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#14950 From: "Vital" <vitalhb@...>
Date: Fri Oct 21, 2005 2:03 pm
Subject: Xboo Source Code (again)
vitalhb
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Hello,

I found an old message in this list asking for the source code of the
Xboo program, but the link mentioned in the answer is no longer active.
Does anybody have the source code to kindly provide me?

thanks,
Vital

#14949 From: Dave Murphy <wintermute2k4@...>
Date: Thu Aug 4, 2005 11:48 pm
Subject: devkitARM release 15 now available
gameboy_dave
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http://devkitpro.sourceforge.net/

* gcc updated to 4.0.1
* ndstool updated to v1.22
* base_rules bin2o now uses bin2s
* bin2s updated to exclude file path from labels

#14948 From: Dave Murphy <wintermute2k4@...>
Date: Sun Jul 24, 2005 12:59 pm
Subject: devkitPro candidate 4.0.1 releases
gameboy_dave
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The devkitPro team are proud to announce the addition of candidate
releases of all three toolchains using gcc 4.0.1. Details may be found
at http://devkitpro.sourceforge.net/

Dave

#14947 From: David Rorex <drorex@...>
Date: Fri Jul 22, 2005 4:58 pm
Subject: Re: Digest Number 1399
josath
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>    Date: Thu, 21 Jul 2005 06:56:38 -0000
>    From: "salvodif" <salvatore.difazio@...>
> Subject: Re: how to configure devkitadv for GNU/Linux
>
> --- In gbadev@yahoogroups.com, "Mike \"BigRedPimp\" Parks"
> <bigredpimp@p...> wrote:
> > http://devkitpro.sf.net/ might be a better way to go. devkitAdv is a
> bit
> > out of date.
>
> Ah!
> And where can I find a good tutorial to install devkitproARM in a
> Linux Desktop?
>

It's very very easy to install:
1. Download devkitarm
2. Decompress somewhere (mine is in /home/davidr/devkitarm/ )
3. add devkitarm/bin to your path

That's it for installing! From then on, most gba tutorials will work,
as long as they use makefiles (and not the cursed .bat files).

Here are some GBA Tutorials:
http://drunkencoders.com/index.php?system_id=2&page=Tutorials

-David R

#14946 From: "Jamie" <cosmic4z@...>
Date: Thu Jul 21, 2005 12:12 pm
Subject: GBAtools Tile Quantizer
cosmic4z
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Tile Quantizer converts 24 bit images in to 8 bit (256 colour) images
that contain 16 colour tiles (16 palettes of 16 colours each).

This resulting 256 colour image can then be used to grab 16 colour
tiles from.

More info here: www.gbatools.com

#14945 From: "salvodif" <salvatore.difazio@...>
Date: Thu Jul 21, 2005 6:56 am
Subject: Re: how to configure devkitadv for GNU/Linux
salvodif
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--- In gbadev@yahoogroups.com, "Mike \"BigRedPimp\" Parks"
<bigredpimp@p...> wrote:
> http://devkitpro.sf.net/ might be a better way to go. devkitAdv is a
bit
> out of date.

Ah!
And where can I find a good tutorial to install devkitproARM in a
Linux Desktop?

#14944 From: "Mike \"BigRedPimp\" Parks" <bigredpimp@...>
Date: Wed Jul 20, 2005 4:25 pm
Subject: Re: how to configure devkitadv for GNU/Linux
biggierp
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http://devkitpro.sf.net/ might be a better way to go. devkitAdv is a bit
out of date.

salvodif wrote:
> Hi guys,
> I'm looking for a good docs that explain how to install devkitadv (any
> version) in a Linux desktop.
> tnx

#14943 From: "salvodif" <salvatore.difazio@...>
Date: Wed Jul 20, 2005 7:36 am
Subject: how to configure devkitadv for GNU/Linux
salvodif
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Hi guys,
I'm looking for a good docs that explain how to install devkitadv (any
version) in a Linux desktop.
tnx

#14942 From: "salvodif" <salvatore.difazio@...>
Date: Tue Jul 19, 2005 11:53 am
Subject: KDevelop3
salvodif
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Hi guys,
I would like to know how I can build a gba project.
Yesterday I did try to do that but I didn't build anything, at first
because the KDevelop
didn't find the right compiler (I wrote the complete path in the
project and, after that, KDevelop found the compiler) and after that
because it didn't find the file crt0.s (even if I did write the
complete path)
Can anybody  help me, please?
Tnx

#14941 From: "Vital" <vitalhb@...>
Date: Thu Jul 14, 2005 1:55 pm
Subject: Free software for boundary scan
vitalhb
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Hello,

I am working on a personal project that may or may not become
commercial, so I am trying to spend as little money as possible on it.
I am using the EPM570T100 CPLD from altera, and I would like to use
boundary scan to test the board and the firmware.

