Nintendo Power is a magazine dedicated to Nintendo, but they can still be filled full of rubbish. Nintendo don't have their own magazine. This like every other magazine is put together by fans of the format. The "OFFICIAL" part probably mean that they are allowed to paste the Nintendo logos etc all over the mag without getting sued.
Now, although I have said this, I have been reading NP for a long time now and they have never been that far off. Not saying that they get stuff right 100% of the time, but I trust em!
-----Original Message----- From: TeleKawaru [mailto:telek@...] Sent: 27 April 2001 17:56 To: gbadev@yahoogroups.com Subject: Re: [gbadev] Tony Hawk Skateboarding
In Nintendo Power they stated that the characters in Tony Hawk Pro Skater were pre-rendered without textures really hi-res on the computer, then they made them nice looking sprites. At least, that's what NP stated.
I agree, ARM in WRAM executes very nice indeed. Shame about the lack of DIV instruction, but I suppose you can't have everything. It's funny that the way people (well the coders I saw) did what us AGB coders are doing. Code overlays. I know Tomb Raider PSX ended up being made from a HUGE number of overlays. I don't know how many, but it was a lot....
I wrote a mocap player on PS1 in R3000 which used a very low number of bones (9) and polys (think it was around 130-150). It only took around 12-13 rasters per player so even accounting for difference in processing power, the PS1 GPU doing the poly render for you and that it used the GTE as well as CPU for the muls in the quaternion code, I would be surprised if the AGB couldn't handle that 1 character.
That said, I'm not an AGB coder, and the character in TH would certainly need more than 9 bones.
Either way, TH looks very impressive.
Marc
-----Original Message----- From: Chris Schmitz [mailto:Chris.Schmitz@...] Sent: 27 April 2001 10:29 To: 'gbadev@yahoogroups.com' Subject: AW: [gbadev] Tony Hawk Skateboarding
>> I have seen the movie of TonyHawk Skateboarding and wonder if the charakter >> animation was done using a bones system? I guess a bones system should not >> be fast enough on the GBA as we have gathered a lot of expierence while >> developing the 3D Stadium soccer scenes for our actual PC game "Bundesliga >> ManagerX".. so does anybody have an idea how to do this?
>I guess they do use a bones system. >Any specefic reason, why it shouldn't be fast enough on a gba?
Have you tried it allready? We did not on GBA, but on pc and there it consumes a lot of cpu time...
Hi All, who know the pin assignment of
AGB communication Port , I also need the
description of those pin.
_________________________________________________________________________
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Hello fmoraes,
Monday, April 30, 2001, 10:06:33 PM, you wrote:
fnrc> 1. who has the highest priority in the end? OBJ or BG? I mean, OBJ
fnrc> priority 0 and background priority 0?
backdrop -> obj -> bg (highest)
fnrc> 2. with alpha blending, how does it work if you have more than one
fnrc> target surface? What if the first surface is transparent?
objs blend only to the bg, not other sprites ... no, it doesnt quite
look like what you would expect ;/
--
Best regards,
groepaz mailto:groepaz@...
> you can never trust anyone without technical knowledge to report
accuratly!
This is a fundamental fact of life. Writers of magazines can't just list
technical specs, they have to work them into sentences and attempt to
analyze them a little bit. If they didn't, they wouldnt have a job. They
may not be stupid, but someone who only knows algebra and sees |(2x*dx) =
x^2 might think they can rearrange it to dx|(2x) = x^2 and totally not
notice they've changed the meaning, even to something totally silly. If
they had to consult the techies on every sentence they wrote, then the
magazine would realize sooner or later that it made more sense to have the
techies write--and then where do the writers end up? As a rule of thumb, i
would never trust any technical details written in a gaming mag. Ever.
Read them for reviews, previews, screen shots, codes, and walkthroughs, but
not facts.
--zeromus
Hi,
I have two simple questions:
1. who has the highest priority in the end? OBJ or BG? I mean, OBJ
priority 0 and background priority 0?
2. with alpha blending, how does it work if you have more than one
target surface? What if the first surface is transparent?
Thanks,
Francisco
I am Christopher A. Haslage, co-owner of Haslage Net Electronics.
We are a company that deals with Retro gaming, mostly for no
profit. When I heard that the GBA was easy to code on, I jumped on
the bandwagon. I fell off the bandwagon a few weeks after. I
found out I cannot code. It is sad, but hey... I tried
it. Thanks nop_ from #gbadev for trying your
best to teach me.
I don't want my dream cart idea to be diminished, so I thought to maybe
ask here (thanks to Ed Mandy for telling me about this place).
I am looking for a coder who wants to work on a ROM with me that will
bring back some of the classics from Atari past. Not Pac-Man or
anything that has been done (and overly done) but some of the better and
lesser known games. There were some classic games that Atari had
and I think they would be awesome on the GBA.
Email me at kilokahn@... or reply to this email post. I
would love to have someone else help make my dream come true!
Later Days,
Chris
___________________________
Christopher Aaron Haslage HaslageNetElectronics http://www.haslage.net/
"We Work for You!"
___________
The only time your teacher wouldn't be wrong would be if all components were
synced using the same clock.
Note that these are two independently clocked systems and you see where the
trouble begins.
Rob
gbadev@yahoogroups.com wrote:
>
> >I am informed by a microelectronics teacher that the deviations due to
> >these facts are SO small as top be irrelevant. The order of 0.00001% or
> >less...
