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#4847 From: "Rogers, Jason L. ET2 (CVN71)" <rogersjl@...>
Date: Mon Jul 2, 2001 10:23 am
Subject: RE: Re: PERN Project SDK's and Emulators
rogersjl@...
Send Email Send Email
 
Feedback would be more than welcome.  As far as source level debugging I
beileve the only option curently available is via jeffs cable and using a
stub ( a little macro inserted between each line of code that outputs
register values or what ever back to the PC).  I have not used this method
so I do not know if will do you any good.  As longe as your source is very
well comented I would be glad to post it on my site.  Also bug reports are
allways welcome.
-dovoto

-----Original Message-----
From: eagle@... [mailto:eagle@...]
Sent: Sunday, July 01, 2001 12:45 AM
To: gbadev@yahoogroups.com
Subject: [gbadev] Re: PERN Project SDK's and Emulators


By modifying the template, I can actually build [your] tutor.bin
directly in the project manager. with a one liner shortcut to a .bat
file containing Igba tutor.bin on the desktop then, I can build in
the manager and one click runs it.  With it this way, I can use the
project manager to either a) debug source code (but not see the
output via an emulator) or b) with a click after the build, execute
the Igba emulator (but not debug source code at the same time).

Debugging, without being able to see what would be on the screen at
the same time though, is going to cramp the style of effective
debugging.  If not an emulator that works with source level
debugging, do you (or anyone) know if there IS some way to do this?
Maybe with an actual device and a cable? or SOME way?

Again - great job on the tutorial!

{Do you want any bug reports or typos on some simple stuff I found?
I generated a new demo beased on your's, fixing these things, and
which shows all 3 modes (3,4,5) descriptively in one app.  It's your
if you want it.}

-Eagle



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#4846 From: "Erland Costyson" <Erland.Costyson@...>
Date: Mon Jul 2, 2001 11:32 am
Subject: Re: Cable Diagram
Erland.Costyson@...
Send Email Send Email
 
Unfortunately this link is an illegal URL, could  you fix one without underscore
? The Squid proxy at work would like that very much.

Erland


>>> davidwu2001@... 06/28/01 06:16PM >>>

http://davidwu_2001.tripod.com/root/

David

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



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#4845 From: robit69@...
Date: Mon Jul 2, 2001 1:02 pm
Subject: Sprite animation ...?
robit69@...
Send Email Send Email
 
Hi

I just understood how sprites worked on the gba .
I was asking myself ,

  how to connect different sprite to make an animation ?
Do I concider all my animations sprites as a block in the OAM an d
use it like a simple sprite ?

Thanx in advance

Tibor

#4844 From: "Andreas Scholl" <andreas@...>
Date: Mon Jul 2, 2001 12:05 pm
Subject: Alpha Blending Sprites and Background
andreas@...
Send Email Send Email
 
Hello,

i am working on a little action adventure type game demo at the moment. It
uses 2 background-playfields to achieve a priority effect (i.e. Sprites
going behind tree's). Also it uses alpha blending for object shadows. Now i
have added a third (alpha-blended) background to show shadows of clouds
flying over. It works fine, except where the object-shadows and clouds are
overlapping. It shows the original color of the "shadow-sprites" at this
areas. Is there a way to get around this? I included a screenshot to show
the problem. Unfortunately the problem doesn't appear on boycott advance
(which i used to make the screenshot), so i added 2 shadows (bright yellow
areas) by myself to show where it appears.

many greetings,
Andy
Kritzelkratz 3000



[Non-text portions of this message have been removed]

#4843 From: Sandy Meier <smeier@...>
Date: Mon Jul 2, 2001 9:34 am
Subject: Re: PERN Project SDK's and Emulators
smeier@...
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Am Sonntag,  1. Juli 2001 21:40 schrieben Sie:
> It seems a lot of us have the same goals. Perhaps we can group efforts?
> That is, Andrew, if your willing to give up MFC in favor of ATL/WTL ;-)
> There's an awesome open source (no license restricted) syntax coloring ATL
> control linked from www.codeproject.com, and a cool docking style control I
> found for WTL on another site.
>
> Nice thing about ATL/WTL is the code compiles directly in there (they are
> all template based frameworks), so its very light. No need to distribute a
> bloated MFC DLL around with the app. WTL even has a CString replacement
> with no MFC depedencies.

