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#14979 From: Palamon 3 <palamon_3@...>
Date: Thu Feb 16, 2006 3:42 pm
Subject: Re: newbie question: palettes, characters & maps (how to lay them out)
palamon_3
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--- Ped <ped@...> wrote:
> >    I am using photoshop to convert RGB color
> graphic to indexed color. I
> >    try to edit the color table to put the mask
> color first, but it doesnt
> >    work somehow.
>
>   Find appropriate tools which will allow you to
> exchange colors in palette
> and also patch the graphics accordingly to follow
> the exchange.

If you find a tool that does allow you to rearrange
the palette to your liking, tell us all.

I couldn't find it, but then again, I didn't look
through the long list (too much trouble to solve my
problem).

Due to my laziness and that I only needed to move
around one color, I simply opened the graphics file
that was already converted to gba into Notepad.
Then, after figuring out which numbers were which
colors, used the replace function to switch the
numbers in the picture array to point to the correct
color after I switched the position of the colors in
the palette array.

Annoying for large scale palette rearranging, yes, but
if you don't care about the order of your palette,
only that the first one is your transparent color,
then doing it by notepad to switch one color isn't as
bad as looking though all those different tools.




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#14978 From: Ped <ped@...>
Date: Tue Feb 14, 2006 12:57 pm
Subject: Re: newbie question: palettes, characters & maps (how to lay them out)
ped7g
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>    I have the basic idea that palettes hold colors values and the first
>    colour is the mask color. I also understand that characters are unique
>    sections (8*8) of a bg graphic. And finally maps are the layout of the
>    characters as it appears on the bg.
   Yes, that's right.

>    In a typical scenario, I load the palette as bg_palette, characters in
>    bg vram, and map in BG3. But when the graphic is rendered on the gba, I
>    always find the first character of the BG as the background (instead of
>    the maskcolor). In the process of trial and error, I have confused
>    myself to such an extent of what is what.

   BG3 should countain "map" of image, let's say (A is first character = 0x00)

ABCDE
FGHIJ
KLMNO

   for 40x24 pixel graphics (which need unique "characters" for every tile, in
case of some repeating graphics pattern some tiles can use the same
character).

   Than the character memory should contain graphics (indices to palette) for
every character. First 8*8 bytes for A, than 64 bytes for B, etc...
   like
   0000 0000
   0044 4400
   0400 0040
   0400 0040
   0455 5540
   0400 0040
   0400 0040
   0000 0000

   for graphics showing big letter A in color 4 with the central line in color
5.

   And finally you have to set palette up to contain correct color 4 and 5.

   ...
   - if you see instead of your picture the first character repeated on whole
screen, than your map is zeroed and the correct map is not loaded.

   - if you see the lower layer at spots where "mask color" is used, that's
IMHO correct behavior, the "mask color" is transparent one, so you should
see lower layer trough those pixels. (I'm not sure how much you can
customise the transparency on GBA, sometimes you can switch it On/Off on
some HW, or eventually to specify which index in palette should be
transparent (instead of 0 to use let's say 255), refer to GBA docs for the
gfx chip transparency possibilities and how to set it up correctly)
   Also keep in mind the correct priorities of layers (which one is on top,
which one is on bottom).
   And if some pixel is "transparent" on all enabled layers, I think the GBA
will render it black, so if you want background of different color, make
sure you have some background layer enabled with correct color on it, or do
not use transparent pixels.

>    I am using photoshop to convert RGB color graphic to indexed color. I
>    try to edit the color table to put the mask color first, but it doesnt
>    work somehow.

   I'm not sure how well the photoshop in newer versions cope with such task,
but long time ago it was not possible to do it easily, and I used
PaintShopPro for such editing.
   Find appropriate tools which will allow you to exchange colors in palette
and also patch the graphics accordingly to follow the exchange.
   (or get some better conversion tool PC to GBA, where you can specify which
color is "mask" and it should patch the palette and picture even from
"bad" photoshop png)

   Check http://www.gbadev.org/tools.php?section=gfx
   There are tons of tools, actually maybe too much of them. :) Some of them
may help you to solve your problem.

   I did use gfx2gba v0.13 by Markus, which did suit my needs perfectly and
Markus was very kind to incorporate some enhancements I did need.
   But I think I did use 8bit pcx files, and not photoshop, so maybe I avoided
some problems you can run into.

   If this mail does not help you, try to describe your problem one more in
other words, adding few imporant lines from source can be of some help too.
   Don't forget to use debugging capabilities of some emulators to check
what's really loaded into video memory, that itself did help me to track
down bugs in my own code many times.

   And don't forget to search trough http://www.gbadev.org for tutorials and
gfx explanation, I think there was some very good stuff.

--

                    PED - Peter Helcmanovsky - wishing to have 48h days
               Braniskova 7 Kosice 04001 Slovakia / phone +420 721308701
     (_               -- actually in Prag, so don't look after me --
    "~/\~"      -=- deRATized RAT -=-  Being beyond Yer imagination  -=-
    ,_oo_,      7 GODS demo group WWW pages: http://7gods.org
      `'

#14977 From: "Tursi" <yahoogroup@...>
Date: Tue Feb 14, 2006 7:36 am
Subject: Re: newbie question: palettes, characters & maps (how to lay them out)
tursi1
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>    In a typical scenario, I load the palette as bg_palette,
> characters in  bg vram, and map in BG3. But when the graphic is
> rendered on the gba, I  always find the first character of the BG
> as the background (instead of  the maskcolor). In the process of
> trial and error, I have confused  myself to such an extent of what
> is what.
>

If I'm reading you right, I'm guessing that you are seeing the first
character in your character table repeated across the display? If
that's the case, then it's behaving as expected, assuming you
'cleared' the map by setting it all to zeros - that means each cell
displays character zero.

If I've got it wrong, which is likely, see if you can reduce your
problem to as few lines of code as possible, post the code, explain
what you want it to do and what you really see, and if nobody else
beats me to it, I can probably help you ;)

#14976 From: Rajesh G S <gsronline@...>
Date: Mon Feb 13, 2006 7:32 pm
Subject: newbie question: palettes, characters & maps (how to lay them out)
gsronline
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Hi,

I have been a silent reader of the forum for quite sometime. Even though my question is too basic , comparing to the ones posted by others. However, I am posing this question to the members in a detailed way. Please bear with me till then.

I have the basic idea that palettes hold colors values and the first colour is the mask color. I also understand that characters are unique sections (8*8) of a bg graphic. And finally maps are the layout of the characters as it appears on the bg.

