At 15:00 2001-04-01 +0100, you wrote:
>Whodecided to allow scaled bkgs to only access 256 tiles,
>goddamit. Such fun caching tiles for different map areas - I want
>colourful shit!
My engine splits the screen in two (could be more) parts, by changing
the char base register in a VCounter interrupt. That way I get
256 tiles in the upper part of the screen and 256 in the lower. Combined
with (over)estimating what tiles actually are shown, I can display 400+
different tiles at least at the same time. A drawback is the use of a
VCounter interrupt - you have to make sure you don't have a DMA going when the
interrupt is about to happen...
I use tables (not too big) for estimating what tiles are visible on the
screen atm. This is quite fast (about 10 scanlines/frame, C code) and
works nicely, but if anyone has a better method, I'd be happy to know it :)
>Wonder how many billion driving games there are gonna be.
Hopefully not too many. There are other games that can be made using
a mode7 engine.
--
Jimmy Mårdell "Man with friend who run from tiger,
mailto:yarin@... need not run faster than tiger,
http://www.acc.umu.se/~yarin/ but run faster than friend."
Damir,
I support your project as I'm also interested in writing sound and
music routines, but I have no time to help :-(
I spend all my sparetime learning arm asm, arm devkit and gba programming...
Good luck.
According to Damir (Sun, 01 Apr 2001 00:30:11 +0200):
> hi,
>
> ive searched for a EMU with sound emulation without any luck.
>
> so is anybody working on a GBA EMU with soundemulation? and if so, will it be
released for the public?
>
> if not, would anyone be interested in participating in a GBA Sound EMU
project. a great feature would be a interface that makes it possible to plug it
into other GBA EMUs (could be a nifty project even if theres a sound EMU on the
way ;). i surely dont have the time to make a sound emu on my own but id love to
make a musicroutine for the GBA since ive been making musicroutines for both
GBC, SNES and C64 earlier... but its kinda hard to make one for the GBA without
any harware, devik and/or EMUs with sound emulation.
>
> so, the project would be to make a GBA Soundchip EMU, nothing else (i think
iki, julien and the rest of the EMU creators are doing a great job so i wouldnt
mess with other emulation than sound ;)
>
> anyone interested? ideas? comments?
>
>
> questions, questions, questions...
> /damir
>
> [8arms development] - [http://www.8arms.net]
>
--
Greg "être underground, ça ne se revendique pas."
- Ozzz
----- Original Message -----
From: <credo@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, April 01, 2001 12:47 AM
Subject: Re: [gbadev] GBA Sound EMU
> > Damir wrote:
> > so is anybody working on a GBA EMU with soundemulation? and if so,
> > will it be released for the public?
>
> As I know Marat's VGBA 0.3 has some sound emulation (however I think
> only the four old GB channels yet, I'm not sure of course), this version
> is ready for some time, but isn't downloadable from his site yet. Maybe
> if you ask for it you'll get it from him.
ok, thanx. ill contact him for further information.
> > so, the project would be to make a GBA Soundchip EMU, nothing else (i
> > think iki, julien and the rest of the EMU creators are doing a great
> > job so i wouldnt mess with other emulation than sound ;)
>
> Interesting idea, just like the several opensource SID emulators can be
> used in SIDplayers, C64 emulators and Winamp plugins, etc. Probably it
> won't be that hard as the two 8 bit digital channels aren't that
> complicated (however the audio system calls in the BIOS have to be
> emulated too) and the rest four channels are totally the same as the old
> GB(C) ones, probably can be taken from an opensource GBC emulator. I
> also hope somebody will add a perfect soundchip emulator to the GBA
> emus, so we can start to play with music too.
>
> Credo <credo@...>
i totally agree.
the easiest way to start this up would be if one could get a core emulator for
the ARM processor and the GBA. i think its possible to get hold on a open
sourced GB 4channel player but is there a open sourced GBA emu? or is one of the
GBA emulator programmers willing to share their source code?
if one could get hold on that, the sound emu is the easy part (isnt it?).