Apropos IDE: I plan to add GBA support to the coming KDevelop 3.0 (an
Linux/Unix IDE,http://www.kdevelop.org) so it will be a complete IDE for GBA
development. If you want to help, don't hesitate to contact me. :-)

Ciao!
Sandy

- --
for verifying my signature or send encryted emails:
ftp://fara.cs.uni-potsdam.de/stud/smeier/public_key
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Version: GnuPG v1.0.1e-SuSE (GNU/Linux)
Comment: For info see http://www.gnupg.org

iD8DBQE7QEAaNX6yrHxt6UARAkZuAJ449ksF49+nYUaM6mkp2PGkGZSaZQCdE2tM
rlHBIV+nt/bne93B5EmOciI=
=YOGV
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#4842 From: eagle@...
Date: Mon Jul 2, 2001 2:54 am
Subject: Re: Key assignments
eagle@...
Send Email Send Email
 
I am using Igba, andf I tried Shift-I and enter for select and start
and nothing happens - of course, I'm not sure what is SUPPOSED to
happen with your demo tutor33 when they are hit.

-Eagle



--- In gbadev@y..., "Rogers, Jason L. ET2 (CVN71)" <rogersjl@r...>
wrote:
> Well it depends on the emu you are using.  Those keys coraspond to
the keys
> on the GBA not the keyboard.  tab and space are a and b in igba and
shift I
> believe is the select key and enter the start key.  Although you
need to
> check your emu's docs to find which keys are which.
> -dovoto
>
> -----Original Message-----
> From: eagle@e... [mailto:eagle@e...]
> Sent: Sunday, July 01, 2001 2:15 PM
> To: gbadev@y...
> Subject: [gbadev] Key assignments
>
>
> From the PERN project, I got the key assignments shown below.
> However, on my PC, they don't seem to correspond to the keys I
expect
> as seen from the names assigned to them (see the comments)
>
> Can anyone tell me what's going on and/or what the few keys I
> couldn't find are?
>
> thanks,
>
>    Eagle
>
> #define KEY_A 	 1   // if I hit "tab"  I get
KEY_A
> #define KEY_B 	 2   // if I hit "space"  I get
KEY_B
> #define KEY_SELECT 4   // cant find this one ???
> #define KEY_START  8   // cant find this one ???
> #define KEY_RIGHT  16     // this ones fine
> #define KEY_LEFT  32    // this ones fine
> #define KEY_UP 	 64    // this ones fine
> #define KEY_DOWN  128    // this ones fine
> #define KEY_R  256   // If I hit"W" 	 I get KEY_R
> #define KEY_L 	 512    // If I hit"Q" 	 I get
KEY_L
> volatile u32* KEYS = (volatile u32*)0x04000130;
>
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/

#4841 From: "Eddie Edwards" <eddie@...>
Date: Mon Jul 2, 2001 3:14 am
Subject: RE: Re: Direct Sound..
eddie@...
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Marcus wrote:

> Heres some code thats plays an 8bit sample at 16 Khz, I've currently got
it
> playing a 1 minute Prodigy Firestarter track while 4x4 offroaders is
running
> at 20FPS on the GBA unit, pretty cool..

Thanks for the code, Marcus.  Works great for me too!

You might get over 20FPS if you make a small change, however:

> *(unsigned short *)TM0CNT = 0x000c3;

This enables IRQ on timer 0, which isn't necessary.  Use 0x83 instead.
Otherwise, you're generating 16,000 interrupts every second, needlessly.

============

Changing the Sample Rate

Storing 0x83 into TM0CNT and 0xFFFF into TM0D sets the sample rate at
16780000 / 1024 = 16387Hz.  For a different sample rate, the following
works:

Calculate X = int(16780000.0f / sample_rate + 0.5);
Set TM0D = 65536 - X
Set TM0CNT to 0x80 [no prescaling]

This gives excellent resolution for sample rate [e.g. X = 761 for 22.050Hz
which is 1/2 of CD audio rate; the resulting sample rate is 22049.93.]

Ed xxx

#4840 From: eagle@...
Date: Mon Jul 2, 2001 2:49 am
Subject: Re: PERN Project SDK's and Emulators
eagle@...
Send Email Send Email
 
What about this:  Is there a way to [at least] via one of the
emulators (say, Igba for example), to include some print statements
tyhat would go to some kind of log, which would allow you to look at
some valaues?  Or maybe even in the Nintendo Project Manager when you
execute/debug it to get some output progress log info.


