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#2123 From: "Jorge" <jpm@...>
Date: Sun Apr 1, 2001 8:01 am
Subject: Strange display stretch
jpm@...
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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

#2122 From: Marcus Linkert <paninaro@...>
Date: Sun Apr 1, 2001 5:35 am
Subject: Re: GBA Sound EMU
paninaro@...
Send Email Send Email
 
At 12:30 AM 4/1/01 +0200, you wrote:

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.



#2121 From: Jeff Frohwein <jeff@...>
Date: Sun Apr 1, 2001 4:00 am
Subject: Re: GBA Cart Burner
jeff@...
Send Email Send Email
 
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

#2120 From: martin@...
Date: Sun Apr 1, 2001 2:33 am
Subject: Re: GBA Cart Burner
martin@...
Send Email Send Email
 
Hi Andrew,

Have you looked at http://www.reinerziegler.de/ there is loads of
stuff on making your own carts and writers/readers for gameboy, looks
like a good place to start. I would like to see a cart based on
compact flash as its cheap and high capacity compared to flash carts.
Although there must be some technical reason not to use compact
flash ?

Martin

--- In gbadev@y..., Andrew <andreworr@e...> wrote:
> Hey david,
>
> I've been looking for info on making a GBA cart burner myself, but
i'm kinda new to the GBA and don't know where to start. I did however
find someone who already made one. The only problem is that his site
is in chineese. Ther's some intresting pics of it though, so check it
out at www.billyjr.com. And check www.devrs.com/gba for more info if
you haven't already.
>
> -andrew

#2119 From: Daniel Cotter <dacotter@...>
Date: Sun Apr 1, 2001 1:13 am
Subject: Re: Cartridge multplexed bus
dacotter@...
Send Email Send Email
 
i would like to know how the cart is signaled to put data on the lower address
lines,
what needs to be sent before i can read the data back?

Original message from: "Rafael Vuijk \(aka Dark Fader\)"
>May I ask a question? (oops already did it;)
>I need to know if A16-A23 stays valid when GBA puts/reads the data.
>This would help me a lot.
>
>D.F.
>
>
>
>unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#2118 From: credo@...
Date: Sat Mar 31, 2001 10:47 pm
Subject: Re: GBA Sound EMU
credo@...
Send Email Send Email
 
> 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.

> 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@...>

#2117 From: "Damir" <gba@...>
Date: Sat Mar 31, 2001 10:30 pm
Subject: GBA Sound EMU
gba@...
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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]
 

#2116 From: "Rafael Vuijk \(aka Dark Fader\)" <darkfader@...>
Date: Sun Apr 1, 2001 3:33 am
Subject: Cartridge multplexed bus
darkfader@...
Send Email Send Email
 
May I ask a question? (oops already did it;)
I need to know if A16-A23 stays valid when GBA puts/reads the data.
This would help me a lot.

D.F.

#2115 From: Jeff Frohwein <jeff@...>
Date: Sat Mar 31, 2001 5:33 pm
Subject: Re: GPL libc slavery problem (and possible solution)
jeff@...
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Hey limaCAT,

Davide Inglima limaCAT wrote:
> Well... there are many things that lead me to think that Nintendo is not using
> lgpl-licensed libraries. First they bought and distribute Cygwin's official
> devkit, and that is GNUPro devkit. The one coming with a stable gcc 3.0 beta
which
> compiles for arm and thumb. So, it would be very stupid for people at Cygwin
> (that constantly run on the razor's edge selling customized gpld code
compilers)
> to sell a system that would harm its customer.
>
> I think (maybe I'm wrong) Nintendo is using by default some C Libraries that
are NOT GPL
> (I heard of GNUPro libc?... does anybody confirm?) so, IMHO, they are
libraries given away
> OUTSIDE the GPL to paying customers (noa and people licensed to buy noa's
devkit).

  Yes, GNUPro libc is distributed with the official kit.
I suspect you are correct in that it appears GNUPro libc is not
covered by GPL or LGPL but rather by various copyrights instead.

 
http://www.redhat.com/support/manuals/gnupro99r1/4_libs/a_GNUPro_C_Library/libc.\
html

And GNU Libc, that is covered by LGPL, is written by other people:

  http://www.fsf.org/software/libc/libc.html#WhoIsWho

  It appears that parts of GNUPro contains GNU software but other parts don't.
Which might be confusing to some. Or maybe just confusing to me. ;)

  If you check out the AT&T copyright on GNUPro libc you will see the following:

      Copyright © 1991 by AT&T.
      Permission to use, copy, modify, and distribute this software
      for any purpose without fee is hereby granted, provided that
      this entire notice is included in all copies of any software
      which is or includes a copy or modification of this software
      and in all copies of the supporting documentation for such software.
      THIS SOFTWARE IS BEING PROVIDED “AS IS,” WITHOUT ANY EXPRESS OR
      IMPLIED WARRANTY. IN PARTICULAR, NEITHER THE AUTHOR NOR AT&T
      MAKES ANY REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING
      THE MERCHANTABILITY OF THIS SOFTWARE OR ITS FITNESS FOR ANY
      PARTICULAR PURPOSE.