/damir
[8arms development] - [www.8arms.net]
Channel4 isn't reallt the best source for tech programs... (anyone see their
Hacker specials? *shudder*)
====
The Infamous Mark 'Nurgle' Collins
Lead Author - 'Linux Game Programming' (ISBN: 0-7615-3255-2)
WWW: http://www.thisisnurgle.org.uk Mobile: +44 7761 774 152
Email: me@... Spam: spam@...
----- Original Message -----
From: Tom Prosser <tom@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, April 01, 2001 3:39 PM
Subject: Re: [gbadev] Sprites off & Mario Kart engines & Ch4
That's what I thought - glossed over a lot of stuff, no mention of games
like Virtua Racing, Ridge Racer etc. which marked the transition from
sprites to polygons, but then maybe non-geeks wouldn't have understood.
Fascinating to learn that the guy who thought up Space Invaders was inspired
by Breakout to create a game where the "bricks" shoot back!
Tom Prosser
Director
Escape Software Ltd.
+44 (0)20 8424 2075
www.escapesoftware.co.uk
----- Original Message -----
From: Craig
To: gbadev@yahoogroups.com
Sent: Sunday, April 01, 2001 3:09 PM
Subject: Re: [gbadev] Sprites off & Mario Kart engines & Ch4
> PS Anyone else UK based notice Channel 4's history of computer
> games last night?
>
That WAS good. Been on before though, and i think you can download it as
an
mpg from www.zxspectrum.com
Seemed a bit rushed towards the end, where were sega, and the c64, amiga
etc? Jumped from the speccy to the gameboy to sony.
-Craig.
Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
That's what I thought - glossed over a lot of stuff, no mention of games like Virtua Racing, Ridge Racer etc. which marked the transition from sprites to polygons, but then maybe non-geeks wouldn't have understood. Fascinating to learn that the guy who thought up Space Invaders was inspired by Breakout to create a game where the "bricks" shoot back!
> PS Anyone else UK based notice Channel 4's history of computer
> games last night?
>
That WAS good. Been on before though, and i think you can download it as an
mpg from www.zxspectrum.com
Seemed a bit rushed towards the end, where were sega, and the c64, amiga
etc? Jumped from the speccy to the gameboy to sony.
-Craig.
> Whodecided to allow scaled bkgs to only access 256 tiles,
> goddamit. Such fun caching tiles for different map areas - I want
> colourful shit!
So why not use bitmap BG for rotation/scaling, instead of tiles?
Cheers
A
--
_ _ _| _ _ _| _ * _ _ ,
(_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\
,-' \
see my Museum of Soviet Calculators at ( \
http://www.taswegian.com/MOSCOW/soviet.html \ __ /
Qb: the latest retro video game! L,~' "\__/
http://www.atari2600.org/qb.html @--> v
----- Original Message -----
From: "Alex Amsel" <gba@...>
To: <gbadev@yahoogroups.com>
Sent: Monday, April 02, 2001 12:00 AM
Subject: [gbadev] Sprites off & Mario Kart engines & Ch4
> On 1 Apr 2001, at 14:36, Tom Prosser said something like:
>
> > No, they're for rotation/scaling, but it looks like if you set
> > rotation dou= ble size mode without rotation/scaling switched on, it
> > turns the sprite off= . But N don't mention it anywhere, except for
> > the definition in the includ= e file as Mr. Amsel says...
>
> Amazing thing to miss in the manual really - I wondered if there
> was a reason for it but it seems to work (so far).
>
> As for working on a sunday, well after recent discussions I decided
> to spend the weekend writing a mario kart style engine, sprites
> an'all!
>
> Whodecided to allow scaled bkgs to only access 256 tiles,
> goddamit. Such fun caching tiles for different map areas - I want
> colourful shit!