Does anybody know a free software for boundary scan? any help will be
greatly appreciated.

thanks in advance,
Vital

#14940 From: Dave Murphy <wintermute2k4@...>
Date: Tue Jul 12, 2005 9:56 am
Subject: devkitARM release 14 available
gameboy_dave
Online Now Online Now
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devkitARM release 14 is now available

ndstool updated to v1.21
ds_arm9 crt0 removed iwram, made 0x02400000 - 0x02800000 non cacheable
ds_arm9 linkscript uninitialised and initialised data go in ewram by
default, sbss section is now in dtcm
gba_crt0 fixed bss clearing
base_rules bin2o macro fixed to no longer require data copy

http://devkitpro.sourceforge.net

#14939 From: Pete Hunt <pete_retep@...>
Date: Wed Jun 29, 2005 3:13 pm
Subject: RE: Re: RS232 level shifter
pete_retep
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Here is the link to the web site


http://www.koolgsm.co.uk/product_info-148_48_38+1084.html

Pete
Sipke de Leeuw <s.de.leeuw@...> wrote:
Hi Pete,

Yes, I am still interested!

Best regards,
Sipke
-----Oorspronkelijk bericht-----
Van: gbadev@yahoogroups.com [mailto:gbadev@yahoogroups.com]Namens pete_retep
Verzonden: maandag 27 juni 2005 1:58
Aan: gbadev@yahoogroups.com
Onderwerp: [gbadev] Re: RS232 level shifter


I have found a source for these cables if you are interested


Pete
--- In gbadev@yahoogroups.com, David Voswinkel <d.voswinkel@n...>
wrote:
>
>
> i have never seen such a cable in a shop,
> but you can easliy build one:
>
>
> http://darkfader.net/gba/files/UART.gif
>
> greetz david
> On Thursday 31 March 2005 09:32, Sipke de Leeuw wrote:
> > Hello,
> >
> > I am looking for a RS232 cable that can connect the gameboy
advance serial
> > port to a PC RS232 port. I think that the voltages must be
converted from
> > 0 - +3V to something like -5V - +5V. Does anyone know where a can
buy such
> > a cable with level shifter?
> >
> > Any help will be greatly appreciated.
> >
> >
> > Best regards,
> > Sipke
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >






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#14938 From: "dsprogrammer" <dsprogrammer@...>
Date: Thu Jul 7, 2005 11:19 pm
Subject: need GBA programmer in DFW area
dsprogrammer
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We are working on a Nintendo DS project and are in need of an
additional contract programmer for the next two months.  Work can be
performed remotely but does require getting together in person a
couple of times per week.

Interested persons with GBA experience (paid or not) can reply to
DSProgrammer@... with your contact info and qualifications.

#14937 From: "Mike \"BigRedPimp\" Parks" <bigredpimp@...>
Date: Tue Jun 28, 2005 12:18 am
Subject: Re: Re: Getting my maps working in yeti3d !
biggierp
Online Now Online Now
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I'm going to assume it's due to the fact that the compiled 'e1m1' object
isn't being linked in. It's either that or some bad VisualHAM mojo. Try
compiling it w/ the latest devkitARM ( http://devkitpro.sf.net/ ) and
see if it makes any difference.

bmnb1234 wrote:
> Hi I fixed it but I am getting the same error. I even  created a map
> e1m1.c  using  Yeti3D Editor and replaced it with  the exact same
> name the original e1m1.c  but when I still  got this error
>
>
> : undefined reference to `e1m1'
> make: *** [yeti.elf] Error 1
>
> but when I compile it with original I get no errors.
>
> /gcc-arm/bin/arm-thumb-elf-objcopy.exe  -v -O binary yeti.elf
> yeti.gba
> copy from yeti.elf(elf32-littlearm) to yeti.gba(binary)
> /tools/win32/gbafix.exe yeti.gba  -tyeti
> ROM fixed!
> /tools/win32/vba.exe yeti.gba
>

#14936 From: "Sipke de Leeuw" <s.de.leeuw@...>
Date: Mon Jun 27, 2005 6:20 am
Subject: RE: Re: RS232 level shifter
nospam538
Offline Offline
Send Email Send Email
 
Hi Pete,
 
Yes, I am still interested!
 