  And in the GNUPro libm source code you can find the following:

      libm includes software developed at SunPro, a Sun Microsystems,
      Inc. business.  Permission to use, copy, modify, and distribute this
      software is freely granted, provided that this notice is preserved.

  This seems to imply, technically, that all GBA titles that use GNUPro
libc library are supposed to include "this entire notice" in the game
and in any supporting documentation as well.


  I suspect that some official developers will ignore these notices
either accidentally or on purpose. However, I'm sure that some
official and non-official developers will be grateful to have
alternatives to either of these as you are proposing.

  Cheers,

  Jeff

#2114 From: "Craig" <craig@...>
Date: Sat Mar 31, 2001 5:01 pm
Subject: Re: Publishers
craig@...
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Make a demo, send it to them all (maybe explain how to use it). if you can,
go and see them with it running on a gba. Hassle them, phone them, annoy
them until they tell you yes or no.

Well thats what i've seen work anyway.

----- Original Message -----
From: Graham Batty <graham@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, March 31, 2001 5:20 AM
Subject: [gbadev] Publishers


> I have been lurking on this list for a few months now, and have a question
> for those that are here. Since I assume that many here are working with
> and/or running small development studios funded by publishers, I'm
wondering
> if anyone here has any advice for how to approach publishers with your
game,
> whether you have a complete demo or not. Are some publishers more open to
> small development houses than others, are there some that should be
avoided
> at all costs, and finally, how does one get in touch with those that make
> the decisions about these things? I am in the position of trying to break
> into this industry, working with the software that is publically
available,
> but want to go farther.
>
> Any advice is appreciated, and if you have information that is not
suitable
> for public dissemination, but would like to help anyways, feel free to
> e-mail me privately.
>
> Thanks,
> Graham.
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
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>
>
>

#2113 From: "Damir" <gba@...>
Date: Sat Mar 31, 2001 1:19 pm
Subject: Re: mode 3 pic
gba@...
Send Email Send Email
 
hi,

there is a free graphics converter for 24bit out now. ok, we decided to release
our "quick and dirty" commandline hack that weve used for conversions from BMP
(8bit and 24bit) to fullscreen GBA bitmaps (8bit and 15bit). the generated
output is a .pal (palette) file and a .raw (raw bitmap) file for 8bit color
images and a .raw file for 15bit color. GBA sources to show usage of the
generated files are included in the package.

its a PRErelease so have mercy ;)

youll find the package at http://www.8arms.net

enjoy,
  /damir

  [8arms development] - [http://www.8arms.net]

----- Original Message -----
From: "ninge1" <ninge1@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, March 30, 2001 12:28 PM
Subject: Re: [gbadev] mode 3 pic


> i dont know of any freely available ones im affraid.. but!
>
> All you have to do is write a command promt proggy that will load a bmp,
> take the 8bit R, G and B values and shift them down by 3 then write them
> into a single word..
>
> ie:
>
> u16 GBApixel = ((B >> 3) << 10) + ((G >> 3) << 5) + (R >> 3);
>
> and write that out as RAW or a C array of u16's to include into your code -
> shouldnt take to long to write :)
>
> BMP format info is freely available on the net and very easy to decode!
>
> ninge
>
>
> ----- Original Message -----
> From: George Chung
> To: gbadev@yahoogroups.com
> Sent: Friday, March 30, 2001 11:22 AM
> Subject: [gbadev] mode 3 pic
>
>
> Is there any tools that can convert a 24b bitmap to a bitmap used in video
> mode 3?
>
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#2112 From: "Stephen Stair" <sgstair@...>
Date: Thu Mar 29, 2001 4:00 am
Subject: Re: GPL libc slavery problem (and possible solution)
sgstair@...
Send Email Send Email
 
haha... maybe they'll force all the GBA proggies to be open source  =P
----- Original Message -----
Sent: Wednesday, March 28, 2001 12:57 PM
Subject: Re: [gbadev] GPL libc slavery problem (and possible solution)

Davide Inglima wrote:
>
> Hi all!
>
> Some weeks ago I posted on my site the last version of the HalfLife Gba demo.
> It is open-sourced and it compiles under GCC. It however suffered from the direct
> linking to Gnu Libc and to libgba. These libraries as you know are protected by
> LGPL.
[snip]
> If you link your program STATICALLY to those libraries, your program must be
> redistributed under either LGPL or GPL.

Don't feel bad, it wouldn't surprise me if both F-zero and Mario Advance
also use GNU libc &/or libm since I think they're distributed with the
official dev kit.

Which leads to an interesting legal issue. I'm wondering if Nintendo's implying
it's okay to use these libs in games will cause legal problems for official
developers that use them and are unaware of any restrictions?

Jeff


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#2111 From: "Graham Batty" <graham@...>
Date: Sat Mar 31, 2001 4:20 am
Subject: Publishers
graham@...
Send Email Send Email
 
I have been lurking on this list for a few months now, and have a question
for those that are here. Since I assume that many here are working with
and/or running small development studios funded by publishers, I'm wondering
if anyone here has any advice for how to approach publishers with your game,
whether you have a complete demo or not. Are some publishers more open to
small development houses than others, are there some that should be avoided
at all costs, and finally, how does one get in touch with those that make
the decisions about these things? I am in the position of trying to break
into this industry, working with the software that is publically available,
but want to go farther.

