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#6758 From: "Aaron Koolen" <blitzed@...>
Date: Wed Sep 5, 2001 9:10 pm
Subject: RE: mode4 + sprite data overlap
blitzed@...
Send Email Send Email
 
Mert, having a quick look at a doc, I found...

	 In mode 4 (And 5 for that matter) the usable OBJ memory decreases, so it
does not start at 0x06010000 but 0x06014000. That is where you need to start
putting your OBJ data. Remember though, that you need to keep indexing OBJ's
numbers as if OBJ #0 was at address 0x06010000, so in reality your OBJ data
located at address 0x06014000 is OBJ index 512, not index 0..

Cheers
Aaron



-----Original Message-----
From: Mert Börü [mailto:mert@...]
Sent: Thursday, 6 September 2001 3:47 a.m.
To: GBAdev
Subject: [gbadev] mode4 + sprite data overlap


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 can NOT display my sprites
properly. BKG2 Page #2 data overlaps with sprite character data at
address 0x6010000. What is the solution for this problem?

Kind Regards,
--
Mert Börü
Digital Media Development

info(+)TRON A.Ş.
"Birlikte Geleceği Yaratıyoruz"

Prof. Dr. F. K. Gökay Cad. No:27/3
Altunizade 81190 Istanbul
TURKEY

Tel: +90-216-492-1002               e-mail:mert@...
Fax: +90-216-343-2132               http://www.infotron.com.tr





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#6757 From: "Dan Cotter" <dancotter@...>
Date: Wed Sep 5, 2001 11:13 pm
Subject: Re: mode4 + sprite data overlap
dancotter@...
Send Email Send Email
 
you only have half the normal sprite char area
and it starts at 0x06014000

----- Original Message -----
From: "Mert Börü" <mert@...>
To: "GBAdev" <gbadev@yahoogroups.com>
Sent: Thursday, September 06, 2001 1:46 AM
Subject: [gbadev] mode4 + sprite data overlap


> 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 can NOT display my sprites
> properly. BKG2 Page #2 data overlaps with sprite character data at
> address 0x6010000. What is the solution for this problem?
>
> Kind Regards,
> --
> Mert Börü
> Digital Media Development
>
> info(+)TRON A.Ş.
> "Birlikte Geleceği Yaratıyoruz"
>
> Prof. Dr. F. K. Gökay Cad. No:27/3
> Altunizade 81190 Istanbul
> TURKEY
>
> Tel: +90-216-492-1002               e-mail:mert@...
> Fax: +90-216-343-2132               http://www.infotron.com.tr
>
>
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#6756 From: "Pierre-Emmanuel CHAUT" <pe_chaut@...>
Date: Wed Sep 5, 2001 6:51 pm
Subject: Re: mode4 + sprite data overlap
pe_chaut@...
Send Email Send Email
 
> While using double buffered Mode 4, I can NOT display my sprites

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 it will be ok ..

#6755 From: Mert Börü <mert@...>
Date: Wed Sep 5, 2001 3:46 pm
Subject: mode4 + sprite data overlap
mert@...
Send Email Send Email
 
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 can NOT display my sprites
properly. BKG2 Page #2 data overlaps with sprite character data at
address 0x6010000. What is the solution for this problem?

Kind Regards,
--
Mert Börü
Digital Media Development

info(+)TRON A.Ş.
"Birlikte Geleceği Yaratıyoruz"

Prof. Dr. F. K. Gökay Cad. No:27/3
Altunizade 81190 Istanbul
TURKEY

Tel: +90-216-492-1002               e-mail:mert@...
Fax: +90-216-343-2132               http://www.infotron.com.tr

#6754 From: Jacco Bikker <Jacco.Bikker@...>
Date: Wed Sep 5, 2001 2:48 pm
Subject: RE: another fucking MOD player v1.0 released
Jacco.Bikker@...
Send Email Send Email
 
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 have a problem there. Problem
could be the speed however; on my iPaq (200Mhz CPU) MikMod
consumes about 10% processor time for a 4 channel regular
mod file.

