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#1676 From: Thomas Hagen Johansen <thj@...>
Date: Mon Mar 5, 2001 9:37 pm
Subject: RE: Using GCC to compile sources
thj@...
Send Email Send Email
 
I agree! It was a *dirty* move, trying to push JeffF to finish his docs :-)

-----Original Message-----
From: Craig
To: gbadev@yahoogroups.com
Sent: 3/5/01 10:17 PM
Subject: Re: [gbadev] Using GCC to compile sources

When you get it working, maybe you could write a fool proof guide? Saves
lots of posts on it :D and it would be a handy thing to have

----- Original Message -----
From: Thomas Hagen Johansen <thj@...>
To: <gbadev@yahoogroups.com>
Sent: Monday, March 05, 2001 9:02 PM
Subject: RE: [gbadev] Using GCC to compile sources


>
> Download GfxLib from Jeff Frohwein
>
> http://www.devrs.com/gba/files/gfxlib.zip
>
> Remove the reference to subs/defs.s from the gasdepend file.
>
> It helped me get to the linking where I am currently stopped with the
> error:
>
> ld: cannot open -lgcc: No such file or directory make: *** [glib.elf]
> Error 1
>
> Jeff to the rescue ?
>
>
> Regards,
> Thomas Hagenµµ
>
>
> -----Original Message-----
> From: rheenen@...
> To: gbadev@yahoogroups.com
> Sent: 3/5/01 5:23 PM
> Subject: [gbadev] Using GCC to compile sources
>
> If I want to use the GCC ARM compiler to compile some of the sources
> available on the net, how do I do this?
>
> All the 'Make.bat' files are for the ARM develpoment kit, but is
> there a way to compile these sources with GCC also?
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
>
> -----Original Message-----
> From: rheenen@...
> To: gbadev@yahoogroups.com
> Sent: 3/5/01 5:23 PM
> Subject: [gbadev] Using GCC to compile sources
>
> If I want to use the GCC ARM compiler to compile some of the sources
> available on the net, how do I do this?
>
> All the 'Make.bat' files are for the ARM develpoment kit, but is
> there a way to compile these sources with GCC also?
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
>
>


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#1675 From: jeff@...
Date: Mon Mar 5, 2001 9:39 pm
Subject: Re: Using GCC to compile sources
jeff@...
Send Email Send Email
 
Hi Thomas,

--- In gbadev@y..., Thomas Hagen Johansen <thj@h...> wrote:
>
> Download GfxLib from Jeff Frohwein
>
> http://www.devrs.com/gba/files/gfxlib.zip
>
> Remove the reference to subs/defs.s from the gasdepend file.

  This is now fixed in the above zip.

> It helped me get to the linking where I am currently stopped
> with the error:
>
> ld: cannot open -lgcc: No such file or directory make: ***

  This error message means that the compiler can't locate the
library 'libgcc.a'. This file is included in the 'armgcc.zip'
distribution on http://www.devrs.com/gba/

  Jeff

#1674 From: "Craig" <craig@...>
Date: Mon Mar 5, 2001 9:17 pm
Subject: Re: Using GCC to compile sources
craig@...
Send Email Send Email
 
When you get it working, maybe you could write a fool proof guide? Saves
lots of posts on it :D and it would be a handy thing to have

----- Original Message -----
From: Thomas Hagen Johansen <thj@...>
To: <gbadev@yahoogroups.com>
Sent: Monday, March 05, 2001 9:02 PM
Subject: RE: [gbadev] Using GCC to compile sources


>
> Download GfxLib from Jeff Frohwein
>
> http://www.devrs.com/gba/files/gfxlib.zip
>
> Remove the reference to subs/defs.s from the gasdepend file.
>
> It helped me get to the linking where I am currently stopped with the
> error:
>
> ld: cannot open -lgcc: No such file or directory make: *** [glib.elf]
> Error 1
>
> Jeff to the rescue ?
>
>
> Regards,
> Thomas Hagenµµ
>
>
> -----Original Message-----
> From: rheenen@...
> To: gbadev@yahoogroups.com
> Sent: 3/5/01 5:23 PM
> Subject: [gbadev] Using GCC to compile sources
>
> If I want to use the GCC ARM compiler to compile some of the sources
> available on the net, how do I do this?
>
> All the 'Make.bat' files are for the ARM develpoment kit, but is
> there a way to compile these sources with GCC also?
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
>
> -----Original Message-----
> From: rheenen@...
> To: gbadev@yahoogroups.com
> Sent: 3/5/01 5:23 PM
> Subject: [gbadev] Using GCC to compile sources
>
> If I want to use the GCC ARM compiler to compile some of the sources
> available on the net, how do I do this?
>
> All the 'Make.bat' files are for the ARM develpoment kit, but is
> there a way to compile these sources with GCC also?
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#1673 From: Thomas Hagen Johansen <thj@...>
Date: Mon Mar 5, 2001 9:02 pm
Subject: RE: Using GCC to compile sources
thj@...
Send Email Send Email
 