Any advice is appreciated, and if you have information that is not suitable
for public dissemination, but would like to help anyways, feel free to
e-mail me privately.

Thanks,
Graham.

#2110 From: mark@...
Date: Thu Mar 29, 2001 4:03 pm
Subject: Re: Manpower?
mark@...
Send Email Send Email
 
--- In gbadev@y..., bryanedds@y... wrote:
> Okay, $7000 for an AGB kit. I get man-handled by Nintendo AND whoever
> would publish my game. I have no team, and I've just started learning
> ARM and now familier with ASM. Aside from the $7000 that would put me

   It's irrelevant anyway, because Nintendo won't even take your $7000 unless
you're already an "established game developer".  NO console company will do
this, generally.  The idea is to prevent professional pirates buying the devkits
and getting the proprietary information to use for copying games.  Unfortunately
it means that newcomers are faced with a chicken-and-egg dilemma: you can't be
an established developer if you don't develop, but you can't get the tools to
develop with unless you're an established developer.

   (If it's just software for handheld machines in general you want to try
writing, a private individual _can_ get developers kits for WonderSwan or
PalmOS..)

   CAN anyone recommend a way of breaking into GBA - or even console in general -
development?  (Yea, there was the Net Yaroze for Sony, but I don't think it
brought many people in..)

> through college, what can I do to improve my outlook? Should I even
> try or should I just stick with PC development? I need more people,
> (like 6 people with $1000 each) to work with. I don't know ANY good
> programmers (only a bunch of hopeless poseurs).

   Possibly more important than extra programmers is a graphics artist and a
sound composer.

#2109 From: "David Pfeffer" <DavidP@...>
Date: Fri Mar 30, 2001 10:13 pm
Subject: RE: GBA Cart Burner
DavidP@...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

I have pinouts, so that isn't an issue...

- -----Original Message-----
From: Andrew [mailto:andreworr@...]
Sent: Friday, March 30, 2001 5:05 PM
To: gbadev@yahoogroups.com
Subject: RE: [gbadev] GBA Cart Burner


Hey david,

I've been looking for info on making a GBA cart burner myself, but
i'm kinda new to the GBA and don't know where to start. I did however
find someone who already made one. The only problem is that his site
is in chineese. Ther's some intresting pics of it though, so check it
out at www.billyjr.com. And check www.devrs.com/gba for more info if
you haven't already.

- -andrew

- ------Original Message------
From: "David Pfeffer" <DavidP@...>
To: Gameboy Advanced List <gbadev@yahoogroups.com>
Sent: March 30, 2001 4:38:35 PM GMT
Subject: [gbadev] GBA Cart Burner



Hi all,

I'm mainly a software type of guy, but once in a while I can't but
help working on some hardware project of some kind. The only problem
with this being that I know next to nothing on the topic.
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'm not exactly sure however how I'm going to control 32 lines
from a parallel port, though I'm pretty sure it will be trivial once
someone tells me how.

Quick side note: Is the Gameboy list (the Listbot one that used to be
at vip.co.za) down, or have I just been bounced off because my mail
was dead for a long time?

David Pfeffer

- -----BEGIN PGP SIGNATURE-----
Version: PGPfreeware 6.5.3 for non-commercial use
<http://www.pgp.com>

iQA/AwUBOsS2iWU1FANHPcR9EQIA4gCfftdmect+ml5ei8lZ9BfyYf7nv5IAn1ho
CCgK942Pwas6vMOnbUBFgzW0
=zaxE
- -----END PGP SIGNATURE-----



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Version: PGPfreeware 6.5.3 for non-commercial use <http://www.pgp.com>

iQA/AwUBOsUE8GU1FANHPcR9EQLv1wCeN6gLmRKCRY/I/t5+VHkB9nIhyvcAn1R/
IIOjhiFr9faRdgGFv5zrBHZ9
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#2108 From: Andrew <andreworr@...>
Date: Fri Mar 30, 2001 10:05 pm
Subject: RE: GBA Cart Burner
andreworr@...
Send Email Send Email
 
Hey david,

I've been looking for info on making a GBA cart burner myself, but i'm kinda new
to the GBA and don't know where to start. I did however find someone who already
made one. The only problem is that his site is in chineese. Ther's some
intresting pics of it though, so check it out at www.billyjr.com. And check
www.devrs.com/gba for more info if you haven't already.

-andrew

------Original Message------
From: "David Pfeffer" <DavidP@...>
To: Gameboy Advanced List <gbadev@yahoogroups.com>
Sent: March 30, 2001 4:38:35 PM GMT
Subject: [gbadev] GBA Cart Burner


-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Hi all,

I'm mainly a software type of guy, but once in a while I can't but
help working on some hardware project of some kind. The only problem
with this being that I know next to nothing on the topic.
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'm not exactly sure however how I'm going to control 32 lines
from a parallel port, though I'm pretty sure it will be trivial once
someone tells me how.

Quick side note: Is the Gameboy list (the Listbot one that used to be
at vip.co.za) down, or have I just been bounced off because my mail
was dead for a long time?