>
> Your teacher is plain wrong. Maybe that's why he/she is a teacher? ;)
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
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>
>
>
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we're talking technical specs here, i'd prefer no writing about technical stuff than writing made by an totally ignorant person in the area (literally).
our company is making a title that's going to be published/marketed/etc by sega, and still the official dreamcast magazine gives some stupid and incorrect info. the people who produced thps for GBA is prolly even "futher away" from nintendo than we are with sega.
AND the question in matter is a technical question, you can never trust anyone without technical knowledge to report accuratly!
Yes, excellent argument. And Crash Bandicoot and Sonic weren't made by Imagine Publishing, but Imagine's magazines can still report on them accurately. Since Nintendo is publishing the magazine, it wouldn't make much sense for them to knock or ignore when one of their licensees do great things on a Nintendo produced console.
>From: "Jonas Lund" <jonas.lund@...> >Reply-To: gbadev@yahoogroups.com >To: <gbadev@yahoogroups.com> >Subject: Re: [gbadev] Tony Hawk Skateboarding >Date: Mon, 30 Apr 2001 19:18:20 +0200 > >tony hawk pro skateboarding wasn't made by nintendo, now was it? > > ----- Original Message ----- > From: Rolo Tomassi > To: gbadev@yahoogroups.com > Sent: Monday, April 30, 2001 7:04 PM > Subject: RE: [gbadev] Tony Hawk Skateboarding > > > In regards to the comments by Mr. Jonas Lund and Mr. Tony Sinclair - > Nintendo Power is Nintendo's magazine that they publish, and have for >the > last 10 years ( http://www.nintendo.com/corp/history.html ). You can >most > certainly trust it for news. Since the staff writers and editors are > employees of Nintendo (they don't just license the term "Official >Nintendo > Magazine" as Mr. Sinclair stated, they actually write and publish it > themselves), I wouldn't trust the reviews, but the news is accurate. > > > >From: "Tony Sinclair" <tony@...> > >Reply-To: gbadev@yahoogroups.com > >To: <gbadev@yahoogroups.com> > >Subject: RE: [gbadev] Tony Hawk Skateboarding > >Date: Mon, 30 Apr 2001 10:07:26 +0100 > > > >RE: [gbadev] Tony Hawk SkateboardingNot so! > >Nintendo Power is a magazine dedicated to Nintendo, but they can still >be > >filled full of rubbish. Nintendo don't have their own magazine. This >like > >every other magazine is put together by fans of the format. The >"OFFICIAL" > >part probably mean that they are allowed to paste the Nintendo logos >etc > >all > >over the mag without getting sued. > > > >Now, although I have said this, I have been reading NP for a long time >now > >and they have never been that far off. Not saying that they get stuff >right > >100% of the time, but I trust em! > > -----Original Message----- > > From: TeleKawaru [mailto:telek@...] > > Sent: 27 April 2001 17:56 > > To: gbadev@yahoogroups.com > > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > > > > Nintendo Power is Nintendo's official magazine. > > ----- Original Message ----- > > From: Jonas Lund > > To: gbadev@yahoogroups.com > > Sent: Friday, April 27, 2001 12:11 PM > > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > > > > nintendo power is a magazine, right? > > simple rule: never trust magazines and the info they get! it's >mostly > >hype or assumptions by stupid people that doesn't know their shit > > > > - jonas lund > > ----- Original Message ----- > > From: TeleKawaru > > To: gbadev@yahoogroups.com > > Sent: Friday, April 27, 2001 5:15 PM > > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > > > > In Nintendo Power they stated that the characters in Tony Hawk >Pro > >Skater were pre-rendered without textures really hi-res on the >computer, > >then they made them nice looking sprites. At least, that's what NP >stated. > > ----- Original Message ----- > > From: Sean Dunlevy > > To: gbadev@yahoogroups.com > > Sent: Friday, April 27, 2001 9:18 AM > > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > > > > I agree, ARM in WRAM executes very nice indeed. Shame about >the > >lack > >of DIV instruction, but I suppose you can't have everything. It's funny > >that > >the way people (well the coders I saw) did what us AGB coders are >doing. > >Code overlays. I know Tomb Raider PSX ended up being made from a HUGE > >number > >of overlays. I don't know how many, but it was a lot.... > > ----- Original Message ----- > > From: Marc Coupar > > To: 'gbadev@yahoogroups.com' > > Sent: Friday, April 27, 2001 11:53 AM > > Subject: RE: [gbadev] Tony Hawk Skateboarding > > > > > > I wrote a mocap player on PS1 in R3000 which used a very low > >number of bones (9) and polys (think it was around 130-150). It only >took > >around 12-13 rasters per player so even accounting for difference in > >processing power, the PS1 GPU doing the poly render for you and that it > >used > >the GTE as well as CPU for the muls in the quaternion code, I would be > >surprised if the AGB couldn't handle that 1 character. > > > > That said, I'm not an AGB coder, and the character in TH >would > >certainly need more than 9 bones. > > > > Either way, TH looks very impressive. > > > > Marc > > > > -----Original Message----- > > From: Chris Schmitz [mailto:Chris.Schmitz@...] > > Sent: 27 April 2001 10:29 > > To: 'gbadev@yahoogroups.com' > > Subject: AW: [gbadev] Tony Hawk Skateboarding > > > > > > > > > > >> I have seen the movie of TonyHawk Skateboarding and >wonder if > >the > > charakter > > >> animation was done using a bones system? I guess a bones > >system > >should > > not > > >> be fast enough on the GBA as we have gathered a lot of > >expierence while > > >> developing the 3D Stadium soccer scenes for our actual PC > >game > > "Bundesliga > > >> ManagerX".. so does anybody have an idea how to do this? > > > > >I guess they do use a bones system. > > >Any specefic reason, why it shouldn't be fast enough on a >gba? > > > > Have you tried it allready? We did not on GBA, but on pc and > >there > >it > > consumes a lot of cpu time... > > > > 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 the Yahoo! Terms of > >Service. > > > > > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of > >Service. > > > > > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of >Service. > > > > > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of >Service. > > > > > > Yahoo! Groups Sponsor > > > > > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. > > > > _________________________________________________________________ > Get your FREE download of MSN Explorer at http://explorer.msn.com > > > Yahoo! Groups Sponsor > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. >
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Yes, excellent argument. And Crash Bandicoot and Sonic weren't made by
Imagine Publishing, but Imagine's magazines can still report on them
accurately.