-Eagle

#4839 From: eagle@...
Date: Mon Jul 2, 2001 2:44 am
Subject: Re: Key assignments
eagle@...
Send Email Send Email
 
Whoops - I had forgot to mention that I was using Igba.  So... is
there anyone out there using Igba that knows what keys these map to
and if the one's I've indicated are correct?

thanks,

    Eagle


>
> #define KEY_A  1   // if I hit "tab"  I get KEY_A
> #define KEY_B  2   // if I hit "space"  I get KEY_B
> #define KEY_SELECT 4   // cant find this one ???
> #define KEY_START  8   // cant find this one ???
> #define KEY_RIGHT  16     // this ones fine
> #define KEY_LEFT  32    // this ones fine
> #define KEY_UP  64    // this ones fine
> #define KEY_DOWN  128    // this ones fine
> #define KEY_R  256   // If I hit"W" 	 I get KEY_R
> #define KEY_L  512    // If I hit"Q" 	 I get KEY_L
> volatile u32* KEYS = (volatile u32*)0x04000130;

#4838 From: "Mikael J." <tic_khr@...>
Date: Mon Jul 2, 2001 12:09 am
Subject: Re: Key assignments
tic_khr@...
Send Email Send Email
 
>From the PERN project, I got the key assignments shown below.
>However, on my PC, they don't seem to correspond to the keys I expect
>as seen from the names assigned to them (see the comments)
>
>Can anyone tell me what's going on and/or what the few keys I
>couldn't find are?
>
That depends on the key mapping used in the GBA emulator you're using

--
Mikael J @ http://hem.spray.se/tic_khr

#4837 From: "mov" <mov@...>
Date: Mon Jul 2, 2001 8:27 am
Subject: Re: corrupted nintendo logo?
mov@...
Send Email Send Email
 
I have same kind of problems. Suddenly game wont bootup and nintedo logo is
messed up. Just switchin GBA on/off helps on it.


----- Original Message -----
From: <SamShady9638@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, June 30, 2001 5:23 PM
Subject: [gbadev] corrupted nintendo logo?


> Hi. Lately me and my brothers Gameboy Advances occasionally display a
> corrupted nintendo logo and the game will not load. Taking out the game
and
> replacing it seems to work fine. I called nintendo becauuse I was kind of
> pissed about this and the fed me a line about how it probably isn't clean
> around the contact areas. Well I know this isn't true because I take great
> care with my system and so does my brother, but i bought a cleaning kit
and
> cleaned the system and it still does it. Is anyone here having a similar
> problem and does anyone know why this is happening.
>
>
> [Non-text portions of this message have been removed]
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#4836 From: "Rogers, Jason L. ET2 (CVN71)" <rogersjl@...>
Date: Sun Jul 1, 2001 7:44 pm
Subject: RE: Key assignments
rogersjl@...
Send Email Send Email
 
Well it depends on the emu you are using.  Those keys coraspond to the keys
on the GBA not the keyboard.  tab and space are a and b in igba and shift I
believe is the select key and enter the start key.  Although you need to
check your emu's docs to find which keys are which.
-dovoto

-----Original Message-----
From: eagle@... [mailto:eagle@...]
Sent: Sunday, July 01, 2001 2:15 PM
To: gbadev@yahoogroups.com
Subject: [gbadev] Key assignments


From the PERN project, I got the key assignments shown below.
However, on my PC, they don't seem to correspond to the keys I expect
as seen from the names assigned to them (see the comments)

Can anyone tell me what's going on and/or what the few keys I
couldn't find are?

thanks,

    Eagle

#define KEY_A 	 1   // if I hit "tab"  I get KEY_A
#define KEY_B 	 2   // if I hit "space"  I get KEY_B
#define KEY_SELECT 4   // cant find this one ???
#define KEY_START  8   // cant find this one ???
#define KEY_RIGHT  16     // this ones fine
#define KEY_LEFT  32    // this ones fine
#define KEY_UP 	 64    // this ones fine
#define KEY_DOWN  128    // this ones fine
#define KEY_R  256   // If I hit"W" 	 I get KEY_R
#define KEY_L 	 512    // If I hit"Q" 	 I get KEY_L
volatile u32* KEYS = (volatile u32*)0x04000130;




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#4835 From: "Matt Johnson \(DH\)" <matt2000@...>
Date: Sun Jul 1, 2001 7:40 pm
Subject: Re: PERN Project SDK's and Emulators
matt2000@...
Send Email Send Email
 
It seems a lot of us have the same goals. Perhaps we can group efforts?
That is, Andrew, if your willing to give up MFC in favor of ATL/WTL ;-)
There's an awesome open source (no license restricted) syntax coloring ATL
control linked from www.codeproject.com, and a cool docking style control I
found for WTL on another site.