In a typical scenario, I load the palette as bg_palette, characters in bg vram, and map in BG3. But when the graphic is rendered on the gba, I always find the first character of the BG as the background (instead of the maskcolor). In the process of trial and error, I have confused myself to such an extent of what is what.

Due to this I find rendering BG graphics intimidating

I am using photoshop to convert RGB color graphic to indexed color. I try to edit the color table to put the mask color first, but it doesnt work somehow.

I know there is a clear way of doing this. I am not able to understand it. I hope someone can help me.

Thanks

-R



What are the most popular cars? Find out at Yahoo! Autos

#14975 From: David Rorex <drorex@...>
Date: Fri Feb 10, 2006 7:37 pm
Subject: Re: Program and control GBA using a Basic Stamp
josath
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Memory shouldn't be a problem, memory is cheap these days.
For example:
http://www.sparkfun.com/commerce/product_info.php?products_id=301
4mbit for 3.87 USD (plus shipping or whatever)

-David R

On 2/10/06, Ped <ped@...> wrote:
>
> >> I'm working on a project using a Parallax Basic Stamp and    would like to
> >> have it display the results on the GBA as basic text. I    don't know if I
> >> can use the output of the stamp to program the GBA using    multi-boot
> >> system. I would like to be able to transfer the program without    using a
>
>   Hello,
>
>   I did not develop for GBA for a long time, but IIRC the multiboot data have
> to conform to nintendo's multiboot header, which contains not only important
> data about length, starting point, etc... but also graphics of nintendo
> logo.
>   I can't recall the lenght of those data, but I suspect it's several kB
> long, I wonder why nobody else pointed it to you yet. (this list is dead?)
>   As far as I can recall from my hazy memory, I think the MBV cable is using
> this propietary format of multiboot data, and there's no way to boot the GBA
> with some simpler scheme.
>
>   You can still make it trough with booting your GBA from some device with
> larger memory (PC?) to upload your own program, which will expect simple
> data from basic stamp later, in your own communication protocol, but I think
> you wished to avoid that kind of solution.
>
>   I think the protocol of multiboot programs for GBA is described on this
> basic level very well, if you will try to search a bit, you will surely run
> into the information about that nintendo logo, as it had been discussed a
> lot due to copyright reasons. The length of header, data format, etc.. is
> surely described and floating around, as I have seen them couple of years
> ago, when I was new to GBA.
>
> --

#14974 From: Ped <ped@...>
Date: Fri Feb 10, 2006 9:19 am
Subject: Re: Program and control GBA using a Basic Stamp
ped7g
Offline Offline
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>> I'm working on a project using a Parallax Basic Stamp and    would like to
>> have it display the results on the GBA as basic text. I    don't know if I
>> can use the output of the stamp to program the GBA using    multi-boot
>> system. I would like to be able to transfer the program without    using a

   Hello,

   I did not develop for GBA for a long time, but IIRC the multiboot data have
to conform to nintendo's multiboot header, which contains not only important
data about length, starting point, etc... but also graphics of nintendo
logo.
   I can't recall the lenght of those data, but I suspect it's several kB
long, I wonder why nobody else pointed it to you yet. (this list is dead?)
   As far as I can recall from my hazy memory, I think the MBV cable is using
this propietary format of multiboot data, and there's no way to boot the GBA
with some simpler scheme.

   You can still make it trough with booting your GBA from some device with
larger memory (PC?) to upload your own program, which will expect simple
data from basic stamp later, in your own communication protocol, but I think
you wished to avoid that kind of solution.

   I think the protocol of multiboot programs for GBA is described on this
basic level very well, if you will try to search a bit, you will surely run
into the information about that nintendo logo, as it had been discussed a
lot due to copyright reasons. The length of header, data format, etc.. is
surely described and floating around, as I have seen them couple of years
ago, when I was new to GBA.

--

                    PED - Peter Helcmanovsky - wishing to have 48h days
               Braniskova 7 Kosice 04001 Slovakia / phone +420 721308701
     (_               -- actually in Prag, so don't look after me --
    "~/\~"      -=- deRATized RAT -=-  Being beyond Yer imagination  -=-
    ,_oo_,      7 GODS demo group WWW pages: http://7gods.org
      `'

#14973 From: David Rorex <drorex@...>
Date: Thu Feb 9, 2006 6:43 pm
Subject: Re: Program and control GBA using a Basic Stamp
josath
Online Now Online Now
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Somewhat OT:

I would highly recommend other microcontrollers besides parallax's
basic stamp. It is over-priced, and under-powered.

I've used Atmel's AVR a little bit, and they are pretty good. You can
program them using AVR ASM or C. I've used the ATmega32, which is:
Flash: 32kB
SRAM:1024B
EEPROM: 2048B
Speed:0 - 16MHz
And you can get it for around $10. You can find dev boards for around
$15-$40, depending on how many extras you want included in the board.

Here's a list of devices:
http://www.avrfreaks.net/index.php?module=FreaksDevices&func=viewDev

Here's some dev boards:
http://www.sparkfun.com/commerce/categories.php?cPath=2_10

Sorry for the off-topic reply...I had to use a basic stamp in school
once, and when I wanted to buy some for myself, I didn't like the
prices so I looked around.

-David R

On 2/8/06, Jim Bagley <jimbagley@...> wrote:
>
> Hi Gick2002,
>
> Just out of curiosity, how much memory has you  basic stamp got? as if your
going to
> program the gba with something to show  output in text on GBA, cos for
starters,
> your gonna need a font, and they don't  come cheap memory wise, gba's smallest
font bpp is 4,
> so your gonna have to have  code to convert 1bit bitmap font to 4bit,
> and code it to read data from stamp,  not to mention the stamps own code to
> store the gba code and send it to gba, and  finally your code for the project
to
> create the data and send to gba :) unless  your putting all that on an
external eeprom to the stamp? :)
>
> Also sorry that I don't have info on MBV2  cable, but I do know you'll
> need a bit more storage space than a basic stamp,  correct me if i'm wrong
here,
> as I've not long started using pics myself  :)
>
>
> Either way, good luck with it.
>
> Baggers
>
> ----- Original Message -----
> From:    gick2002
> To: gbadev@yahoogroups.com
> Sent: Tuesday, January 24, 2006 5:11    AM
> Subject: [gbadev] Program and control GBA    using a Basic Stamp
>
> I'm working on a project using a Parallax Basic Stamp and    would like to
> have it display the results on the GBA as basic text. I    don't know if I
> can use the output of the stamp to program the GBA using    multi-boot
> system. I would like to be able to transfer the program without    using a
> flash linker module to load a communication program. The stamp    gives me
> full control over the method of the serial communication so I    believe
> they can communicate. I need to find out the specifics of the    protocol
> used without having to reverse engineer the MBV2 cable and    software. To
> sum up, every time I supply power to the GBA and Stamp I want    the stamp
> to load the program into the GBA using the serial interface and    display
> my data. I have the HAM compiler so I'm able to test the program    in the
> emulator. Does anybody know if this can be done or another simple
> method that will produce similar results?
>

