Can you recommend some tutorials? While I appreciate the ease of
premade libraries and will use them shamelessly, in most things I end
up slowly but surely making my own functions to do -exactly- what I
want them to do.

#14816 From: "Bill DeWitt" <Bill@...>
Date: Fri Nov 5, 2004 9:07 pm
Subject: Re: Intro and newbie question
williamjames...
Offline Offline
Send Email Send Email
 
Thanks for all the responses.

   I got my devkit in the mail today, should be having fun soon.
Already pulling out my hair over stupid programming mistakes...
switching from C to basic to C means typing things as if I knew what
I was doing then having to rewrite everything when it throws an error.

   It's not like I needed something new to make me pull out my hair...

#14815 From: "jason rogers" <dovoto@...>
Date: Fri Nov 5, 2004 8:41 pm
Subject: Re: Intro and newbie question
jason_lee_ro...
Offline Offline
Send Email Send Email
 
Emanuel,
     I apologize as I seem to be misunderstood.  I was referring only to ham
lib which I believe is a very solid implementation of the functionality
needed to create games and demos.  I applaud HAM lib as it has introduced
many people to consol coding that would otherwise shy away from the
technical details.  It has been great for the scene and one of the main
reasons that developing on the GBA is so popular.  I believe I stated that
if your goal was to create gba games and demos without worry of the details
then embrace HAM.  This was not ment to be sarcastic and if this is not what
you feel the purpose of the HAM lib is then I apologize again.
     Being that the person in question was concerned that the upcoming DS
would render his knowledge obsolete, it seems appropriate not to use HAM as
it WILL be obsolete (until it is extended to support the DS which I expect
will happen over time); the knowledge gained from writing his own
functionality would be much more useful in this transition.  My personal
thoughts are, that the GBA hardware is easier to learn than the HAM api but
that is because I am more accustomed to twiddling bits than interfacing
libraries.  I understand that this is not the case for many users. HAM is a
personal choice that suits many people.
     There are many reasons that HAM is often looked down upon by the people
who have chosen not to use it. It seems that people who use ham have a much
harder time understanding problems that arise in their code because they
don't really grasp what is going on behind the scenes.  Although this is
likely not the case with the majority of HAM users I am sure it is the case
with the majority of the ones asking me questions.  Another less tangible
reason is that the majority of the amatures are coding simply for enjoyment
and HAM feels a bit like cheating. Personally I am not sure what attraction
there is to amatures writing games for GBA in HAM as there are many such
libraries for the PC which are much more powerful.  There is also the fear
of many that HAM is bloated, as any general purpose library must be in order
to remain generic.  I do not know the truth behind this nor do I claim to be
able to write faster code but when the functionality is simple to implement
many coders prefer to implement it themselves.  The final reason that comes
to mind is that if you use a general purpose Library you are locked in to
the way it does things.  Even if its methods are the best around programmers
will still feel confined and frustrated.  To me, a library such as libgba
(off of www.devkit.tk) is a much more satisfying approach as it only
provides that functionality which is tedious to implement without removing
the details or trying to force any structure to my code.
     As to the tool chain I would not recommend ham labs cygwin based tool
chain over the much more capable and often more up to date devkitarm. It is
single click install that is about 5 times smaller than the HAM lib
installer as well as significantly faster in compilation.  I am not sure
what benefit there would be to using the HAM tool chain but would be happy
to hear about it.  I honestly do appreciate HAM even though it is mainly do
to the fact that it draws so many new people to the scene and this is
something I always like to see.  HAM definately has its advantages and just
because it is not to my personal taste I honestly did not mean to talk it
down.  It was meant as a friendly jab at most.
-jason

Jason Rogers
aka Dovoto
www.ThePernProject.com

----- Original Message -----
From: "Emanuel Schleussinger (Ngine.de)" <tubooboo@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, November 05, 2004 1:53 AM
Subject: RE: [gbadev] Intro and newbie question


