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#15016 From: "Sir Francis Dr@ke" <jazclemon@...>
Date: Thu Mar 27, 2008 1:38 pm
Subject: Need help about GBA to use as lcd panel in projector.
jazclemon
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My name is Julio. and I need any help to build lcd projector. I´va got nothing but a GBA and I can´t find the way to use it as a LCD panel.
Would u tell me how can I do that?
Where can I find a service manual or schematic of a GBA???

Thanks

Julio


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#15015 From: "thirdshoedrops" <dhm@...>
Date: Sun Mar 9, 2008 6:05 pm
Subject: FireLinker Flash Carts (parallel port)
thirdshoedrops
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Has anybody had luck flashing FireLinker carts with MBV-II, or
alternatively, is there a Linux program that can drive the Fire Linker
parallel port programmer?  The software that comes with the carts is
in Chinese, and I can't figure out how to make it work.  My MBV-II is
able to erase the cart, but not program it (it erases the demo game
that was in the carts to all 0xFF, but doesn't program anything new.)

#15014 From: "pete_retep" <pete_retep@...>
Date: Sat Apr 21, 2007 2:33 am
Subject: Re: PCB template for GBA cartridge
pete_retep
Offline Offline
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There is a Library for the Gameboy on the Eagle website

ftp://ftp.cadsoft.de/eagle/userfiles/libraries/gameboy.lbr

Pete
--- In gbadev@yahoogroups.com, "Vital" <vitalhb@...> wrote:
>
> 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
> > > >  */
>

#15013 From: "Vital" <vitalhb@...>
Date: Wed Aug 9, 2006 6:37 pm
Subject: gdb stub for gba using serial communication
vitalhb
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Someone asked this question last year but got no answer.
Now I am looking for the same thing and would appreciate any help.

thanks in advance,
Vital

#15012 From: Rob <yahoo-raindog469@...>
Date: Mon Aug 7, 2006 5:38 am
Subject: Re: Re: Dead List
raindog469
Offline Offline
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On Mon August 7 2006 00:02, H. Dean Hunter wrote:
> > Is there an active DS development list on Yahoo or has
> > everything moved to web forums now?
> www.gbadev.org has a DS support section on there forums.  I
> don't know if they actively support DS or not but the guys on
> the GBADev forums have always been extremely helpful and are

Yeah, I have an account there and on dslinux.org and some of the
other GBA/DS development web forums.  I was asking about Yahoo
lists because I don't always have time to go to web forums, but
Yahoo mailing lists come to me.

Anyway, thanks....

Rob

#15011 From: "H. Dean Hunter" <deanhhunter@...>
Date: Mon Aug 7, 2006 4:02 am
Subject: Re: Dead List
deanhhunter
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www.gbadev.org has a DS support section on there forums.  I don't know
if they actively support DS or not but the guys on the GBADev forums
have always been extremely helpful and are extremely knowledgeable
about GBA Programming and programming in general.  I would suggest you
join up there and atleast give them a shot.

Sincerely,
     Dean

--- In gbadev@yahoogroups.com, Rob <yahoo-raindog469@...> wrote:
>
> On Sat August 5 2006 05:34, tharo@... wrote:
> > it has it good times ages ago and for me it is more an archive
> > ... not an active discusion anymore.
>
> Is there an active DS development list on Yahoo or has everything
> moved to web forums now?
>
> There is a group called "dsdev" but there's only 1 member in it
> and it's not listed in the directory and "membership must be
> approved" so I assume it's not meant to be serious.
>
> Rob
>

#15010 From: Rob <yahoo-raindog469@...>
Date: Sat Aug 5, 2006 5:42 pm
Subject: Re: Dead List
raindog469
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On Sat August 5 2006 05:34, tharo@... wrote:
> it has it good times ages ago and for me it is more an archive
> ... not an active discusion anymore.

Is there an active DS development list on Yahoo or has everything
moved to web forums now?

There is a group called "dsdev" but there's only 1 member in it
and it's not listed in the directory and "membership must be
approved" so I assume it's not meant to be serious.