Best regards,
Sipke
-----Oorspronkelijk bericht-----
Van: gbadev@yahoogroups.com [mailto:gbadev@yahoogroups.com]Namens pete_retep
Verzonden: maandag 27 juni 2005 1:58
Aan: gbadev@yahoogroups.com
Onderwerp: [gbadev] Re: RS232 level shifter

I have found a source for these cables if you are interested


Pete
--- In gbadev@yahoogroups.com, David Voswinkel <d.voswinkel@n...>
wrote:
>
>
> i have never seen such a cable in a shop,
> but you can easliy build one:
>

> http://darkfader.net/gba/files/UART.gif
>
> greetz david
> On Thursday 31 March 2005 09:32, Sipke de Leeuw wrote:
> > Hello,
> >
> > I am looking for a RS232 cable that can connect the gameboy
advance serial
> > port to a PC RS232 port. I think that the voltages must be
converted from
> > 0 - +3V to something like -5V - +5V. Does anyone know where a can
buy such
> > a cable with level shifter?
> >
> > Any help will be greatly appreciated.
> >
> >
> > Best regards,
> > Sipke
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >





#14935 From: "pete_retep" <pete_retep@...>
Date: Sun Jun 26, 2005 11:57 pm
Subject: Re: RS232 level shifter
pete_retep
Offline Offline
Send Email Send Email
 
I have found a source for these cables if you are interested


Pete
--- In gbadev@yahoogroups.com, David Voswinkel <d.voswinkel@n...>
wrote:
>
>
> i have never seen such a cable in a shop,
> but you can easliy build one:
>
>
> http://darkfader.net/gba/files/UART.gif
>
> greetz david
> On Thursday 31 March 2005 09:32, Sipke de Leeuw wrote:
> > Hello,
> >
> > I am looking for a RS232 cable that can connect the gameboy
advance serial
> > port to a PC RS232 port. I think that the voltages must be
converted from
> > 0 - +3V to something like -5V - +5V. Does anyone know where a can
buy such
> > a cable with level shifter?
> >
> > Any help will be greatly appreciated.
> >
> >
> > Best regards,
> > Sipke
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >

#14934 From: "bmnb1234" <bmnb1234@...>
Date: Sun Jun 26, 2005 9:09 pm
Subject: Re: Getting my maps working in yeti3d !
bmnb1234
Offline Offline
Send Email Send Email
 
Hi I fixed it but I am getting the same error. I even  created a map
e1m1.c  using  Yeti3D Editor and replaced it with  the exact same
name the original e1m1.c  but when I still  got this error


: undefined reference to `e1m1'
make: *** [yeti.elf] Error 1

but when I compile it with original I get no errors.

/gcc-arm/bin/arm-thumb-elf-objcopy.exe  -v -O binary yeti.elf
yeti.gba
copy from yeti.elf(elf32-littlearm) to yeti.gba(binary)
/tools/win32/gbafix.exe yeti.gba  -tyeti
ROM fixed!
/tools/win32/vba.exe yeti.gba






--- In gbadev@yahoogroups.com, "Mike \"BigRedPimp\" Parks"
<bigredpimp@p...> wrote:
> Looks like you forgot to close your function....
>
> yeti_load_map(yeti, &warehouse;
>
> Should be
>
> yeti_load_map(yeti, &warehouse);
>
>
> bmnb1234 wrote:
>
> >I am working a yeti3d pronged when I was able to get it to
compiler
> >using VisualHAM with default map with no problems.
> >
> >But when I replaced with my map warehouse.c I searched all the
code
> >and replaced all entries of e1m1 with warehouse I got the
following
> >errors.
> >
> >../../src/game.c:260: error: parse error before ';' token
> >make: *** [../../src/game.o] Error 1
> >
> >in my yeti.c
> >yeti_load_map(yeti, &warehouse;
> >
> >in my yeti.h
> >extern YETI_ROM rom_map_t warehouse;
> >
> >I then tried to delegate the default map e1m1.c and rename my map
> >e1m1.c and I got this error
> >Message.
> >
> >: undefined reference to `e1m1'
> >
> >
> >I would grateful anyone has any ideas on how to get my maps
working
> >in yeti3d.
> >
> >Thank you for your time!
> >Jason
> >
> >
> >
> >
> >
> >
> >
> >
> >Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >

#14933 From: "Mike \"BigRedPimp\" Parks" <bigredpimp@...>
Date: Fri Jun 24, 2005 5:49 am
Subject: Re: Getting my maps working in yeti3d !
biggierp
Online Now Online Now
Send Email Send Email
 
Looks like you forgot to close your function....

yeti_load_map(yeti, &warehouse;

Should be

yeti_load_map(yeti, &warehouse);


bmnb1234 wrote:

>I am working a yeti3d pronged when I was able to get it to compiler
>using VisualHAM with default map with no problems.
>
>But when I replaced with my map warehouse.c I searched all the code
>and replaced all entries of e1m1 with warehouse I got the following
>errors.
>
>../../src/game.c:260: error: parse error before ';' token
>make: *** [../../src/game.o] Error 1
>
>in my yeti.c
>yeti_load_map(yeti, &warehouse;
>
>in my yeti.h
>extern YETI_ROM rom_map_t warehouse;
>
>I then tried to delegate the default map e1m1.c and rename my map
>e1m1.c and I got this error
>Message.
>
>: undefined reference to `e1m1'
>
>
>I would grateful anyone has any ideas on how to get my maps working
>in yeti3d.
>
>Thank you for your time!
>Jason
>
>
>
>
>
>
>
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>
>
>

#14932 From: "bmnb1234" <bmnb1234@...>
Date: Thu Jun 23, 2005 10:36 pm
Subject: Getting my maps working in yeti3d !
bmnb1234
Offline Offline
Send Email Send Email
 
I am working a yeti3d pronged when I was able to get it to compiler
using VisualHAM with default map with no problems.

But when I replaced with my map warehouse.c I searched all the code
and replaced all entries of e1m1 with warehouse I got the following
errors.

../../src/game.c:260: error: parse error before ';' token
make: *** [../../src/game.o] Error 1

in my yeti.c
yeti_load_map(yeti, &warehouse;

in my yeti.h
extern YETI_ROM rom_map_t warehouse;

I then tried to delegate the default map e1m1.c and rename my map
e1m1.c and I got this error
Message.

: undefined reference to `e1m1'


I would grateful anyone has any ideas on how to get my maps working
in yeti3d.

Thank you for your time!
Jason

#14931 From: David Rorex <drorex@...>
Date: Thu Jun 16, 2005 11:30 pm
Subject: Re: FAT16 library source code
josath
Online Now Online Now
Send Email Send Email
 
On 16 Jun 2005 09:32:00 -0000, gbadev@yahoogroups.com
<gbadev@yahoogroups.com> wrote:
>    Date: Wed, 15 Jun 2005 06:11:02 -0700 (PDT)
>    From: Hari Nair <harinnair@...>
> Subject: FAT16  library source code
>
> ...

On a related note, someone has developed a GBA MoviePlayer CF FAT16
file driver here:
http://forum.gbadev.org/viewtopic.php?t=3D6021

-David R

#14930 From: Hari Nair <harinnair@...>
Date: Wed Jun 15, 2005 1:11 pm
Subject: FAT16 library source code
harinnair
Offline Offline
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Sometime ago there was a discussion about FAT library portable source
code  to use as the filesystem layer above a SD/MMC/CompactFlash
driver. Unfortunately the commercially available FAT source code
libraries seem to be priced in the range of several thousand dollars
for a single license.

I just found a Circuit Cellar article on developing a FAT library with
accompanying source code. It only costs USD1.50 to download the
article.

Check out http://www.circuitcellar.com/magazine/176toc.htm

regards
Hari

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#14929 From: "bmnb1234" <bmnb1234@...>
Date: Tue Jun 14, 2005 5:25 pm
Subject: Compiling Problems
bmnb1234
Offline Offline
Send Email Send Email
 
Hi I am tying to get the game engine to compile  but when I   execute
the make.bat I just get error messages. I am using devkitadv as the
author instructs.

I followed the instructions on the web.