>
>
> Hi Jason,
>
> While i can understand the fact that you suggest people that want to
> properly learn programming embedded platforms to avoid the HAMlib function
> library, I just don't really get why you and many others discourage people
> from using HAM altogether for GBA development. Essentially, if you do not
> link the HAMlib function code, the system is just as capable as is any
> other
> C/C++ development kit based on GCC -- it just saves you the headaches of
> installing the tool chain and scripts.
>
> I'd be interested to hear why many gbadev@ members still think that HAM is
> not suitable for them and rather build their own toolchains -- many
> professional studios use HAM (without the library) for lowlevel
> development
> without problems, too.
>
> Emanuel
> HAM author
>
>
>> -----Original Message-----
>> From: jason rogers [mailto:dovoto@...]
>> Sent: Freitag, 5. November 2004 01:04
>> To: gbadev@yahoogroups.com
>> Subject: Re: [gbadev] Intro and newbie question
>>
>>
>>
>> Bill,
>>     GBA is probably the best non-pc platform to begin
>> programming on.  It is powerful enough to do some incredible
>> things, yet simple enough to be mastered with out having a
>> huge background in programming.  Couple this with one of the
>> more active online programming communities and you have an
>> unparalleled system to learn on.  As for the DS, if homebrew
>> development is possible on it in the near future you should
>> take comfort in the fact that it has a 2D system that is
>> nearly identical to the GBA (with some subtle and a few not
>> so subtle differences) so your efforts will transfer almost
>> seamlessly to the new platform (and would be required even if
>> you were to start with the DS).  I suspect that if we find
>> means to run code on the DS, much of the GBA community will
>> migrate towards this new system, but as you already made a
>> hardware commitment to the GBA I would stick with it for a while.
>>
>> As for landmines:
>> 1) If you are looking to learn how to write software on a
>> game consol avoid HAM.
>> 2) If you are looking to produce a GBA game/demo without the
>> bother of details, embrace HAM.
>> 3) There are many tutorials and resources for GBA development
>> that should get you off to a good start.
>>     -the docs section on www.gbadev.org should point you to
>> most of them, as will the link section on www.devrs.com
>> 4) If you decide HAM is not for you (a decision I applaud)
>> start with devkitarm from www.devkit.tk as apposed to the
>> outdated devkitadv that many still use.
>> 5) Start simple, read other peoples source code, and ask lots
>> of questions (#gbadev on irc at effnet is a great place).
>> -jason
>>
>> Jason Rogers
>> aka Dovoto
>> www.ThePernProject.com

#14814 From: "Emanuel Schleussinger \(Ngine.de\)" <tubooboo@...>
Date: Fri Nov 5, 2004 9:53 am
Subject: RE: Intro and newbie question
ratbert.geo
Offline Offline
Send Email Send Email
 
Hi Jason,

While i can understand the fact that you suggest people that want to
properly learn programming embedded platforms to avoid the HAMlib function
library, I just don't really get why you and many others discourage people
from using HAM altogether for GBA development. Essentially, if you do not
link the HAMlib function code, the system is just as capable as is any other
C/C++ development kit based on GCC -- it just saves you the headaches of
installing the tool chain and scripts.

I'd be interested to hear why many gbadev@ members still think that HAM is
not suitable for them and rather build their own toolchains -- many
professional studios use HAM (without the library) for lowlevel development
without problems, too.