Rob

#15009 From: "emack\@libero\.it" <emack@...>
Date: Sat Aug 5, 2006 6:15 pm
Subject: Re: Nintendo DS
arsludica_emack
Offline Offline
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try http://www.aaronrogers.com/nintendods/PA_Lib/

---------- Initial Header -----------

From      : gbadev@yahoogroups.com
To          : gbadev@yahoogroups.com
Cc          :
Date      : Tue, 25 Jul 2006 14:53:13 +0000 (GMT)
Subject : [gbadev] Nintendo DS







> Hi,
>
> Anybody did work with library HAM for Nintendo DS? Has one example or site
where I can make download?
>
>
> tks,
>
> Cabral
>
>  __________________________________________________
> Fale com seus amigos  de graça com o novo Yahoo! Messenger
> http://br.messenger.yahoo.com/

#15008 From: tharo@...
Date: Sat Aug 5, 2006 9:34 am
Subject: AW: Re: Dead List
belial_nox
Offline Offline
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Yes but remember how old this list it.

it has it good times ages ago and for me it is more an archive ... not an active discusion anymore.


Tharo


 

These days most people are using the forums at
http://forum.gbadev.org/index.php , the list really hasn't been that
active in quite some time.

Dave


#15007 From: Dave Murphy <wintermute2k4@...>
Date: Fri Aug 4, 2006 11:11 pm
Subject: Re: Dead List
gameboy_dave
Online Now Online Now
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These days most people are using the forums at
http://forum.gbadev.org/index.php , the list really hasn't been that
active in quite some time.

Dave

#15006 From: "Vital" <vitalhb@...>
Date: Thu Aug 3, 2006 5:28 pm
Subject: Re: Detecting Thumb and Arm mode at compile time
vitalhb
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Peter,

Thanks for your help. I received the answer for my problem from the
GnuArm list:

GCC defines the constant __thumb__ when it is compiling in thumb mode,
so all I had to do was to put a test #ifdef __thumb__ ...

regards,
Vital
--- In gbadev@yahoogroups.com, Ped <ped@...> wrote:
>
>
>   Hello,
>
>   I think there's no easy way how to detect compilation mode, you should
> check your compiler documentation for predefined macros, maybe
there's some
> way how to detect the target machine/mode of compilation, but I
don't recall
> anything like that.
>
>   But if you do have control over arm/thumb selection process and
compiler
> spawning, you can simply add your own -D_ARM_COMPILE_ or
-D_THUMB_COMPILE_
> macros to compiler command line, and detect those two in your code with
> simple #ifdef.
>
>   I personally never needed anything like this, because all my thumb
code was
> stored in "filename.c" files, and arm code in "filename.a.c" files,
and my
> makefile did detect the .a.c pattern automatically and spawn the
compiler
> with correct flags to produce arm mode code.
>
>   But from your question I think you are trying to do some universal
library,
> which can be compiled in both ways, so this will probably not help
you at
> all.
>
> > I am trying to write something like this:
> >
> > #if (compiled in ARM mode)
> > code 1
> > #else // compiled in THUMB mode
> > code 2
> >
> > What the (compile in ARM mode) test would be like?
> > Can anyone help me?
> >
> > thanks,
> > Vital
>
> --
>
>                    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
>      `'
>

#15005 From: Ped <ped@...>
Date: Thu Aug 3, 2006 8:41 am
Subject: Re: Detecting Thumb and Arm mode at compile time
ped7g
Offline Offline
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Hello,

   I think there's no easy way how to detect compilation mode, you should
check your compiler documentation for predefined macros, maybe there's some
way how to detect the target machine/mode of compilation, but I don't recall
anything like that.

   But if you do have control over arm/thumb selection process and compiler
spawning, you can simply add your own -D_ARM_COMPILE_ or -D_THUMB_COMPILE_
macros to compiler command line, and detect those two in your code with
simple #ifdef.

   I personally never needed anything like this, because all my thumb code was
stored in "filename.c" files, and arm code in "filename.a.c" files, and my
makefile did detect the .a.c pattern automatically and spawn the compiler
with correct flags to produce arm mode code.

   But from your question I think you are trying to do some universal library,
which can be compiled in both ways, so this will probably not help you at
all.