Download GfxLib from Jeff Frohwein

http://www.devrs.com/gba/files/gfxlib.zip

Remove the reference to subs/defs.s from the gasdepend file.

It helped me get to the linking where I am currently stopped with the
error:

ld: cannot open -lgcc: No such file or directory make: *** [glib.elf]
Error 1

Jeff to the rescue ?


Regards,
Thomas Hagenµµ


-----Original Message-----
From: rheenen@...
To: gbadev@yahoogroups.com
Sent: 3/5/01 5:23 PM
Subject: [gbadev] Using GCC to compile sources

If I want to use the GCC ARM compiler to compile some of the sources
available on the net, how do I do this?

All the 'Make.bat' files are for the ARM develpoment kit, but is
there a way to compile these sources with GCC also?


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-----Original Message-----
From: rheenen@...
To: gbadev@yahoogroups.com
Sent: 3/5/01 5:23 PM
Subject: [gbadev] Using GCC to compile sources

If I want to use the GCC ARM compiler to compile some of the sources
available on the net, how do I do this?

All the 'Make.bat' files are for the ARM develpoment kit, but is
there a way to compile these sources with GCC also?


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#1672 From: rheenen@...
Date: Mon Mar 5, 2001 4:23 pm
Subject: Using GCC to compile sources
rheenen@...
Send Email Send Email
 
If I want to use the GCC ARM compiler to compile some of the sources
available on the net, how do I do this?

All the 'Make.bat' files are for the ARM develpoment kit, but is
there a way to compile these sources with GCC also?

#1671 From: "Yael & Igor" <yael@...>
Date: Mon Mar 5, 2001 11:09 am
Subject: New Member Presentation
yael@...
Send Email Send Email
 
hi all,
my name is Igor Bolender and i'm a Music composer, more specifically (and
it's brain new) for GBA.
I'm not developper, yea, but sometimes it's good to share informations
between Music & Graph developpements etc...
I hope i can provide good things & infos on this mailing.
good Week to all of you ;o)
Igor Bolender

#1670 From: "Yael & Igor" <yael@...>
Date: Sun Mar 4, 2001 10:08 pm
Subject: New member presentation
yael@...
Send Email Send Email
 
hi all,
my name is Igor Bolender and i'm a Music composer, more specifically (and
it's brain new) for GBA.
I'm not developper, yea, but sometimes it's good to share informations
between Music & Graph dev etc...
I hope i can provide good things & infos on this mailing.
good Week to all of you ;o)
Igor Bolender

#1669 From: "Sam Nova" <sam@...>
Date: Sun Mar 4, 2001 2:21 pm
Subject: RE: Re[2]: Re: RNC2
sam@...
Send Email Send Email
 
Hi Viktor
 
It is Jeff Frohwein who is in charge of all the testing of the compressions.. so better email him...
 
- Sam
-----Original Message-----
From: Viktor Kuzmin [mailto:urgh@...]
Sent: Sunday, March 04, 2001 1:58 PM
To: Sam Nova
Subject: Re[2]: [gbadev] Re: RNC2

Hello Sam,

Sunday, March 04, 2001, 1:15:03 AM, you wrote:

SN>   JCALG1,RNC1,C64Pack, & GB Comp are not currently ported to GBA.
SN>   Only RNC1 & RNC2 require a license to use commercially.

Compressions... I can send you my own routines for testing. It's an
LZW packing.

--
Best regards,
Viktor                            mailto:urgh@...




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#1668 From: Viktor Kuzmin <urgh@...>
Date: Sun Mar 4, 2001 12:58 pm
Subject: Re[2]: Re: RNC2
urgh@...
Send Email Send Email
 
Hello Sam,

Sunday, March 04, 2001, 1:15:03 AM, you wrote:

SN>   JCALG1,RNC1,C64Pack, & GB Comp are not currently ported to GBA.
SN>   Only RNC1 & RNC2 require a license to use commercially.