Emanuel
HAM author


> -----Original Message-----
> From: jason rogers [mailto:dovoto@...]
> Sent: Freitag, 5. November 2004 01:04
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] Intro and newbie question
>
>
>
> Bill,
>     GBA is probably the best non-pc platform to begin
> programming on.  It is powerful enough to do some incredible
> things, yet simple enough to be mastered with out having a
> huge background in programming.  Couple this with one of the
> more active online programming communities and you have an
> unparalleled system to learn on.  As for the DS, if homebrew
> development is possible on it in the near future you should
> take comfort in the fact that it has a 2D system that is
> nearly identical to the GBA (with some subtle and a few not
> so subtle differences) so your efforts will transfer almost
> seamlessly to the new platform (and would be required even if
> you were to start with the DS).  I suspect that if we find
> means to run code on the DS, much of the GBA community will
> migrate towards this new system, but as you already made a
> hardware commitment to the GBA I would stick with it for a while.
>
> As for landmines:
> 1) If you are looking to learn how to write software on a
> game consol avoid HAM.
> 2) If you are looking to produce a GBA game/demo without the
> bother of details, embrace HAM.
> 3) There are many tutorials and resources for GBA development
> that should get you off to a good start.
>     -the docs section on www.gbadev.org should point you to
> most of them, as will the link section on www.devrs.com
> 4) If you decide HAM is not for you (a decision I applaud)
> start with devkitarm from www.devkit.tk as apposed to the
> outdated devkitadv that many still use.
> 5) Start simple, read other peoples source code, and ask lots
> of questions (#gbadev on irc at effnet is a great place).
> -jason
>
> Jason Rogers
> aka Dovoto
> www.ThePernProject.com
>
> ----- Original Message -----
> From: "Pete Gunter" <reno@...>
> To: <gbadev@yahoogroups.com>
> Sent: Thursday, November 04, 2004 2:41 PM
> Subject: Re: [gbadev] Intro and newbie question
>
>
> >
> >
> > Hi Bill,
> >
> > In my opinion the GBA is a great platform for a hobbyist
> programmer, and
> > a great way to improve your C programming skills.
> >
> > It's completely different to writing games for the PC, as
> there are no
> > complex API's to learn, and it provides a great low-level
> look at games
> > console architecture. There's plenty of information available on the
> > internet, and a highly active community of more than helpfull
> > enthusiasts. Plus as you've got a flash kit coming, you get the
> > satisfaction of seeing your creations runnning on hardware.
> >
> > In short I think GBA development is more than a viable
> hobby, it's quite
> > a fulfilling one too.
> >
> > Regards,
> > -Pete Gunter
> >
> > Bill DeWitt wrote:
> >
> >>
> >>
> >> Hi,
> >>
> >>    My name is Bill and my son just got his first GBA. I have been
> >> doing some programming both in C and some game programming in
> >> DarkBasic, but I am not a programmer by any means.
> >>
> >>    I just wondered if GB proramming was a viable hobby. I see that
> >> some of the tools have not really had much in the way of recent
> >> development, it seems that Visual HAM may be on the back shelf, and
> >> the advent of the DS may even put the whole GBA world in limbo.
> >>
> >>    I sent off for the flash adapter kit and I downloaded some tools
> >> and have been playing around with the emulators, but I
> don't want to
> >> get too far into another field without knowing what
> landmines I might
> >> find.
> >>
> >>    Any conversation on the issue appreciated.
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >> *Yahoo! Groups Sponsor*
> >> ADVERTISEMENT
> >> click here
> >>
> <http://us.ard.yahoo.com/SIG=129jend45/M=315388.5529724.660208
> 0.3001176/D=groups/S=1705055196:HM/EXP=1099667901/A=2372354/R=
> 0/SIG=12id813k2/*https://www.orchardbank.com/hcs/hcsapplicatio
> n?pf=PLApply&media=EMYHNL40F21004SS>
> >>
> >>
> >>
> >>
> --------------------------------------------------------------
> ----------
> >> *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
> >>
> <mailto:gbadev-unsubscribe@yahoogroups.com?subject=Unsubscribe>
> >>
> >>     * Your use of Yahoo! Groups is subject to the Yahoo! Terms of
> >>       Service <http://docs.yahoo.com/info/terms/>.
> >>
> >>
> >> .
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
>
>
>
>
>
>
>
> ------------------------ Yahoo! Groups Sponsor
> --------------------~-->
> Make a clean sweep of pop-up ads. Yahoo! Companion Toolbar.
> Now with Pop-Up Blocker. Get it for free!
> http://us.click.yahoo.com/L5YrjA/eSIIAA/yQLSAA/cPRolB/TM
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> Yahoo! Groups Links
>
>
>
>
>
>
>

#14812 From: "jason rogers" <dovoto@...>
Date: Fri Nov 5, 2004 12:04 am
Subject: Re: Intro and newbie question
jason_lee_ro...
Offline Offline
Send Email Send Email
 
Bill,
     GBA is probably the best non-pc platform to begin programming on.  It is
powerful enough to do some incredible things, yet simple enough to be
mastered with out having a huge background in programming.  Couple this with
one of the more active online programming communities and you have an
unparalleled system to learn on.  As for the DS, if homebrew development is
possible on it in the near future you should take comfort in the fact that
it has a 2D system that is nearly identical to the GBA (with some subtle and
a few not so subtle differences) so your efforts will transfer almost
seamlessly to the new platform (and would be required even if you were to
start with the DS).  I suspect that if we find means to run code on the DS,
much of the GBA community will migrate towards this new system, but as you
already made a hardware commitment to the GBA I would stick with it for a
while.