David Pfeffer

-----BEGIN PGP SIGNATURE-----
Version: PGPfreeware 6.5.3 for non-commercial use <http://www.pgp.com>

iQA/AwUBOsS2iWU1FANHPcR9EQIA4gCfftdmect+ml5ei8lZ9BfyYf7nv5IAn1ho
CCgK942Pwas6vMOnbUBFgzW0
=zaxE
-----END PGP SIGNATURE-----



unsubscribe: gbadev-unsubscribe@egroups.com



Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
Get paid $$$ CASH $$$ just for receiving email!
Check it out: http://www.MintMail.com/?m=342876
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#2107 From: Richard Aplin <rich_aplin@...>
Date: Fri Mar 30, 2001 10:00 pm
Subject: Re: Digest Number 228
rich_aplin@...
Send Email Send Email
 

 Actually, SN used to be 'The Assembly Line', Andy Beverage, Martin Day, and Adrian Stephens (who is now in LA running 'Luxoflux' www.luxoflux.com).

Their GBA devkit is not exactly easily rip-offable, it's a SCSI downloader, a DSP for control (for no real reason other than they like DSPs!), some SRAM, etc. You could, however, make your own (probably without SCSI - it's a bit of extra design hassle - use a regular 8-bit PC parallel port connection instead) without much hassle if you know anything about hardware..

When I worked @ Codemasters I had a few years of hardware fun and designed a load of devkits for them (SNES, Genesis, Gamegear, Master System, etc) - we actually did rip off the PDS board for the PC (mainly because it was handy), but it was only an 8255 PIO chip and a bit of address decoding...  Aaaahhhh. happy hardware days (and even happier Game Genie royalty cheques! ;-) )

BTW Jim Bagley - Whassup! Not seen you since the heady days of Parsonage Chambers!

Nostalgic Rich..

BTW, did y'all ex-Binary Design people know that Andy Heike ended up as head of external development @ Nintendo USA? Ironic, eh? I don't think he's there any more..



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#2106 From: "jim bagley" <jimbagley@...>
Date: Fri Mar 30, 2001 6:52 pm
Subject: Re: Re: ProDG for GBA
jimbagley@...
Send Email Send Email
 
Lol, how's things? hope all is well ;)
long time no see...

talk to ya soon
Jim


>From: "John O'Brien" <jobbee@...>
>Reply-To: gbadev@yahoogroups.com
>To: <gbadev@yahoogroups.com>
>Subject: Re: [gbadev] Re: ProDG for GBA
>Date: Fri, 30 Mar 2001 10:13:11 +0100
>
>errm.... sounds like it could be me, as I worked at Gremlin myself... but,
>alas it's some other bloke from Ireland.
>
>- John
>
>----- Original Message -----
>From: jim bagley <jimbagley@...>
>To: <gbadev@yahoogroups.com>
>Sent: Wednesday, March 28, 2001 6:53 PM
>Subject: Re: [gbadev] Re: ProDG for GBA
>
>
> > wild guess, but is that you John?
> >
> >
> > >From: a_bloke_from_ireland@...
> > >Reply-To: gbadev@yahoogroups.com
> > >To: gbadev@yahoogroups.com
> > >Subject: [gbadev] Re: ProDG for GBA
> > >Date: Wed, 28 Mar 2001 16:04:17 -0000
> > >
> > >Afraid So.
> > >
> > >PDS on Amstrad & C64, nearly ten years ago. Whoa! Has it been that
> > >long? Moved over to Sheffield (Gremlin) then and we used a home brew
> > >kit for GB development and Krisalis's excellent SDK for Master
> > >System/Game Gear. I'm back in Ireland now and myself and a couple of
> > >other people are working towards getting the show on the road over
> > >here.
> > >
> > >This group is a bit of a life saver for people on the outside trying
> > >to get in.
> > >
> > >Cheers,
> > >
> > >
> > >A bloke from Ireland.
> > >
> > >
> > >
> > >--- In gbadev@y..., "Sean Dunlevy" <sean@f...> wrote:
> > > > Correction: The kit costs $5000 but you don't need ANY Nintendo
> > >kit. At
> > > > least
> > > > that's what SN told me! Having used SN for many years I can
> > >recommend them.
> > > > They are really good for support. Don't forget, the two guys who
> > >started the
> > > > company used to be 'The Production Line' a well known & successful
> > > > development team on the Amiga and Atari ST. They write devkits for
> > >games
> > > > coders because they WERE games coders. It's the best thing since
> > >PDS.
> > > > (anyone here old enough to remember PDS?)
> > > >
> > > > Cheers,
> > > > Sean ;-)
> > > >
> > > >
> > > >
> > > > ----- Original Message -----
> > > > From: "Otaku" <otaku@o...>
> > > > To: <gbadev@y...>
> > > > Sent: Friday, March 23, 2001 9:00 PM
> > > > Subject: [gbadev] ProDG for GBA
> > > >
> > > >
> > > > > I just received some information from SN Systems regarding their
> > >ProDG
> > > > > development kit. They were also at GDC this year which I was
> > >unfortunately
> > > > > unable to attend because I was in the process of moving house the
> > > > beginning
> > > > > of this week.
> > > > >
> > > > > Anyway, the facts are that the development kit consists of
> > >software and
> > > > > hardware, the software side includes the GNU C/C++ compiler, an
> > >assembler
> > > > > that supports both Thumb & ARM modes, a "target manager" for
> > >downloading
> > > > > your program too, output of industry standard ELF binary file
> > >format, and
> > > > a
> > > > > full source debugger level debugger. The hardware is some kind of
> > >SCSI
> > > > > interface that plugs in to your regular Nintendo Gameboy Advance
> > > > Development
> > > > > kit to allow the debugger/target manager to communicate with the
> > >dev kit.
> > > > > The SN Systems costs $5,000 on top of the cost of the Nintendo
> > >GBA devkit
> > > > > and SN Systems policy from my personal experience with ProDG for
> > >PS2 is
> > > > that
> > > > > you still must be a licensed Sony developer before they will sell
> > >you
> > > > their
> > > > > software. So this is not a cheap option, the only reason to go
> > >this route
> > > > is
> > > > > to have the integration of your compiler with DevStudio and a
> > >source level
> > > > > debugger.
> > > > >
> > > > > I guess it's time to start writing tools again... *sigh*
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > unsubscribe: gbadev-unsubscribe@egroups.com
> > > > >
> > > > >
> > > > >
> > > > > Your use of Yahoo! Groups is subject to
> > >http://docs.yahoo.com/info/terms/
> > > > >
> > > > >
> > >
> >
> >
>_________________________________________________________________________
> > Get Your Private, Free E-mail from MSN Hotmail at
>http://www.hotmail.com.
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
>http://docs.yahoo.com/info/terms/
> >
> >
> >
>