Compressions... I can send you my own routines for testing. It's an
LZW packing.

--
Best regards,
  Viktor                            mailto:urgh@...

#1667 From: "arrid" <arrid_2k@...>
Date: Sat Mar 3, 2001 11:34 pm
Subject: Re: Igba etc on UK tv
arrid_2k@...
Send Email Send Email
 
Yes, Craig, I saw that last night too (I'm considering emailing them and
bitching about it - maybe even tell them about gbadev.org and get it on the
telly :-)  )

Plus they said BFD wouldn't be getting a PAL release... err even though it
IS...  * ahem *

- arrid
----- Original Message -----
From: "Duo Dreamer" <rownik@...>
To: <gbadev@yahoogroups.com>
Sent: 03 March 2001 15:41
Subject: Re: [gbadev] Igba etc on UK tv


> >I quote:
> >
> >'Nintendo are going to the courts because hackers have cracked their way
> >into nintendo and mario cart advance using illegal emulators'
>
> Well, just another FINE example of how much the media sucks, espescially
in
> the UK... ;-). It's amazing how persons with no technical skills
whatsoever
> can toss together pieces like that and have it noted as newsworthy.
> _________________________________________________________________
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>


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#1666 From: "Sam Nova" <sam@...>
Date: Sat Mar 3, 2001 11:15 pm
Subject: RE: Re: RNC2
sam@...
Send Email Send Email
 


Compression Tests v1.0302 by Jeff F. - http://www.devrs.com


JCALG1,RNC1,C64Pack, & GB Comp are not currently ported to GBA.
Only RNC1 & RNC2 require a license to use commercially. 
 
 
 
WOW.. Thanks Jeff for including my GB Comp.
 
GB Comp will probably be ported very soon. I might also release a optimised version of the compression (Faster) which is used in Alone In The Dark 4 (PSX). The first port of the decompression will be in C. If anyone needs this soon then let me know, so I can place it higher on my priority list.
 
Cheers,
 
Sam

#1665 From: jeff@...
Date: Sat Mar 3, 2001 8:18 pm
Subject: Re: RNC2
jeff@...
Send Email Send Email
 
--- In gbadev@y..., "Sam Nova" <sam@n...> wrote:
> And Jeff... Does RNC require a license from Rob Norton :) ?

  License?! We dunt need no stinkin' license... :P Yeah, for
commercial work I think a license is still required. The
licensing part is definitely a drawback.

  Or you could use PuCrunch that I just finished porting to ARM.
You can get it here: http://www.devrs.com/gba/

  Here are some limited tests I've done of low-resource lossless
compression packages. The official GBA compression tool was
included in these tests. I'll do some actual timing comparisons
once my GBA actually shows up:



Compression Tests v1.0302 by Jeff F. - http://www.devrs.com

NOTE: When looking at the following results keep in
  mind that 10 bytes of PuCrunch, 17 bytes of RNC1,
  18 bytes of RNC2, and 1 byte of C64Pack packed
  data files contain unused header bytes that could
  be stripped to increase compression.

TIMES ONLY APPLY FOR OLDER GB/GBC. NOT FOR GBA.
THEY ARE INCLUDED FOR RELATIVE PERFORMANCE INDICATION ONLY.

     Method  Decomp Time*  Comp UIC
                           Size Size

hs1.til (4096 bytes)

   PuCrunch     -  0.525 - 2840 2612
   JCALG1                - 2862
   RNC method 1 -  1.120 - 2865 2691
   RNC method 2 -  0.088 - 2938 2730
   C64Pack      -  0.193 - 3091 2837
   AGBComp LZ77          - 3240
   AGBComp Huff4         - 3292
   AGBComp Huff8         - 3440
   GB Comp v1.4 -  0.043 - 3470 3204
   GB Comp v1.3 -  0.048 - 3486 3210

km1.til (4096 bytes)

   RNC method 1 -  0.766 - 3125 3132
   PuCrunch     -  0.547 - 3128 3080
   JCALG1       -        - 3194
   RNC method 2 -  0.072 - 3202 3193
   C64Pack      -  0.186 - 3246 3184
   GB Comp v1.4 -  0.037 - 3441 3452
   GB Comp v1.3 -  0.041 - 3441 3452
   AGBComp Huff4         - 3452
   AGBComp LZ77          - 3476
   AGBComp Huff8         - 3660

font1.til (896 bytes)

   JCALG1       -        -  558
   PuCrunch     -  0.104 -  564  605
   RNC method 1 -  0.230 -  567  635
   RNC method 2 -  0.018 -  594  657  (v1.0 time 0.019)
   C64Pack      -  0.038 -  599  663
   AGBComp LZ77 -        -  656
   GB Comp v1.4 -  0.011 -  701  786
   GB Comp v1.3 -  0.011 -  705  787
   AGBComp Huff4         -  732
   AGBComp Huff8         -  780

   AGBComp is official AGB compressor tool from Nintendo to
  support the built-in decompression in BIOS rom.