Since Nintendo is publishing the magazine, it wouldn't make much sense for
them to knock or ignore when one of their licensees do great things on a
Nintendo produced console.
>From: "Jonas Lund" <jonas.lund@...>
>Reply-To: gbadev@yahoogroups.com
>To: <gbadev@yahoogroups.com>
>Subject: Re: [gbadev] Tony Hawk Skateboarding
>Date: Mon, 30 Apr 2001 19:18:20 +0200
>
>tony hawk pro skateboarding wasn't made by nintendo, now was it?
>
> ----- Original Message -----
> From: Rolo Tomassi
> To: gbadev@yahoogroups.com
> Sent: Monday, April 30, 2001 7:04 PM
> Subject: RE: [gbadev] Tony Hawk Skateboarding
>
>
> In regards to the comments by Mr. Jonas Lund and Mr. Tony Sinclair -
> Nintendo Power is Nintendo's magazine that they publish, and have for
>the
> last 10 years ( http://www.nintendo.com/corp/history.html ). You can
>most
> certainly trust it for news. Since the staff writers and editors are
> employees of Nintendo (they don't just license the term "Official
>Nintendo
> Magazine" as Mr. Sinclair stated, they actually write and publish it
> themselves), I wouldn't trust the reviews, but the news is accurate.
>
>
> >From: "Tony Sinclair" <tony@...>
> >Reply-To: gbadev@yahoogroups.com
> >To: <gbadev@yahoogroups.com>
> >Subject: RE: [gbadev] Tony Hawk Skateboarding
> >Date: Mon, 30 Apr 2001 10:07:26 +0100
> >
> >RE: [gbadev] Tony Hawk SkateboardingNot so!
> >Nintendo Power is a magazine dedicated to Nintendo, but they can still
>be
> >filled full of rubbish. Nintendo don't have their own magazine. This
>like
> >every other magazine is put together by fans of the format. The
>"OFFICIAL"
> >part probably mean that they are allowed to paste the Nintendo logos
>etc
> >all
> >over the mag without getting sued.
> >
> >Now, although I have said this, I have been reading NP for a long time
>now
> >and they have never been that far off. Not saying that they get stuff
>right
> >100% of the time, but I trust em!
> > -----Original Message-----
> > From: TeleKawaru [mailto:telek@...]
> > Sent: 27 April 2001 17:56
> > To: gbadev@yahoogroups.com
> > Subject: Re: [gbadev] Tony Hawk Skateboarding
> >
> >
> > Nintendo Power is Nintendo's official magazine.
> > ----- Original Message -----
> > From: Jonas Lund
> > To: gbadev@yahoogroups.com
> > Sent: Friday, April 27, 2001 12:11 PM
> > Subject: Re: [gbadev] Tony Hawk Skateboarding
> >
> >
> > nintendo power is a magazine, right?
> > simple rule: never trust magazines and the info they get! it's
>mostly
> >hype or assumptions by stupid people that doesn't know their shit
> >
> > - jonas lund
> > ----- Original Message -----
> > From: TeleKawaru
> > To: gbadev@yahoogroups.com
> > Sent: Friday, April 27, 2001 5:15 PM
> > Subject: Re: [gbadev] Tony Hawk Skateboarding
> >
> >
> > In Nintendo Power they stated that the characters in Tony Hawk
>Pro
> >Skater were pre-rendered without textures really hi-res on the
>computer,
> >then they made them nice looking sprites. At least, that's what NP
>stated.
> > ----- Original Message -----
> > From: Sean Dunlevy
> > To: gbadev@yahoogroups.com
> > Sent: Friday, April 27, 2001 9:18 AM
> > Subject: Re: [gbadev] Tony Hawk Skateboarding
> >
> >
> > I agree, ARM in WRAM executes very nice indeed. Shame about
>the
> >lack
> >of DIV instruction, but I suppose you can't have everything. It's funny
> >that
> >the way people (well the coders I saw) did what us AGB coders are
>doing.
> >Code overlays. I know Tomb Raider PSX ended up being made from a HUGE
> >number
> >of overlays. I don't know how many, but it was a lot....
> > ----- Original Message -----
> > From: Marc Coupar
> > To: 'gbadev@yahoogroups.com'
> > Sent: Friday, April 27, 2001 11:53 AM
> > Subject: RE: [gbadev] Tony Hawk Skateboarding
> >
> >
> > I wrote a mocap player on PS1 in R3000 which used a very low
> >number of bones (9) and polys (think it was around 130-150). It only
>took
> >around 12-13 rasters per player so even accounting for difference in
> >processing power, the PS1 GPU doing the poly render for you and that it
> >used
> >the GTE as well as CPU for the muls in the quaternion code, I would be
> >surprised if the AGB couldn't handle that 1 character.