#14972 From: Rob <yahoo-raindog469@...>
Date: Thu Feb 9, 2006 5:34 pm
Subject: Re: Program and control GBA using a Basic Stamp
raindog469
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On Wed February 8 2006 05:23, Jim Bagley wrote:
> Just out of curiosity, how much memory has you basic stamp
> got? as if your going to program the gba with something to
> show output in text on GBA, cos for starters, your gonna need
> a font, and they don't come cheap memory wise, gba's smallest
> font bpp is 4, so your gonna have to have code to convert 1bit
> bitmap font to 4bit, and code it to read data from stamp, not
> to mention the stamps own code to store the gba code and send
> it to gba, and finally your code for the project to create the
> data and send to gba :) unless your putting all that on an
> external eeprom to the stamp? :)

Well, an 8x8 bitmap font needs 1k per bit of depth, so he'd need
4k for the font.  That eliminates the two starter kits (which
have 256 bytes of EEPROM for the series 1, 2K for the series 2)
but all the rest have at least 16k (though it looks like they're
bankswitched, which I guess could make it complicated) and as
you say, there's always external EEPROMs.

I'd think the rest of it wouldn't be that hard to fit into 16k,
let alone 32.  I could even imagine writing some kind of minimal
"display server" type of program and sending it to the GBA to
just display what the stamp sent it over the link port...
handling graphics primitives, simple text display, etc.  But I
don't know how useful it'd be for games (I know that's not what
the original poster wanted it for anyway.)

Rob

#14971 From: "Jim Bagley" <jimbagley@...>
Date: Wed Feb 8, 2006 10:23 am
Subject: Re: Program and control GBA using a Basic Stamp
jimbagley@...
Send Email Send Email
 
Hi Gick2002,
 
Just out of curiosity, how much memory has you basic stamp got? as if your going to program the gba with something to show output in text on GBA, cos for starters, your gonna need a font, and they don't come cheap memory wise, gba's smallest font bpp is 4, so your gonna have to have code to convert 1bit bitmap font to 4bit, and code it to read data from stamp, not to mention the stamps own code to store the gba code and send it to gba, and finally your code for the project to create the data and send to gba :) unless your putting all that on an external eeprom to the stamp? :)
 
Also sorry that I don't have info on MBV2 cable, but I do know you'll need a bit more storage space than a basic stamp, correct me if i'm wrong here, as I've not long started using pics myself :)
 
Either way, good luck with it.
 
Baggers
----- Original Message -----
From: gick2002
Sent: Tuesday, January 24, 2006 5:11 AM
Subject: [gbadev] Program and control GBA using a Basic Stamp

I'm working on a project using a Parallax Basic Stamp and would like to
have it display the results on the GBA as basic text. I don't know if I
can use the output of the stamp to program the GBA using multi-boot
system. I would like to be able to transfer the program without using a
flash linker module to load a communication program. The stamp gives me
full control over the method of the serial communication so I believe
they can communicate. I need to find out the specifics of the protocol
used without having to reverse engineer the MBV2 cable and software. To
sum up, every time I supply power to the GBA and Stamp I want the stamp
to load the program into the GBA using the serial interface and display
my data. I have the HAM compiler so I'm able to test the program in the
emulator. Does anybody know if this can be done or another simple
method that will produce similar results?







#14970 From: "gick2002" <baird.bill@...>
Date: Tue Jan 24, 2006 5:11 am
Subject: Program and control GBA using a Basic Stamp
gick2002
Offline Offline
Send Email Send Email
 
I'm working on a project using a Parallax Basic Stamp and would like to
have it display the results on the GBA as basic text. I don't know if I
can use the output of the stamp to program the GBA using multi-boot
system. I would like to be able to transfer the program without using a
flash linker module to load a communication program. The stamp gives me
full control over the method of the serial communication so I believe
they can communicate. I need to find out the specifics of the protocol
used without having to reverse engineer the MBV2 cable and software. To
sum up, every time I supply power to the GBA and Stamp I want the stamp
to load the program into the GBA using the serial interface and display
my data. I have the HAM compiler so I'm able to test the program in the
emulator. Does anybody know if this can be done or another simple
method that will produce similar results?

#14969 From: Joe McKenzie <me@...>
Date: Tue Jan 17, 2006 6:26 am
Subject: Re: XBOO cable
joemck2004
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I just tried it a few more times.  It's still as flaky as ever with
version 1.21.  If you're getting a "No response from GBA" message and
absolutely no activity on the GameBoy, there's likely some software
conflict preventing access to the port correctly.

Quick check:  Make sure you're letting the "GameBoy" logo finish
bouncing and sparkling before trying to send data.

Try hitting "Stop" on UserPort while Xboo Communicator is doing
nothing.  If things are OK on the software side, Xboo Communicator
should close immediately when the UserPort service stops.  If it
continues to sit there, you have a software problem.  A fresh reboot
usually fixes this.  If (heaven forbid) it's a startup program causing
the problem, supress some startup programs by holding down shift from
the time that the Welcome screen appears to the time the hard disk stops
chattering and you can use Windows.  If that doesn't help, do safe mode.

If Xboo Communicator closes when UserPort stops, but there's no activity
at all on the GBA, there's no problem with Xboo Comm. reaching
UserPort.  If possible, test other (old) parallel port peripherals using
UserPort to see if UserPort is malfunctioning.  If data written to the
port addresses opened by UserPort reach the parallel port and
vise-versa, you either have a hardware problem or a timing problem.
(Or, of course, you might have the wrong port address range.)

If you get any activity at all from the GBA (corrupted logo, good logo
then fail, logo then freezeup, etc.), you have some sort of timing problem.

Hardware:  Double-check the cable.  Make sure the GBA can link to other
GBAs properly.  Play with BIOS settings for the port.

Timing:  Start with a fresh boot, play with the delay settings, close
non-essential processes in Task Manager, try setting the UserPort driver
and Xboo Communicator to "Above Normal" priority level, mess with BIOS
settings.  (Don't use "Realtime" priority; a frozen process on realtime
will completely freeze the entire system.  Use "High" with caution;
you'll still be able to kill a runaway process with Task Manager, but
it'll be goshawful slow.)

