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#265 From: "Adrian Cummings" <age@...>
Date: Fri Sep 1, 2000 10:43 am
Subject: Re: Yoshi Demo etc.
age@...
Send Email Send Email
 
--- In gbadev@egroups.com, "robert" <bobbydigital@b...> wrote:
> is it possible to develop AGB software on a software emulator?

It will be (just like GBC) when somebody really cool releases an GBA
Emulator in software for Windows etc.

> I have the IS-AGB-EMULATOR et all. but it dosent seem to work,

It won't no, if you don't have the target interface box hanging off a
scsi port from your machine i.e. you need the all the hardware too at
them moment until a real software emulator appears.

> any help would be appreciated,

Hope that helps a bit... I'd still like No$Cash AGB at the end of the
day myself... in time no doubt :)

Adrian.

#264 From: hitomi kusanagi <hitomi@...>
Date: Fri Sep 1, 2000 12:40 am
Subject: Re: Re: Yoshi Demo etc.
hitomi@...
Send Email Send Email
 
On Fri, 1 Sep 2000, anarko wrote:
>
> AC> Interesting to note that there was a newer demo entitled 'Dolphin'
> AC> bundled with the v2.0 toolkit along with yoshi etc. a bonus I guess.
>
> ign.com mentioned that demo some months ago, if im not mistaken, it is
> a fmv sample
>
> /anarko
>

Dolphin was a little example of playfield scrolling, and shifting a watery
bitmap using the alpha transparency over the dolphin to produce the effect
of rippling light off the waters surface onto the dolphin. A bit simple.

*scallywag*

#263 From: anarko <anarko@...>
Date: Thu Aug 31, 2000 10:40 pm
Subject: Re: Re: Yoshi Demo etc.
anarko@...
Send Email Send Email
 
AC> Interesting to note that there was a newer demo entitled 'Dolphin'
AC> bundled with the v2.0 toolkit along with yoshi etc. a bonus I guess.

ign.com mentioned that demo some months ago, if im not mistaken, it is
a fmv sample

/anarko

#262 From: "robert" <bobbydigital@...>
Date: Thu Aug 31, 2000 10:33 pm
Subject: RE: Re: Yoshi Demo etc.
bobbydigital@...
Send Email Send Email
 
is it possible to develop AGB software on a software emulator?

I have the IS-AGB-EMULATOR et all. but it dosent seem to work,

any help would be appreciated,

rob


-----Original Message-----
From: Adrian Cummings [mailto:age@...]
Sent: Thursday, August 31, 2000 10:00 PM
To: gbadev@egroups.com
Subject: [gbadev] Re: Yoshi Demo etc.



> we hand no problem to compile all stuff included with the TR1
> release. We also use Windows 98.

All cool now since getting hold of the v2.0 AGB Toolkit warez CD...
The yoshi demos builds fine under bash or dos make now, as do all the
other demos as expected.

Interesting to note that there was a newer demo entitled 'Dolphin'
bundled with the v2.0 toolkit along with yoshi etc. a bonus I guess.

Anyway next step is to get the newer revision 3 target board, as there
appears to be problems using the new toolkit warez with the original
target boards - i.e. it won't it seems now :/

Cheers,

Adrian.


unsubscribe: gbadev-unsubscribe@egroups.com

#261 From: "Adrian Cummings" <age@...>
Date: Thu Aug 31, 2000 9:00 pm
Subject: Re: Yoshi Demo etc.
age@...
Send Email Send Email
 
> we hand no problem to compile all stuff included with the TR1
> release. We also use Windows 98.

All cool now since getting hold of the v2.0 AGB Toolkit warez CD...
The yoshi demos builds fine under bash or dos make now, as do all the
other demos as expected.

Interesting to note that there was a newer demo entitled 'Dolphin'
bundled with the v2.0 toolkit along with yoshi etc. a bonus I guess.

Anyway next step is to get the newer revision 3 target board, as there
appears to be problems using the new toolkit warez with the original
target boards - i.e. it won't it seems now :/

Cheers,

Adrian.

#260 From: Matthew Davies <MDavies@...>
Date: Tue Aug 29, 2000 8:54 am
Subject: RE: SV: GBA modes question
MDavies@...
Send Email Send Email
 
Sprites have their own palettes.  On tile modes, there is only 64K of VRAM
for BG and 32K for OBJ.  On bitmap modes, 80K for BG. and 16K for OBJ.  So
unlike the GBC tile data for sprites is kept seperate from BG tiles.