>
> If any publishers out there want a mario kart engine done in a week
> - gfx engine, sprite engine, editor, sound drivers an'all, I'll do it for
a
> fiver ;) Got most of it up on our pc test bed, tho god knows if it'll
> work fast enough on the dev kit (don't see why not!).
>
> Wonder how many billion driving games there are gonna be.
>
> Think I'll write tetris next, noone else could be doing one :)
>
> PS Anyone else UK based notice Channel 4's history of computer
> games last night?
>
>
> Alex Amsel (#irc sillytuna)
> Tuna Technologies Ltd (Sheffield)
> PC/Console Game and Tools Development
> Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
On 1 Apr 2001, at 14:36, Tom Prosser said something like:
> No, they're for rotation/scaling, but it looks like if you set
> rotation dou= ble size mode without rotation/scaling switched on, it
> turns the sprite off= . But N don't mention it anywhere, except for
> the definition in the includ= e file as Mr. Amsel says...
Amazing thing to miss in the manual really - I wondered if there
was a reason for it but it seems to work (so far).
As for working on a sunday, well after recent discussions I decided
to spend the weekend writing a mario kart style engine, sprites
an'all!
Whodecided to allow scaled bkgs to only access 256 tiles,
goddamit. Such fun caching tiles for different map areas - I want
colourful shit!
If any publishers out there want a mario kart engine done in a week
- gfx engine, sprite engine, editor, sound drivers an'all, I'll do it for a
fiver ;) Got most of it up on our pc test bed, tho god knows if it'll
work fast enough on the dev kit (don't see why not!).
Wonder how many billion driving games there are gonna be.
Think I'll write tetris next, noone else could be doing one :)
PS Anyone else UK based notice Channel 4's history of computer
games last night?
Alex Amsel (#irc sillytuna)
Tuna Technologies Ltd (Sheffield)
PC/Console Game and Tools Development
Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
No, they're for rotation/scaling, but it looks like if you set rotation double size mode without rotation/scaling switched on, it turns the sprite off. But N don't mention it anywhere, except for the definition in the include file as Mr. Amsel says...
-----Original Message----- From: Tom Prosser [mailto:tom@...] Sent: Sunday, April 01, 2001 6:15 AM To:gbadev@yahoogroups.com Subject: Re: [gbadev] Turning sprites off
Hmmm. Interesting... they don't tell you about that in the manual.
-----Original Message----- From: Tom Prosser [mailto:tom@...] Sent: Sunday, April 01, 2001 6:15 AM To: gbadev@yahoogroups.com Subject: Re: [gbadev] Turning sprites off
Hmmm. Interesting... they don't tell you about that in the manual.
Subject: Re: [gbadev] Top Left Sprite Oam Problem.
It's not that difficult - surely!
I'd suggest setting the Y position >= 160 and < (- sprite-height), so you don't run into any sprites-per-line limitations. The previous posters' suggestion to set the 1st char for sprites to 0 is going to give you sprite-per-line problems, so that's not the greatest idea, IMHO.
Hello James,
Sunday, April 01, 2001, 1:34:36 PM, you wrote:
JW> Hello All,
JW> I am having a problem with OAM.
JW> I get a random 8*8 sprite in the top left of the display.
JW> Anyone have any experience of this or better, got a solutions.
JW> Thanks in Advance.
incase you noticed that using vgba or testing..... it may be a bug in
the emulator that doesnt show in others (igba) ;=)
--
Best regards,
groepaz mailto:groepaz@...
All the answers given a sorta ok but I don't know if they'll cause
any loss of available dma time etc.
AFAIK you put u32 OAM_OBJ_OFF (0x00000200) in the sprite
regs 0/1...