Nice thing about ATL/WTL is the code compiles directly in there (they are
all template based frameworks), so its very light. No need to distribute a
bloated MFC DLL around with the app. WTL even has a CString replacement with
no MFC depedencies.

Last night I was also able to recompile GCC v3.0 using Cygwin bash emulator
and its toolset . Tomorrow if I have time I'm going to look into removing
cygwin depedencies on GCC and other bintools. Since, using Cygwin imho isn't
appropiate for an IDE, when such tools can be recompiled using mingw and
only have dependencies on the MSVCRT.DLL file. Anyone have any experience
recompiling under cygwin tools to use mingw based headers? Im still amazed I
managed to recompile GCC on a windows box. My network card went by-bye on my
other machine, so Mandrake will be collecting dust for awhile.

Also, EloGBA is the only open source GBA emulator around. Anyone assess how
difficult it would be to clean it up a bit and add sound support?

Matt

> An alternative would be to generate a map as part of the build process, so
that it wasn't necessary to constantly spawn addr2line. I took a brief look
at the elf docs, but haven't delved in yet. Too many other things on my
plate.
>
> Andrew

>
>   I kind of missed this conversation, but I'm guessing it's about adding
full
>   C-source debugging to the emulators.  Parsing an elf file for debug
>   information isn't that hard.  I've done it before.  That data you are
given
>   is pretty easy to work with too.  Constantly spawning addr2line would be
a
>   bottle neck.  If someone plans on parsing an elf file for the debug
data,
>   feel free to email me if you get stuck or have questions.

#4834 From: "Peter Waller" <sulphur@...>
Date: Sun Jul 1, 2001 7:37 pm
Subject: Re: Key assignments
sulphur@...
Send Email Send Email
 
The #define's are correct, you probably haven't configured the emulator
correctly? some have predefined key settings, others allow you to change
them... ;)

Regards,
Peter.

> From the PERN project, I got the key assignments shown below.
> However, on my PC, they don't seem to correspond to the keys I expect
> as seen from the names assigned to them (see the comments)
>
> Can anyone tell me what's going on and/or what the few keys I
> couldn't find are?
>
> thanks,
>
>    Eagle
>
> #define KEY_A 1  // if I hit "tab" I get KEY_A
> #define KEY_B 2  // if I hit "space" I get KEY_B
> #define KEY_SELECT 4  // cant find this one ???
> #define KEY_START 8  // cant find this one ???
> #define KEY_RIGHT 16    // this ones fine
> #define KEY_LEFT 32   // this ones fine
> #define KEY_UP 64   // this ones fine
> #define KEY_DOWN 128   // this ones fine
> #define KEY_R 256  // If I hit"W" I get KEY_R
> #define KEY_L 512   // If I hit"Q" I get KEY_L
> volatile u32* KEYS = (volatile u32*)0x04000130;
>
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#4833 From: "Matt Johnson \(DH\)" <matt2000@...>
Date: Sun Jul 1, 2001 7:25 pm
Subject: Re: PERN Project SDK's and Emulators
matt2000@...
Send Email Send Email
 
Sounds good. I'm also planning on writing a GBA IDE using ATL and WTL. I
recently start doing ATL programming at work so I think this is a good
project for me to get more familiar with template based programming. Of
course a good interface is needed to communicate between the emulator and
the IDE, thats why I mentioned that GDB uses TCP in my original response. I
wasn't trying to argue, I mean, you completely agreed with me. GCC is a
console mode program and thats appropiate to call that externally. I mean, I
know I cant write an emulator, and there's certainly no way to compile GCC
under Visual C++ (which is stupid, imho, you can compile SDL under Visual
C++ and thats cross-platform). But in my opinion the less console mode apps
we use the better. There's no real reason for example to ues GDB, when you
can just like you said have the IDE communicate to the emulator directly.
Granted an emulator can be designed to work with GDB only and everything
else like an IDE marshall through calling GDB, but I know another emulator
(falch.net) that does that and its very slow when stepping through code,
because it has to keep on using GDB as the middle man.

As far as the emulator, its probably better to make it an ActiveX control.
DLL's share process space inside memory. Its probably better to isolate the
ActiveX control into out of process so a bug in the emulator wont crash the
IDE. Only problem with this is intercommunication is slightly slower since
you have to use proxy/stub DLL's. But since your probably just sending a
list of breakpoints or other type commands, that kind of speed isn't really
necessary.