  JCALG1,RNC1,C64Pack, & GB Comp are not currently ported to GBA.
  Only RNC1 & RNC2 require a license to use commercially.

  JCALG1   - http://www.collakesoftware.com
  RNC2     - http://www.devrs.com/gba/
  C64Pack  - http://www.devrs.com/gb/  (Link to package.)
  GB Comp  - http://www.devrs.com/gb/  (Link to Sam Nova's site.)
  PUCrunch - http://www.devrs.com/gba/ (Link to package.)

  All measurements in seconds on the GB in single-speed mode.

  Only default compressor optimizations used.

  hs1. til & km1.til are large dithered graphic tile sets
    that were extracted from several games.
  font1.til is a small dithered alphanumeric font set.

  Comp Size = compressed size
  UIC Size = undo interleave compressed size

  UIC is where you separate the even from the odd bytes
and then join these two data sets end to end in a file.
The idea being that often UIC files compress better if
the original files contained colorful tiles. (UIC was
helpful for the original GB/GBC. It may or may not be
a useful technique for GBA dev.)

*EOF*

#1664 From: mripston@...
Date: Sat Mar 3, 2001 11:14 am
Subject: Mode 7
mripston@...
Send Email Send Email
 
Anyone have any docs on Mode 7?  or source code.  I know Iki wrote something
on it, just wondering what info there was.
Thanks

#1663 From: "Duo Dreamer" <rownik@...>
Date: Sat Mar 3, 2001 3:41 pm
Subject: Re: Igba etc on UK tv
rownik@...
Send Email Send Email
 
>I quote:
>
>'Nintendo are going to the courts because hackers have cracked their way
>into nintendo and mario cart advance using illegal emulators'

Well, just another FINE example of how much the media sucks, espescially in
the UK... ;-). It's amazing how persons with no technical skills whatsoever
can toss together pieces like that and have it noted as newsworthy.
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com

#1662 From: "Craig" <craig@...>
Date: Sat Mar 3, 2001 3:28 pm
Subject: Igba etc on UK tv
craig@...
Send Email Send Email
 
Did anyone else see the confusing GBA emulation article on the piss-poor
computer show 'Bits' on channel 4 in the uk?

I quote:

'Nintendo are going to the courts because hackers have cracked their way
into nintendo and mario cart advance using illegal emulators'

#1661 From: "Jeff Dixon" <bodisafa@...>
Date: Sat Mar 3, 2001 4:46 am
Subject: Re: igba
bodisafa@...
Send Email Send Email
 
Certainly one thing is how complex your program is.  If you use features
that which seem simple to emulate, chances are your porting time will be
smaller.  But, emulation, especially 1st generation emulation, is never an
exact science.  At the very least you could be left retiming parts of your
codebase.

- Jeff


----- Original Message -----
From: Joiey <joieyandchelsea@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, March 02, 2001 3:39 PM
Subject: [gbadev] igba


> Here goes again, I posted this earlier with no response.
>
> Does anyone know if I design a game using iGBA to test it and it runs
fine,
> will it actually run on a real GBA ?  If not, what is the approximate time
> it would take to make the necessary changes to get it working on a real
GBA?
>
> Thanks
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#1660 From: "Anthony Ball" <anthony@...>
Date: Fri Mar 2, 2001 9:18 pm
Subject: RE: Home dev
anthony@...
Send Email Send Email
 
I had a thought ages ago about how I could use the link cable
facility on the gba to port down data from a pc for testing purposes,
but I thought at the time I'de have to wait for some kind of "dev
cartridge" to be invented by a third party. So I pretty much forgot
about it all..

However, despite knowing about the hardware feature for ages I simply
cannot add up :) The MultiPlay feature of the gba which downloads a
section of the game to another linked machine - wouldn't that be just
great to have a link cable gba -> pc, so you can download home dev
games, a la WonderWitch on WonderSwan.. It's only 256kbyte but hey,
I've coded games in 4k, and I'm easily pleased :P
 
==============================================
Does anyone have any documentation/info into this "boot over link cable" process? When does it take over the machine?
 