Searching through include files is handy sometimes ;)
'Course, if I'm wrong then let me know, but it seems to work here :)
Alex Amsel (#irc sillytuna)
Tuna Technologies Ltd (Sheffield)
PC/Console Game and Tools Development
Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
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I'd suggest setting the Y position >= 160 and < (- sprite-height), so you don't run into any sprites-per-line limitations. The previous posters' suggestion to set the 1st char for sprites to 0 is going to give you sprite-per-line problems, so that's not the greatest idea, IMHO.
Subject: Re: [gbadev] Top Left Sprite Oam Problem.
I've got a similar thing happening and I haven't bothered to look into why yet, but I strongly suspect that if you clear the OAM by setting it all to zero, whereas on DMG/CGB it would have meant the 8x8 tile at position 0 in OBJ RAM being displayed at X = -8, Y = -16 on the screen where you can't see it, on AGB it will cause it to be displayed at X = 0, Y = 0, so you can. So probably you need to set the positions of unused OAM entries to somewhere where you can't see them, which is a bit of a pain in the arse.
I've got a similar thing happening and I haven't bothered to look into why yet, but I strongly suspect that if you clear the OAM by setting it all to zero, whereas on DMG/CGB it would have meant the 8x8 tile at position 0 in OBJ RAM being displayed at X = -8, Y = -16 on the screen where you can't see it, on AGB it will cause it to be displayed at X = 0, Y = 0, so you can. So probably you need to set the positions of unused OAM entries to somewhere where you can't see them, which is a bit of a pain in the arse.
Simply set the x,y coords for unused sprites to offscreen coords, or make
sure your first char in sprite ram is zero filled so they won't be visible.
Rob.
-----Original Message-----
From: Alex Amsel [mailto:gba@...]
Sent: 01 April 2001 13:08
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] Top Left Sprite Oam Problem.
On 1 Apr 2001, at 12:34, James W said something like:
> I am having a problem with OAM.
>
> I get a random 8*8 sprite in the top left of the display.
>
> Anyone have any experience of this or better, got a solutions.
You probably haven't turned unused sprites off.
Usefully I don't have the value here for turning them off but you
should be able to dig it out of some doc or other, or a demo, or the
includes if you're a reg. developer!
Alex Amsel (#irc sillytuna)
Tuna Technologies Ltd (Sheffield)
PC/Console Game and Tools Development
Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
unsubscribe: gbadev-unsubscribe@egroups.com
Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
On 1 Apr 2001, at 12:34, James W said something like:
> I am having a problem with OAM.
>
> I get a random 8*8 sprite in the top left of the display.
>
> Anyone have any experience of this or better, got a solutions.
You probably haven't turned unused sprites off.
Usefully I don't have the value here for turning them off but you
should be able to dig it out of some doc or other, or a demo, or the
includes if you're a reg. developer!
Alex Amsel (#irc sillytuna)
Tuna Technologies Ltd (Sheffield)
PC/Console Game and Tools Development
Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
Hello All,
I am having a problem with OAM.
I get a random 8*8 sprite in the top left of the display.
Anyone have any experience of this or better, got a solutions.
Thanks in Advance.
--
Regards,
James
mailto:me@...
Hello GBADEV,
Probably, or....It could be an April Fools Joke or something
Hooster32
----- Original Message -----
From: "Martin Piper" <martinp@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, April 01, 2001 10:23 AM
Subject: RE: [gbadev] GBA Cart Burner
> I believe you are referring to this paragraph from the website?
> <Begin quote>
> It's said though that you actually can use a NeoGeo pocket copier with the
> GBA too, so it will play NeoGeo games on your GBA, NGP and GBA cartridges
> are aroubt the same size, all you have to do is upload a little program
> along with the game ROM to your NGP flash cartridge and you're off. Maybe
> it's time to secture one of those NGP copiers? and who knows maybe someone
> will write a program which will let you copy games using the NGP copier!
> <End quote>
>
> I remain very seceptical tyhat the GBA can be made to play NeoGeo games
just
> by trying to use the NGP copier and uploading an extra program.
> In other words my bollox detector is working over time.
