--- 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.
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*
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
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
> 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.
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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>
> 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.ithttp://www.protonic.net
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
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.
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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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.
--- 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.
> 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
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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>
>
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
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
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
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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
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unsubscribe: gbadev-unsubscribe@egroups.com
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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
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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
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
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
>
>
>
>
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@...
> 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...
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
>
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> =Dehc
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>
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
-----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
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