Hi,
> Just as a tease I have many many new features in TIME now, but as $20 was
> too much for anyone ... I ain't releasing it, shall keep it for myself
...
> Just call me Mr Selfish !!!
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 yourself what's wrong and not annoy us with this
childish stuff.
Greetings,
Collin
>
>
>
>
>
> ----- Original Message -----
> From: <cupcakus2000@...>
> To: <gbadev@yahoogroups.com>
> Sent: Sunday, September 30, 2001 2:36 PM
> Subject: [gbadev] Decent Map Editor
>
>
> > Can someone point me to a decent Map editor... Here are the problems
> > I have with the ones I have tried...
> >
> > GBA Map Editor b4: This the best one I have found, but it doesn't
> > support tile flipping.
> >
> > Open tUME: Runs in DOS, and wants tiles in a strange format.
> >
> > TIME: Exports tile data as 8bit, Map data as 16bit, I can't get
> > anything this program generates to display. If someone wants to help
> > in this department... please do! GBAME b4 exports map data as 8bit
> > and I have no problems displaying maps from that program.
U16 = u8 | u8 << 8
Component 2 is shifted left 8 bits into the high part of the word.
- Dale
-----Original Message-----
From: Mr SDFG ASDG [mailto:cupcakus2000@...]
Sent: Sunday, 30 September 2001 12:50 AM
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] Stupid Mode 4
I figured it out with:
u16=u8*256+u8
There is probably a better way, like an operator that can do it, but for
the mean time the formula above works great.
Mr SDFG ASDG <cupcakus2000@...> wrote: I have a 256 color bitmap
which I have processed into a u16 pallet array, and a u8 data array with
indexes to the pallet information.
The problem of course is that video memory only accepts writes in
16bits, so one would simply say:
"Write two pixels at once..." I would love to! How do I combine the two
8 bit blocks of data into one 16bit block?
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Well, this thread seems to be becoming more interesting!
Just a few questions:
- A suggestion regarding buffering. It would be fairly simple to use
a CPLD (programmable logic) to allow buffering to be done with a 72-
pin SDRAM, as opposed to an SRAM. This interface would be fast
enough, and there would be no problems with size, ie a 32 MB SIMM
would meet everyones GBA needs for all time, and could be changed on
the fly.
- How are you planing on implementing a PCI interface? Have any
previous experience with it? In any case, a homebrew PCI card
probably requires a massive amount of work, and it will probably
require programmable logic (expensive, too).
- If the SDRAM idea was followed, the only other necessary hardware
would be something to write to the RAM quick enough. Possibly a
parallel port could be used, and most of the data written before the
GBA is powered on, and then small changes to the contents of RAM
could be done while the GBA is still powered up. And this could be
constructed for < $25, plus software. Alternatively USB is still
easier (and much cheaper) than a PCI card, and this would allow
anyone to have one, rather than those with enough technical know-how.
On a final note, it seems that the goal is to write data to the GBA
from a computer as fast as the GBA can read it. I don't see how this
is necessary for anything other than real-time data processing, which
would be perhaps better suited with non-PC hardware. Using a CPLD to
interface an A/D converter to the GBA is an idea I've had for a while
now... I just need time off my study to implement something.
Hopefully these have been constructive ideas, and help someone at
least.
--- In gbadev@y..., Daniel Rogowsky <hpram99@y...> wrote:
>
> your idea with sram seems to go on the difficult side...
> if I decide to use the pci interface, there will not be any sram, it
> will simply write a file to the hdd.
>
> --- Para Syte <parasytic_i@y...> wrote:
> > I support the PCI idea. It's a quite common interface,
> > and should be able to accomadate the access times(in
> > theory). I also like the idea of including the RAM on
> > the other side of the interface. it should probably be
> > a seperate piece that can be detached. This would
> > allow you to swap an SRAM module with EEPROM. no need
> > for ROM patches this way.
> > EEPROM is a bit expensive though, and since no one
> > really needs EEPROM(unless you just HAVE to use
> > EEPROM.. or if you're an evil pirate.. ;) *ahem*) you
> > might be better off with SRAM only. In either case, a
> > save feature is probably a requirement.
> __________________________________________________
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Just as a tease I have many many new features in TIME now, but as $20 was
too much for anyone ... I ain't releasing it, shall keep it for myself ...
Just call me Mr Selfish !!!
----- Original Message -----
From: <cupcakus2000@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, September 30, 2001 2:36 PM
Subject: [gbadev] Decent Map Editor
> Can someone point me to a decent Map editor... Here are the problems
> I have with the ones I have tried...
>
> GBA Map Editor b4: This the best one I have found, but it doesn't
> support tile flipping.
>
> Open tUME: Runs in DOS, and wants tiles in a strange format.