> ;P
> Marty.
>
>
> -----Original Message-----
> From: Mr Christopher Costello [mailto:chris@...]
> Sent: 05 March 2001 10:00
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] GBA Cart Burner
> Importance: High
>
>
> Hello GBADEV,
> I was reading the front page of 64scener, and It said that you can fit a
GBA
> cart into a Neo Geo Pocket Colour Exchanger. and It would work if it had a
> custom program written for it.
> Please could somebody tell me if this is true, as I haven't got mine yet.
> (http://64scener.armageddongames.com/)
> Please Reply, Hooster32
>
> ----- Original Message -----
> From: "Jeff Frohwein" <jeff@...>
> To: <gbadev@yahoogroups.com>
> Sent: Sunday, April 01, 2001 4:00 AM
> Subject: Re: [gbadev] GBA Cart Burner
>
>
> > David Pfeffer wrote:
> > > I've been trying to build a simple GBA cart burner, by using a GB
> > > cart with a new board inside of it, since that should plug into a
> > > GBA.
> >
> > I've documented how the GBA cart interface works for anyone interested.
> >
> > Q: How does the GBA cart interface work?
> > http://www.devrs.com/gba/files/gbadevfaqs.php#CartRead
> >
> > Jeff
> >
> >
> > 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/
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
I believe you are referring to this paragraph from the website?
<Begin quote>
It's said though that you actually can use a NeoGeo pocket copier with the
GBA too, so it will play NeoGeo games on your GBA, NGP and GBA cartridges
are aroubt the same size, all you have to do is upload a little program
along with the game ROM to your NGP flash cartridge and you're off. Maybe
it's time to secture one of those NGP copiers? and who knows maybe someone
will write a program which will let you copy games using the NGP copier!
<End quote>
I remain very seceptical tyhat the GBA can be made to play NeoGeo games just
by trying to use the NGP copier and uploading an extra program.
In other words my bollox detector is working over time.
;P
Marty.
-----Original Message-----
From: Mr Christopher Costello [mailto:chris@...]
Sent: 05 March 2001 10:00
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] GBA Cart Burner
Importance: High
Hello GBADEV,
I was reading the front page of 64scener, and It said that you can fit a GBA
cart into a Neo Geo Pocket Colour Exchanger. and It would work if it had a
custom program written for it.
Please could somebody tell me if this is true, as I haven't got mine yet.
(http://64scener.armageddongames.com/)
Please Reply, Hooster32
----- Original Message -----
From: "Jeff Frohwein" <jeff@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, April 01, 2001 4:00 AM
Subject: Re: [gbadev] GBA Cart Burner
> David Pfeffer wrote:
> > I've been trying to build a simple GBA cart burner, by using a GB
> > cart with a new board inside of it, since that should plug into a
> > GBA.
>
> I've documented how the GBA cart interface works for anyone interested.
>
> Q: How does the GBA cart interface work?
> http://www.devrs.com/gba/files/gbadevfaqs.php#CartRead
>
> Jeff
>
>
> 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/
Hello GBADEV,
I was reading the front page of 64scener, and It said that you can fit a GBA
cart into a Neo Geo Pocket Colour Exchanger. and It would work if it had a
custom program written for it.
Please could somebody tell me if this is true, as I haven't got mine yet.
(http://64scener.armageddongames.com/)
Please Reply, Hooster32
----- Original Message -----
From: "Jeff Frohwein" <jeff@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, April 01, 2001 4:00 AM
Subject: Re: [gbadev] GBA Cart Burner
> David Pfeffer wrote:
> > I've been trying to build a simple GBA cart burner, by using a GB
> > cart with a new board inside of it, since that should plug into a
> > GBA.
>
> I've documented how the GBA cart interface works for anyone interested.
>
> Q: How does the GBA cart interface work?