-joemck

Joe McKenzie wrote:

>I also made an XBOO cable.  Sometimes it seems sort of random whether or
>not it works, because the CPU has to try to handle timing while
>multitasking under Windows.  It also seems to vary greatly from one
>computer's port to another's.  A few tips I've found to help, in no
>particular order:
>-Play around with the delay settings.
>-Reboot.
>-What version of Xboo Communicator are you using?  I used to use 1.19,
>which sometimes worked, sometimes gave data errors.  Now I have 1.21
>(labelled as 1.20 on Devkitpro.org, states itself as 1.21 when started),
>and it seems to work 100% of the time, even when I send a 160 KB
>multiboot image.  The version history doesn't say anothing about
>changing timings, but maybe it's just the particular build...?
>-Try changing your parallel port's mode in BIOS setup.  My Toshiba
>laptop seems to do best on ECP mode.
>-Change XP's driver for the parallel port.  There seems to be a "Printer
>Port" driver and an "ECP Printer Port" driver.  Either driver seems to
>be compatible in either mode from BIOS setup, but it might have some effect.
>-Close as many excess processes as you can.  Try running it in Safe
>Mode.  The less multitasking your machine's doing, the better chance
>your data will transmit properly.
>-Try a DOS boot disk with nocash's original XBOO.COM.  Remember to try
>the different speed modes and delay settings.  (I haven't tried it with
>the ME-version DOS you get from telling XP to make a system disk.  I use
>real MS-DOS 6.22 for all DOS-mode stuff.)  Also note that XBOO.COM does
>NOT fix the header data, like Xboo Communicator does.  Your multiboot
>image MUST have the proper Nintendo logo data.
>-Try a different computer.  It's weird -- my Toshiba P4 laptop works
>fine, but the family PII sends the logo and then fails, and my old 486
>doesn't seem to be able to do it at all.
>-Maybe try the Linux version of Xboo Communicator, using a Linux "live
>CD" like PuppyLinux or Knoppix.
>
>It seems the XBOO simply won't work with some computers no matter what.
>It probably has to do with the parallel port controller on your
>motherboard.  If this proves to be the case for you, consider making an
>"Intelligent Cable" (PIC-controlled) or buying one of the commercial
>multiboot cables.  Those are far more reliable since they do the timings
>themselves instead of relying on your motherboard.
>
>-joemck
>
>Jake Johnson wrote:
>
>
>
>>Hi, I have made an XBOO cable and am having trouble getting it to
>>work. I have tested the cable since I constructed it and the
>>multi-meter verifies that it is built right. I am using WIN XP and the
>>XBOO communicator with user port. The userport.sys has been placed in
>>the right directory and the port I am accessing is 0378-037F(which is
>>my parallel port). When I try to use the XBOO communicator it tells me
>>that the gba is not responding. Does anyone else use this? Any ideas?
>>
>>Thanks,
>>Jake
>>
>>
>
>
>
>
>
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>

#14968 From: Jake Johnson <jakejohnson2431@...>
Date: Tue Jan 17, 2006 5:00 am
Subject: Re: Digest Number 1412
jakejohnson2431
Offline Offline
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Hi, I also have a toshiba laptop! I love it. I finally got it to work. It is my fault anyway. Looking at the schematic I used it appeared that the picture was that of the link cable when in fact it was the socket on the actual GBA. So everything was backwards. Now it works fine with XBOO XP(the aurthor is nice enought to build a gui version for me know, as I don't like editing the batch file everytime I use it(he said it would be done in about a week)). I like the features in Xboo communicator, but i have a lot of problems with it randomly cutting of or not starting to begin with. It is the latest version on drunkencoders.com. I can't get it to open right now, so I can't tell you the exact version.

Thanks guys,
-Jake
gbadev@yahoogroups.com wrote:
There are 2 messages in this issue.

Topics in this digest:

1. Re: XBOO cable
From: "Marco A. Hernandez P."
2. Re: XBOO cable
From: Joe McKenzie


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Mon, 16 Jan 2006 08:07:43 -0800 (PST)
From: "Marco A. Hernandez P."
Subject: Re: XBOO cable

It seems that the cable doesn't work on some
computers, some time ago I made one that didn't work
on my computer but worked perfectly on a friend's,
recently I updated and changed the motherboard and
works now.

I have tried every posible configuration both with the
application and the bios, I really dont know why it
didn't work.

My advice: try it on another computer, it may work.



MooseHP

--- Jake Johnson wrote:

> Hi, I have made an XBOO cable and am having trouble
> getting it to work. I have tested the cable since I
> constructed it and the multi-meter verifies that it
> is built right. I am using WIN XP and the XBOO
> communicator with user port. The userport.sys has
> been placed in the right directory and the port I am
> accessing is 0378-037F(which is my parallel port).
> When I try to use the XBOO communicator it tells me
> that the gba is not responding. Does anyone else use
> this? Any ideas?
>
> Thanks,
> Jake
>

----

Marco Antonio "Moose" Hernandez Partida

"El quejarse es el derecho que da la responsabilidad de hacer algo al respecto." MAHP.

__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
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________________________________________________________________________
________________________________________________________________________

Message: 2
Date: Fri, 13 Jan 2006 23:50:07 -0500
From: Joe McKenzie
Subject: Re: XBOO cable

I also made an XBOO cable. Sometimes it seems sort of random whether or
not it works, because the CPU has to try to handle timing while
multitasking under Windows. It also seems to vary greatly from one
computer's port to another's. A few tips I've found to help, in no
particular order:
-Play around with the delay settings.
-Reboot.
-What version of Xboo Communicator are you using? I used to use 1.19,
which sometimes worked, sometimes gave data errors. Now I have 1.21
(labelled as 1.20 on Devkitpro.org, states itself as 1.21 when started),
and it seems to work 100% of the time, even when I send a 160 KB
multiboot image. The version history doesn't say anothing about
changing timings, but maybe it's just the particular build...?
-Try changing your parallel port's mode in BIOS setup. My Toshiba
laptop seems to do best on ECP mode.
-Change XP's driver for the parallel port. There seems to be a "Printer
Port" driver and an "ECP Printer Port" driver. Either driver seems to
be compatible in either mode from BIOS setup, but it might have some effect.
-Close as many excess processes as you can. Try running it in Safe
Mode. The less multitasking your machine's doing, the better chance
your data will transmit properly.
-Try a DOS boot disk with nocash's original XBOO.COM. Remember to try
the different speed modes and delay settings. (I haven't tried it with
the ME-version DOS you get from telling XP to make a system disk. I use
real MS-DOS 6.22 for all DOS-mode stuff.) Also note that XBOO.COM does
NOT fix the header data, like Xboo Communicator does. Your multiboot
image MUST have the proper Nintendo logo data.
-Try a different computer. It's weird -- my Toshiba P4 laptop works
fine, but the family PII sends the logo and then fails, and my old 486
doesn't seem to be able to do it at all.
-Maybe try the Linux version of Xboo Communicator, using a Linux "live
CD" like PuppyLinux or Knoppix.