> I am trying to write something like this:
>
> #if (compiled in ARM mode)
> code 1
> #else // compiled in THUMB mode
> code 2
>
> What the (compile in ARM mode) test would be like?
> Can anyone help me?
>
> thanks,
> Vital

--

                    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
      `'

#15004 From: "Vital" <vitalhb@...>
Date: Wed Aug 2, 2006 2:03 pm
Subject: Detecting Thumb and Arm mode at compile time
vitalhb
Offline Offline
Send Email Send Email
 
Hello,

I am trying to write something like this:

#if (compiled in ARM mode)
code 1
#else // compiled in THUMB mode
code 2

What the (compile in ARM mode) test would be like?
Can anyone help me?

thanks,
Vital

#15003 From: Cabral <bile_c@...>
Date: Tue Jul 25, 2006 2:53 pm
Subject: Nintendo DS
bile_c
Offline Offline
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Hi,

Anybody did work with library HAM for Nintendo DS? Has one example or site where I can make download?


tks,

Cabral

__________________________________________________
Fale com seus amigos de graça com o novo Yahoo! Messenger
http://br.messenger.yahoo.com/


#15002 From: Miguel Dias Teodoro Junior <migueld@...>
Date: Tue Jul 25, 2006 5:29 pm
Subject: Dead List
migueldiasbr
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Hi everyone!

Is this list dead? How abou we start a project together just to start
something?

[]'s

Miguel

#15001 From: Dave Murphy <wintermute2k4@...>
Date: Thu Jun 1, 2006 12:51 pm
Subject: devkitARM release 19
gameboy_dave
Online Now Online Now
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Hi everyone

We've had a few updates today which have hopefully ironed out the
hiccups with the latest release.

The toolchain has now moved to arm-eabi for various reasons, the main
one being that -march=armv5te -mtune=arm946e-s works as intended without
those nasty linker errors.

binutils is now 2.16.93
gcc is now 4.1.1

while libgba & libnds 20060531 are listed in the news item a latent
problem arose with the division overrides which has been fixed with the
20060601 releases.

dsbuild is unfortunately missing from the archive due to a small build
error which went unnoticed. An archive can be downloaded from
devkitpro.org directly.

While old libraries are not compatible with the new toolchain a tool
called change-eabi has been provided which will remark the object files.
This should be treated as a last resort and libraries should be
recompiled where possible. I've mailed the Apex Audio and Krawall
authors about the new toolchain so hopefully you'll be able to get eabi
compatible libraries from them soon.

http://www.devkitpro.org

As usual the toolchain and latest libraries will be automatically
updated for people using the devkitPro updater.

Dave

#15000 From: Peter Balogh <palexanderbalogh@...>
Date: Mon Mar 13, 2006 1:02 am
Subject: Re: Open source tile editor -- in Flash
palexanderba...
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Ooops--I should have mentioned that it requires the Flash 8 plugin, to take advantage of the new BitmapData class (an order of magnitude faster than the older Flash 7 drawing code). Thanks for letting me know that this is happening, and I hope you're willing to try again with the new plugin whenever you can....

----- Original Message ----
From: David Rorex <drorex@...>
To: gbadev@yahoogroups.com
Sent: Friday, March 10, 2006 3:35:24 PM
Subject: Re: [gbadev] Open source tile editor -- in Flash

It doesn't seem to work so well with flashplayer 7 under firefox 1.5.0.1 under linux:
screenshot: http://davr.org/tile.png

-David R

On 3/10/06, Peter Balogh <palexanderbalogh@... > wrote:
Hello all,

Please help me develop a good open source tile editor that's truly cross-platform, cross-browser, and run-anywhere (well, anywhere with a network connection, for now).

http://www.drunkencop.com/gba/tilemaker8.html

There are some rudimentary instructions on the site, and I know the interface is pretty fugly right now. Any suggestions/comments will be very welcome.

Thank you,

Peter






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#14999 From: "David Rorex" <drorex@...>
Date: Fri Mar 10, 2006 8:35 pm
Subject: Re: Open source tile editor -- in Flash
josath
Online Now Online Now
Send Email Send Email
 
It doesn't seem to work so well with flashplayer 7 under firefox 1.5.0.1 under linux:
screenshot: http://davr.org/tile.png

-David R

On 3/10/06, Peter Balogh <palexanderbalogh@... > wrote:
Hello all,

Please help me develop a good open source tile editor that's truly cross-platform, cross-browser, and run-anywhere (well, anywhere with a network connection, for now).

http://www.drunkencop.com/gba/tilemaker8.html

There are some rudimentary instructions on the site, and I know the interface is pretty fugly right now. Any suggestions/comments will be very welcome.