> >
> > That said, I'm not an AGB coder, and the character in TH
>would
> >certainly need more than 9 bones.
> >
> > Either way, TH looks very impressive.
> >
> > Marc
> >
> > -----Original Message-----
> > From: Chris Schmitz [mailto:Chris.Schmitz@...]
> > Sent: 27 April 2001 10:29
> > To: 'gbadev@yahoogroups.com'
> > Subject: AW: [gbadev] Tony Hawk Skateboarding
> >
> >
> >
> >
> > >> I have seen the movie of TonyHawk Skateboarding and
>wonder if
> >the
> > charakter
> > >> animation was done using a bones system? I guess a bones
> >system
> >should
> > not
> > >> be fast enough on the GBA as we have gathered a lot of
> >expierence while
> > >> developing the 3D Stadium soccer scenes for our actual PC
> >game
> > "Bundesliga
> > >> ManagerX".. so does anybody have an idea how to do this?
> >
> > >I guess they do use a bones system.
> > >Any specefic reason, why it shouldn't be fast enough on a
>gba?
> >
> > Have you tried it allready? We did not on GBA, but on pc and
> >there
> >it
> > consumes a lot of cpu time...
> >
> > 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 the Yahoo! Terms of
> >Service.
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
> >Service.
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
>Service.
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
>Service.
> >
> >
> > Yahoo! Groups Sponsor
> >
> >
> >
> > unsubscribe: gbadev-unsubscribe@egroups.com
> >
> >
> >
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> >
>
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In the case of a device running at 16 Million cycles per second .00001% comes up
awful fast - especially with two machines.
... and I'm sure it feels more like 1%.
Rob
gbadev@yahoogroups.com wrote:
>
> I am informed by a microelectronics teacher that the deviations due to
> these facts are SO small as top be irrelevant. The order of 0.00001% or
> less...
__________________________________________________________________
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In regards to the comments by Mr. Jonas Lund and Mr. Tony Sinclair - Nintendo Power is Nintendo's magazine that they publish, and have for the last 10 years ( http://www.nintendo.com/corp/history.html ). You can most certainly trust it for news. Since the staff writers and editors are employees of Nintendo (they don't just license the term "Official Nintendo Magazine" as Mr. Sinclair stated, they actually write and publish it themselves), I wouldn't trust the reviews, but the news is accurate.
>From: "Tony Sinclair" <tony@...> >Reply-To: gbadev@yahoogroups.com >To: <gbadev@yahoogroups.com> >Subject: RE: [gbadev] Tony Hawk Skateboarding >Date: Mon, 30 Apr 2001 10:07:26 +0100 > >RE: [gbadev] Tony Hawk SkateboardingNot so! >Nintendo Power is a magazine dedicated to Nintendo, but they can still be >filled full of rubbish. Nintendo don't have their own magazine. This like >every other magazine is put together by fans of the format. The "OFFICIAL" >part probably mean that they are allowed to paste the Nintendo logos etc >all >over the mag without getting sued. > >Now, although I have said this, I have been reading NP for a long time now >and they have never been that far off. Not saying that they get stuff right >100% of the time, but I trust em! > -----Original Message----- > From: TeleKawaru [mailto:telek@...] > Sent: 27 April 2001 17:56 > To: gbadev@yahoogroups.com > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > Nintendo Power is Nintendo's official magazine. > ----- Original Message ----- > From: Jonas Lund > To: gbadev@yahoogroups.com > Sent: Friday, April 27, 2001 12:11 PM > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > nintendo power is a magazine, right? > simple rule: never trust magazines and the info they get! it's mostly >hype or assumptions by stupid people that doesn't know their shit > > - jonas lund > ----- Original Message ----- > From: TeleKawaru > To: gbadev@yahoogroups.com > Sent: Friday, April 27, 2001 5:15 PM > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > In Nintendo Power they stated that the characters in Tony Hawk Pro >Skater were pre-rendered without textures really hi-res on the computer, >then they made them nice looking sprites. At least, that's what NP stated. > ----- Original Message ----- > From: Sean Dunlevy > To: gbadev@yahoogroups.com > Sent: Friday, April 27, 2001 9:18 AM > Subject: Re: [gbadev] Tony Hawk Skateboarding > > > I agree, ARM in WRAM executes very nice indeed. Shame about the >lack >of DIV instruction, but I suppose you can't have everything. It's funny >that >the way people (well the coders I saw) did what us AGB coders are doing. >Code overlays. I know Tomb Raider PSX ended up being made from a HUGE >number >of overlays. I don't know how many, but it was a lot.... > ----- Original Message ----- > From: Marc Coupar > To: 'gbadev@yahoogroups.com' > Sent: Friday, April 27, 2001 11:53 AM > Subject: RE: [gbadev] Tony Hawk Skateboarding > > > I wrote a mocap player on PS1 in R3000 which used a very low >number of bones (9) and polys (think it was around 130-150). It only took >around 12-13 rasters per player so even accounting for difference in >processing power, the PS1 GPU doing the poly render for you and that it >used >the GTE as well as CPU for the muls in the quaternion code, I would be >surprised if the AGB couldn't handle that 1 character. > > That said, I'm not an AGB coder, and the character in TH would >certainly need more than 9 bones. > > Either way, TH looks very impressive. > > Marc > > -----Original Message----- > From: Chris Schmitz [mailto:Chris.Schmitz@...] > Sent: 27 April 2001 10:29 > To: 'gbadev@yahoogroups.com' > Subject: AW: [gbadev] Tony Hawk Skateboarding > > > > > >> I have seen the movie of TonyHawk Skateboarding and wonder if >the > charakter > >> animation was done using a bones system? I guess a bones >system >should > not > >> be fast enough on the GBA as we have gathered a lot of >expierence while > >> developing the 3D Stadium soccer scenes for our actual PC >game > "Bundesliga > >> ManagerX".. so does anybody have an idea how to do this? > > >I guess they do use a bones system. > >Any specefic reason, why it shouldn't be fast enough on a gba? > > Have you tried it allready? We did not on GBA, but on pc and >there >it > consumes a lot of cpu time... > > 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 the Yahoo! Terms of >Service. > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of >Service. > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. > > > Yahoo! Groups Sponsor > > > > unsubscribe: gbadev-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. >
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The tone of this sounded like a courtcase, "In regards to the
comments by Mr .... " . This is simply a discussion group, not a court
hearing!