_________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.

#2105 From: "jim bagley" <jimbagley@...>
Date: Fri Mar 30, 2001 6:49 pm
Subject: Re: Re: ProDG for GBA
jimbagley@...
Send Email Send Email
 
Hi Niall,
yes, I meant Jobbee ;)
I guess you know him ;)
anyways, if you work with him or see him (slim chance, but you knew him so
still some chance of that ;), tell him I said Hi :)

ttfn
Jim

>From: a_bloke_from_ireland@...
>Reply-To: gbadev@yahoogroups.com
>To: gbadev@yahoogroups.com
>Subject: [gbadev] Re: ProDG for GBA
>Date: Fri, 30 Mar 2001 09:07:59 -0000
>
>Hi Jim.
>
>I presume, you mean Jobbee, but no, a different bloke from Ireland.
>
>Call me Niall.
>
>
>
>--- In gbadev@y..., "jim bagley" <jimbagley@h...> wrote:
> > wild guess, but is that you John?
> >
> >
> > >From: a_bloke_from_ireland@h...
> > >Reply-To: gbadev@y...
> > >To: gbadev@y...
> > >Subject: [gbadev] Re: ProDG for GBA
> > >Date: Wed, 28 Mar 2001 16:04:17 -0000
> > >
> > >Afraid So.
> > >
> > >PDS on Amstrad & C64, nearly ten years ago. Whoa! Has it been that
> > >long? Moved over to Sheffield (Gremlin) then and we used a home
>brew
> > >kit for GB development and Krisalis's excellent SDK for Master
> > >System/Game Gear. I'm back in Ireland now and myself and a couple
>of
> > >other people are working towards getting the show on the road over
> > >here.
> > >
> > >This group is a bit of a life saver for people on the outside
>trying
> > >to get in.
> > >
> > >Cheers,
> > >
> > >
> > >A bloke from Ireland.
> > >
> > >
> > >
> > >--- In gbadev@y..., "Sean Dunlevy" <sean@f...> wrote:
> > > > Correction: The kit costs $5000 but you don't need ANY Nintendo
> > >kit. At
> > > > least
> > > > that's what SN told me! Having used SN for many years I can
> > >recommend them.
> > > > They are really good for support. Don't forget, the two guys who
> > >started the
> > > > company used to be 'The Production Line' a well known &
>successful
> > > > development team on the Amiga and Atari ST. They write devkits
>for
> > >games
> > > > coders because they WERE games coders. It's the best thing since
> > >PDS.
> > > > (anyone here old enough to remember PDS?)
> > > >
> > > > Cheers,
> > > > Sean ;-)
> > > >
> > > >
> > > >
> > > > ----- Original Message -----
> > > > From: "Otaku" <otaku@o...>
> > > > To: <gbadev@y...>
> > > > Sent: Friday, March 23, 2001 9:00 PM
> > > > Subject: [gbadev] ProDG for GBA
> > > >
> > > >
> > > > > I just received some information from SN Systems regarding
>their
> > >ProDG
> > > > > development kit. They were also at GDC this year which I was
> > >unfortunately
> > > > > unable to attend because I was in the process of moving house
>the
> > > > beginning
> > > > > of this week.
> > > > >
> > > > > Anyway, the facts are that the development kit consists of
> > >software and
> > > > > hardware, the software side includes the GNU C/C++ compiler,
>an
> > >assembler
> > > > > that supports both Thumb & ARM modes, a "target manager" for
> > >downloading
> > > > > your program too, output of industry standard ELF binary file
> > >format, and
> > > > a
> > > > > full source debugger level debugger. The hardware is some
>kind of
> > >SCSI
> > > > > interface that plugs in to your regular Nintendo Gameboy
>Advance
> > > > Development
> > > > > kit to allow the debugger/target manager to communicate with
>the
> > >dev kit.
> > > > > The SN Systems costs $5,000 on top of the cost of the Nintendo
> > >GBA devkit
> > > > > and SN Systems policy from my personal experience with ProDG
>for
> > >PS2 is
> > > > that
> > > > > you still must be a licensed Sony developer before they will
>sell
> > >you
> > > > their
> > > > > software. So this is not a cheap option, the only reason to go
> > >this route
> > > > is
> > > > > to have the integration of your compiler with DevStudio and a
> > >source level
> > > > > debugger.
> > > > >
> > > > > I guess it's time to start writing tools again... *sigh*
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > unsubscribe: gbadev-unsubscribe@egroups.com
> > > > >
> > > > >
> > > > >
> > > > > Your use of Yahoo! Groups is subject to
> > >http://docs.yahoo.com/info/terms/
> > > > >
> > > > >
> > >
> >
> >
>______________________________________________________________________
>___
> > Get Your Private, Free E-mail from MSN Hotmail at
>http://www.hotmail.com.
>