Matt.

> -----Original Message-----
> From: Marco Pacifico [mailto:droid@...]
> Sent: Tuesday, August 29, 2000 09:29
> To: gbadev@egroups.com
> Subject: Re: SV: [gbadev] GBA modes question
>
>
> > 3 character modes and 3 bitmapped modes. a total of 96K of VRAM.
> > Mode types are as follows 16 colours from 16 palettes,256
> colours from 1
> > palette,15-bit (5,5,5).
> >
> > - Johan
>
> Are the sprites included in those palettes or do they have other ones?
>
> --
> Marco "Droid" Pacifico
> GBC/AGB graphic artist & programmer
>
> Prograph Research S.r.l.
> Longarone (BL) - Italy
> http://www.prograph.it
> http://www.protonic.net
>
>
>
>
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#259 From: Marco Pacifico <droid@...>
Date: Tue Aug 29, 2000 8:29 am
Subject: Re: SV: GBA modes question
droid@...
Send Email Send Email
 
> 3 character modes and 3 bitmapped modes. a total of 96K of VRAM.
> Mode types are as follows 16 colours from 16 palettes,256 colours from 1
> palette,15-bit (5,5,5).
>
> - Johan

Are the sprites included in those palettes or do they have other ones?

--
Marco "Droid" Pacifico
GBC/AGB graphic artist & programmer

Prograph Research S.r.l.
Longarone (BL) - Italy
http://www.prograph.it
http://www.protonic.net

#258 From: johan@...
Date: Tue Aug 29, 2000 8:08 am
Subject: SV: GBA modes question
johan@...
Send Email Send Email
 
3 character modes and 3 bitmapped modes. a total of 96K of VRAM.
Mode types are as follows 16 colours from 16 palettes,256 colours from 1
palette,15-bit (5,5,5).

- Johan

-----Ursprungligt meddelande-----
Fran: Dacium [mailto:kiasecto@...]
Skickat: den 29 augusti 2000 04:27
Till: gbadev@egroups.com
Amne: [gbadev] GBA modes question


Hi, could someone please tell me what modes the GBA has and the info for
the modes? I heard it has several tile based modes as well as a line
drawing, ray casting, mode? Is this correct? Any info would be great!

Thanks.



unsubscribe: gbadev-unsubscribe@egroups.com

#257 From: Dacium <kiasecto@...>
Date: Tue Aug 29, 2000 2:26 am
Subject: GBA modes question
kiasecto@...
Send Email Send Email
 
Hi, could someone please tell me what modes the GBA has and the info for
the modes? I heard it has several tile based modes as well as a line
drawing, ray casting, mode? Is this correct? Any info would be great!

Thanks.

#256 From: "Daryl Cooper" <siu99dsc@...>
Date: Fri Aug 25, 2000 11:44 am
Subject: Cart Encryption
siu99dsc@...
Send Email Send Email
 
Hi
 
Does anyone know about the cart encryption on the GBA? How difficult is it going to be
for hobbyists (or companies who produce tools for hobbiests) to write their own carts. I don't
want to see piracy on the system, but I do want to write my own programs on it.
 
Is the encryption solid, or is it a bodge? Will current flashcards be able to be used with GBA code?
 
stupid questions I suppose.
 
cheers
 
-Daryl

#255 From: Matthew Davies <MDavies@...>
Date: Fri Aug 25, 2000 10:49 am
Subject: RE: Re: Yoshi Demo etc.
MDavies@...
Send Email Send Email
 
Bear in mind that the gnu compiler fully supports C++ as well if you like
OOP in your higher-level game objects.

Matt.