Doesn't matter who any publication is created by, they are always
open to incorrectly creating, receiving, or interpreting information. No
publication is above scrutiny.
-----Original Message-----
From: Rolo Tomassi [mailto:frogwalrus@...]
Sent: 30 April 2001 18:05
To: gbadev@yahoogroups.com
Subject: RE: [gbadev] Tony Hawk Skateboarding
In regards to the comments by Mr. Jonas Lund and Mr. Tony Sinclair -
Nintendo Power is Nintendo's magazine that they publish, and have for the
last 10 years ( http://www.nintendo.com/corp/history.html ). You can most
certainly trust it for news. Since the staff writers and editors are
employees of Nintendo (they don't just license the term "Official Nintendo
Magazine" as Mr. Sinclair stated, they actually write and publish it
themselves), I wouldn't trust the reviews, but the news is accurate.
>From: "Tony Sinclair" <tony@...>
>Reply-To: gbadev@yahoogroups.com
>To: <gbadev@yahoogroups.com>
>Subject: RE: [gbadev] Tony Hawk Skateboarding
>Date: Mon, 30 Apr 2001 10:07:26 +0100
>
>RE: [gbadev] Tony Hawk SkateboardingNot so!
>Nintendo Power is a magazine dedicated to Nintendo, but they can still be
>filled full of rubbish. Nintendo don't have their own magazine. This like
>every other magazine is put together by fans of the format. The "OFFICIAL"
>part probably mean that they are allowed to paste the Nintendo logos etc
>all
>over the mag without getting sued.
>
>Now, although I have said this, I have been reading NP for a long time now
>and they have never been that far off. Not saying that they get stuff right
>100% of the time, but I trust em!
> -----Original Message-----
> From: TeleKawaru [mailto:telek@...]
> Sent: 27 April 2001 17:56
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> Nintendo Power is Nintendo's official magazine.
> ----- Original Message -----
> From: Jonas Lund
> To: gbadev@yahoogroups.com
> Sent: Friday, April 27, 2001 12:11 PM
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> nintendo power is a magazine, right?
> simple rule: never trust magazines and the info they get! it's mostly
>hype or assumptions by stupid people that doesn't know their shit
>
> - jonas lund
> ----- Original Message -----
> From: TeleKawaru
> To: gbadev@yahoogroups.com
> Sent: Friday, April 27, 2001 5:15 PM
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> In Nintendo Power they stated that the characters in Tony Hawk Pro
>Skater were pre-rendered without textures really hi-res on the computer,
>then they made them nice looking sprites. At least, that's what NP stated.
> ----- Original Message -----
> From: Sean Dunlevy
> To: gbadev@yahoogroups.com
> Sent: Friday, April 27, 2001 9:18 AM
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> I agree, ARM in WRAM executes very nice indeed. Shame about the
>lack
>of DIV instruction, but I suppose you can't have everything. It's funny
>that
>the way people (well the coders I saw) did what us AGB coders are doing.
>Code overlays. I know Tomb Raider PSX ended up being made from a HUGE
>number
>of overlays. I don't know how many, but it was a lot....
> ----- Original Message -----
> From: Marc Coupar
> To: 'gbadev@yahoogroups.com'
> Sent: Friday, April 27, 2001 11:53 AM
> Subject: RE: [gbadev] Tony Hawk Skateboarding
>
>
> I wrote a mocap player on PS1 in R3000 which used a very low
>number of bones (9) and polys (think it was around 130-150). It only took
>around 12-13 rasters per player so even accounting for difference in
>processing power, the PS1 GPU doing the poly render for you and that it
>used
>the GTE as well as CPU for the muls in the quaternion code, I would be
>surprised if the AGB couldn't handle that 1 character.
>
> That said, I'm not an AGB coder, and the character in TH would
>certainly need more than 9 bones.
>
> Either way, TH looks very impressive.
>
> Marc
>
> -----Original Message-----
> From: Chris Schmitz [mailto:Chris.Schmitz@...]
> Sent: 27 April 2001 10:29
> To: 'gbadev@yahoogroups.com'
> Subject: AW: [gbadev] Tony Hawk Skateboarding
>
>
>
>
> >> I have seen the movie of TonyHawk Skateboarding and wonder if
>the
> charakter
> >> animation was done using a bones system? I guess a bones
>system
>should
> not
> >> be fast enough on the GBA as we have gathered a lot of
>expierence while
> >> developing the 3D Stadium soccer scenes for our actual PC
>game
> "Bundesliga
> >> ManagerX".. so does anybody have an idea how to do this?
