hiya :) just started on this whole gba thing, but it feels a lot like good old mode 13h (ahh- nostalgia!). so, anyway, i'm in gfx mode 3. i've been coding a...
alex mole
nal@...
Sep 1, 2001 3:15 pm
6729
Hello alex, Saturday, September 01, 2001, 5:14:12 PM, you wrote: am> hiya :) am> just started on this whole gba thing, but it feels a lot like good old mode...
groepaz
groepaz@...
Sep 1, 2001 3:22 pm
6730
... effect ... (read/write ... don't think so- the screen buffer is cast as a u16*, so i don't think C would even let me not write 16bit aligned... alex :)...
nal@...
Sep 1, 2001 6:24 pm
6731
ok- so i've worked out the problem: bits from several frames are being shown at the same time. after some optimisation and cleaning up, i discovered that...
nal@...
Sep 1, 2001 11:02 pm
6732
... I've seen similar results on Mappy with various of my own projects. I always just assumed it was a problem with the emulator though since the same code...
Aaron R Leiby
aleiby@...
Sep 1, 2001 11:03 pm
6733
Hi everybody! I would to user OOP on GBA. Is it possible ? My test application (compiled under GCC - DevKit Advanced based on GCC3.0.1 if I don't mistake) need...
Jerzy Kut
gephard-gbadev@...
Sep 2, 2001 4:18 am
6734
Use g++ to compile: g++ blah.cpp or add -lstdc++ to the command line gcc -lstdc++ blah.cpp...
Jason Wilkins
fenix@...
Sep 2, 2001 8:04 am
6735
... effect ... (read/write ... Yup, this question has been asked/answered over and over and over... Maybe it's about time someone makes a Top Ten Tips...
dbrioso@...
Sep 2, 2001 3:01 pm
6736
Actually, the effect I was seeing was in tile mode. The top row of tiles (when I pan the background around) was being updated a frame ahead of all the rest....
Aaron R Leiby
aleiby@...
Sep 2, 2001 11:12 pm
6737
Finally Chess Advanced released.. It´s run on real GBA hardware. Nothing to say, just look this game and play. Thnaks in advanced, Júlio César (Main...
Júlio César
julio_lemos@...
Sep 3, 2001 3:30 am
6738
For me to get Devkitadvance working I had to link with crtbegin.o crtend.o libstdc++.a and don't use -nostdlib OR -nodefaultlibs otherwise you'll have to link...
Aaron Koolen
blitzed@...
Sep 3, 2001 6:29 am
6739
... First of all, thanks for your kind replies, gentlemen. During the weekend I have tried to program the 0x4000028 and 0x400002C registers. And guess what? It...
Mert Börü
mert@...
Sep 3, 2001 7:19 am
6740
Hi Folks,
does any1 of you know if it's possible to write into the flash cards from
the GBA side?
Since it is possible with the original big-n dev cartridges...
Stage
neverstepback@...
Sep 3, 2001 10:04 am
6741
... actually, that wasn't the problem ;-P. what was happening was a combination of a bug in mappy (the top line being updated a frame early), and the fact that...
alex mole
nal@...
Sep 3, 2001 12:07 pm
6742
Hi all, Are there any examples available that show how to boot up multiple GBA's with one cart? Thanks, Ken Kaarvik...
Ken Kaarvik
kkaarvik@...
Sep 3, 2001 6:46 pm
6743
after fiddling long enough with it, we are proud to present you... AFM v1.0 (w) 2001 by Silpheed/Hitmen, Groepaz/Hitmen plays standard 4-Channel Protracker...
groepaz
groepaz@...
Sep 4, 2001 11:11 pm
6744
or did that die a death when listbot stopped? I've had a look through the egroups listings but there don't seem to be any majorly active programming lists. ...
Dave Murphy
davem@...
Sep 5, 2001 1:16 am
6745
... It moved to this ex-egroups yagoogroups too. First devgameboy@yahoogroups.com was the new replacement list, then finally after some discussion...
credo@...
Sep 5, 2001 3:19 am
6746
Subject: RE: [gbadev] Interrupt problem solved It turns out I still had problems with my interrupt code. Seemingly calling a wait vertical blank further up the...
Gimbel Baxter
gimbel@...
Sep 5, 2001 3:55 am
6747
JEFF! Have you ID'd the chips in the visoly carts? I would like to know what memory they use. Do they use a PLD or counters? All the numbers on my carts are...
Daniel
webmaster@...
Sep 5, 2001 3:55 am
6748
... These are from Reiner Ziegler's site <http://www.reinerziegler.de/> and there are infos about the Nintendo carts too: Flash Advance 64M: - Flash ROM: 1 x...
credo@...
Sep 5, 2001 6:03 am
6749
are there any open source mod-players for the GBA around? or for any other platform for that matter? im pretty interested in looking into the sound side of the...
Neil Holmes
ninge1@...
Sep 5, 2001 9:33 am
6750
Hello Neil, Wednesday, September 05, 2001, 11:32:40 AM, you wrote: NH> are there any open source mod-players for the GBA around? or for any other NH> platform...
groepaz
groepaz@...
Sep 5, 2001 10:09 am
6751
MikMod plays mods and sfx. It's GPL'ed, but as far as I know it's only available for PC, PocketPC and probably Amiga....
Jacco Bikker
Jacco.Bikker@...
Sep 5, 2001 10:10 am
6752
cheers guys :) - ill take a look! ... From: Neil Holmes [mailto:ninge1@...] Sent: 05 September 2001 10:33 To: gbadev@yahoogroups.com Subject: RE:...
Neil Holmes
ninge1@...
Sep 5, 2001 1:31 pm
6753
that's not a big problem at all, mikmod is quite cleanly written in C so it shouldn't be a big prob. biggest possible problem would be unaligned data in...
Jonas Lund
jonas.lund@...
Sep 5, 2001 2:45 pm
6754
The PocketPC doesn't allow for unaligned memory access either and the guy that ported it didn't mention any problems with that. So I suppose MikMod shouldn't...
Jacco Bikker
Jacco.Bikker@...
Sep 5, 2001 3:33 pm
6755
I hope the following question is not one of those that has been asked a few million times ;-) If so, please pardon me... While using double buffered Mode 4, I...
Mert Börü
mert@...
Sep 5, 2001 6:21 pm
6756
... With mode 3,4,5 sprite data starts at 0x06014000 with a name beginning at 512 .. so start naming your sprites at 512 .. copy your sprites at 0x06014000 and...
Pierre-Emmanuel CHAUT
pe_chaut@...
Sep 6, 2001 4:05 am
6757
you only have half the normal sprite char area and it starts at 0x06014000 ... From: "Mert Börü" <mert@...> To: "GBAdev" <gbadev@yahoogroups.com>...