> -----Oorspronkelijk bericht-----
> Van: Jonas Lund [SMTP:jonas.lund@...]
> Verzonden: woensdag 5 september 2001 16:03
> Aan: gbadev@yahoogroups.com
> Onderwerp: SV: [gbadev] another fucking MOD player v1.0 released
>
> 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 various placed. that's the most problematic thing with most
> projects grown out of the pc. however mikmod has been ported to linux,
> and that port would probably be the best one if it runs on non x86
> platforms (as it's practically only the pc that allows unaligned memory
> accesses)
>
> - jonas
>
> -----Ursprungligt meddelande-----
> Från: Jacco Bikker [mailto:Jacco.Bikker@...]
> Skickat: den 5 september 2001 11:40
> Till: 'gbadev@yahoogroups.com'
> Ämne: RE: [gbadev] another fucking MOD player v1.0 released
>
>
> 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.
>
> > -----Oorspronkelijk bericht-----
> > Van:      Neil Holmes [SMTP:ninge1@...]
> > Verzonden:      woensdag 5 september 2001 11:33
> > Aan:      gbadev@yahoogroups.com
> > Onderwerp:      RE: [gbadev] another fucking MOD player v1.0 released
> >
> > 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 GBA next as its the one area ive not covered so far..
> however,
> > if im gonna be playing mods im also gonna want to be playing sound
> effects
> > at the same time!
> >
> > a nice all-in-one sollution would surely be the best bet but i dont
> really
> > have time to write my own MOD player too... if not then dont mind me..
> im
> > just wondering :0)
> >
> > ninge
> >
> >  -----Original Message-----
> > From: groepaz [mailto:groepaz@...]
> > Sent: 04 September 2001 21:51
> > To: gbadev@yahoogroups.com
> > Subject: [gbadev] another fucking MOD player v1.0 released
> >
> >
> >
> >   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 Modules (at 15.290khz Stereo)
> >   all effects supported and (hopefully ;D) played 100% correctly
> >
> >   as usual, get our releases at www.hitmen-console.org
> >
> >   --
> >   Best regards,
> >   groepaz                            mailto:groepaz@...
> >
> >
> >
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#6753 From: "Jonas Lund" <jonas.lund@...>
Date: Wed Sep 5, 2001 2:02 pm
Subject: SV: another fucking MOD player v1.0 released
jonas.lund@...
Send Email Send Email
 
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 various placed. that's the most problematic thing with most
projects grown out of the pc. however mikmod has been ported to linux,
and that port would probably be the best one if it runs on non x86
platforms (as it's practically only the pc that allows unaligned memory
accesses)

- jonas

-----Ursprungligt meddelande-----
Från: Jacco Bikker [mailto:Jacco.Bikker@...]
Skickat: den 5 september 2001 11:40
Till: 'gbadev@yahoogroups.com'
Ämne: RE: [gbadev] another fucking MOD player v1.0 released


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.

> -----Oorspronkelijk bericht-----
> Van:      Neil Holmes [SMTP:ninge1@...]
> Verzonden:      woensdag 5 september 2001 11:33
> Aan:      gbadev@yahoogroups.com
> Onderwerp:      RE: [gbadev] another fucking MOD player v1.0 released
>
> 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 GBA next as its the one area ive not covered so far..
however,
> if im gonna be playing mods im also gonna want to be playing sound
effects
> at the same time!
>
> a nice all-in-one sollution would surely be the best bet but i dont
really
> have time to write my own MOD player too... if not then dont mind me..
im
> just wondering :0)
>
> ninge
>
>  -----Original Message-----
> From: groepaz [mailto:groepaz@...]
> Sent: 04 September 2001 21:51
> To: gbadev@yahoogroups.com
> Subject: [gbadev] another fucking MOD player v1.0 released
>
>
>
>   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 Modules (at 15.290khz Stereo)
>   all effects supported and (hopefully ;D) played 100% correctly
>
>   as usual, get our releases at www.hitmen-console.org
>
>   --
>   Best regards,
>   groepaz                            mailto:groepaz@...
>
>
>
>         Yahoo! Groups Sponsor
>
>                     Start here...
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#6752 From: "Neil Holmes" <ninge1@...>
Date: Wed Sep 5, 2001 1:24 pm
Subject: RE: another fucking MOD player v1.0 released
ninge1@...
Send Email Send Email
 