Matt Johnson

> When I wrote CGBide, I got console stuff working nicely. What you need is
a decent debugging interface to the emulator (shared memory, COM object, or
more simply as a DLL) and then the ide writer can adapt to that interface.
> And anyway, I know of a particular emulator author planning on using it.

#4832 From: "Andrew Rollings" <andrew_rollings@...>
Date: Sun Jul 1, 2001 7:21 pm
Subject: Re: PERN Project SDK's and Emulators
andrew_rollings@...
Send Email Send Email
 
An alternative would be to generate a map as part of the build process, so that
it wasn't necessary to constantly spawn addr2line. I took a brief look at the
elf docs, but haven't delved in yet. Too many other things on my plate.

Andrew

   ----- Original Message -----
   From: Jeff S
   To: gbadev@yahoogroups.com
   Sent: Sunday, July 01, 2001 1:22 PM
   Subject: Re: [gbadev] PERN Project SDK's and Emulators


   I kind of missed this conversation, but I'm guessing it's about adding full
   C-source debugging to the emulators.  Parsing an elf file for debug
   information isn't that hard.  I've done it before.  That data you are given
   is pretty easy to work with too.  Constantly spawning addr2line would be a
   bottle neck.  If someone plans on parsing an elf file for the debug data,
   feel free to email me if you get stuck or have questions.

   -Jeff

   > I dont see emulator authors using it. It seems better to import the
   > information directly from the debug output file. There's no clean way to
   > facilate console mode applications in communication with a normal app, in
   my
   > opinion, unless its like say GCC where minimal intercommunication is
   needed.
   > But I'm sure the source code would be useful for those working on the
   > emulators.




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[Non-text portions of this message have been removed]

#4831 From: "Jeff S" <jeff@...>
Date: Sun Jul 1, 2001 6:22 pm
Subject: Re: PERN Project SDK's and Emulators
jeff@...
Send Email Send Email
 
I kind of missed this conversation, but I'm guessing it's about adding full
C-source debugging to the emulators.  Parsing an elf file for debug
information isn't that hard.  I've done it before.  That data you are given
is pretty easy to work with too.  Constantly spawning addr2line would be a
bottle neck.  If someone plans on parsing an elf file for the debug data,
feel free to email me if you get stuck or have questions.

-Jeff

> I dont see emulator authors using it. It seems better to import the
> information directly from the debug output file. There's no clean way to
> facilate console mode applications in communication with a normal app, in
my
> opinion, unless its like say GCC where minimal intercommunication is
needed.
> But I'm sure the source code would be useful for those working on the
> emulators.

#4830 From: eagle@...
Date: Sun Jul 1, 2001 6:15 pm
Subject: Key assignments
eagle@...
Send Email Send Email
 
From the PERN project, I got the key assignments shown below.
However, on my PC, they don't seem to correspond to the keys I expect
as seen from the names assigned to them (see the comments)

Can anyone tell me what's going on and/or what the few keys I
couldn't find are?

thanks,

    Eagle

#define KEY_A 	 1   // if I hit "tab"  I get KEY_A
#define KEY_B 	 2   // if I hit "space"  I get KEY_B
#define KEY_SELECT 4   // cant find this one ???
#define KEY_START  8   // cant find this one ???
#define KEY_RIGHT  16     // this ones fine
#define KEY_LEFT  32    // this ones fine
#define KEY_UP 	 64    // this ones fine
#define KEY_DOWN  128    // this ones fine
#define KEY_R  256   // If I hit"W" 	 I get KEY_R
#define KEY_L 	 512    // If I hit"Q" 	 I get KEY_L
volatile u32* KEYS = (volatile u32*)0x04000130;

#4829 From: "Andrew Rollings" <andrew_rollings@...>
Date: Sun Jul 1, 2001 6:56 pm
Subject: Re: PERN Project SDK's and Emulators
andrew_rollings@...
Send Email Send Email
 
When I wrote CGBide, I got console stuff working nicely. What you need is a
decent debugging interface to the emulator (shared memory, COM object, or more
simply as a DLL) and then the ide writer can adapt to that interface.
And anyway, I know of a particular emulator author planning on using it.

Andrew
   ----- Original Message -----
   From: Matt Johnson (DH)
   To: gbadev@yahoogroups.com
   Sent: Sunday, July 01, 2001 1:05 PM
   Subject: Re: [gbadev] PERN Project SDK's and Emulators


   I dont see emulator authors using it. It seems better to import the
   information directly from the debug output file. There's no clean way to
   facilate console mode applications in communication with a normal app, in my
   opinion, unless its like say GCC where minimal intercommunication is needed.
   But I'm sure the source code would be useful for those working on the
   emulators.