If you are using Windows NT/2000, then its better to use a .cmd file:
-- devkit.cmd --
@echo off
PATH=c:\devkitadv\bin;%PATH%
cmd

Will this work on windows XP too , If not does anyone hove any idea
how to get it to work withe WinXP

next I executed the make.bat

make.bat contents


@del game.gba

@set orgpath=%path%
@set path=C:\devkitadv\bin;%path%
@set CFLAGS=-marm -mthumb-interwork -mlong-calls -O1 -D __GBA__

del *.o

@REM Assemble ARM/Thumb Code
@REM =======================

@echo ====== Compiling Assembly Files
REM as -mthumb-interwork -o poly.text.iwram.o poly.text.iwram.s

REM I still haven't been able to link this into Yeti3D
REM as -mthumb-interwork -o crt0.o crt0.s

@echo ====== Compiling C Files
gcc %CFLAGS% -c *.c ..\..\src\*.c

@echo ====== Linking
gcc %CFLAGS% -o game.elf *.o

objcopy -O binary game.elf game.gba

@del game.elf
@set path=%orgpath%

Then I get these error messages.


Could Not Find C:\devkitadv\yeti3dgpl\platform\gba\game.gba

                       C:\devkitadv\yeti3dgpl\platform\gba>del *.o
                                  Could Not Find
C:\devkitadv\yeti3dgpl\platform\gba\*.o
====== Compiling Assembly Files

                       C:\devkitadv\yeti3dgpl\platform\gba>REM as
-mthumb-interwork -o poly.text.iwram.o poly.text.iwram.s


C:\devkitadv\yeti3dgpl\platform\gba>REM I still haven't been able to
link this into Yeti3D


C:\devkitadv\yeti3dgpl\platform\gba>REM as -mthumb-interwork -o
crt0.o crt0.s   ====== Compiling C Files


C:\devkitadv\yeti3dgpl\platform\gba>gcc -marm -mthumb-interwork
-mlong-calls -O1 -D __GBA__ -c *.c ..\..\src\*.c
                            'gcc' is not recognized as an internal or
external command,                     operable program or batch file.
                                                  ====== Linking


   C:\devkitadv\yeti3dgpl\platform\gba>gcc -marm -mthumb-interwork
-mlong-calls -O1 -D __GBA__ -o game.elf *.o


I sure I just doing a newbie mistake, anybody have any idea what
doing wrong I would appreate any assistane I can get.

Thank you for your time!

Jason

#14928 From: "Peter Moraliyski" <ph0x@...>
Date: Wed Jun 8, 2005 10:00 pm
Subject: trading xgflash2005t+512mb for ezflash+256mb
moraliyski
Offline Offline
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i need an ez flash kit with 256mb cart
for my gba flash writer project. i have xg flash 2005 turbo
with 512mb cart which i would trade for it.

if interested, email me: ph0x -at- freemail.hu

ph0x

#14927 From: Pete Hunt <pete_retep@...>
Date: Wed Jun 8, 2005 4:56 pm
Subject: Re: Need For Help
pete_retep
Offline Offline
Send Email Send Email
 
try www.devrs.com

Pete

son goku <my_name_rony@...> wrote:
Hello, my name Rony

I'm a final grade electrical engineering student of Satya Wacana Christian
University, Salatiga, Indonesia, and i'm just new in GBA Dev. world
I want to learn how GBA cart work, how to make it programmed,
and how to program it, and i'm intend to make it, so ...

Could anybody send me the schematic for the GBA Game cart and The programmer. I
need the GBA programmer that which is using only a Flash ROM and some logic
gates. (Because i don't know how to using a CPLD or EPLD, and i don't have it
one)

I'll be so gratefull if anybody also mention or send me the programming software
for it.

Regards,
Rony


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#14926 From: son goku <my_name_rony@...>
Date: Mon Jun 6, 2005 10:10 am
Subject: Need For Help
my_name_rony
Offline Offline
Send Email Send Email
 
Hello, my name Rony

I'm a final grade electrical engineering student of Satya Wacana Christian
University, Salatiga, Indonesia, and i'm just new in GBA Dev. world
I want to learn how GBA cart work, how to make it programmed,
and how to program it, and i'm intend to make it, so ...