>
> >I guess they do use a bones system.
> >Any specefic reason, why it shouldn't be fast enough on a gba?
>
> Have you tried it allready? We did not on GBA, but on pc and
>there
>it
> consumes a lot of cpu time...
>
> unsubscribe: gbadev-unsubscribe@egroups.com
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>
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In regards to the comments by Mr. Jonas Lund and Mr. Tony Sinclair -
Nintendo Power is Nintendo's magazine that they publish, and have for the
last 10 years ( http://www.nintendo.com/corp/history.html ). You can most
certainly trust it for news. Since the staff writers and editors are
employees of Nintendo (they don't just license the term "Official Nintendo
Magazine" as Mr. Sinclair stated, they actually write and publish it
themselves), I wouldn't trust the reviews, but the news is accurate.
>From: "Tony Sinclair" <tony@...>
>Reply-To: gbadev@yahoogroups.com
>To: <gbadev@yahoogroups.com>
>Subject: RE: [gbadev] Tony Hawk Skateboarding
>Date: Mon, 30 Apr 2001 10:07:26 +0100
>
>RE: [gbadev] Tony Hawk SkateboardingNot so!
>Nintendo Power is a magazine dedicated to Nintendo, but they can still be
>filled full of rubbish. Nintendo don't have their own magazine. This like
>every other magazine is put together by fans of the format. The "OFFICIAL"
>part probably mean that they are allowed to paste the Nintendo logos etc
>all
>over the mag without getting sued.
>
>Now, although I have said this, I have been reading NP for a long time now
>and they have never been that far off. Not saying that they get stuff right
>100% of the time, but I trust em!
> -----Original Message-----
> From: TeleKawaru [mailto:telek@...]
> Sent: 27 April 2001 17:56
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> Nintendo Power is Nintendo's official magazine.
> ----- Original Message -----
> From: Jonas Lund
> To: gbadev@yahoogroups.com
> Sent: Friday, April 27, 2001 12:11 PM
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> nintendo power is a magazine, right?
> simple rule: never trust magazines and the info they get! it's mostly
>hype or assumptions by stupid people that doesn't know their shit
>
> - jonas lund
> ----- Original Message -----
> From: TeleKawaru
> To: gbadev@yahoogroups.com
> Sent: Friday, April 27, 2001 5:15 PM
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> In Nintendo Power they stated that the characters in Tony Hawk Pro
>Skater were pre-rendered without textures really hi-res on the computer,
>then they made them nice looking sprites. At least, that's what NP stated.
> ----- Original Message -----
> From: Sean Dunlevy
> To: gbadev@yahoogroups.com
> Sent: Friday, April 27, 2001 9:18 AM
> Subject: Re: [gbadev] Tony Hawk Skateboarding
>
>
> I agree, ARM in WRAM executes very nice indeed. Shame about the
>lack
>of DIV instruction, but I suppose you can't have everything. It's funny
>that
>the way people (well the coders I saw) did what us AGB coders are doing.
>Code overlays. I know Tomb Raider PSX ended up being made from a HUGE
>number
>of overlays. I don't know how many, but it was a lot....
> ----- Original Message -----
> From: Marc Coupar
> To: 'gbadev@yahoogroups.com'
> Sent: Friday, April 27, 2001 11:53 AM
> Subject: RE: [gbadev] Tony Hawk Skateboarding
>
>
> I wrote a mocap player on PS1 in R3000 which used a very low
>number of bones (9) and polys (think it was around 130-150). It only took
>around 12-13 rasters per player so even accounting for difference in
>processing power, the PS1 GPU doing the poly render for you and that it
>used
>the GTE as well as CPU for the muls in the quaternion code, I would be
>surprised if the AGB couldn't handle that 1 character.
>
> That said, I'm not an AGB coder, and the character in TH would
>certainly need more than 9 bones.
>
> Either way, TH looks very impressive.
>
> Marc
>
> -----Original Message-----
> From: Chris Schmitz [mailto:Chris.Schmitz@...]
> Sent: 27 April 2001 10:29
> To: 'gbadev@yahoogroups.com'
> Subject: AW: [gbadev] Tony Hawk Skateboarding
>
>
>
>
> >> I have seen the movie of TonyHawk Skateboarding and wonder if
>the
> charakter
> >> animation was done using a bones system? I guess a bones
>system
>should
> not
> >> be fast enough on the GBA as we have gathered a lot of
>expierence while
> >> developing the 3D Stadium soccer scenes for our actual PC
>game
> "Bundesliga
> >> ManagerX".. so does anybody have an idea how to do this?
>
> >I guess they do use a bones system.
> >Any specefic reason, why it shouldn't be fast enough on a gba?
>
> Have you tried it allready? We did not on GBA, but on pc and
>there
>it
> consumes a lot of cpu time...
>
> 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 the Yahoo! Terms of
>Service.
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
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>
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On Mon, 30 Apr 2001 davesbit@... wrote:
> What happens if you try to write a byte to vram then?