As for landmines:
1) If you are looking to learn how to write software on a game consol avoid
HAM.
2) If you are looking to produce a GBA game/demo without the bother of
details, embrace HAM.
3) There are many tutorials and resources for GBA development that should
get you off to a good start.
     -the docs section on www.gbadev.org should point you to most of them, as
will the link section on www.devrs.com
4) If you decide HAM is not for you (a decision I applaud) start with
devkitarm from www.devkit.tk as apposed to the outdated devkitadv that many
still use.
5) Start simple, read other peoples source code, and ask lots of questions
(#gbadev on irc at effnet is a great place).
-jason

Jason Rogers
aka Dovoto
www.ThePernProject.com

----- Original Message -----
From: "Pete Gunter" <reno@...>
To: <gbadev@yahoogroups.com>
Sent: Thursday, November 04, 2004 2:41 PM
Subject: Re: [gbadev] Intro and newbie question


>
>
> Hi Bill,
>
> In my opinion the GBA is a great platform for a hobbyist programmer, and
> a great way to improve your C programming skills.
>
> It's completely different to writing games for the PC, as there are no
> complex API's to learn, and it provides a great low-level look at games
> console architecture. There's plenty of information available on the
> internet, and a highly active community of more than helpfull
> enthusiasts. Plus as you've got a flash kit coming, you get the
> satisfaction of seeing your creations runnning on hardware.
>
> In short I think GBA development is more than a viable hobby, it's quite
> a fulfilling one too.
>
> Regards,
> -Pete Gunter
>
> Bill DeWitt wrote:
>
>>
>>
>> Hi,
>>
>>    My name is Bill and my son just got his first GBA. I have been
>> doing some programming both in C and some game programming in
>> DarkBasic, but I am not a programmer by any means.
>>
>>    I just wondered if GB proramming was a viable hobby. I see that
>> some of the tools have not really had much in the way of recent
>> development, it seems that Visual HAM may be on the back shelf, and
>> the advent of the DS may even put the whole GBA world in limbo.
>>
>>    I sent off for the flash adapter kit and I downloaded some tools
>> and have been playing around with the emulators, but I don't want to
>> get too far into another field without knowing what landmines I might
>> find.
>>
>>    Any conversation on the issue appreciated.
>>
>>
>>
>>
>>
>>
>>
>> *Yahoo! Groups Sponsor*
>> ADVERTISEMENT
>> click here
>>
<http://us.ard.yahoo.com/SIG=129jend45/M=315388.5529724.6602080.3001176/D=groups\
/S=1705055196:HM/EXP=1099667901/A=2372354/R=0/SIG=12id813k2/*https://www.orchard\
bank.com/hcs/hcsapplication?pf=PLApply&media=EMYHNL40F21004SS>
>>
>>
>>
>> ------------------------------------------------------------------------
>> *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
>>       <mailto:gbadev-unsubscribe@yahoogroups.com?subject=Unsubscribe>
>>
>>     * Your use of Yahoo! Groups is subject to the Yahoo! Terms of
>>       Service <http://docs.yahoo.com/info/terms/>.
>>
>>
>> .
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>

#14811 From: Pete Gunter <reno@...>
Date: Thu Nov 4, 2004 10:41 pm
Subject: Re: Intro and newbie question
gunterpete
Offline Offline
Send Email Send Email
 
Hi Bill,

In my opinion the GBA is a great platform for a hobbyist programmer, and
a great way to improve your C programming skills.

It's completely different to writing games for the PC, as there are no
complex API's to learn, and it provides a great low-level look at games
console architecture. There's plenty of information available on the
internet, and a highly active community of more than helpfull
enthusiasts. Plus as you've got a flash kit coming, you get the
satisfaction of seeing your creations runnning on hardware.

In short I think GBA development is more than a viable hobby, it's quite
a fulfilling one too.

Regards,
-Pete Gunter

Bill DeWitt wrote:

>
>
> Hi,
>
>    My name is Bill and my son just got his first GBA. I have been
> doing some programming both in C and some game programming in
> DarkBasic, but I am not a programmer by any means.
>
>    I just wondered if GB proramming was a viable hobby. I see that
> some of the tools have not really had much in the way of recent
> development, it seems that Visual HAM may be on the back shelf, and
> the advent of the DS may even put the whole GBA world in limbo.
>
>    I sent off for the flash adapter kit and I downloaded some tools
> and have been playing around with the emulators, but I don't want to
> get too far into another field without knowing what landmines I might
> find.
>
>    Any conversation on the issue appreciated.
>
>
>
>
>
>
>
> *Yahoo! Groups Sponsor*
> ADVERTISEMENT
> click here
>
<http://us.ard.yahoo.com/SIG=129jend45/M=315388.5529724.6602080.3001176/D=groups\
/S=1705055196:HM/EXP=1099667901/A=2372354/R=0/SIG=12id813k2/*https://www.orchard\
bank.com/hcs/hcsapplication?pf=PLApply&media=EMYHNL40F21004SS>
>
>
>
> ------------------------------------------------------------------------
> *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
>       <mailto:gbadev-unsubscribe@yahoogroups.com?subject=Unsubscribe>
>
>     * Your use of Yahoo! Groups is subject to the Yahoo! Terms of
>       Service <http://docs.yahoo.com/info/terms/>.
>
>
> .

#14810 From: "Win Schutten" <win.schutten@...>
Date: Thu Nov 4, 2004 9:58 pm
Subject: Re: Intro and newbie question
daikath
Online Now Online Now
Send Email Send Email
 
Hey Bill

Im not a programmer myself since I never actually coded a demo wich was
worthy to be posted on any website, but I did look for sprites, mode4
background a tile background and the like. I stopped at sound though since
that was just getting frustrating.

If you like frustrating puzzles (or Supaplex if you remember that game) or
illogical point and click adventure games you wont much mind programming for
GBA. But without a certain Stephen Stair who really did more then almost
anyone would have done to get me started I never would have come that far
with the GBA (hours and hours of helping).

Of course I did it without HAM and have no experience with it but still. HAM
is more then just a library but the main choice to use it over other
compilers is still the added libraries.  I don't have any experience with
HAM and am mostly speakiung from my experiences without it, but if you are
not too serious HAM is ok and even if you are serious HAM is ok too but not
as proffesional looking of course :) (if only for the bragging rights to do
it yourself without the extra help :)).

I dont know how much help all my banter is at this point, Im almost going to
sleep and even if it wasnt any help I hope it wasnt a total chore to read
:).
----- Original Message -----
From: "Bill DeWitt" <Bill@...>
To: <gbadev@yahoogroups.com>
Sent: Thursday, November 04, 2004 2:08 PM
Subject: [gbadev] Intro and newbie question


>
>
>
> Hi,
>
>    My name is Bill and my son just got his first GBA. I have been
> doing some programming both in C and some game programming in
> DarkBasic, but I am not a programmer by any means.
>
>    I just wondered if GB proramming was a viable hobby. I see that
> some of the tools have not really had much in the way of recent
> development, it seems that Visual HAM may be on the back shelf, and
> the advent of the DS may even put the whole GBA world in limbo.
>
>    I sent off for the flash adapter kit and I downloaded some tools
> and have been playing around with the emulators, but I don't want to
> get too far into another field without knowing what landmines I might
> find.
>
>    Any conversation on the issue appreciated.
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>

#14809 From: Palamon 3 <palamon_3@...>
Date: Thu Nov 4, 2004 8:16 pm
Subject: Re: Intro and newbie question
palamon_3
Offline Offline
Send Email Send Email
 
I'm not too concerned with the DS putting the GBA
world in limbo.

Now it will probably reduce the amount of new
commercial games coming out for the GBA, so you will
be losing some usefullness out of that end of getting
the flash cart,  but the main reason that attracted me
to learning GBA programming was the simplicity of the
system and low/no entry cost.

I mean I'm more into making pretty good 2D games then
alot of 3D stuff although the touch pad would be fun
to play with.

I mean I used learning to program for the GBA as a
tool to learn how to program in C, and it was a piece
of cake.


So I think for thoses reasons, GBA programming will
remain an inviting system for beginers and hobbiests
for a good while.



__________________________________
Do you Yahoo!?
Check out the new Yahoo! Front Page.
www.yahoo.com

#14808 From: "Bill DeWitt" <Bill@...>
Date: Thu Nov 4, 2004 1:08 pm
Subject: Intro and newbie question
williamjames...
Offline Offline
Send Email Send Email
 
Hi,

    My name is Bill and my son just got his first GBA. I have been
doing some programming both in C and some game programming in
DarkBasic, but I am not a programmer by any means.

    I just wondered if GB proramming was a viable hobby. I see that
some of the tools have not really had much in the way of recent
development, it seems that Visual HAM may be on the back shelf, and
the advent of the DS may even put the whole GBA world in limbo.