It seems the XBOO simply won't work with some computers no matter what.
It probably has to do with the parallel port controller on your
motherboard. If this proves to be the case for you, consider making an
"Intelligent Cable" (PIC-controlled) or buying one of the commercial
multiboot cables. Those are far more reliable since they do the timings
themselves instead of relying on your motherboard.

-joemck

Jake Johnson wrote:

> Hi, I have made an XBOO cable and am having trouble getting it to
> work. I have tested the cable since I constructed it and the
> multi-meter verifies that it is built right. I am using WIN XP and the
> XBOO communicator with user port. The userport.sys has been placed in
> the right directory and the port I am accessing is 0378-037F(which is
> my parallel port). When I try to use the XBOO communicator it tells me
> that the gba is not responding. Does anyone else use this? Any ideas?
>
> Thanks,
> Jake





________________________________________________________________________
________________________________________________________________________



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#14967 From: Joe McKenzie <me@...>
Date: Sat Jan 14, 2006 4:50 am
Subject: Re: XBOO cable
joemck2004
Offline Offline
Send Email Send Email
 
I also made an XBOO cable.  Sometimes it seems sort of random whether or
not it works, because the CPU has to try to handle timing while
multitasking under Windows.  It also seems to vary greatly from one
computer's port to another's.  A few tips I've found to help, in no
particular order:
-Play around with the delay settings.
-Reboot.
-What version of Xboo Communicator are you using?  I used to use 1.19,
which sometimes worked, sometimes gave data errors.  Now I have 1.21
(labelled as 1.20 on Devkitpro.org, states itself as 1.21 when started),
and it seems to work 100% of the time, even when I send a 160 KB
multiboot image.  The version history doesn't say anothing about
changing timings, but maybe it's just the particular build...?
-Try changing your parallel port's mode in BIOS setup.  My Toshiba
laptop seems to do best on ECP mode.
-Change XP's driver for the parallel port.  There seems to be a "Printer
Port" driver and an "ECP Printer Port" driver.  Either driver seems to
be compatible in either mode from BIOS setup, but it might have some effect.
-Close as many excess processes as you can.  Try running it in Safe
Mode.  The less multitasking your machine's doing, the better chance
your data will transmit properly.
-Try a DOS boot disk with nocash's original XBOO.COM.  Remember to try
the different speed modes and delay settings.  (I haven't tried it with
the ME-version DOS you get from telling XP to make a system disk.  I use
real MS-DOS 6.22 for all DOS-mode stuff.)  Also note that XBOO.COM does
NOT fix the header data, like Xboo Communicator does.  Your multiboot
image MUST have the proper Nintendo logo data.
-Try a different computer.  It's weird -- my Toshiba P4 laptop works
fine, but the family PII sends the logo and then fails, and my old 486
doesn't seem to be able to do it at all.
-Maybe try the Linux version of Xboo Communicator, using a Linux "live
CD" like PuppyLinux or Knoppix.

It seems the XBOO simply won't work with some computers no matter what.
It probably has to do with the parallel port controller on your
motherboard.  If this proves to be the case for you, consider making an
"Intelligent Cable" (PIC-controlled) or buying one of the commercial
multiboot cables.  Those are far more reliable since they do the timings
themselves instead of relying on your motherboard.

-joemck

Jake Johnson wrote:

> Hi, I have made an XBOO cable and am having trouble getting it to
> work. I have tested the cable since I constructed it and the
> multi-meter verifies that it is built right. I am using WIN XP and the
> XBOO communicator with user port. The userport.sys has been placed in
> the right directory and the port I am accessing is 0378-037F(which is
> my parallel port). When I try to use the XBOO communicator it tells me
> that the gba is not responding. Does anyone else use this? Any ideas?
>
> Thanks,
> Jake

#14966 From: "Marco A. Hernandez P." <moose_hp@...>
Date: Mon Jan 16, 2006 4:07 pm
Subject: Re: XBOO cable
moose_hp
Offline Offline
Send Email Send Email
 
It seems that the cable doesn't work on some
computers, some time ago I made one that didn't work
on my computer but worked perfectly on a friend's,
recently I updated and changed the motherboard and
works now.

I have tried every posible configuration both with the
application and the bios, I really dont know why it
didn't work.

My advice: try it on another computer, it may work.



MooseHP

--- Jake Johnson <jakejohnson2431@...> wrote:

> Hi, I have made an XBOO cable and am having trouble
> getting it to work. I have tested the cable since I
> constructed it and the multi-meter verifies that it
> is built right. I am using WIN XP and the XBOO
> communicator with user port. The userport.sys has
> been placed in the right directory and the port I am
> accessing is 0378-037F(which is my parallel port).
> When I try to use the XBOO communicator it tells me
> that the gba is not responding. Does anyone else use
> this? Any ideas?
>
>   Thanks,
>   Jake
>

----

Marco Antonio "Moose" Hernandez Partida

"El quejarse es el derecho que da la responsabilidad de hacer algo al respecto."
MAHP.

__________________________________________________
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around
http://mail.yahoo.com

#14965 From: "pete_retep" <pete_retep@...>
Date: Fri Jan 13, 2006 5:07 pm
Subject: Re: GBA Simple Serial Interface to GPS
pete_retep
Offline Offline
Send Email Send Email
 