cheers guys :) - ill take a look!
   -----Original Message-----
   From: Neil Holmes [mailto:ninge1@...]
   Sent: 05 September 2001 10:33
   To: gbadev@yahoogroups.com
   Subject: RE: [gbadev] another fucking MOD player v1.0 released


   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 GBA next as its the one area ive not covered so far.. however,
   if im gonna be playing mods im also gonna want to be playing sound effects
   at the same time!

   a nice all-in-one sollution would surely be the best bet but i dont really
   have time to write my own MOD player too... if not then dont mind me.. im
   just wondering :0)

   ninge

   -----Original Message-----
   From: groepaz [mailto:groepaz@...]
   Sent: 04 September 2001 21:51
   To: gbadev@yahoogroups.com
   Subject: [gbadev] another fucking MOD player v1.0 released



     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 Modules (at 15.290khz Stereo)
     all effects supported and (hopefully ;D) played 100% correctly

     as usual, get our releases at www.hitmen-console.org

     --
     Best regards,
     groepaz                            mailto:groepaz@...



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#6751 From: Jacco Bikker <Jacco.Bikker@...>
Date: Wed Sep 5, 2001 9:39 am
Subject: RE: another fucking MOD player v1.0 released
Jacco.Bikker@...
Send Email Send Email
 
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.

> -----Oorspronkelijk bericht-----
> Van: Neil Holmes [SMTP:ninge1@...]
> Verzonden: woensdag 5 september 2001 11:33
> Aan: gbadev@yahoogroups.com
> Onderwerp: RE: [gbadev] another fucking MOD player v1.0 released
>
> 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 GBA next as its the one area ive not covered so far.. however,
> if im gonna be playing mods im also gonna want to be playing sound effects
> at the same time!
>
> a nice all-in-one sollution would surely be the best bet but i dont really
> have time to write my own MOD player too... if not then dont mind me.. im
> just wondering :0)
>
> ninge
>
>  -----Original Message-----
> From: groepaz [mailto:groepaz@...]
> Sent: 04 September 2001 21:51
> To: gbadev@yahoogroups.com
> Subject: [gbadev] another fucking MOD player v1.0 released
>
>
>
>   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 Modules (at 15.290khz Stereo)
>   all effects supported and (hopefully ;D) played 100% correctly
>
>   as usual, get our releases at www.hitmen-console.org
>
>   --
>   Best regards,
>   groepaz                            mailto:groepaz@...
>
>
>
>         Yahoo! Groups Sponsor
>
>                     Start here...
>
>                     Height:
>                        345678 ft      01234567891011in
>
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>                     lbs. kg.
>
>
>
>
>
>
>
>
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#6750 From: groepaz <groepaz@...>
Date: Wed Sep 5, 2001 9:50 am
Subject: Re[2]: another fucking MOD player v1.0 released
groepaz@...
Send Email Send Email
 
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 for that matter? im pretty interested in looking into the sound
NH> side of the GBA next as its the one area ive not covered so far.. however,
NH> if im gonna be playing mods im also gonna want to be playing sound effects
NH> at the same time!