   Matt

   > There is a nice little tool that comes with the binutils called addr2line.
   You can use the debugging information output by the compiler in combination
   with this exe to convert an address offset to a source code file/line.




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   unsubscribe: gbadev-unsubscribe@egroups.com



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[Non-text portions of this message have been removed]

#4828 From: "Matt Johnson \(DH\)" <matt2000@...>
Date: Sun Jul 1, 2001 6:05 pm
Subject: Re: PERN Project SDK's and Emulators
matt2000@...
Send Email Send Email
 
I dont see emulator authors using it. It seems better to import the
information directly from the debug output file. There's no clean way to
facilate console mode applications in communication with a normal app, in my
opinion, unless its like say GCC where minimal intercommunication is needed.
But I'm sure the source code would be useful for those working on the
emulators.

Matt

> There is a nice little tool that comes with the binutils called addr2line.
You can use the debugging information output by the compiler in combination
with this exe to convert an address offset to a source code file/line.

#4827 From: "Andrew Rollings" <andrew_rollings@...>
Date: Sun Jul 1, 2001 3:49 pm
Subject: Re: PERN Project SDK's and Emulators
andrew_rollings@...
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There is a nice little tool that comes with the binutils called addr2line. You
can use the debugging information output by the compiler in combination with
this exe to convert an address offset to a source code file/line.

Andrew
   ----- Original Message -----
   From: Matt Johnson (DH)
   To: gbadev@yahoogroups.com
   Sent: Sunday, July 01, 2001 2:02 AM
   Subject: Re: [gbadev] PERN Project SDK's and Emulators


   I highly doubt thats possible. I'm investigating the ELF format now, and its
   use with EloGBA as some sort of source level debugging. But thats way far in
   advance of where I'm at right now, my current skill level, and what I plan
   on getting done first in the way of GBA tools. But I think remote GDB
   debugging is probably on the TODO list for those emulators that are at that
   maturity point.

   GDB can communicate via external programs using TCP. Such was possible with
   PalmOS emulator and GDB. Unfortunately I dont have the details on that
   process. For remote debugging to work, the emulator itself would have to
   support it, either through GDB's mechanism's or some other mechanism. GCC
   can compile in a debug format called ELF I believe, a debugging format
   spec'd out by Intel. I think GDB uses a standard way called Stabs but I only
   spent a few hours looking into it. Maybe someone more familiar with GNU
   tools can shed some light? :-)

   Matt Johnson

   > The biggest thing needed - and perhaps it exists and someone can
   > point me there, is the ability to debug AND view what would be on the
   > screen in pure emulator mode (i.e. if you don't have hardware/cable
   > to run from the device.
   >
   > Does anyone have any info on these things?




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[Non-text portions of this message have been removed]

#4826 From: Dan Potter <bard@...>
Date: Sun Jul 1, 2001 5:33 am
Subject: Never mind...
bard@...
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Never mind that last question about the registers... it's late
here... silly me.. ;-)

For those of you who are interested in KOS, I now have the romdisk file
system working and a new PCX loader that uses a new fs_mmap() call to
get a handle to the ROM image itself. I've got a little demo that loads
an arbitrary 240x160 PCX into a Mode 3 buffer. All you have to do is put
the PCX file in romdisk_boot (just like on the DC) and build.. voila! No
more converting to header files, etc..

I've found VGBA's arm debugger to be absolutely invaluable =). Does
anyone know of a way to do a pseudo-printf through that beast?

Hopefully within the next week or so I can do a release of KOS 1.1.0 for
DC and GBA (it's got both architectures in it). My GBA routines are a
bit immature right now but I'll be working on that pretty soon.

#4825 From: Dan Potter <bard@...>
Date: Sun Jul 1, 2001 5:21 am
Subject: Re: Direct Sound..
bard@...
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On Jun 21, Marcus Lynn wrote:

> I'm trying to do some direct sound stuff but cannot seem to get it to work
> as it just locks up the GBA, can anyone point out the no doubt obvious flaw
> in the following code please..
[...]