As I understand the FAQ, if you wrote &ff to a byte in vram then the
adjacent byte will also become &ff (or whatever you write) ie
byte location: 00 01 02 03 (+ &06000000)
vram contents: aa bb cc dd
followed by
mov r0, #0xff
mov r1, #0x06000000
strb r0, [r1]
results in
byte location: 00 01 02 03 (+ &06000000)
vram contents: ff ff cc dd
AND you'd get the same result if you wrote to &06000001.
Of course I don't have the h/w to test, and no emulators (just maybe VGBA
0.6 does - haven't checked) emulate this behaviour, also making my poly
routines hard to test (emulator authors - if you're listening, this and
correct vram write timings would be great ;)
Pete
--
http://www.bits.bris.ac.uk/dooby/
--- In gbadev@y..., Andrew Norris <gba@m...> wrote:
> 30/04/01 02:58:52, "Stephen Stair" <sgstair@h...> wrote:
>
> >Doh again! VRAM can't be written to in bytes... half-word
minimum... =D
What happens if you try to write a byte to vram then?
Well, I did a boo-boo =D The GBA Bitmap Converter had a nasty bug that
caused problems when exporting 256-color bitmaps. It's fixed now, and It
works great =)
Get in on my website: http://gbdev.8k.com
Have fun!
-Stephen Stair
Hi
I know nearlly nothing in 3D but if the sprite is not in 3D why bother
drawing it like in 3D ?, why no just draw a nice bitmap sprite instead ?
Flynn
----- Message d'origine -----
De : "Shawn Freeman" <sfreeman@...>
À : <gbadev@yahoogroups.com>
Envoyé : vendredi 27 avril 2001 19:16
Objet : [gbadev] Re: Tony Hawk. Jeez!
> Hey,
> Chill guys! Next time I'll make sure post is explicitly clear as to
what
> I'm talking about. I think a few people took it the extra mile.
>
> Once again: I didn't say it was not possible. When I first got my
hands
> on the AGB system, the first thing I did was test out a 3D renderer. It
> worked, but that isn't what the current game required so I left it. Point
> being, 3D is possible.
>
> In Tony Hawk, I had heard it was 3D. BUT what I heard was that the
whole
> game was 3D. THAT is what I was commenting on. The player sprite itself
> being 3D is much more believable than the whole game.
>
> However, it could easily be pre-rendered hi res animations. And it
> wouldn't take up that much space.
>
> Just Me,
> *SF
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
______________________________________________________________________________
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Nintendo Power is a magazine dedicated to Nintendo, but they can still be filled full of rubbish. Nintendo don't have their own magazine. This like every other magazine is put together by fans of the format. The "OFFICIAL" part probably mean that they are allowed to paste the Nintendo logos etc all over the mag without getting sued.
Now, although I have said this, I have been reading NP for a long time now and they have never been that far off. Not saying that they get stuff right 100% of the time, but I trust em!
-----Original Message----- From: TeleKawaru [mailto:telek@...] Sent: 27 April 2001 17:56 To: gbadev@yahoogroups.com Subject: Re: [gbadev] Tony Hawk Skateboarding
In Nintendo Power they stated that the characters in Tony Hawk Pro Skater were pre-rendered without textures really hi-res on the computer, then they made them nice looking sprites. At least, that's what NP stated.
I agree, ARM in WRAM executes very nice indeed. Shame about the lack of DIV instruction, but I suppose you can't have everything. It's funny that the way people (well the coders I saw) did what us AGB coders are doing. Code overlays. I know Tomb Raider PSX ended up being made from a HUGE number of overlays. I don't know how many, but it was a lot....
I wrote a mocap player on PS1 in R3000 which used a very low number of bones (9) and polys (think it was around 130-150). It only took around 12-13 rasters per player so even accounting for difference in processing power, the PS1 GPU doing the poly render for you and that it used the GTE as well as CPU for the muls in the quaternion code, I would be surprised if the AGB couldn't handle that 1 character.
That said, I'm not an AGB coder, and the character in TH would certainly need more than 9 bones.
Either way, TH looks very impressive.
Marc
-----Original Message----- From: Chris Schmitz [mailto:Chris.Schmitz@...] Sent: 27 April 2001 10:29 To: 'gbadev@yahoogroups.com' Subject: AW: [gbadev] Tony Hawk Skateboarding
>> I have seen the movie of TonyHawk Skateboarding and wonder if the charakter >> animation was done using a bones system? I guess a bones system should not >> be fast enough on the GBA as we have gathered a lot of expierence while >> developing the 3D Stadium soccer scenes for our actual PC game "Bundesliga >> ManagerX".. so does anybody have an idea how to do this?
>I guess they do use a bones system. >Any specefic reason, why it shouldn't be fast enough on a gba?
Have you tried it allready? We did not on GBA, but on pc and there it consumes a lot of cpu time...
Hey all, is something up with the approval process of the list? A member
of my crew, the main tinker, has been waiting for days. Of course,
something may well be in error, or the fault may be with him. His yahoo id
is "ampzen".
I'd be grateful if someone looked into this,
Sunna Fenderson.
30/04/01 02:58:52, "Stephen Stair" <sgstair@...> wrote:
>Doh again! VRAM can't be written to in bytes... half-word minimum... =D
Tripple Doh!, better change my polygon routine :))
thanks :))
>
>
>----- Original Message -----
>From: Andrew Norris
>To: gbadev@yahoogroups.com
>Sent: Sunday, April 29, 2001 8:52 PM
>Subject: Re: [gbadev] vram writing question.
>
>
>
>>Whats the best way to write 1 pixel at a time in mode4?