NH> a nice all-in-one sollution would surely be the best bet but i dont really
NH> have time to write my own MOD player too... if not then dont mind me.. im
NH> just wondering :0)

sure there are plenty of sources around.... yet most of them suck ;=)

a good start would be for eg the MIDAS soundsystem (dos/protected mode
module-player for PC) or even better, the NikMOD player (plays
mod/xm/s3m - thats what we used as a starting point for our
psx-modplayer).... there is also the Cubic-Player (which plays tons of
different modules and other soundfiles) which would also play some mp3
maybe if you wanted ,=)

--
Best regards,
  groepaz                            mailto:groepaz@...

#6749 From: "Neil Holmes" <ninge1@...>
Date: Wed Sep 5, 2001 9:32 am
Subject: RE: another fucking MOD player v1.0 released
ninge1@...
Send Email Send Email
 
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 GBA next as its the one area ive not covered so far.. however,
if im gonna be playing mods im also gonna want to be playing sound effects
at the same time!

a nice all-in-one sollution would surely be the best bet but i dont really
have time to write my own MOD player too... if not then dont mind me.. im
just wondering :0)

ninge

  -----Original Message-----
From: groepaz [mailto:groepaz@...]
Sent: 04 September 2001 21:51
To: gbadev@yahoogroups.com
Subject: [gbadev] another fucking MOD player v1.0 released



   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 Modules (at 15.290khz Stereo)
   all effects supported and (hopefully ;D) played 100% correctly

   as usual, get our releases at www.hitmen-console.org

   --
   Best regards,
   groepaz                            mailto:groepaz@...



         Yahoo! Groups Sponsor

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

#6748 From: credo@...
Date: Wed Sep 5, 2001 4:40 am
Subject: Re: visloy chips
credo@...
Send Email Send Email
 
Daniel wrote:
> 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 'wiped'

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 28F640J3A (120ns)
- RAM: ? 128Kbyte

Flash Advance 64M (Turbo 64M):
- Flash ROM: 2 x 28F320J3A (110ns)
- RAM: NEC D442000LGU-B85X-9JH (256Kbyte)

Flash Advance 128M (Turbo 128M):
- Flash ROM: 2 x 28F640J3A (120ns)
- RAM: NEC D442000LGU-B85X-9JH (256Kbyte)

Credo <credo@...>

#6747 From: "Daniel" <webmaster@...>
Date: Wed Sep 5, 2001 3:51 am
Subject: visloy chips
webmaster@...
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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 'wiped'

Thanks,
Dan


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

#6746 From: "Gimbel Baxter" <gimbel@...>
Date: Wed Sep 5, 2001 3:36 am
Subject: Interrupt problem solved (more info...)
gimbel@...
Send Email Send Email
 
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 call stack would cause problems. Here
is a fix for the earlier interrupt code...

vblank:
	 ldr a1, =g_test
	 mov r2, #1
	 str r2, [a1]

     ldr     r0, =Interrupt__Handler
     bx      r0

Instead of this:

    	 stmfd   sp!, {lr}
	 bl Interrupt__Handler
	 ldmfd   sp!, {lr}

In addition to the assembler change, you need to reenable interrupts in your
C function. At the end use something like:

void Interrupt__Handler(void)
{
	 //Game__UpdateCritical(&g_Game);

	 IME = 0x0001;
}

#6745 From: credo@...
Date: Wed Sep 5, 2001 1:42 am
Subject: Re: Is there still a programming list for GBC
credo@...
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Dave Murphy wrote:
> 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.

It moved to this ex-egroups yagoogroups too. First
devgameboy@yahoogroups.com was the new replacement list, then finally
after some discussion gbdev@yahoogroups.com became the final one.

Credo <credo@...>

#6744 From: "Dave Murphy" <davem@...>
Date: Wed Sep 5, 2001 1:09 am
Subject: Is there still a programming list for GBC
davem@...
Send Email Send Email
 
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

#6743 From: groepaz <groepaz@...>
Date: Tue Sep 4, 2001 8:50 pm
Subject: another fucking MOD player v1.0 released
groepaz@...
Send Email Send Email
 
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 Modules (at 15.290khz Stereo)
all effects supported and (hopefully ;D) played 100% correctly

as usual, get our releases at www.hitmen-console.org

--
Best regards,
  groepaz                            mailto:groepaz@...