Try


www.cardiagnostic.co.uk


for interface


Pete
--- In gbadev@yahoogroups.com, Dennis Munsie <dmunsie@c...> wrote:
>
> He probably would want to use UART mode.  The only issue would be
> making sure the voltages match up.
>
> He could do it general purpose mode, but it requires way too much
CPU
> time.  The UART mode could trigger an interrupt when something was
> ready to be read.
>
> dennis
>
>
> On Dec 22, 2005, at 8:16 PM, Keith Epstein wrote:
>
> > Mike,
> >
> >  I found this website to be very helpful.
> > http://www.robmeerman.co.uk/project.  Download the report disc
> > content, and
> > look for the source code for the serial interface.  It tells you
> > how to put
> > the serial port into multi-purpose mode, and set each of the 4
> > digital lines
> > to the values you want.  You'll need to write a function that
reads
> > the
> > states of the digital lines.
> >
> > Keith
> >
> > On 12/22/05, mlablan1 <mrl1@n...> wrote:
> >>
> >>  I am very new to GBA programming, but would like to build an
> >> application that links a GBA to a Garmin GPS that I have.
> >>
> >> I have found a couple of sites that present this type of
application,
> >> but none of them share the C code segments required for the GBA
to
> >> receive the NMEA packets into variables in the code.
> >>
> >> Can anyone help me with some example code?
> >>
> >> Thanks in advance for any help...
> >>
> >> Mike
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>  SPONSORED LINKS
> >>   Nintendo game boy ds<http://groups.yahoo.com/gads?
t=ms&k=Nintendo
> >> +game+boy+ds&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=uDpmm3k7zlUDkHuAWjyy8A>
> >> Nintendo<http://groups.yahoo.com/gads?
t=ms&k=Nintendo&w1=Nintendo
> >> +game+boy+ds&w2=Nintendo&w3=Nintendo+ds+games&w4=Gameboy
> >> +advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=ES6mXOv2hc3dnnnK-mrIXw>  Nintendo
> >> ds games<http://groups.yahoo.com/gads?t=ms&k=Nintendo+ds
> >> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=yL6GMkTPPqz0c8OCv5AbvA>   Gameboy
> >> advance<http://groups.yahoo.com/gads?t=ms&k=Gameboy
> >> +advance&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=z0etQyeQgYsT1imFS_vI_g>  Gameboy
> >> advance games<http://groups.yahoo.com/gads?
t=ms&k=Gameboy+advance
> >> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=ORIkoNHTnpaq-HTIUp1DWA>  Nintendo
> >> games<http://groups.yahoo.com/gads?t=ms&k=Nintendo
> >> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=fxIu3FuhwbLGwAWClS6OPw>
> >>  ------------------------------
> >> YAHOO! GROUPS LINKS
> >>
> >>
> >>    -  Visit your group "gbadev <http://groups.yahoo.com/group/
> >> gbadev>"
> >>    on the web.
> >>
> >>    -  To unsubscribe from this group, send an email to:
> >>     gbadev-unsubscribe@yahoogroups.com<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 Sponsor -------------------
-
> > ~-->
> > Get fast access to your favorite Yahoo! Groups. Make Yahoo! your
> > home page
> > http://us.click.yahoo.com/dpRU5A/wUILAA/yQLSAA/cPRolB/TM
> > ------------------------------------------------------------------
--
> > ~->
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
>

#14964 From: "pete_retep" <pete_retep@...>
Date: Sun Jan 8, 2006 4:17 pm
Subject: Re: GBA Simple Serial Interface to GPS
pete_retep
Offline Offline
Send Email Send Email
 
See this site for interface

http://www.cardiagnostic.co.uk/hardware.htm

Pete
--- In gbadev@yahoogroups.com, Dennis Munsie <dmunsie@c...> wrote:
>
> He probably would want to use UART mode.  The only issue would be
> making sure the voltages match up.
>
> He could do it general purpose mode, but it requires way too much
CPU
> time.  The UART mode could trigger an interrupt when something was
> ready to be read.
>
> dennis
>
>
> On Dec 22, 2005, at 8:16 PM, Keith Epstein wrote:
>
> > Mike,
> >
> >  I found this website to be very helpful.
> > http://www.robmeerman.co.uk/project.  Download the report disc
> > content, and
> > look for the source code for the serial interface.  It tells you
> > how to put
> > the serial port into multi-purpose mode, and set each of the 4
> > digital lines
> > to the values you want.  You'll need to write a function that
reads
> > the
> > states of the digital lines.
> >
> > Keith
> >
> > On 12/22/05, mlablan1 <mrl1@n...> wrote:
> >>
> >>  I am very new to GBA programming, but would like to build an
> >> application that links a GBA to a Garmin GPS that I have.
> >>
> >> I have found a couple of sites that present this type of
application,
> >> but none of them share the C code segments required for the GBA
to
> >> receive the NMEA packets into variables in the code.
> >>
> >> Can anyone help me with some example code?
> >>
> >> Thanks in advance for any help...
> >>
> >> Mike
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>  SPONSORED LINKS
> >>   Nintendo game boy ds<http://groups.yahoo.com/gads?
t=ms&k=Nintendo
> >> +game+boy+ds&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=uDpmm3k7zlUDkHuAWjyy8A>
> >> Nintendo<http://groups.yahoo.com/gads?
t=ms&k=Nintendo&w1=Nintendo
> >> +game+boy+ds&w2=Nintendo&w3=Nintendo+ds+games&w4=Gameboy
> >> +advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=ES6mXOv2hc3dnnnK-mrIXw>  Nintendo
> >> ds games<http://groups.yahoo.com/gads?t=ms&k=Nintendo+ds
> >> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=yL6GMkTPPqz0c8OCv5AbvA>   Gameboy
> >> advance<http://groups.yahoo.com/gads?t=ms&k=Gameboy
> >> +advance&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=z0etQyeQgYsT1imFS_vI_g>  Gameboy
> >> advance games<http://groups.yahoo.com/gads?
t=ms&k=Gameboy+advance
> >> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=ORIkoNHTnpaq-HTIUp1DWA>  Nintendo
> >> games<http://groups.yahoo.com/gads?t=ms&k=Nintendo
> >> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
> >> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
> >> +games&c=6&s=131&.sig=fxIu3FuhwbLGwAWClS6OPw>
> >>  ------------------------------
> >> YAHOO! GROUPS LINKS
> >>
> >>
> >>    -  Visit your group "gbadev <http://groups.yahoo.com/group/
> >> gbadev>"
> >>    on the web.
> >>
> >>    -  To unsubscribe from this group, send an email to:
> >>     gbadev-unsubscribe@yahoogroups.com<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 Sponsor -------------------
-
> > ~-->
> > Get fast access to your favorite Yahoo! Groups. Make Yahoo! your
> > home page
> > http://us.click.yahoo.com/dpRU5A/wUILAA/yQLSAA/cPRolB/TM
> > ------------------------------------------------------------------
--
> > ~->
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
>

#14963 From: "Vital" <vitalhb@...>
Date: Tue Jan 10, 2006 5:32 pm
Subject: Linker Command file and Startup file for IAR Embedded Workbench
vitalhb
Offline Offline
Send Email Send Email
 
Hello All,

I am starting to use the IAR Embedded Workbench 4.11 for ARM with the
Gameboy Advance.
Does anybody have a Linker Command File and Startup file that I can
use with the Gameboy Advance?