Could anybody send me the schematic for the GBA Game cart and The programmer. I
need the GBA programmer that which is using only a Flash ROM and some logic
gates. (Because i don't know how to using a CPLD or EPLD, and i don't have it
one)

I'll be so gratefull if anybody also mention or send me the programming software
for it.

Regards,
Rony


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#14925 From: Dave Murphy <wintermute2k4@...>
Date: Sun May 22, 2005 9:45 pm
Subject: devkitARM release 12
gameboy_dave
Online Now Online Now
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devkitARM release 12 is available

updated to gcc 3.4.4
updated to newlib 1.13.0
added nds crtls
improved gba crtls
added makefile fragments for gba/gp32/nds

see http://www.devkit.tk

or alternatively

http://l33t.spod.org/~WntrMute/news.shtml

for those who can't access the .tk host

Dave

#14924 From: "Vital" <vitalhb@...>
Date: Mon May 16, 2005 1:08 am
Subject: Re: PCB template for GBA cartridge
vitalhb
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Yosuf,

Yes, I am very interested!
I have created an outline for the pcb, but I have never had a GBA
board in my hands, so I am not sure if it will work. I do have the
GBA, but no cartridge. I bought it just for this project.

best regards,
Vital

--- In gbadev@yahoogroups.com, "Yosuf" <ytaraki@l...> wrote:
> If you are interested, I can send the physical gerber layer for a
> board I developed to run on a GBC, but later modified for GBA.  The
> board is 0.1 inch thick and is not inserted in a plastic case.
> Instead, there a plastic cover mounted on the board, thereby avoiding
> the cost of a plastic enclosure.  I have added a pair of "fingers" on
> each side of the board to trip the GBA microswitch to place it in GBC
> compatibility mode.  These fingers will not be needed for a native
> GBA board.  You can see photos at www.databoy.netfirms.com.
> Note: I developed my PCB using the free version of the Eagle layout
> editor (www.cadsoft.de).
>
> Yosuf
>
> --- In gbadev@yahoogroups.com, "Justin Grimm" <grimmj1@b...> wrote:
> > Definately thinner
> > Justin
> >
> > -----Original Message-----
> > From: gbadev@yahoogroups.com [mailto:gbadev@yahoogroups.com]On
> Behalf Of
> > Vital
> > Sent: Thursday, 12 May 2005 10:17 PM
> > To: gbadev@yahoogroups.com
> > Subject: [gbadev] Re: PCB template for GBA cartridge
> >
> >
> > Kurt,
> >
> > You meant "thinner" or "thicker"? I did a test using a generic
> board
> > (1.8mm thick) and I had to put two business cards behind it to have
> > it correctly pressing the GBA contacts. The total thickness (board
> +
> > cards) was 2.2mm.
> >
> > Vital
> >
> > --- In gbadev@yahoogroups.com, Kurt Mahan <kmahan@x> wrote:
> > > When you go to fab your board remember the board "thickness" is
> > important.
> > > As I recall the GBA Cart board (at least for the connector) is
> > thinner
> > > than what you would normally get.
> > >
> > > Kurt
> > >
> > > On Wed, May 11, 2005 at 02:15:15PM -0000, Vital wrote:
> > > > Hello,
> > > >
> > > > Could anybody send me a template for the GBA cartridge PCB?
> > > > A Protel 99 pcb template would be great, but even a mechanical
> > drawing
> > > > will help a lot.
> > > >
> > > > thanks,
> > > > Vital
> > >
> > > --
> > > /**
> > >  * Kurt Mahan   kmahan@x
> > >  */

#14923 From: "Yosuf" <ytaraki@...>
Date: Fri May 13, 2005 12:46 pm
Subject: Re: PCB template for GBA cartridge
ytaraki
Offline Offline
Send Email Send Email
 
If you are interested, I can send the physical gerber layer for a
board I developed to run on a GBC, but later modified for GBA.  The
board is 0.1 inch thick and is not inserted in a plastic case.
Instead, there a plastic cover mounted on the board, thereby avoiding
the cost of a plastic enclosure.  I have added a pair of "fingers" on
each side of the board to trip the GBA microswitch to place it in GBC
compatibility mode.  These fingers will not be needed for a native
GBA board.  You can see photos at www.databoy.netfirms.com.
Note: I developed my PCB using the free version of the Eagle layout
editor (www.cadsoft.de).