#6742 From: "Ken Kaarvik" <kkaarvik@...>
Date: Mon Sep 3, 2001 5:53 pm
Subject: Multiboot
kkaarvik@...
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Hi all,

Are there any examples available that show how to boot up multiple GBA's
with one cart?

Thanks,
Ken Kaarvik

#6741 From: alex mole <nal@...>
Date: Mon Sep 3, 2001 11:11 am
Subject: Re: bizarre vsync issue maybe?
nal@...
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On Sun, 02 Sep 2001 14:58:52 -0000,  wrote:
>Yup, this question has been asked/answered over and over and over...

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 i was using mode 3 (single buffered),
so lines were being erased before they had started being drawn, but the display
overtook the erasing function, so the bottoms of the lines could be seen.

i think that's what it was, anyway...

>Maybe it's about time someone makes a Top Ten Tips everybody has to
>read before committing him/herself to GBA programming =D.

i totally agree!!! i tried to abide by the rules and read all the previous
messages, but there are approaching 7000! a mailinglist FAQ would be so useful!


cheers-

alex :)

#6740 From: "Stage" <neverstepback@...>
Date: Mon Sep 3, 2001 9:36 am
Subject: writing to visoly card
neverstepback@...
Send Email Send Email
 
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 after the
modification of changing a resistor it might be able with a visoly cart our
of the box.

Please tell me what you think or if you perhaps even tried it before.

Many thanks,

Stage



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#6739 From: Mert Börü <mert@...>
Date: Mon Sep 3, 2001 7:02 am
Subject: Re: BG0-3 SCX, SCY
mert@...
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"Dickinson, Vince" wrote:

> Eeeek mode 5 :) I haven't done anything with that, but you have to enable
> BG2.  I believe you have to scroll with the scaling/rot. params BG2X, BGY.
> BG2HOFS and BG2YOFS may be ignored in mode 5.

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 didn't work for Mode5 (of course :-) I can offset
the screen to any coordinate in any mode, except Mode5. Just wanted to let you
know 'bout it...

Thanks again,
--
Mert Börü
Digital Media Development

info(+)TRON A.Ş.
"Birlikte Geleceği Yaratıyoruz"

Prof. Dr. F. K. Gökay Cad. No:27/3
Altunizade 81190 Istanbul
TURKEY

Tel: +90-216-492-1002               e-mail:mert@...
Fax: +90-216-343-2132               http://www.infotron.com.tr

#6738 From: "Aaron Koolen" <blitzed@...>
Date: Mon Sep 3, 2001 6:29 am
Subject: RE: oop on gba :)
blitzed@...
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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
with libg.a and libgcc.a.


Cheers
Aaron


-----Original Message-----
From: Jerzy Kut [mailto:gephard-gbadev@...]
Sent: Sunday, 2 September 2001 3:32 p.m.
To: gbadev@yahoogroups.com
Subject: [gbadev] oop on gba :)


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 to alocate some memory using new [] operator and
free it using delete []. Linker throws errors:

C:\GBA\prj\dyna>gcc -o
dyna.elf -mcpu=arm7tdmi -I..\agblib\include -L..\agblib\l
ib main.cpp

/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::Console(unsigned
shor
t, unsigned short)':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x198): undefined reference to
`operat
or new[](unsigned long)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::Console(unsigned
shor
t, unsigned short)':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x34c): undefined reference to
`operat
or new[](unsigned long)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::~Console()':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x3b8): undefined reference to
`operat
or delete[](void*)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::~Console()':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x410): undefined reference to
`operat
or delete[](void*)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `main':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0xe0c): undefined reference to
`__cxa_
begin_catch'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0xe28): undefined reference to
`__gxx_
personality_sj0'
collect2: ld returned 1 exit status

I understand new and delete work on dynamically alocated memory. I don't
know this kind of memory is allowed on GBA.