    I sent off for the flash adapter kit and I downloaded some tools
and have been playing around with the emulators, but I don't want to
get too far into another field without knowing what landmines I might
find.

    Any conversation on the issue appreciated.

#14806 From: BRETT JACKSON <brett@...>
Date: Sat Oct 30, 2004 8:04 pm
Subject: Re: Circuit schematics
imbrettjackson
Offline Offline
Send Email Send Email
 
i wouldn't mind a copy of that either...

-Brett


On Fri, 29 Oct 2004 08:45:11 -0000, alessandro090c07bd
<mullah@...> wrote:
>
>
> Hi everyone,
>
> I'm doing a research work on the GBA platform for an Entertainment
> Hardware course.
>
> I've found plenty of informations for the GBA memory maps, assembly
> opcodes, etc. Unfortunately I cannot find a schematic for the
> internals of the GBA anywhere, and I think that it should be a core
> part of my report.
>
> Do you know where I could find it? Or if anyone has got it, could you
> please mail it to me?
>
> Thanks a lot.
> Alessandro
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

#14805 From: "alessandro090c07bd" <mullah@...>
Date: Fri Oct 29, 2004 8:45 am
Subject: Circuit schematics
alessandro09...
Offline Offline
Send Email Send Email
 
Hi everyone,

I'm doing a research work on the GBA platform for an Entertainment
Hardware course.

I've found plenty of informations for the GBA memory maps, assembly
opcodes, etc. Unfortunately I cannot find a schematic for the
internals of the GBA anywhere, and I think that it should be a core
part of my report.

Do you know where I could find it? Or if anyone has got it, could you
please mail it to me?

Thanks a lot.
Alessandro

#14804 From: James Daniels <james.daniels@...>
Date: Sat Oct 23, 2004 12:35 am
Subject: AAS v1.09
j_r_daniels
Offline Offline
Send Email Send Email
 
Hi folks,

I hope you'll forgive the somewhat spammy email, but I just thought I
should write to let you know that the Apex Audio System has been updated.

The main changes are:

+ Support for 16 channels, including support for 16 channel MODs.
+ Volume boosted mixing modes (which you really need with large numbers
of channels).
+ Improved performance.
+ Various bug fixes and scaleability improvements.

You can download it (for free!) here:

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

Cheers,
James.
--
James Daniels, Apex Designs
http://www.apex-designs.net

#14802 From: "Bill Greenwald" <wag4803055@...>
Date: Sat Oct 16, 2004 8:44 pm
Subject: New member with questions
wag4803055
Offline Offline
Send Email Send Email
 
Hi, all!. I may be new to this group and to development of S/W for
the Game Boy platform, But I am not new to writing code for micros.
My experience extends through intel, motorola and microchip
processors, mostly assembly language, but I can write in C if needed.

My question pertains to the resident code in the GB processor.  I
understand that it tests the data in the cart rom for appropriate
entries and the like, but so far in my reading I have not discovered
whether there are subroutine calls that can be made to the resident
rom to do keyboard and display activity.  Something like DOS BIOS
calls to read the keyboard and put characters on the screen.  Is
there such S/W in the rom, or do you guys have to write that stuff
yourselves?  I none exists, do any of you have "canned" routines that
can be included in any source code I develop.  BTW, I'm not a game
developer, I want to design specialized S/W and H/W for the GB
platform, more like the GBDSO (digital sampling oscilloscope).  Oh,
did I mention that I also design digital and analog H/W?

Feel free to contact me off line, too.
Thanks in advance.

Bill

#14800 From: "K Rose Ragnarok" <ragnarokrose@...>
Date: Fri Oct 15, 2004 4:26 am
Subject: Catapult
ragnarokrose
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Hello

Question, has anybody used Noctural Ent's Catapult ROM builder? I
dl'ed the free version, which seems kinda fine, say it contains
macros and stuff to accelerate and simplificate GBA dev, but it's
got it's own... style, to make things, so I was wondering, is it
worth learning how to use? I know everything you learn helps you at
some point, you never know too much, but should I better stick to C
in order to perfect my skills? or it is a really good tool which'll
help me take advantage of GBA HW at the low level it supposedly has?

Any comments about this or other better tools or approaches to GBA
Dev will be more than appreciated

K'

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