_________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.

#2104 From: Francesco Pischedda <focaskater@...>
Date: Fri Mar 30, 2001 4:55 pm
Subject: Re: Help with objs
focaskater@...
Send Email Send Email
 
At 01.05 30/03/01 +0100, you wrote:
>your setting this
> > > >     REG_BG0CNT = 0x0083;
>but your stuff is getting loaded into this
> >#define OBJCHARDATA_MODE0_2     ((u8*) 0x06010000)
> >#define PBYTE_TILES                     ((u8*) 0x06004000)
> >#define PWORD_SCREEN                    ((u16 *) 0x06000000)
>
>if you want screen to be 0x06000000
>and tiles at 0x06004000
>then you should set
>REG_BG0CNT = 0x0084;

I've changed my but it still doesn't work...I think that the problem is not
in that piece of code :(


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#2103 From: "David Pfeffer" <DavidP@...>
Date: Fri Mar 30, 2001 4:41 pm
Subject: RE: GBA Cart Burner
DavidP@...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

And though I'm replying to my own message (sign of sure insanity), I
do know that someone will come out with a cart burner commercially
soon, but I'm just too anxious to wait.

-----BEGIN PGP SIGNATURE-----
Version: PGPfreeware 6.5.3 for non-commercial use <http://www.pgp.com>

iQA/AwUBOsS3MmU1FANHPcR9EQLKWACeLebiVQ8gy1XR2uNFz1VnZ+zw+Q0Anih6
uhnHIsIJ2FR/0ZMO4LFyo2/T
=ioHl
-----END PGP SIGNATURE-----

#2102 From: "David Pfeffer" <DavidP@...>
Date: Fri Mar 30, 2001 4:38 pm
Subject: GBA Cart Burner
DavidP@...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Hi all,

I'm mainly a software type of guy, but once in a while I can't but
help working on some hardware project of some kind. The only problem
with this being that I know next to nothing on the topic.
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'm not exactly sure however how I'm going to control 32 lines
from a parallel port, though I'm pretty sure it will be trivial once
someone tells me how.

Quick side note: Is the Gameboy list (the Listbot one that used to be
at vip.co.za) down, or have I just been bounced off because my mail
was dead for a long time?

David Pfeffer

-----BEGIN PGP SIGNATURE-----
Version: PGPfreeware 6.5.3 for non-commercial use <http://www.pgp.com>

iQA/AwUBOsS2iWU1FANHPcR9EQIA4gCfftdmect+ml5ei8lZ9BfyYf7nv5IAn1ho
CCgK942Pwas6vMOnbUBFgzW0
=zaxE
-----END PGP SIGNATURE-----

#2101 From: "Neil Harding" <n_harding@...>
Date: Fri Mar 30, 2001 10:49 am
Subject: RE: A good book to learn ARM coding related to the GBA
n_harding@...
Send Email Send Email
 
The other choice is Arm Architecture Reference Manual ISBN 0-201-73719-1. It just gives lists of all the instructions, both Arm and Thumb mode and also has irrelevant stuff (floating point, coprocessors etc.), it is not a tutorial book and you need to be experienced in assembly language to get much out of it, there are a few sample routines, the best one is to reverse the endianess of a long word, very nice :) There is no specific information on the Arm7 series either, so I don't know if anything new has been added.
-----Original Message-----
From: Kevin Flynn [mailto:Flynn@...]
Sent: 30 March 2001 11:40
To: gbadev@yahoogroups.com
Subject: [gbadev] A good book to learn ARM coding related to the GBA

Hi all,
 
I was on the web site of ARM and it seems that the only book on the subject is :
The ARM RISC Chip, A Programmer's Guide A. van Someron & C. Atack
Addison-Wesley : ISBN 0-201-62410-9
 
Do you if this book is relevant to program the GBA in assembler, if not do you know an other one ?
If there is some interesting content in this book, can you told me which one ?
 
Cheers
 
Flynn


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#2100 From: "Kevin Flynn" <Flynn@...>
Date: Fri Mar 30, 2001 10:39 am
Subject: A good book to learn ARM coding related to the GBA
Flynn@...
Send Email Send Email
 
Hi all,
 
I was on the web site of ARM and it seems that the only book on the subject is :
The ARM RISC Chip, A Programmer's Guide A. van Someron & C. Atack
Addison-Wesley : ISBN 0-201-62410-9
 
Do you if this book is relevant to program the GBA in assembler, if not do you know an other one ?
If there is some interesting content in this book, can you told me which one ?
 