I call my tet class Console - it is included by "main.cpp".
I am working on Win98.

What can I resolve this trouble ?

Best regards

Jerzy Kut




list rules: http://www.gbadev.org/rules.txt
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#6737 From: Júlio César <julio_lemos@...>
Date: Mon Sep 3, 2001 3:09 am
Subject: Finally Chess Advanced released.
julio_lemos@...
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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 Programmer)

         P.S.
                 Please don´t put this files in your page, just make one
link to my page.
                 Thanks.
                 I need some hits.

         http://www.vilacaldan.cjb.net/

#6736 From: "Aaron R Leiby" <aleiby@...>
Date: Sun Sep 2, 2001 8:44 pm
Subject: Re: Re: bizarre vsync issue maybe?
aleiby@...
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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.  But as I said, this doesn't happen on hardware so I wasn't that
concerned.  I'm using an old version of Mappy, so this may have since been
fixed.

:a
----- Original Message -----
From: <dbrioso@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, September 02, 2001 10:58 AM
Subject: [gbadev] Re: bizarre vsync issue maybe?


> > am> hiya :)
> > [...]
> >
> > maybe what you are seeing isnt related to vsync at all, but the
> effect
> > that you get when doing not 16-bit aligned writes to vram ?
> (read/write
> > 16bit aligned words to vram only!)
>
> Yup, this question has been asked/answered over and over and over...
> Maybe it's about time someone makes a Top Ten Tips everybody has to
> read before committing him/herself to GBA programming =D.
>
> David Brioso
>
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>

#6735 From: dbrioso@...
Date: Sun Sep 2, 2001 2:58 pm
Subject: Re: bizarre vsync issue maybe?
dbrioso@...
Send Email Send Email
 
> am> hiya :)
> [...]
>
> maybe what you are seeing isnt related to vsync at all, but the
effect
> that you get when doing not 16-bit aligned writes to vram ?
(read/write
> 16bit aligned words to vram only!)

Yup, this question has been asked/answered over and over and over...
Maybe it's about time someone makes a Top Ten Tips everybody has to
read before committing him/herself to GBA programming =D.

David Brioso

#6734 From: Jason Wilkins <fenix@...>
Date: Sun Sep 2, 2001 7:51 am
Subject: Re: oop on gba :)
fenix@...
Send Email Send Email
 
Use g++ to compile:

g++ blah.cpp

or add -lstdc++ to the command line

gcc -lstdc++ blah.cpp

#6733 From: "Jerzy Kut" <gephard-gbadev@...>
Date: Sun Sep 2, 2001 3:31 am
Subject: oop on gba :)
gephard-gbadev@...
Send Email Send Email
 
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 to alocate some memory using new [] operator and
free it using delete []. Linker throws errors:

C:\GBA\prj\dyna>gcc -o
dyna.elf -mcpu=arm7tdmi -I..\agblib\include -L..\agblib\l
ib main.cpp

/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::Console(unsigned
shor
t, unsigned short)':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x198): undefined reference to
`operat
or new[](unsigned long)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::Console(unsigned
shor
t, unsigned short)':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x34c): undefined reference to
`operat
or new[](unsigned long)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::~Console()':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x3b8): undefined reference to
`operat
or delete[](void*)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `Console::~Console()':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0x410): undefined reference to
`operat
or delete[](void*)'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o: In function `main':
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0xe0c): undefined reference to
`__cxa_
begin_catch'
/cygdrive/c/WINDOWS/TEMP/ccfWu9Mh.o(.text+0xe28): undefined reference to
`__gxx_
personality_sj0'
collect2: ld returned 1 exit status

I understand new and delete work on dynamically alocated memory. I don't
know this kind of memory is allowed on GBA.