>>From what I can tell I have to read 2 pixels, and then overlay my 8bits
>over
>>8 of the 16bits read back and then write back the new 16bits.
>>Is there any faster way?
>
>Doh!...There is an STRB instruction (in both THUMB and ARM) which all ARM C
>compilers will use....
>It writes in 2 cycles - 8 million a second...
>
>e.g. from handcoded ARM :-
>
>STRB R0,[R1]
>
>You can also have offsets with registers, immediate, and registers
>shifted....still 8 million a second...isn't ARM cool :)
>
>E.g. from C :-
>
>*(char*)adr=col;
>
>Cheers.
>
>Andy.
>
>
>Yahoo! Groups Sponsor
>
>
>
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>
>
Doh again! VRAM can't be written to in bytes... half-word minimum... =D
----- Original Message -----
From: Andrew Norris
To: gbadev@yahoogroups.com
Sent: Sunday, April 29, 2001 8:52 PM
Subject: Re: [gbadev] vram writing question.
>Whats the best way to write 1 pixel at a time in mode4?
>From what I can tell I have to read 2 pixels, and then overlay my 8bits
over
>8 of the 16bits read back and then write back the new 16bits.
>Is there any faster way?
Doh!...There is an STRB instruction (in both THUMB and ARM) which all ARM C
compilers will use....
It writes in 2 cycles - 8 million a second...
e.g. from handcoded ARM :-
STRB R0,[R1]
You can also have offsets with registers, immediate, and registers
shifted....still 8 million a second...isn't ARM cool :)
E.g. from C :-
*(char*)adr=col;
Cheers.
Andy.
Yahoo! Groups Sponsor
unsubscribe: gbadev-unsubscribe@egroups.com
Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
>Whats the best way to write 1 pixel at a time in mode4?
>From what I can tell I have to read 2 pixels, and then overlay my 8bits over
>8 of the 16bits read back and then write back the new 16bits.
>Is there any faster way?
Doh!...There is an STRB instruction (in both THUMB and ARM) which all ARM C
compilers will use....
It writes in 2 cycles - 8 million a second...
e.g. from handcoded ARM :-
STRB R0,[R1]
You can also have offsets with registers, immediate, and registers
shifted....still 8 million a second...isn't ARM cool :)
E.g. from C :-
*(char*)adr=col;
Cheers.
Andy.
Whats the best way to write 1 pixel at a time in mode4?
From what I can tell I have to read 2 pixels, and then overlay my 8bits over
8 of the 16bits read back and then write back the new 16bits.
Is there any faster way?
Thanks.
> Hi guys,
>
> Anyone else had problems with local variables in the debugger? Basically
> i've got about 15 local vars in a function (yes its prob overkill!) that im
> trying to debug. But from what I can tell the IS-debugger will only display
> the local vars that fit into the 8 registers used for Thumb. All the other
> variables are just displayed with values 0x0C00 and address 0. Does anyone
> have an idea how to get around this?
>
> Cheers,
> Jack
Hi,
this strange behaviour should disappear when you turn off the optimizations
(or use -O1).
Well, guess this is not the answer you were looking for :)
regards
--
Manfred Linzner
http://www.shinen.com
Hi guys,
Anyone else had problems with local variables in the debugger? Basically
i've got about 15 local vars in a function (yes its prob overkill!) that im
trying to debug. But from what I can tell the IS-debugger will only display
the local vars that fit into the 8 registers used for Thumb. All the other
variables are just displayed with values 0x0C00 and address 0. Does anyone
have an idea how to get around this?
Cheers,
Jack
Since the GBA only has a small amount of Ram, do any developers here
find they have problems when they link entire programs together
(including any front ends and other pieces)? Or does it all fit into
Ram so far?
If so, what solutions do you use for this?
1) Use overlays in GCC
2) Use overlays in the ARM compiler
3) Allocate memory from a heap for each game section when needed
Or do you use both overlays and malloc?
Just curious as to what the best and most portable solution is.
I highly doubt it. There will be too many differences between the two.
Mat
----- Original Message -----
From: "Daniel Brown" <convict_at_large@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, April 28, 2001 1:50 PM
Subject: [gbadev] ARM SDK and Development Boards
> I can get the arm SDK and Arm development boards at a reduced prize being
a
> student. I know the ARM SDK is worth getting for GBA development but what
> about the development boards? Would they be of any use?
>
> Link to development boards page.
> http://www.arm.com/devtools/dev_boards?OpenDocument
>
> Cheers,
>
> Daniel
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
I can get the arm SDK and Arm development boards at a reduced prize being a
student. I know the ARM SDK is worth getting for GBA development but what
about the development boards? Would they be of any use?
Link to development boards page.
http://www.arm.com/devtools/dev_boards?OpenDocument
Cheers,
Daniel
Could anybody tell me why there should be a problem with fillrate on polys
that are just some pixels big? Actually I don't find this video hard to
believe. Still very impressive, thought....
On Fri, 27 Apr 2001, ninge1 wrote:
> and everything is drawn using the cpu (including characters 'cause you cant
> clip HW sprites to the backgrounds)
Some time ago, when the dev. hardware was first distributed to the
official developers, there was a discussion here on sprites with
transparencies and different priorities. ISTR that a transparent sprite
(alpha-blended, that is) passing over an opaque sprite would make the
opaque sprite disappear. Granted, this would do nothing for bitmapped
modes, but if you used a tiled mode, couldn't you render your polys, and
use the same tiles as masks using alpha-blending? Just a thought.
-Anders