Cheers
 
Flynn

#2099 From: "ninge1" <ninge1@...>
Date: Fri Mar 30, 2001 10:28 am
Subject: Re: mode 3 pic
ninge1@...
Send Email Send Email
 
i dont know of any freely available ones im affraid.. but!

All you have to do is write a command promt proggy that will load a bmp,
take the 8bit R, G and B values and shift them down by 3 then write them
into a single word..

ie:

u16 GBApixel = ((B >> 3) << 10) + ((G >> 3) << 5) + (R >> 3);

and write that out as RAW or a C array of u16's to include into your code -
shouldnt take to long to write :)

BMP format info is freely available on the net and very easy to decode!

ninge


----- Original Message -----
From: George Chung
To: gbadev@yahoogroups.com
Sent: Friday, March 30, 2001 11:22 AM
Subject: [gbadev] mode 3 pic


Is there any tools that can convert a 24b bitmap to a bitmap used in video
mode 3?

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#2098 From: "Rafael Vuijk \(aka Dark Fader\)" <darkfader@...>
Date: Fri Mar 30, 2001 7:29 pm
Subject: RE: mode 3 pic
darkfader@...
Send Email Send Email
 
I can't get the header complement calculation right...
And I did it the way as described on p.156 of the manual (0.4.1.5)
Does someone know the correct way?

D.F.

#2097 From: "George Chung" <george@...>
Date: Fri Mar 30, 2001 10:22 am
Subject: mode 3 pic
george@...
Send Email Send Email
 
Is there any tools that can convert a 24b bitmap to a bitmap used in video mode 3?

#2096 From: "Rafael Vuijk \(aka Dark Fader\)" <darkfader@...>
Date: Fri Mar 30, 2001 6:50 pm
Subject: RE: Re[2]: PIN OUTS
darkfader@...
Send Email Send Email
 
I don't think they really implemented a lockout in the BIOS... (might be
reflashed?)
So all checks would go in ROM program and the 1337 ROM-hackers would have to
defeat the protection of ROMS one by one.

D.F.


-----Original Message-----
From: Sean Dunlevy [mailto:sean@...]
Sent: Thursday, March 29, 2001 8:38 AM
To: gbadev@yahoogroups.com
Subject: Re: Re[2]: [gbadev] PIN OUTS


So, they COULD add a lockout? Looking at the NES/SNES/N64
lockouts, I cannot see why they shouldn't do the same....




[ switched to text mode & mail cut here by DF ]

#2095 From: "John O'Brien" <jobbee@...>
Date: Fri Mar 30, 2001 9:13 am
Subject: Re: Re: ProDG for GBA
jobbee@...
Send Email Send Email
 
errm.... sounds like it could be me, as I worked at Gremlin myself... but,
alas it's some other bloke from Ireland.

- John

----- Original Message -----
From: jim bagley <jimbagley@...>
To: <gbadev@yahoogroups.com>
Sent: Wednesday, March 28, 2001 6:53 PM
Subject: Re: [gbadev] Re: ProDG for GBA


> wild guess, but is that you John?
>
>
> >From: a_bloke_from_ireland@...
> >Reply-To: gbadev@yahoogroups.com
> >To: gbadev@yahoogroups.com
> >Subject: [gbadev] Re: ProDG for GBA
> >Date: Wed, 28 Mar 2001 16:04:17 -0000
> >
> >Afraid So.
> >
> >PDS on Amstrad & C64, nearly ten years ago. Whoa! Has it been that
> >long? Moved over to Sheffield (Gremlin) then and we used a home brew
> >kit for GB development and Krisalis's excellent SDK for Master
> >System/Game Gear. I'm back in Ireland now and myself and a couple of
> >other people are working towards getting the show on the road over
> >here.
> >
> >This group is a bit of a life saver for people on the outside trying
> >to get in.
> >
> >Cheers,
> >
> >
> >A bloke from Ireland.
> >
> >
> >
> >--- In gbadev@y..., "Sean Dunlevy" <sean@f...> wrote:
> > > Correction: The kit costs $5000 but you don't need ANY Nintendo
> >kit. At
> > > least
> > > that's what SN told me! Having used SN for many years I can
> >recommend them.
> > > They are really good for support. Don't forget, the two guys who
> >started the
> > > company used to be 'The Production Line' a well known & successful
> > > development team on the Amiga and Atari ST. They write devkits for
> >games
> > > coders because they WERE games coders. It's the best thing since
> >PDS.
> > > (anyone here old enough to remember PDS?)
> > >
> > > Cheers,
> > > Sean ;-)
> > >
> > >
> > >
> > > ----- Original Message -----
> > > From: "Otaku" <otaku@o...>
> > > To: <gbadev@y...>
> > > Sent: Friday, March 23, 2001 9:00 PM
> > > Subject: [gbadev] ProDG for GBA
> > >
> > >
> > > > I just received some information from SN Systems regarding their
> >ProDG
> > > > development kit. They were also at GDC this year which I was
> >unfortunately
> > > > unable to attend because I was in the process of moving house the
> > > beginning
> > > > of this week.
> > > >
> > > > Anyway, the facts are that the development kit consists of
> >software and
> > > > hardware, the software side includes the GNU C/C++ compiler, an
> >assembler
> > > > that supports both Thumb & ARM modes, a "target manager" for
> >downloading
> > > > your program too, output of industry standard ELF binary file
> >format, and
> > > a
> > > > full source debugger level debugger. The hardware is some kind of
> >SCSI
> > > > interface that plugs in to your regular Nintendo Gameboy Advance
> > > Development
> > > > kit to allow the debugger/target manager to communicate with the
> >dev kit.
> > > > The SN Systems costs $5,000 on top of the cost of the Nintendo
> >GBA devkit
> > > > and SN Systems policy from my personal experience with ProDG for
> >PS2 is
> > > that
> > > > you still must be a licensed Sony developer before they will sell
> >you
> > > their
> > > > software. So this is not a cheap option, the only reason to go
> >this route
> > > is
> > > > to have the integration of your compiler with DevStudio and a
> >source level
> > > > debugger.
> > > >
> > > > I guess it's time to start writing tools again... *sigh*
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > unsubscribe: gbadev-unsubscribe@egroups.com
> > > >
> > > >
> > > >
> > > > Your use of Yahoo! Groups is subject to
> >http://docs.yahoo.com/info/terms/
> > > >
> > > >
> >
>
> _________________________________________________________________________
> Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#2094 From: a_bloke_from_ireland@...
Date: Fri Mar 30, 2001 9:07 am
Subject: Re: ProDG for GBA
a_bloke_from_ireland@...
Send Email Send Email
 
