Hi, ... Great attitude! We need more people like you.. If you want to run a commercial business and no-one is willing to pay for your product you should ask...
Collin van Ginkel
collin@...
Oct 1, 2001 11:51 am
7153
Hi all, I'm have been using devkitadvance gcc3.0.1 (C++) - and using the info in the Devrs FAQ on including binary in your ROM (method 4) I've had no problems....
Aaron Koolen
blitzed@...
Oct 1, 2001 12:33 pm
7154
Mr Selfish, Good for you, I hope it works well. I've decided just to write my own over the next few weeks, and put it up for FREE... The volume of free...
cupcakus2000@...
Oct 1, 2001 1:23 pm
7155
Hi there everyone :) Is there any documentation out there for attaching peripherals to the GBA, I know that there are things like the FM radio effort (NOT to...
Jamie Stanley
jamie@...
Oct 1, 2001 2:52 pm
7156
I saw a question for this using GCC C++, can someone shout out how to set up interrupts using ARM SDT....
cupcakus2000@...
Oct 1, 2001 2:55 pm
7157
Hey Collin, Thanks for the cool reply, you really should lighten up some what, I was only joking around, injecting a little English humour ... :-) ... I just...
pauls
pauls@...
Oct 1, 2001 7:55 pm
7158
Hi everybody! Very big thanks all for advices! I didn't understood your advices till I disassembly ROM IRQ vector - system code under it do everything what is...
Jerzy Kut
gephard-gbadev@...
Oct 1, 2001 7:55 pm
7159
hey, i wanted to buy it... i tried emailing to get it but the guy never responded...
Roger Levy
trip_N_Save@...
Oct 1, 2001 7:56 pm
7160
Hi all, We all know now that GBA isn't quite able of doing hardware-rendered 3D scenes for games, as the viedo chipset is only aimed at 2D. With software 3D...
The Night Howler
Night-Howler@...
Oct 1, 2001 7:57 pm
7161
One thing I think I should point out is that Open tUME does also support PCX files.. however, this is not written anywhere in the docs that it does (as far as...
Greg Stewart
g_stewart@...
Oct 1, 2001 8:06 pm
7162
Pete's triangle raster demo (www.gbadev.org) has working irq's - that's where I got a lot of info. I'm pretty sure at the time I was using ARM SDT. -Vince ......
Dickinson, Vince
vinced@...
Oct 1, 2001 8:07 pm
7163
try with mappy tile editor for win i use it and it's wonderful...
Andrea "LINGO" Beretta
aberetta@...
Oct 2, 2001 6:20 am
7164
Hi, Of course this deserves a reaction from me :) I'm glad to hear you didn't mean the things you said. I wasn't personally offended or anything like that, I...
Collin van Ginkel
collin@...
Oct 2, 2001 7:53 am
7165
Silly thought - but was the super nes capable? (without the FX chip) Now, in my eyes, the GBA is a souped up/enhanced snes, and seeing that it could just about...
D Green
fbs@...
Oct 2, 2001 7:54 am
7166
... Does ... the SuperFX from the SNES anyone?? [joke] I understand 3DFX are going cheap:-) Stay Lucky, Graham "Mournblade" Reeds. ICQ: 30514803 ...
Graham Reeds
grahamr@...
Oct 2, 2001 7:54 am
7167
I have also made a little tool to convert tUME output to a format usable by GCC. it is capable of handling all tile modes, 8x8 and 8x16 tiles, 16-color and...
Aaron M Pendley
capnfunkor@...
Oct 2, 2001 7:54 am
7168
Does anyone know of a plan to port tUME to windows... 320x240 is a little restrictive. -Jerry ... From: Greg Stewart [mailto:g_stewart@...] Sent:...
Jerod M. Bennett
jerod@...
Oct 2, 2001 7:55 am
7169
I know this has been novered before, but I must ask. How do I set up a timer to stop playing a sound when the dma has reached the end of the sample? Thanks, ...
Daniel
webmaster@...
Oct 2, 2001 7:55 am
7170
That's the spirit! Let us know when it's available! I can't wait to see it. pauls <pauls@...> wrote: Hey Collin, Thanks for the cool reply, you really...
Mr SDFG ASDG
cupcakus2000@...
Oct 2, 2001 7:56 am
7171
u8 | (u8 << 8) will work better, assuming C operator precedence. ... From: Dale Freya [mailto:dfreya@...] Sent: Sunday, September 30, 2001 9:27 PM...
Eddie Edwards
eddie@...
Oct 2, 2001 7:56 am
7172
... The same alien mind that can design the default Emacs key bindings. Ed xxx...
Eddie Edwards
eddie@...
Oct 2, 2001 7:56 am
7173
the GBA is more than capable of doing a doom style 3D game using nothing but its own hardware coupled with some tight code! as for the superFX chip - the GBA...
ninge
ninge@...
Oct 2, 2001 8:59 am
7174
isnt tUME open source now? - perhaps you could make porting it to windows your own little project? :0) ... From: Jerod M. Bennett [mailto:jerod@...] ...
ninge
ninge@...
Oct 2, 2001 9:09 am
7175
... Write your own : they do not provide export in YOUR format, they do not allow collosion box placement .. etc .. so write ur own .. personally I use BC++...
Pierre-Emmanuel CHAUT
pe_chaut@...
Oct 2, 2001 11:21 am
7176
That's pretty much the key word 'Tight' code. If you really try hard to get an incredibly smooth piece of code, you can do pretty much anything. People seem to...
Mike Watts
starboy@...
Oct 2, 2001 11:21 am
7177
Hello The, TNH> So my question is, does anyone think it would be possible to incorporate TNH> some kind of 3D video chipset in a cart, which would do the...
groepaz
groepaz@...
Oct 2, 2001 12:05 pm
7178
Very true, the AGB is a *very* fast bit of kit. I'm used to coding low level for the old Atari ST, where a decent mod player would take 20-25%+ CPU time. I...
James Boulton
jim@...
Oct 2, 2001 1:20 pm
7179
... Hash: SHA1 ... That is something i would LOVE to see :), one of the best games ever made. - -- Tom "Tomahawk" Badran Department of Computing, Imperial...
Tom Badran
tb100@...
Oct 2, 2001 1:21 pm
7180
Hi, I agree entirely. The problem is that because of the ease of development in C/C++ not a vast amount of people have, or more likely are given the time to ...
Francis Lillie
francis_lillie@...
Oct 2, 2001 1:21 pm
7181
Hello Mike, Tuesday, October 02, 2001, 1:11:13 PM, you wrote: MW> That's pretty much the key word 'Tight' code. If you really try hard to get MW> an incredibly...