Thank you,

Peter






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<*> To visit your group on the web, go to:
     http://groups.yahoo.com/group/gbadev/

<*> To unsubscribe from this group, send an email to:
    gbadev-unsubscribe@yahoogroups.com

<*> Your use of Yahoo! Groups is subject to:
     http://docs.yahoo.com/info/terms/





#14998 From: Peter Balogh <palexanderbalogh@...>
Date: Fri Mar 10, 2006 2:55 pm
Subject: Open source tile editor -- in Flash
palexanderba...
Offline Offline
Send Email Send Email
 
Hello all,

  Please help me develop a good open source tile editor that's truly
cross-platform, cross-browser, and run-anywhere (well, anywhere with a network
connection, for now).

  http://www.drunkencop.com/gba/tilemaker8.html

  There are some rudimentary instructions on the site, and I know the interface
is pretty fugly right now. Any suggestions/comments will be very welcome.

  Thank you,

  Peter

#14997 From: Jake Johnson <jakejohnson2431@...>
Date: Mon Feb 27, 2006 11:28 pm
Subject: Re: Digest Number 1427
jakejohnson2431
Offline Offline
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Check the forums at gbadev.org and download devkitpro from devkitpro.org. There
is also HAM which is easy to get up and running, but is a bit slower because the
compiler hasn't been updated in years. I am at school right now so maybe someone
else can elaborate. Hope this helps.

   -Jake

gbadev@yahoogroups.com wrote:
   There is 1 message in this issue.

Topics in this digest:

1. Just Starting
From: "Peter"


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Sun, 26 Feb 2006 21:04:01 -0000
From: "Peter"
Subject: Just Starting

Hi all. I am interested in starting to develop software for the GBA
(preferably in C). Can someone point me to some good software and
maybe a tutorial to start off?








________________________________________________________________________
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#14996 From: Cabral <bile_c@...>
Date: Mon Feb 27, 2006 3:50 pm
Subject: Re: Just Starting
bile_c
Offline Offline
Send Email Send Email
 
Hi Peter,

   I'm used a great IDE called Visual HAM  (www.console-dev.de) with  HAM
(www.ngine.de) for compile my projects. Tutorial can be find in  homepage
Jonathan S. Harbour (www.jharbour.com/gameboy/default.aspx).

   So, enjoy

   Cabral

Peter <supersonicandtails@...> escreveu:          Hi all.  I am
interested in starting to develop software for the GBA
   (preferably in C).  Can someone point me to some good software and
   maybe a tutorial to start off?








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#14995 From: "Peter" <supersonicandtails@...>
Date: Sun Feb 26, 2006 9:04 pm
Subject: Just Starting
hypersonic_12
Offline Offline
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Hi all.  I am interested in starting to develop software for the GBA
(preferably in C).  Can someone point me to some good software and
maybe a tutorial to start off?

#14994 From: Julian Squires <tek@...>
Date: Fri Feb 24, 2006 7:55 am
Subject: Re: developement environment
erovonket
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On Tue, Feb 21, 2006 at 12:53:23PM -0700, Richard Terrell wrote:
> could i get a poll of what people use as their developement platform?  There
> are so many tools out there, it's a little hard for a newbie to understand
> which is the best to use. i'm interested in:
>
> 1. operating system

Linux (Debian).

> 2. compiler / plugins / tools

gcc, but I really only use gas and ld from binutils.  Link script based
on one from devkitadvance, I seem to recall.

noweb for literate assembler programs.

> 3. IDE / Editor / plugins

vim (and sometimes emacs, but usually vim because it handles noweb a bit
better, with folding, too).

> 4. Graphics tools

grafx2 via dosbox -- great pixel editor in the style of dpaint.