> -----Original Message-----
> From: Adrian Cummings [mailto:age@...]
> Sent: Friday, August 25, 2000 11:39
> To: gbadev@egroups.com
> Subject: [gbadev] Re: Yoshi Demo etc.
>
>
> Hi Manfred,
>
> > we hand no problem to compile all stuff included with the TR1
> release. We also use Windows 98.
>
> OK least I know it's just me then :)
>
> > Probably you should try to uninstall all the CYGNUS stuff and then
> > to install it the order that is suggested in the manual (in case
> you didn't).
>
> I tried 'all' that to be be honest hehe ?.
>
> > When starting with the GBA i disassembled alot of my C test codes
> > and i was mostly satisfied with the results. Of course you will go
> > faster with handoptimized code but often it's just not necessary.
> > Just use asm only in your innerloops.
>
> I'll go the C route no doubt then as it seems the prefered method :)
>
> Thanks,
>
> Adrian.
>
>
>
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#254 From: "Adrian Cummings" <age@...>
Date: Fri Aug 25, 2000 10:38 am
Subject: Re: Yoshi Demo etc.
age@...
Send Email Send Email
 
Hi Manfred,

> we hand no problem to compile all stuff included with the TR1
release. We also use Windows 98.

OK least I know it's just me then :)

> Probably you should try to uninstall all the CYGNUS stuff and then
> to install it the order that is suggested in the manual (in case
you didn't).

I tried 'all' that to be be honest hehe ?.

> When starting with the GBA i disassembled alot of my C test codes
> and i was mostly satisfied with the results. Of course you will go
> faster with handoptimized code but often it's just not necessary.
> Just use asm only in your innerloops.

I'll go the C route no doubt then as it seems the prefered method :)

Thanks,

Adrian.

#253 From: "Adrian Cummings" <age@...>
Date: Fri Aug 25, 2000 10:35 am
Subject: Re: Yoshi Demo etc.
age@...
Send Email Send Email
 
--- In gbadev@egroups.com, Matthew Davies <MDavies@a...> wrote:

Hi Matthew,

> I have not had a problem with compiling Yoshi.  Make sure the paths
in the
> make file are correct.  Get in BASH and run make.  That's all I had
to do.
> Try doing a 'make clean' first.

I installed everyhting in the order outlined in the docs and also set
up all the paths correctly - hmmm I guess I could have broken archive
CD or somat ?... I'll try the make clean tho so cheers.

> I prefer to program the AGB in C (I
> preferred Z80 on the GBC) as the compiler does a good job

Cool, yeah I too will prolly use C througout where possible, it just
seems like a lot less hassle in the long run even if don't produce
super tight code.

Adrian.

#252 From: Manfred Linzner <linzner@...>
Date: Fri Aug 25, 2000 8:12 am
Subject: Re: Yoshi Demo etc.
linzner@...
Send Email Send Email
 
> Hi,
>
> Has anybody who has been using the offical GBA devkit warez had a
> problem compiling the Yoshi demo from scratch ?... I can get all the
> smaller demos to compile fine, but I get a 'blue screen' fatal
> exception error under Win98 very near the end of the compile sequence
> for the Yoshi demo - odd ?...

Hi,

we hand no problem to compile all stuff included with the TR1 release.
We also use Windows 98.

Probably you should try to uninstall all the CYGNUS stuff and then
to install it the order that is suggested in the manual (in case you didn't).

> Also I was wondering after recently completing a GBC project in z80,
> what is the prefered development environment for GBA 'C' or 'ARM7
> Assembler' ?... Although C looks fine to me it does look a
> bit 'bloaty' code wise compared to what I've just been doing in z80
> on GBC :)

When starting with the GBA i disassembled alot of my C test codes
and i was mostly satisfied with the results. Of course you will go
faster with handoptimized code but often it's just not necessary.
Just use asm only in your innerloops.


regards


Manfred Linzner
Shin'en Multimedia
http://www.shinen.com
Tel.: ++49 (0)89 785 82 565
Fax.: ++49 (0)89 785 82 535
Attachment: vcard [not shown]

#251 From: Matthew Davies <MDavies@...>
Date: Fri Aug 25, 2000 8:10 am
Subject: RE: Yoshi Demo etc.
MDavies@...
Send Email Send Email
 
Hi Adrian,

I have not had a problem with compiling Yoshi.  Make sure the paths in the
make file are correct.  Get in BASH and run make.  That's all I had to do.
Try doing a 'make clean' first.  I prefer to program the AGB in C (I
preferred Z80 on the GBC) as the compiler does a good job.  I only refer to
ARM assembly for speed critical operations (if I need to speed them up that
is).  As you get started learning how to develop for it, I would start
writing your routines in C and convert them to ARM if you feel it is
necessary to squeeze more power for future projects.  The compiler does
optimise excellently more often than it doesn't, at least that's my opinion
from looking at the code generated in the IS-AGB-DEBUGGER.