I call my tet class Console - it is included by "main.cpp".
I am working on Win98.

What can I resolve this trouble ?

Best regards

Jerzy Kut

#6732 From: "Aaron R Leiby" <aleiby@...>
Date: Sat Sep 1, 2001 10:45 pm
Subject: Re: bizarre vsync issue maybe?
aleiby@...
Send Email Send Email
 
> (on both Mappy and iGBA). It seems to be that the
> tops of the lines are 1 pixel further along than they should be

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 works fine on hardware.

:a
----- Original Message -----
From: "alex mole" <nal@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, September 01, 2001 11:14 AM
Subject: [gbadev] bizarre vsync issue maybe?


> 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 simple little demo
involving a bunch of vertical lines.
>
> if it was mode 13h, i'd do it like this:
>
> main_loop:
> update positions of lines
> draw new lines
> wait for vsync
> erase old lines
> goto main_loop
>
> but this doesn't work on the GBA. i get all kinds of wierd things
happening to my lines (on both Mappy and iGBA). It seems to be that the tops
of the lines are 1 pixel further along than they should be. I've changed my
drawVLine routine so much, and i am now simply plotting individual pixels
(euch!).
>
> i think it's connected with the vsync, because moving the waitNextVSync()
changes the effect.
>
> again, i've used several routines for waiting for the vsync, and i'm
currently using:
>
> void waitNextVBlank ()
> {
> while((*((volatile u16 *)0x04000004) & (1<<0)));
> while(!(*((volatile u16 *)0x04000004) & (1<<0)));
> }
>
>
> does anyone have any ideas?
>
> cheers-
>
> alex :)
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>

#6731 From: nal@...
Date: Sat Sep 1, 2001 7:22 pm
Subject: Re: bizarre vsync issue maybe?
nal@...
Send Email Send Email
 
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 alternate frames were showin the top bit and
the bottom bit of a line, with a slight overlap in the middle.

i think i'll switch to mode 4 double-buffered...

sorry 'bout that!

#6730 From: nal@...
Date: Sat Sep 1, 2001 5:30 pm
Subject: Re: bizarre vsync issue maybe?
nal@...
Send Email Send Email
 
--- In gbadev@y..., groepaz <groepaz@g...> wrote:
> maybe what you are seeing isnt related to vsync at all, but the
effect
> that you get when doing not 16-bit aligned writes to vram ?
(read/write
> 16bit aligned words to vram only!)

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 :)

#6729 From: groepaz <groepaz@...>
Date: Sat Sep 1, 2001 3:20 pm
Subject: Re: bizarre vsync issue maybe?
groepaz@...
Send Email Send Email
 
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
13h (ahh- nostalgia!).

am> so, anyway, i'm in gfx mode 3. i've been coding a simple little demo
involving a bunch of vertical lines.

am> if it was mode 13h, i'd do it like this:

am> main_loop:
am>         update positions of lines
am>         draw new lines
am>         wait for vsync
am>         erase old lines
am>         goto main_loop

am> but this doesn't work on the GBA. i get all kinds of wierd things happening
to my lines (on both Mappy and iGBA). It seems to be that the tops of the lines
are 1 pixel further along than they
am> should be. I've changed my drawVLine routine so much, and i am now simply
plotting individual pixels (euch!).

am> i think it's connected with the vsync, because moving the waitNextVSync()
changes the effect.

am> again, i've used several routines for waiting for the vsync, and i'm
currently using:

am> void waitNextVBlank ()
am> {
am>         while((*((volatile u16 *)0x04000004) & (1<<0)));
am>         while(!(*((volatile u16 *)0x04000004) & (1<<0)));
am> }


am> does anyone have any ideas?


maybe what you are seeing isnt related to vsync at all, but the effect
that you get when doing not 16-bit aligned writes to vram ? (read/write
16bit aligned words to vram only!)

--
Best regards,
  groepaz                            mailto:groepaz@...

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