I use my own tools to extract tilemaps, sprites, palettes, lines (for
physics and level data) and so on from the PCXs output by grafx2.  Lots
of personal tools for optimizing data, compressing levels, et cetera.

> 5. Sound tools

arecordmidi; a hand-rolled tool for converting MIDI, XM, and MML to an
internal player format; audacity for sampling; soundtracker for
sequencing sample-based sections.

> 6. Emulator / Hardware tools

visualboyadvance, and a parallel port flashlinker.


There's still a lot I've been meaning to do with my setup, though, but I
haven't done anything with the GBA in a while because of other work.

HTH.

--
Julian Squires

#14993 From: Dave Murphy <wintermute2k4@...>
Date: Fri Feb 24, 2006 1:47 pm
Subject: Re: developement environment
gameboy_dave
Online Now Online Now
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Nicolas Wack wrote:
> Hi!
>
> Nice to see there are people out there doing gba/nds development on debian!
>
> I'd just like to ask what emulator you use for nds, because I couldn't
> find any suitable (ideas for linux doesn't work a bit here), and I had
> little success running the windows versions (dualis, ideas, dsemu) with
> wine.
>
Being honest most of the emulators aren't really up to running homebrew
as yet but they're getting there.

There's a version of dsemu which uses fltk for it's gui and is buildable
for linux, OS X and windows but I'm not sure how far they've got with
merging this into the main development branch.

http://dsemu.oopsilon.com/


Dave

#14992 From: Nicolas Wack <nwack@...>
Date: Thu Feb 23, 2006 1:07 pm
Subject: Re: developement environment
wackes
Offline Offline
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Hi!

Nice to see there are people out there doing gba/nds development on debian!

I'd just like to ask what emulator you use for nds, because I couldn't
find any suitable (ideas for linux doesn't work a bit here), and I had
little success running the windows versions (dualis, ideas, dsemu) with
wine.

Thanks for the advice!

Nico.

David Rorex wrote:
> On 2/21/06, Richard Terrell <plainkeyman@...> wrote:
>
>>could i get a poll of what people use as their developement platform?  There
>>are so many tools out there, it's a little hard for a newbie to understand
>>which is the best to use. i'm interested in:
>>
>>1. operating system
>
> debian linux
>
>>2. compiler / plugins / tools
>
> devkitarm for compiling
>
>>3. IDE / Editor / plugins
>
> gvim for editing source code
>
>>4. Graphics tools
>
> The Gimp for creation + gfx2gba for conversion
>
>>5. Sound tools
>
> audacity (though I haven't done much sound)
>
>>6. Emulator / Hardware tools
>
> VisualBoyAdvance
>
>>i'm really hoping there's someone with a linux setup, but i'm interested in
>>all types of environments.
>
> Linux is definately usable for developing homebrew for GBA, as well as
> the NDS (which I also do).
>
>
>>
>>Thank you so much.
>>
>
>
> -David R
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>

#14991 From: Dave Murphy <wintermute2k4@...>
Date: Wed Feb 22, 2006 9:55 pm
Subject: Re: developement environment
gameboy_dave
Online Now Online Now
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Peter Balogh wrote:
> OS: Mac OS X
>
>
>  Compiler:I'm using devkitPro's Mac OS X version, and I've stolen an
all-purpose Makefile from the linux examples on sourceforge.
>
They're there for stealing :)

>  The beauty about that Makefile is that (I believe) it scans your source
directory for files with a ".c" suffix and compiles those with GCC, and scans
for ".cpp" and compiles them with "G++". If I'm talking out of a dark and
toothless place here, please correct me.
>
Indeed it does.
>  But I would certainly love to get my Windows PC compiling with such a file. I
can't get MinSys to compile using make (can't find the directories or
files--even with the environment variables set to presumably good values), and
the DOS batch file I have doesn't scan for all .c and then all .cpp files.
>

1. check there are no spaces in the paths - both your project folder and
the folder where devkitPro is installed.

2. check you set the environment variables as unix style i.e.
DEVKITARM=/c/devkitPro/devkitARM *not* c:\devkitPro\devkitARM

The devkitPro windows installer does a good job of setting everything up
as it should be.

http://www.devkitpro.org/setup.shtml

#14990 From: tursi <yahoogroup@...>
Date: Wed Feb 22, 2006 9:39 pm
Subject: Re: developement environment
tursi1
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> 1. operating system
Windows XP

> > 2. compiler / plugins / tools
GCC as installed with an older version of HAM. ;) (Not using HAMlib).