Regards,
Matt.


> -----Original Message-----
> From: Adrian Cummings [mailto:age@...]
> Sent: Thursday, August 24, 2000 22:34
> To: gbadev@egroups.com
> Subject: [gbadev] Yoshi Demo etc.
>
>
> Hi,
>
> Has anybody who has been using the offical GBA devkit warez had a
> problem compiling the Yoshi demo from scratch ?... I can get all the
> smaller demos to compile fine, but I get a 'blue screen' fatal
> exception error under Win98 very near the end of the compile sequence
> for the Yoshi demo - odd ?...
>
> Also I was wondering after recently completing a GBC project in z80,
> what is the prefered development environment for GBA 'C' or 'ARM7
> Assembler' ?... Although C looks fine to me it does look a
> bit 'bloaty' code wise compared to what I've just been doing in z80
> on GBC :)
>
> Cheers,
>
> Adrian Cummings
> Lead Programmer
> Lego Alpha Team GBC
> Climax
>
>
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>
>

#250 From: "Adrian Cummings" <age@...>
Date: Thu Aug 24, 2000 9:34 pm
Subject: Yoshi Demo etc.
age@...
Send Email Send Email
 
Hi,

Has anybody who has been using the offical GBA devkit warez had a
problem compiling the Yoshi demo from scratch ?... I can get all the
smaller demos to compile fine, but I get a 'blue screen' fatal
exception error under Win98 very near the end of the compile sequence
for the Yoshi demo - odd ?...

Also I was wondering after recently completing a GBC project in z80,
what is the prefered development environment for GBA 'C' or 'ARM7
Assembler' ?... Although C looks fine to me it does look a
bit 'bloaty' code wise compared to what I've just been doing in z80
on GBC :)

Cheers,

Adrian Cummings
Lead Programmer
Lego Alpha Team GBC
Climax

#249 From: Rune Braathen <runeb@...>
Date: Thu Aug 24, 2000 10:53 am
Subject: Re: Re: Cross platform development
runeb@...
Send Email Send Email
 
matth@... wrote:

> The Cross dev libs will allow AGB software to be developed and
> tested solely on a PC and then rebuilt for an ARM release for AGB.
> Ive currently got memory access and vblank emulated. Please note
> that this is not a standalone emulator that I am developing, but
> a set of libraries that allows the programmer to test code before
> making a AGB release build. (Anyone familiar with EPOC
> (www.epocworld.com) , well if so it works like that)

Is there a way to hook into the ARM SDK such that you can pass the
memory of the emulation to an other application or DLL? In that case,
you can in theory not only test your code but also see how it looks on
screen ... Toss in some simple emulation of the keypad, and it's
possible to write code that would probably work on the real hardware...
Is this what you are currently doing?

By the way, did anyone else have trouble with the ARM SDK on NT4? It
completely ravaged my Visual Studio-installation. :(

--
runeb

#248 From: Matthew Davies <MDavies@...>
Date: Thu Aug 24, 2000 9:04 am
Subject: FW: Gameboy Advanced!
MDavies@...
Send Email Send Email
 
Also look at

http://www.nintendo.com/spaceworld/gba.html

Matt.


-----Original Message-----
From: Matthew Davies [mailto:MDavies@...]
Sent: Thursday, August 24, 2000 09:53
To: AGB list (E-mail); Gameboy People (E-mail)
Subject: FW: Gameboy Advanced!




-----Original Message-----
From: StriderHiryu13@... [mailto:StriderHiryu13@...]
Sent: Thursday, August 24, 2000 02:45
To: MDavies@...
Subject: Re: Gameboy Advanced!


i found pics of a pre production Gameboy Advanced!

goto http://pocket.ign.com/news/23876.html

#247 From: TheBump@...
Date: Thu Aug 24, 2000 4:45 am
Subject: GBA, GBC, GB Mobile System...
TheBump@...
Send Email Send Email
 
Hey,

Just wanted to give everyone a heads-up: SpaceworldLive.com has excellent
coverage of all of Nintendo's next-gen announcements, especially the GBA ;)

The url is www.spaceworldlive.com.