Hi Jim.

I presume, you mean Jobbee, but no, a different bloke from Ireland.

Call me Niall.



--- In gbadev@y..., "jim bagley" <jimbagley@h...> wrote:
> wild guess, but is that you John?
>
>
> >From: a_bloke_from_ireland@h...
> >Reply-To: gbadev@y...
> >To: gbadev@y...
> >Subject: [gbadev] Re: ProDG for GBA
> >Date: Wed, 28 Mar 2001 16:04:17 -0000
> >
> >Afraid So.
> >
> >PDS on Amstrad & C64, nearly ten years ago. Whoa! Has it been that
> >long? Moved over to Sheffield (Gremlin) then and we used a home
brew
> >kit for GB development and Krisalis's excellent SDK for Master
> >System/Game Gear. I'm back in Ireland now and myself and a couple
of
> >other people are working towards getting the show on the road over
> >here.
> >
> >This group is a bit of a life saver for people on the outside
trying
> >to get in.
> >
> >Cheers,
> >
> >
> >A bloke from Ireland.
> >
> >
> >
> >--- In gbadev@y..., "Sean Dunlevy" <sean@f...> wrote:
> > > Correction: The kit costs $5000 but you don't need ANY Nintendo
> >kit. At
> > > least
> > > that's what SN told me! Having used SN for many years I can
> >recommend them.
> > > They are really good for support. Don't forget, the two guys who
> >started the
> > > company used to be 'The Production Line' a well known &
successful
> > > development team on the Amiga and Atari ST. They write devkits
for
> >games
> > > coders because they WERE games coders. It's the best thing since
> >PDS.
> > > (anyone here old enough to remember PDS?)
> > >
> > > Cheers,
> > > Sean ;-)
> > >
> > >
> > >
> > > ----- Original Message -----
> > > From: "Otaku" <otaku@o...>
> > > To: <gbadev@y...>
> > > Sent: Friday, March 23, 2001 9:00 PM
> > > Subject: [gbadev] ProDG for GBA
> > >
> > >
> > > > I just received some information from SN Systems regarding
their
> >ProDG
> > > > development kit. They were also at GDC this year which I was
> >unfortunately
> > > > unable to attend because I was in the process of moving house
the
> > > beginning
> > > > of this week.
> > > >
> > > > Anyway, the facts are that the development kit consists of
> >software and
> > > > hardware, the software side includes the GNU C/C++ compiler,
an
> >assembler
> > > > that supports both Thumb & ARM modes, a "target manager" for
> >downloading
> > > > your program too, output of industry standard ELF binary file
> >format, and
> > > a
> > > > full source debugger level debugger. The hardware is some
kind of
> >SCSI
> > > > interface that plugs in to your regular Nintendo Gameboy
Advance
> > > Development
> > > > kit to allow the debugger/target manager to communicate with
the
> >dev kit.
> > > > The SN Systems costs $5,000 on top of the cost of the Nintendo
> >GBA devkit
> > > > and SN Systems policy from my personal experience with ProDG
for
> >PS2 is
> > > that
> > > > you still must be a licensed Sony developer before they will
sell
> >you
> > > their
> > > > software. So this is not a cheap option, the only reason to go
> >this route
> > > is
> > > > to have the integration of your compiler with DevStudio and a
> >source level
> > > > debugger.
> > > >
> > > > I guess it's time to start writing tools again... *sigh*
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > unsubscribe: gbadev-unsubscribe@egroups.com
> > > >
> > > >
> > > >
> > > > Your use of Yahoo! Groups is subject to
> >http://docs.yahoo.com/info/terms/
> > > >
> > > >
> >
>
>
______________________________________________________________________
___
> Get Your Private, Free E-mail from MSN Hotmail at
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