> http://www.devrs.com/gba/files/gbadevfaqs.php#CartRead
>
> Jeff
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
> Hi all,
>
> I got my GBA yesterday. I'm sure there's no need to tell you the games I've
> seen so far look superb :) Anyway, while testing my homebrew games (for GBC)
> on my new baby I noticed some strange things:
>
> First, as someone already pointed out, the colors look awfully darkish...
> but, what really puzzles me is the display screen *not being the same size*
> everytime I run the game. Sometimes there's a black border sorrounding the
> screen (which I think would be the right setting?) and sometimes the game
> starts with the screen stretched out covering the entire display.
>
> The funny thing is the screen also changed from "narrow" to "wide" while
> running the game. :-o
Hi,
you can change the stretch mode with GBA L/R buttons.
This is widely explained in the manual (u, you can't read japanese?.. :)
> haha... maybe they'll force all the GBA proggies to be open source =P
Hehehe! And then, l33t modifications:
Super Tux Advance! F-Tux, and Kuru-Kuru-Tux!
--
limaCAT
> Are you aware that pressing L and R when running a GBC game switch
> the game between having borders and being stretched to fill the
> screen? It sounds like that is what is happening...
>
Yep, that's it. Thank you!
I definitely should have read the instructions booklet - oh wait, it's
japanese :-P
Cheers
Jorge
On Sunday, April 01, 2001, 9:01:36 AM, someone wrote:
> Hi all,
> I got my GBA yesterday. I'm sure there's no need to tell you the games I've
> seen so far look superb :) Anyway, while testing my homebrew games (for GBC)
> on my new baby I noticed some strange things:
> First, as someone already pointed out, the colors look awfully darkish...
> but, what really puzzles me is the display screen *not being the same size*
> everytime I run the game. Sometimes there's a black border sorrounding the
> screen (which I think would be the right setting?) and sometimes the game
> starts with the screen stretched out covering the entire display.
> The funny thing is the screen also changed from "narrow" to "wide" while
> running the game. :-o
> Has anyone else noticed this behaviour? FYI, I'm using Bung carts and the
> game I was testing performed very tricky and tightly sync'd operations each
> HBL. Maybe this has something to do with it, don't know.
Are you aware that pressing L and R when running a GBC game switch
the game between having borders and being stretched to fill the
screen? It sounds like that is what is happening...
--
Ben Carter - Neko Technologies - ben@...http://www.neko-tech.com/ - http://www.absoluteterror.com/
---------------------------------PGP Key available on request---
"Broken mirror, a million shades of light,
the old echo fades away.
But just you and I can find the answer,
and then we can run to the end of the world."
- Small of two pieces, Xenogears
Hi all,
I got my GBA yesterday. I'm sure there's no need to tell you the games I've
seen so far look superb :) Anyway, while testing my homebrew games (for GBC)
on my new baby I noticed some strange things:
First, as someone already pointed out, the colors look awfully darkish...
but, what really puzzles me is the display screen *not being the same size*
everytime I run the game. Sometimes there's a black border sorrounding the
screen (which I think would be the right setting?) and sometimes the game
starts with the screen stretched out covering the entire display.
The funny thing is the screen also changed from "narrow" to "wide" while
running the game. :-o
Has anyone else noticed this behaviour? FYI, I'm using Bung carts and the
game I was testing performed very tricky and tightly sync'd operations each
HBL. Maybe this has something to do with it, don't know.
Cheers
Jorge
so,
the project would be to make a GBA Soundchip EMU, nothing else (i think
iki, julien and the rest of the EMU creators are doing a great job so i
wouldnt mess with other emulation than sound ;)
anyone interested? ideas?
comments?
this is actually a very good idea, much like a C64 SIDPlayer program.
emulate the memory map that only a song player/sfx engine would use such
as timers and interrupts, and leave out things such as graphics, joypad
input.
It would actually make a very good sound tool since most of the CPU time
would be devoted to 100% reproduction of the GBA sound instead of
converting graphics.