-Anthony

#1659 From: "Joiey" <joieyandchelsea@...>
Date: Fri Mar 2, 2001 8:39 pm
Subject: igba
joieyandchelsea@...
Send Email Send Email
 
Here goes again, I posted this earlier with no response.

Does anyone know if I design a game using iGBA to test it and it runs fine,
will it actually run on a real GBA ?  If not, what is the approximate time
it would take to make the necessary changes to get it working on a real GBA?

Thanks

#1658 From: "Alex Amsel" <gba@...>
Date: Fri Mar 2, 2001 5:16 pm
Subject: Re: Home dev
gba@...
Send Email Send Email
 
On 2 Mar 2001, at 9:05, Joshua Meeds said something like:

> It'd be great if Nintendo released such a development system
> themselves - that one obviously couldn't be used for piracy, and by
> filling that need Nintendo would be keeping homebrew developers from
> going to full piracy kits (aka Bung).  It would also create a good
> source of programmers, and since they'd only have 256K to work with,
> they'd have to create totally optimal games, so be really good
> programmers.

Or alternatively they'll just write really shite games ;)



Alex Amsel
MD, Tuna Technologies Ltd (Sheffield)
PC, Console and Handheld Developers
Tel: +44 (0)114 266 2211  Mob: +44(0)7771 524 632

#1657 From: Joshua Meeds <dreamer@...>
Date: Fri Mar 2, 2001 5:05 pm
Subject: Re: Home dev
dreamer@...
Send Email Send Email
 
It'd be great if Nintendo released such a development system themselves -
that one obviously couldn't be used for piracy, and by filling that need
Nintendo would be keeping homebrew developers from going to full piracy
kits (aka Bung).  It would also create a good source of programmers, and
since they'd only have 256K to work with, they'd have to create totally
optimal games, so be really good programmers.

At 09:01 AM 3/2/2001 +0000, you wrote:
>I had a thought ages ago about how I could use the link cable
>facility on the gba to port down data from a pc for testing purposes,
>but I thought at the time I'de have to wait for some kind of "dev
>cartridge" to be invented by a third party. So I pretty much forgot
>about it all..
>
>However, despite knowing about the hardware feature for ages I simply
>cannot add up :) The MultiPlay feature of the gba which downloads a
>section of the game to another linked machine - wouldn't that be just
>great to have a link cable gba -> pc, so you can download home dev
>games, a la WonderWitch on WonderSwan.. It's only 256kbyte but hey,
>I've coded games in 4k, and I'm easily pleased :P
>
>hmm, guess it's buying a jap one and getting out a soldering iron
>time :)

#1656 From: Joshua Meeds <dreamer@...>
Date: Fri Mar 2, 2001 5:01 pm
Subject: Re: RNC2
dreamer@...
Send Email Send Email
 
I think that meant the same thing, just if you released your game on
multiple platforms, you'd have to pay for each platform.


>Oi Sammy,
>
>Hrm...  I think he must have changed it then.  The following is directly
>from him too, right at the end of 99:
>
> > A world-wide, royalty free license fee for Propack is £400 + VAT per
> > game platform.
>
>Note the slightly different wording there ;)
>
>Ah well, can't blame him, I'd charge per game too...
>
>
>Regards,
>
>Danz

#1655 From: danzig@...
Date: Fri Mar 2, 2001 4:42 pm
Subject: Re: RNC2
danzig@...
Send Email Send Email
 
> and directly from Rob's email:
>
> >afraid so, a license is required and it costs £400 for a worldwide, royalty
> free, one-off payement per game per platform.
>
> so 400 pounds pr game....


Oi Sammy,

Hrm...  I think he must have changed it then.  The following is directly
from him too, right at the end of 99:

> A world-wide, royalty free license fee for Propack is £400 + VAT per
> game platform.

Note the slightly different wording there ;)

Ah well, can't blame him, I'd charge per game too...


Regards,

Danz

#1654 From: "Sam Nova" <sam@...>
Date: Fri Mar 2, 2001 10:07 am
Subject: RE: RNC2
sam@...
Send Email Send Email
 
Hi Danzy,
 
yeah, only for commercial use..
 
and directly from Rob's email:
 
>afraid so, a license is required and it costs £400 for a worldwide, royalty free, one-off payement per game per platform.
 
so 400 pounds pr game....
 