-b


--Brian Stelter
Freelance Editor, IGN.com -- www.ign.com
Creator, SpaceworldLive.com -- www.spaceworldlive.com
EiC, The Nintendo Project -- www.tendoproject.com
em: TheBump@...
ph:  877-607-5488 (toll-free)
fx:   208-361-8833

#246 From: Matthew Davies <MDavies@...>
Date: Thu Aug 24, 2000 8:52 am
Subject: FW: Gameboy Advanced!
MDavies@...
Send Email Send Email
 
-----Original Message-----
From: StriderHiryu13@... [mailto:StriderHiryu13@...]
Sent: Thursday, August 24, 2000 02:45
To: MDavies@...
Subject: Re: Gameboy Advanced!


i found pics of a pre production Gameboy Advanced!

goto http://pocket.ign.com/news/23876.html

#245 From: "David Pfeffer" <DavidP@...>
Date: Thu Aug 24, 2000 12:41 am
Subject: RE: Site Design
DavidP@...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Hmm... I gotta get this cross-posting thing right. Sorry for multiple
messages. =)

- -----Original Message-----
From: David Pfeffer [mailto:DavidP@...]
Sent: Wednesday, August 23, 2000 8:38 PM
To: Gameboy List; Gameboy; Gameboy Advanced List
Subject: [gbadev] Site Design



Hi,

If everyone could take a minute to look at the completely *not*
finished site I am designing for Derek Steinmoeller (aka. ltbean) on
www.gbdev.org/bdc. I am considering changing the site design of
gbdev.org (which is almost finished on my local hd... I'll post it
soon) to look like that. Which one do you think looks better?
Comments on which to keep?

David

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

iQA/AwUBOaRucWU1FANHPcR9EQITQQCgljZQWwBqKA8d78rnzLgY+za4ZZcAoK/R
qdwXpSU+FREQW9PoARg3Xc0S
=/Ygu
- -----END PGP SIGNATURE-----








unsubscribe: gbadev-unsubscribe@egroups.com

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

iQA/AwUBOaRvLGU1FANHPcR9EQJMXgCdGcgDTsyaC+wo0o0N2QGwJ0M1/JcAoINq
IKwN+Fmofd1Q2ntuvntoZMDX
=53eu
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#244 From: "David Pfeffer" <DavidP@...>
Date: Thu Aug 24, 2000 12:38 am
Subject: Site Design
DavidP@...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Hi,

If everyone could take a minute to look at the completely *not*
finished site I am designing for Derek Steinmoeller (aka. ltbean) on
www.gbdev.org/bdc. I am considering changing the site design of
gbdev.org (which is almost finished on my local hd... I'll post it
soon) to look like that. Which one do you think looks better?
Comments on which to keep?

David

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

iQA/AwUBOaRucWU1FANHPcR9EQITQQCgljZQWwBqKA8d78rnzLgY+za4ZZcAoK/R
qdwXpSU+FREQW9PoARg3Xc0S
=/Ygu
-----END PGP SIGNATURE-----

#243 From: Rafael Vuijk <darkfader@...>
Date: Wed Aug 23, 2000 7:41 am
Subject: RE: Emulator
darkfader@...
Send Email Send Email
 
GBA devkit pictures + yoshi.

http://pocket.ign.com/news/23761.html
/ http://cube.ign.com/news/23806.html

but you already knew that I guess..

#242 From: Jason <drunk-ass@...>
Date: Tue Aug 22, 2000 5:33 pm
Subject: Re: Emulator
drunk-ass@...
Send Email Send Email
 
At 01:51 PM 8/22/00 -0400, you wrote:
>I'm working on an AGB emulator. If anyone wants to help, ICQ me at
>16197965 or email me.
>David

Will this AGB emulator support your GBC edition of Windows CE?

=P

Jason

#241 From: "Otaku" <otaku@...>
Date: Wed Aug 23, 2000 4:01 am
Subject: Looking to hire console programmers
otaku@...
Send Email Send Email
 
Alert! Self-promotion!

Sorry for the Off-Topic post but I thought it wouldn't hurt to ask here in
case there are people lurking that would be interested.


Osiris Studios in Santa Cruz, CA, the company I currently work for, is in
need of experienced games programmers to work on PS2, XBox and future
consoles. If you have Playstation, PS2, Gameboy, Dreamcast or PC games
programmer experience send your resume/CV in. In fact, send it directly to
me and it'll get dealt with ASAP.