Where are you guys getting these register definitions? I can't find them
in any of the publically released source code.. or should I not ask? =)

#4824 From: ajb_advance@...
Date: Sun Jul 1, 2001 9:00 am
Subject: Re: demo does not run on flash advance ?!
ajb_advance@...
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Hi Keith,

Although it probably only catches you once, it would be good to flag
unaligned writes to vram - this caught me for awhile and seems to
work on all the emus.

Cheers,
Andy


--- In gbadev@y..., "Keith Wilkins" <devlists@e...> wrote:
> Guys,
>
> If you've got particular problems with BoycottAdvance then address
them to
> me and if possible I'll fix them.
>
> Regards
>
> Keith
>
> -----Original Message-----
> From: Jonas Lund [mailto:jonas.lund@a...]
> Sent: 25 June 2001 19:39
> To: gbadev@y...
> Subject: SV: [gbadev] demo does not run on flash advance ?!
>
>
> 1: no problemo
> 2:flashadvance creates the correct header if you answer yes.
>
> your problem i can tell you, you are using boycott advance, eventho
> people like it it's the worst emu for those people that are writing
> stuff. i don't know exactly why but i guess it allows you do to
crappy
> coding and get away with it, kinda like coding under windows :)
> ( a workmate of mine complained on the same fact when he got his
linker,
> people writes stuff that only work on boycott advance and eventho it
> doesn't work on other emus they don't think of it as a prob, but it
is.
> the less the emu's handles of it the bigger reason to worrry)
>
> top problems?
> 1: rom write? i know for sure that igba and mappy doesn't allow
this, if
> it doesn't run on those that's one of your problems. (check your
memory
> map produced by the linker)
> 2: if in bitmap mode, you should remember to enable BG2 (bit 11 i
think
> of 0x4000000)
>
> / jonas
>
> -----Ursprungligt meddelande-----
> Från: Werner Siedenburg [mailto:pcween@g...]
> Skickat: den 25 juni 2001 15:37
> Till: gbadev@y...
> Ämne: [gbadev] demo does not run on flash advance ?!
>
>
> hello,
>
> i wrote my first program for the gameboy advance.
> it does run on boycott advance v0.19b, but not on real hardware
however.
> could someone post the top10 reasons why a homebrewn demo does not
run
> on
> real gba ?
>
> when writing the flash cart, i get two error messages :
>
> -----------------------------------------
> PortMode = EPP
> FileName = C:\Win9x_ME\test.bin
> FileSize = 156832
> File Size Error!!!
> checking rom information...
> no AGB data present!
> Header fixed
> Time = 6 Sec
> -----------------------------------------
>
> 1. file size error, probably because the file is too small compared
to a
> commercial rom (4/8MByte),
>      but that should be no problem. or am i wrong ?
>
> 2. no AGB data present. no idea what this means. are there some
> nintendo-headers you need to have in
>     order to run a demo on real hardware ? if yes, where can i get
these
> headers ?
>
> or maybe my c-code is the problem. the full source of my little
proggie
> can
> be downloaded from my homepage. http://www.pcween.de/files/gba-
test.rar
> <http://www.pcween.de/files/gba-test.rar>
> it's compressed with winrar (also available on www.pcween.de)
>
> the c-sourcefile is included with this email.
> i hope someone can explain why it doesn't work on my gba...
>
>
> werner siedenburg
> aka pcween
>
>
>
> [Non-text portions of this message have been removed]
>
>
>
>
> Yahoo! Groups Sponsor
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#4823 From: ajb_advance@...
Date: Sun Jul 1, 2001 8:51 am
Subject: Re: GBA Cart Save Question!Please!
ajb_advance@...
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Hi,

Are there any public docs/samples which show the use of SRAM? FYI I'm
running on the FA.

Thanks,
Andy

> ----- Original Message -----
> From: "Mat" <matth@t...>
> To: <gbadev@y...>
> Sent: Saturday, June 23, 2001 9:46 AM
> Subject: Re: [gbadev] GBA Cart Save Question!Please!
>
>
> > Hi
> >
> > You cannot access the memory directly. You have to go through the
> > backup library calls. See the includes in agb\backup.
> >
> > Mat
> >
> > ----- Original Message -----
> > From: <kervinyy@y...>
> > To: <gbadev@y...>
> > Sent: Saturday, June 23, 2001 2:53 AM