Thanks in Advance,
Vital

#14962 From: Jake Johnson <jakejohnson2431@...>
Date: Sun Jan 8, 2006 2:10 pm
Subject: XBOO cable
jakejohnson2431
Offline Offline
Send Email Send Email
 
Hi, I have made an XBOO cable and am having trouble getting it to work. I have tested the cable since I constructed it and the multi-meter verifies that it is built right. I am using WIN XP and the XBOO communicator with user port. The userport.sys has been placed in the right directory and the port I am accessing is 0378-037F(which is my parallel port). When I try to use the XBOO communicator it tells me that the gba is not responding. Does anyone else use this? Any ideas?
 
Thanks,
Jake


Yahoo! Photos – Showcase holiday pictures in hardcover
Photo Books. You design it and we’ll bind it!

#14961 From: Dennis Munsie <dmunsie@...>
Date: Fri Dec 23, 2005 6:34 am
Subject: Re: GBA Simple Serial Interface to GPS
bea_dennis
Offline Offline
Send Email Send Email
 
He probably would want to use UART mode.  The only issue would be
making sure the voltages match up.

He could do it general purpose mode, but it requires way too much CPU
time.  The UART mode could trigger an interrupt when something was
ready to be read.

dennis


On Dec 22, 2005, at 8:16 PM, Keith Epstein wrote:

> Mike,
>
>  I found this website to be very helpful.
> http://www.robmeerman.co.uk/project.  Download the report disc
> content, and
> look for the source code for the serial interface.  It tells you
> how to put
> the serial port into multi-purpose mode, and set each of the 4
> digital lines
> to the values you want.  You'll need to write a function that reads
> the
> states of the digital lines.
>
> Keith
>
> On 12/22/05, mlablan1 <mrl1@...> wrote:
>>
>>  I am very new to GBA programming, but would like to build an
>> application that links a GBA to a Garmin GPS that I have.
>>
>> I have found a couple of sites that present this type of application,
>> but none of them share the C code segments required for the GBA to
>> receive the NMEA packets into variables in the code.
>>
>> Can anyone help me with some example code?
>>
>> Thanks in advance for any help...
>>
>> Mike
>>
>>
>>
>>
>>
>>
>>
>>  SPONSORED LINKS
>>   Nintendo game boy ds<http://groups.yahoo.com/gads?t=ms&k=Nintendo
>> +game+boy+ds&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
>> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
>> +games&c=6&s=131&.sig=uDpmm3k7zlUDkHuAWjyy8A>
>> Nintendo<http://groups.yahoo.com/gads?t=ms&k=Nintendo&w1=Nintendo
>> +game+boy+ds&w2=Nintendo&w3=Nintendo+ds+games&w4=Gameboy
>> +advance&w5=Gameboy+advance+games&w6=Nintendo
>> +games&c=6&s=131&.sig=ES6mXOv2hc3dnnnK-mrIXw>  Nintendo
>> ds games<http://groups.yahoo.com/gads?t=ms&k=Nintendo+ds
>> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
>> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
>> +games&c=6&s=131&.sig=yL6GMkTPPqz0c8OCv5AbvA>   Gameboy
>> advance<http://groups.yahoo.com/gads?t=ms&k=Gameboy
>> +advance&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
>> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
>> +games&c=6&s=131&.sig=z0etQyeQgYsT1imFS_vI_g>  Gameboy
>> advance games<http://groups.yahoo.com/gads?t=ms&k=Gameboy+advance
>> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
>> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
>> +games&c=6&s=131&.sig=ORIkoNHTnpaq-HTIUp1DWA>  Nintendo
>> games<http://groups.yahoo.com/gads?t=ms&k=Nintendo
>> +games&w1=Nintendo+game+boy+ds&w2=Nintendo&w3=Nintendo+ds
>> +games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Nintendo
>> +games&c=6&s=131&.sig=fxIu3FuhwbLGwAWClS6OPw>
>>  ------------------------------
>> YAHOO! GROUPS LINKS
>>
>>
>>    -  Visit your group "gbadev <http://groups.yahoo.com/group/
>> gbadev>"
>>    on the web.
>>
>>    -  To unsubscribe from this group, send an email to:
>>     gbadev-unsubscribe@yahoogroups.com<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 Sponsor --------------------
> ~-->
> Get fast access to your favorite Yahoo! Groups. Make Yahoo! your
> home page
> http://us.click.yahoo.com/dpRU5A/wUILAA/yQLSAA/cPRolB/TM
> --------------------------------------------------------------------
> ~->
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>

#14960 From: Keith Epstein <keithepstein@...>
Date: Fri Dec 23, 2005 1:16 am
Subject: Re: GBA Simple Serial Interface to GPS
keithrepstein
Offline Offline
Send Email Send Email
 
Mike,

  I found this website to be very helpful.
http://www.robmeerman.co.uk/project.  Download the report disc content, and
look for the source code for the serial interface.  It tells you how to put
the serial port into multi-purpose mode, and set each of the 4 digital lines
to the values you want.  You'll need to write a function that reads the
states of the digital lines.