Yosuf

--- In gbadev@yahoogroups.com, "Justin Grimm" <grimmj1@b...> wrote:
> Definately thinner
> Justin
>
> -----Original Message-----
> From: gbadev@yahoogroups.com [mailto:gbadev@yahoogroups.com]On
Behalf Of
> Vital
> Sent: Thursday, 12 May 2005 10:17 PM
> To: gbadev@yahoogroups.com
> Subject: [gbadev] Re: PCB template for GBA cartridge
>
>
> Kurt,
>
> You meant "thinner" or "thicker"? I did a test using a generic
board
> (1.8mm thick) and I had to put two business cards behind it to have
> it correctly pressing the GBA contacts. The total thickness (board
+
> cards) was 2.2mm.
>
> Vital
>
> --- In gbadev@yahoogroups.com, Kurt Mahan <kmahan@x> wrote:
> > When you go to fab your board remember the board "thickness" is
> important.
> > As I recall the GBA Cart board (at least for the connector) is
> thinner
> > than what you would normally get.
> >
> > Kurt
> >
> > On Wed, May 11, 2005 at 02:15:15PM -0000, Vital wrote:
> > > Hello,
> > >
> > > Could anybody send me a template for the GBA cartridge PCB?
> > > A Protel 99 pcb template would be great, but even a mechanical
> drawing
> > > will help a lot.
> > >
> > > thanks,
> > > Vital
> >
> > --
> > /**
> >  * Kurt Mahan   kmahan@x
> >  */

#14922 From: Kurt Mahan <kmahan@...>
Date: Fri May 13, 2005 12:15 pm
Subject: Re: Re: PCB template for GBA cartridge
kurt_mahan
Offline Offline
Send Email Send Email
 
Hi!

I did mean thinner.  Admittedly we were using a 6 layer board as I
recall (4 signal, 2 power/gnd) -- so it had to be thinner than what
we use for our other boards..

Kurt

On Thu, May 12, 2005 at 12:47:01PM -0000, Vital wrote:
> Kurt,
>
> You meant "thinner" or "thicker"? I did a test using a generic board
> (1.8mm thick) and I had to put two business cards behind it to have
> it correctly pressing the GBA contacts. The total thickness (board +
> cards) was 2.2mm.
>
> Vital
>
> --- In gbadev@yahoogroups.com, Kurt Mahan <kmahan@x> wrote:
> > When you go to fab your board remember the board "thickness" is
> important.
> > As I recall the GBA Cart board (at least for the connector) is
> thinner
> > than what you would normally get.
> >
> > Kurt
> >
> > On Wed, May 11, 2005 at 02:15:15PM -0000, Vital wrote:
> > > Hello,
> > >
> > > Could anybody send me a template for the GBA cartridge PCB?
> > > A Protel 99 pcb template would be great, but even a mechanical
> drawing
> > > will help a lot.
> > >
> > > thanks,
> > > Vital

--
/**
  * Kurt Mahan   kmahan@...
  */

#14921 From: "Justin Grimm" <grimmj1@...>
Date: Fri May 13, 2005 10:03 am
Subject: RE: Re: PCB template for GBA cartridge
grimmj1
Offline Offline
Send Email Send Email
 
Definately thinner
Justin

-----Original Message-----
From: gbadev@yahoogroups.com [mailto:gbadev@yahoogroups.com]On Behalf Of
Vital
Sent: Thursday, 12 May 2005 10:17 PM
To: gbadev@yahoogroups.com
Subject: [gbadev] Re: PCB template for GBA cartridge


Kurt,

You meant "thinner" or "thicker"? I did a test using a generic board
(1.8mm thick) and I had to put two business cards behind it to have
it correctly pressing the GBA contacts. The total thickness (board +
cards) was 2.2mm.

Vital

--- In gbadev@yahoogroups.com, Kurt Mahan <kmahan@x> wrote:
> When you go to fab your board remember the board "thickness" is
important.
> As I recall the GBA Cart board (at least for the connector) is
thinner
> than what you would normally get.
>
> Kurt
>
> On Wed, May 11, 2005 at 02:15:15PM -0000, Vital wrote:
> > Hello,
> >
> > Could anybody send me a template for the GBA cartridge PCB?
> > A Protel 99 pcb template would be great, but even a mechanical
drawing
> > will help a lot.
> >
> > thanks,
> > Vital
>
> --
> /**
>  * Kurt Mahan   kmahan@x...
>  */







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