> > 3. IDE / Editor / plugins
HAM IDE, Visual Studio

> > 4. Graphics tools
Photoshop, custom tools, Kaleid

> > 5. Sound tools
GoldWave, Toast, custom tools.

> > 6. Emulator / Hardware tools
Visualboy advance

...not that I've done much for a couple of years. :)

#14989 From: Peter Balogh <palexanderbalogh@...>
Date: Wed Feb 22, 2006 4:47 pm
Subject: Re: developement environment
palexanderba...
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OS: Mac OS X


  Compiler:I'm using devkitPro's Mac OS X version, and I've stolen an all-purpose
Makefile from the linux examples on sourceforge.

  The beauty about that Makefile is that (I believe) it scans your source
directory for files with a ".c" suffix and compiles those with GCC, and scans
for ".cpp" and compiles them with "G++". If I'm talking out of a dark and
toothless place here, please correct me.

  But I would certainly love to get my Windows PC compiling with such a file. I
can't get MinSys to compile using make (can't find the directories or
files--even with the environment variables set to presumably good values), and
the DOS batch file I have doesn't scan for all .c and then all .cpp files.


  Graphics: Flash, for creating animated sprites; Photoshop, for tweaking the
GIFs that I get from Flash; and a Python script I wrote to scan any bitmap file
format and write out GBA-friendly C arrays.  I can make the script available if
wanted, but since it uses PIL and wxPython I've also compiled it into nice
standalone executables for Mac and PC. Let me know if you want me to send the
URLs.

----- Original Message ----
From: Richard Terrell <plainkeyman@...>
To: gbadev@yahoogroups.com
Sent: Tuesday, February 21, 2006 2:53:23 PM
Subject: [gbadev] developement environment

could i get a poll of what people use as their developement platform?  There
are so many tools out there, it's a little hard for a newbie to understand
which is the best to use. i'm interested in:

1. operating system
2. compiler / plugins / tools
3. IDE / Editor / plugins
4. Graphics tools
5. Sound tools
6. Emulator / Hardware tools

i'm really hoping there's someone with a linux setup, but i'm interested in
all types of environments.


Thank you so much.








Yahoo! Groups Links

#14988 From: "David Rorex" <drorex@...>
Date: Wed Feb 22, 2006 4:46 pm
Subject: Re: developement environment
josath
Online Now Online Now
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On 2/21/06, Richard Terrell <plainkeyman@...> wrote:
> could i get a poll of what people use as their developement platform?  There
> are so many tools out there, it's a little hard for a newbie to understand
> which is the best to use. i'm interested in:
>
> 1. operating system
debian linux
> 2. compiler / plugins / tools
devkitarm for compiling
> 3. IDE / Editor / plugins
gvim for editing source code
> 4. Graphics tools
The Gimp for creation + gfx2gba for conversion
> 5. Sound tools
audacity (though I haven't done much sound)
> 6. Emulator / Hardware tools
VisualBoyAdvance
>
> i'm really hoping there's someone with a linux setup, but i'm interested in
> all types of environments.
Linux is definately usable for developing homebrew for GBA, as well as
the NDS (which I also do).

>
>
> Thank you so much.
>

-David R

#14987 From: Palamon 3 <palamon_3@...>
Date: Wed Feb 22, 2006 3:08 pm
Subject: Re: developement environment
palamon_3
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> 1. operating system
Windows XP (my computer at work and labtop at home)


> 2. compiler / plugins / tools
devkitadv (the one where you use gcc.exe)(you can tell
how knowledgable I am with my compiler :-P )


> 3. IDE / Editor / plugins
Programmers Notepad

> 4. Graphics tools
Photoshop CS (got to love the software at work) but MS
Paint when in a fix

and gifs2sprites.exe

> 5. Sound tools
Still haven't quite gotten comfortable with it yet

> 6. Emulator / Hardware tools
Visualboy advance (great for testing my programs as
well as piecing together the interworkings of my
favorite games)




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