> > Subject: [gbadev] GBA Cart Save Question!Please!
> >
> >

#4822 From: "D.Cotter" <dacotter@...>
Date: Sun Jul 1, 2001 8:48 am
Subject: Re: corrupted nintendo logo?
dacotter@...
Send Email Send Email
 
probably because you dropped it


> Hi. Lately me and my brothers Gameboy Advances occasionally display a
> corrupted nintendo logo and the game will not load. Taking out the game
and
> replacing it seems to work fine. I called nintendo becauuse I was kind of
> pissed about this and the fed me a line about how it probably isn't clean
> around the contact areas. Well I know this isn't true because I take great
> care with my system and so does my brother, but i bought a cleaning kit
and
> cleaned the system and it still does it. Is anyone here having a similar
> problem and does anyone know why this is happening.
>
>
> [Non-text portions of this message have been removed]
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#4821 From: "Thomas Egeskov Petersen" <laxity@...>
Date: Sun Jul 1, 2001 7:02 am
Subject: SV: corrupted nintendo logo?
laxity@...
Send Email Send Email
 
I have the similar problems with my GBC, can't say what the reason is, but I
guess it's either an issue with static or because the card isn't clean or
inserted properly. It's probably just one of those things in life that isn't
meant to be answared!

Cheers,
Tom

> -----Oprindelig meddelelse-----
> Fra: SamShady9638@... [mailto:SamShady9638@...]
> Sendt: 1. juli 2001 03:23
> Til: gbadev@yahoogroups.com
> Emne: [gbadev] corrupted nintendo logo?
>
>
> Hi. Lately me and my brothers Gameboy Advances occasionally display a
> corrupted nintendo logo and the game will not load. Taking out
> the game and
> replacing it seems to work fine. I called nintendo becauuse I was kind of
> pissed about this and the fed me a line about how it probably isn't clean
> around the contact areas. Well I know this isn't true because I
> take great
> care with my system and so does my brother, but i bought a
> cleaning kit and
> cleaned the system and it still does it. Is anyone here having a similar
> problem and does anyone know why this is happening.
>
>
> [Non-text portions of this message have been removed]
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#4820 From: "Matt Johnson \(DH\)" <matt2000@...>
Date: Sun Jul 1, 2001 7:02 am
Subject: Re: PERN Project SDK's and Emulators
matt2000@...
Send Email Send Email
 
I highly doubt thats possible. I'm investigating the ELF format now, and its
use with EloGBA as some sort of source level debugging. But thats way far in
advance of where I'm at right now, my current skill level, and what I plan
on getting done first in the way of GBA tools. But I think remote GDB
debugging is probably on the TODO list for those emulators that are at that
maturity point.

GDB can communicate via external programs using TCP. Such was possible with
PalmOS emulator and GDB. Unfortunately I dont have the details on that
process. For remote debugging to work, the emulator itself would have to
support it, either through GDB's mechanism's or some other mechanism. GCC
can compile in a debug format called ELF I believe, a debugging format
spec'd out by Intel. I think GDB uses a standard way called Stabs but I only
spent a few hours looking into it. Maybe someone more familiar with GNU
tools can shed some light? :-)

Matt Johnson

> The biggest thing needed - and perhaps it exists and someone can
> point me there, is the ability to debug AND view what would be on the
> screen in pure emulator mode (i.e. if you don't have hardware/cable
> to run from the device.
>
> Does anyone have any info on these things?

#4819 From: eagle@...
Date: Sun Jul 1, 2001 4:44 am
Subject: Re: PERN Project SDK's and Emulators
eagle@...
Send Email Send Email
 
By modifying the template, I can actually build [your] tutor.bin
directly in the project manager. with a one liner shortcut to a .bat
file containing Igba tutor.bin on the desktop then, I can build in
the manager and one click runs it.  With it this way, I can use the
project manager to either a) debug source code (but not see the
output via an emulator) or b) with a click after the build, execute
the Igba emulator (but not debug source code at the same time).

Debugging, without being able to see what would be on the screen at
the same time though, is going to cramp the style of effective
debugging.  If not an emulator that works with source level
debugging, do you (or anyone) know if there IS some way to do this?
Maybe with an actual device and a cable? or SOME way?

Again - great job on the tutorial!

{Do you want any bug reports or typos on some simple stuff I found?
I generated a new demo beased on your's, fixing these things, and
which shows all 3 modes (3,4,5) descriptively in one app.  It's your
if you want it.}

-Eagle

#4818 From: "Paul Deering" <pdeering@...>
Date: Sun Jul 1, 2001 4:27 am
Subject: GBA stuff...
pdeering@...
Send Email Send Email
 
Hi, all... anybody know of any tuts, etc, for setting up GCC to compile GBA
code, as well as any startup code needed, and any other tools necessary.

Thanks,
Paul.

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