Thanks for your time :-)

Otaku,
Lead Programmer,
"Big Wave Surfing" for PS2 & XBox

#240 From: "Otaku" <otaku@...>
Date: Tue Aug 22, 2000 11:17 pm
Subject: Re: Emulator
otaku@...
Send Email Send Email
 
And I'll be moving to GBA as soon as my current PS2 title is over and done
with...

Or rather...

I had better be or I'll be looking for a new company.

----- Original Message -----
From: "Xyrus" <sfreeman@...>
To: <gbadev@egroups.com>
Sent: Tuesday, August 22, 2000 12:27 PM
Subject: Re: [gbadev] Emulator


> Hi All,
>
> > > I'm working on an AGB emulator.
> >
> >  Confucious (sp?) say, "Make it open source and authors will come.
> > All the docs you ever need/require will come as well..."
> >
> >  Or, something...
>
> After my current plethora of GB titles are done, I'll be on the AGB as
well
> :). I'll be more than happy to help out (unless some strange circumstances
> happen and they put me on ps2).
>
> Confuse-us say: Every time a buffalo farts, and AGB developer gets a kit
:).
>
>                     Just Me,
>                         *SF
>
> *********************************
> Shawn M. Freeman :)
> Lead Programmer
> Sennari Games Interactive
>
> Tel: (310) 821- 7880 x237
> E-Mail: sfreeman@...
>
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
>

#239 From: "Xyrus" <sfreeman@...>
Date: Tue Aug 22, 2000 7:27 pm
Subject: Re: Emulator
sfreeman@...
Send Email Send Email
 
Hi All,

> > I'm working on an AGB emulator.
>
>  Confucious (sp?) say, "Make it open source and authors will come.
> All the docs you ever need/require will come as well..."
>
>  Or, something...

After my current plethora of GB titles are done, I'll be on the AGB as well
:). I'll be more than happy to help out (unless some strange circumstances
happen and they put me on ps2).

Confuse-us say: Every time a buffalo farts, and AGB developer gets a kit :).

                     Just Me,
                         *SF

*********************************
Shawn M. Freeman :)
Lead Programmer
Sennari Games Interactive

Tel: (310) 821- 7880 x237
E-Mail: sfreeman@...

#238 From: Jeff Frohwein <jeff@...>
Date: Tue Aug 22, 2000 6:39 pm
Subject: Re: Emulator
jeff@...
Send Email Send Email
 
> I'm working on an AGB emulator.

  Confucious (sp?) say, "Make it open source and authors will come.
All the docs you ever need/require will come as well..."

  Or, something...

#237 From: <matth@...>
Date: Tue Aug 22, 2000 5:52 pm
Subject: Re: Emulator
matth@...
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Hi David

     I am currently working on on a set of AGB cross platform
libraries, that allow development for AGB on a PC. The AGB's
functionality is emulated on the PC side (like Symbian EPOC, hace
you ever heard of that?) I will also be writing a game engine on
top of the libs and finally an OS. I can offer help.

Regards

Mat

----- Original Message -----
From: David Pfeffer <DavidP@...>
To: Gameboy Advanced List <gbadev@egroups.com>
Sent: Tuesday, August 22, 2000 6:51 PM
Subject: [gbadev] Emulator


> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Hi,
>
> I'm working on an AGB emulator. If anyone wants to help, ICQ me at
> 16197965 or email me.
>
> David
>
> -----BEGIN PGP SIGNATURE-----
> Version: PGPfreeware 6.5.3 for non-commercial use <http://www.pgp.com>
>
> iQA/AwUBOaK9hWU1FANHPcR9EQI64wCePmEY7FiPv+Q2CeOA9Q2dnLF7RYMAn2bL
> T65/zWLACZILu/UNj9IlXTVL
> =Dehc
> -----END PGP SIGNATURE-----
>
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>

#236 From: "David Pfeffer" <DavidP@...>
Date: Tue Aug 22, 2000 5:51 pm
Subject: Emulator
DavidP@...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Hi,

I'm working on an AGB emulator. If anyone wants to help, ICQ me at
16197965 or email me.

David

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

iQA/AwUBOaK9hWU1FANHPcR9EQI64wCePmEY7FiPv+Q2CeOA9Q2dnLF7RYMAn2bL
T65/zWLACZILu/UNj9IlXTVL
=Dehc
-----END PGP SIGNATURE-----

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