Cheers,
 
Sam
-----Original Message-----
From: danzig@... [mailto:danzig@...]
Sent: Friday, March 02, 2001 1:16 AM
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] RNC2


> And Jeff... Does RNC require a license from Rob Norton :) ?

For commercial use, yes...   Rob Charges (last I checked) 400(UK) pounds,
per platform.


Regards,

Danz

#1653 From: "SteveJ" <licksweets@...>
Date: Fri Mar 2, 2001 9:01 am
Subject: Home dev
licksweets@...
Send Email Send Email
 
I had a thought ages ago about how I could use the link cable
facility on the gba to port down data from a pc for testing purposes,
but I thought at the time I'de have to wait for some kind of "dev
cartridge" to be invented by a third party. So I pretty much forgot
about it all..

However, despite knowing about the hardware feature for ages I simply
cannot add up :) The MultiPlay feature of the gba which downloads a
section of the game to another linked machine - wouldn't that be just
great to have a link cable gba -> pc, so you can download home dev
games, a la WonderWitch on WonderSwan.. It's only 256kbyte but hey,
I've coded games in 4k, and I'm easily pleased :P

hmm, guess it's buying a jap one and getting out a soldering iron
time :)

#1652 From: danzig@...
Date: Fri Mar 2, 2001 5:58 am
Subject: Re: igba
danzig@...
Send Email Send Email
 
> Does anyone know if I design a game using iGBA to test it and it runs fine,
> will it actually run on a real GBA ?  If not, what is the approximate time
> it would take to make the necessary changes to get it working on a real GBA?


Only the author can fathom a guess, and even then, it's a very unfair
question.

The author might have work/school/wife&kids/ and other daily obligations
that take away time from developing the emulator.  Assuming he/she isn't
an official developer with access to the hardware would make the job
even more difficult.  There are hardware intricacies that go beyond even
the most thorough paper documentation, and speaking of documentation, we
don't know if the author has or is using any proprietary documentation.


Danz

#1651 From: "Joiet" <joieyandchelsea@...>
Date: Fri Mar 2, 2001 5:26 am
Subject: igba
joieyandchelsea@...
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Does anyone know if I design a game using iGBA to test it and it runs fine,
will it actually run on a real GBA ?  If not, what is the approximate time
it would take to make the necessary changes to get it working on a real GBA?

Thanks

#1650 From: danzig@...
Date: Fri Mar 2, 2001 12:15 am
Subject: Re: RNC2
danzig@...
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> And Jeff... Does RNC require a license from Rob Norton :) ?

For commercial use, yes...   Rob Charges (last I checked) 400(UK) pounds,
per platform.


Regards,

Danz

#1649 From: "SteveJ" <licksweets@...>
Date: Fri Mar 2, 2001 12:12 am
Subject: Mode4 vram byte access
licksweets@...
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Right, I eventually got round to rechecking byte access to vram - on
the latest rev gba and it's just like the ts4 before it - there
doesn't seem to be individual strb byte access.

Writing to odd or even addresses writes the same byte to both odd &
even pixels in the same word. So thats definately a read/modify/write
for individual pixel access. I tried a c version in gcc and it does
the same naturally.

Whats currently annoying me though are the sprite priority clashes -
where objs behind a playfield are brought above that playfield if
overlapped by an obj above the same playfield. Only fixed by
shuffling it down the oam list.. So I just hope it works with my
depth sorter :O)

#1648 From: "Sam Nova" <sam@...>
Date: Thu Mar 1, 2001 10:03 pm
Subject: RE: RNC2
sam@...
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And Jeff... Does RNC require a license from Rob Norton :) ?
 
-----Original Message-----
From: Jeff Frohwein [mailto:jeff@...]
Sent: Thursday, March 01, 2001 7:44 AM
To: gbadev@yahoogroups.com
Subject: [gbadev] RNC2

I just completed an RNC2 decompressor for ARM asm with
example code for GCC. You can find it here as well as
links to Sprite Stripper, tUME, & several ARM tutorials
on the web I dug up.

http://www.devrs.com/gba/

Jeff


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#1647 From: Jeff Frohwein <jeff@...>
Date: Thu Mar 1, 2001 6:44 am
Subject: RNC2
jeff@...
Send Email Send Email
 
I just completed an RNC2 decompressor for ARM asm with
example code for GCC. You can find it here as well as
links to Sprite Stripper, tUME, & several ARM tutorials
on the web I dug up.

  http://www.devrs.com/gba/

  Jeff

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