Keith

On 12/22/05, mlablan1 <mrl1@...> wrote:
>
>  I am very new to GBA programming, but would like to build an
> application that links a GBA to a Garmin GPS that I have.
>
> I have found a couple of sites that present this type of application,
> but none of them share the C code segments required for the GBA to
> receive the NMEA packets into variables in the code.
>
> Can anyone help me with some example code?
>
> Thanks in advance for any help...
>
> Mike
>
>
>
>
>
>
>
>  SPONSORED LINKS
>   Nintendo game boy
ds<http://groups.yahoo.com/gads?t=ms&k=Nintendo+game+boy+ds&w1=Nintendo+game+boy\
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&w6=Nintendo+games&c=6&s=131&.sig=uDpmm3k7zlUDkHuAWjyy8A>
>
Nintendo<http://groups.yahoo.com/gads?t=ms&k=Nintendo&w1=Nintendo+game+boy+ds&w2\
=Nintendo&w3=Nintendo+ds+games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6=Ni\
ntendo+games&c=6&s=131&.sig=ES6mXOv2hc3dnnnK-mrIXw>  Nintendo
> ds
games<http://groups.yahoo.com/gads?t=ms&k=Nintendo+ds+games&w1=Nintendo+game+boy\
+ds&w2=Nintendo&w3=Nintendo+ds+games&w4=Gameboy+advance&w5=Gameboy+advance+games\
&w6=Nintendo+games&c=6&s=131&.sig=yL6GMkTPPqz0c8OCv5AbvA>   Gameboy
>
advance<http://groups.yahoo.com/gads?t=ms&k=Gameboy+advance&w1=Nintendo+game+boy\
+ds&w2=Nintendo&w3=Nintendo+ds+games&w4=Gameboy+advance&w5=Gameboy+advance+games\
&w6=Nintendo+games&c=6&s=131&.sig=z0etQyeQgYsT1imFS_vI_g>  Gameboy
> advance
games<http://groups.yahoo.com/gads?t=ms&k=Gameboy+advance+games&w1=Nintendo+game\
+boy+ds&w2=Nintendo&w3=Nintendo+ds+games&w4=Gameboy+advance&w5=Gameboy+advance+g\
ames&w6=Nintendo+games&c=6&s=131&.sig=ORIkoNHTnpaq-HTIUp1DWA>  Nintendo
>
games<http://groups.yahoo.com/gads?t=ms&k=Nintendo+games&w1=Nintendo+game+boy+ds\
&w2=Nintendo&w3=Nintendo+ds+games&w4=Gameboy+advance&w5=Gameboy+advance+games&w6\
=Nintendo+games&c=6&s=131&.sig=fxIu3FuhwbLGwAWClS6OPw>
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#14959 From: "mlablan1" <mrl1@...>
Date: Thu Dec 22, 2005 10:28 pm
Subject: GBA Simple Serial Interface to GPS
mlablan1
Offline Offline
Send Email Send Email
 
I am very new to GBA programming, but would like to build an
application that links a GBA to a Garmin GPS that I have.

I have found a couple of sites that present this type of application,
but none of them share the C code segments required for the GBA to
receive the NMEA packets into variables in the code.

Can anyone help me with some example code?

Thanks in advance for any help...

Mike

#14958 From: "Vital" <vitalhb@...>
Date: Thu Dec 1, 2005 6:57 pm
Subject: Re: Multi-tasking kernel
vitalhb
Offline Offline
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Thanks for all who replied.

I remembered that I had the book "MicroC/OS-II", so I selected
uC/OS-II, from Micrium. My application is not commercial (so far), so
I can use the version that comes with the book.

I tried to use eCos but it almost drove me crazy to configure those
endless parameters. It is not for mere mortals, even the Charmed Labs
version.

Vital

--- In gbadev@yahoogroups.com, "Greg Holdren" <greghol@s...> wrote:
>
> For the GBA, eCos:
>
> http://www.charmedlabs.com/
>
>
> ----- Original Message -----
> From: "Vital" <vitalhb@u...>
> To: <gbadev@yahoogroups.com>
> Sent: Tuesday, November 22, 2005 5:57 AM
> Subject: [gbadev] Multi-tasking kernel
>
>
> > Hello,
> >
> > Does anybody know a free multi-tasking kernel for the GBA?
> > It can be either preemptive or collaborative but must be light weight
> > and fast.
> >
> > thanks in advance,
> > Vital
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
>

#14957 From: "Greg Holdren" <greghol@...>
Date: Sun Nov 27, 2005 8:16 pm
Subject: Re: Multi-tasking kernel
gregholdren
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For the GBA, eCos:

http://www.charmedlabs.com/


----- Original Message -----
From: "Vital" <vitalhb@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, November 22, 2005 5:57 AM
Subject: [gbadev] Multi-tasking kernel


> Hello,
>
> Does anybody know a free multi-tasking kernel for the GBA?
> It can be either preemptive or collaborative but must be light weight
> and fast.
>
> thanks in advance,
> Vital
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>

#14956 From: Gilgamesh <gilgamesh@...>
Date: Fri Nov 25, 2005 10:42 pm
Subject: Re: Internet
gilgameshkun
Online Now Online Now
Send Email Send Email
 
Maybe he doesn't need to.  Maybe what he wants is an HTML browser that
derives its URL data from a file database encoded into ROM.

- Gilgamesh

Palamon 3 wrote:

>How do you intend to connect to the internet?
>
>
>--- yodskywlkr <yodskywlkr@...> wrote:
>
>
>
>>Has any one tried to make a intenet browser for the
>>gba
>>
>>

#14955 From: Palamon 3 <palamon_3@...>
Date: Fri Nov 25, 2005 9:12 pm
Subject: Re: Internet
palamon_3
Offline Offline
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How do you intend to connect to the internet?


--- yodskywlkr <yodskywlkr@...> wrote:

> Has any one tried to make a intenet browser for the
> gba
>
>
>
>
>
>
>





__________________________________
Yahoo! Mail - PC Magazine Editors' Choice 2005
http://mail.yahoo.com

#14954 From: "yodskywlkr" <yodskywlkr@...>
Date: Fri Nov 25, 2005 1:07 pm
Subject: Internet
yodskywlkr
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Has any one tried to make a intenet browser for the gba

#14953 From: Nicolas Wack <nwack@...>
Date: Wed Nov 23, 2005 7:17 pm
Subject: Re: Multi-tasking kernel
wackes
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Hello,

I don't know if that will suit your needs (it's not exactly a kernel)
but you may find it useful:

http://www.sics.se/~adam/pt/

It's basically very light-weight stackless threads, and it is released
under a BSD-style license.

Hope this helps!

Nicolas.

Vital wrote:
> Hello,
>
> Does anybody know a free multi-tasking kernel for the GBA?
> It can be either preemptive or collaborative but must be light weight
> and fast.
>
> thanks in advance,
> Vital
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>

#14952 From: "Vital" <vitalhb@...>
Date: Tue Nov 22, 2005 1:57 pm
Subject: Multi-tasking kernel
vitalhb
Offline Offline
Send Email Send Email
 
Hello,

Does anybody know a free multi-tasking kernel for the GBA?
It can be either preemptive or collaborative but must be light weight
and fast.

thanks in advance,
Vital

#14951 From: "Jonathan Perret" <jonathan.perret@...>
Date: Tue Oct 25, 2005 11:41 am
Subject: Re: Xboo Source Code (again)
jonathan.perret@...
Send Email Send Email
 
I am not the author of Xboo, but I did reverse-engineer it with the
help of a disassembler (more than 2 years ago !), and for
a time I dabbled with the possibilities of the cable beyond
just cart transfer. I've regrouped the results of my work
in the attached zip file. I hope it goes through the mailing list,
otherwise just ask and I'll send it directly.

Cheers,
--Jonathan

----- Original Message -----
From: "Vital" <vitalhb@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, October 21, 2005 4:03 PM
Subject: [lists] [gbadev] Xboo Source Code (again)


> 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
>

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

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