>
> TIME: Exports tile data as 8bit, Map data as 16bit, I can't get
> anything this program generates to display. If someone wants to help
> in this department... please do! GBAME b4 exports map data as 8bit
> and I have no problems displaying maps from that program.
>
>
>
> list rules: http://www.gbadev.org/rules.txt
> unsubscribe: gbadev-unsubscribe@yahoogroups.com
>
>
>
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>
>
>
Interrupt functions have to be in ARM, so you need ARM/Thumb GCC for
it to work. I was using Thumb GCC (which of course has no ARM
support, but I didn't realize that at the time) from devrs.com, and
it didn't work, so I tried downloading DevKitAdvance (it's at devrs
too, but I got my compiler before it was released) and everything was
fine. Or if you're using ArmSDT, then you don't have to worry about
everything I just said^^
All you have to do is write a function that checks if the interrupt
flag you want is set, and if so do something.
Then do something like
REG_INTERRUPT = (u32)IrqHandler;
REG_IE = flags; //where flags is the bits for the interrupts you want
to enable (check the Mappy SDK to see which bit does what)
REG_IME = 1;
int your main function and it should call IrqHandler every time one
of the interrupts set IE happens.
Also, the handler function should set IME to 0 (to disable
interrupts) before it does anything, to make sure your interrupt
doesn't get interrupted^^ Be sure to set it back to 1 at the end
though.
--- In gbadev@y..., "Jerzy Kut" <gephard-gbadev@w...> wrote:
> Hi!
> Is there possible making interrupt functions ? Something like
>
> /**
> * Interrupt service.
> */
> interrupt void myInteruptService() {
> // somebody ;-)
> ;
> } // interrupt void myInterruptService()
>
> Normal function calling and interrupt calling is quite different...
> Has GCC support for them ?
>
> Regards
>
> Jerzy Kut
Sunday, September 30, 2001, 1:30:34 PM, you wrote:
DP> According to the comments in the crt0.s, exit() should reset the game
DP> by jumping back to start_vector. This doesn't work for me, has
DP> anybody else tried it?
ok, just me being stupid. I think it is just return from main that
is supposed to do that. _exit() is unimplemented so exit() doesn't
work, it kind of falls through to memset() instead.
--
dave
Can someone point me to a decent Map editor... Here are the problems
I have with the ones I have tried...
GBA Map Editor b4: This the best one I have found, but it doesn't
support tile flipping.
Open tUME: Runs in DOS, and wants tiles in a strange format.
TIME: Exports tile data as 8bit, Map data as 16bit, I can't get
anything this program generates to display. If someone wants to help
in this department... please do! GBAME b4 exports map data as 8bit
and I have no problems displaying maps from that program.
Hy,
Jeff Frohweins crt0.s has interrupt support. Just enable it
In the crt0.s file and feed the IntrTable array with the addresses
Of your functions to call.
And, of course, enable interrupts in hardware.
Greetings
Emanuel
> Hi!
> Is there possible making interrupt functions ? Something like
>
> /**
> * Interrupt service.
> */
> interrupt void myInteruptService() {
> // somebody ;-)
> ;
> } // interrupt void myInterruptService()
>
> Normal function calling and interrupt calling is quite different...
> Has GCC support for them ?
>
> Regards
>
> Jerzy Kut
>
>
>
>
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I haven't done anything with interrupts yet, but I've seen a useful example
at www.gbadev.org
take a look at staringmonkey's interrupt example!
-Mike
----- Original Message -----
From: Jerzy Kut <gephard-gbadev@...>
To: <gbadev@yahoogroups.com>
Sent: Sunday, September 30, 2001 3:05 PM
Subject: [gbadev] gba interrupts with c/c++
> Hi!
> Is there possible making interrupt functions ? Something like
>
> /**
> * Interrupt service.
> */
> interrupt void myInteruptService() {
> // somebody ;-)
> ;
> } // interrupt void myInterruptService()
>
> Normal function calling and interrupt calling is quite different...
> Has GCC support for them ?
>
> Regards
>
> Jerzy Kut
>
>
>
>
> 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/
>
>
Hi!
Is there possible making interrupt functions ? Something like
/**
* Interrupt service.
*/
interrupt void myInteruptService() {
// somebody ;-)
;
} // interrupt void myInterruptService()
Normal function calling and interrupt calling is quite different...
Has GCC support for them ?
Regards
Jerzy Kut
According to the comments in the crt0.s, exit() should reset the game
by jumping back to start_vector. This doesn't work for me, has
anybody else tried it?
--
dave
> #1 Iridon 3D -- How were the tunnel levels done? Simple Mode 4, or a tile
based mode with some fancy footwork with scaling.
Hi,
the tunnel levels are prerendered, 4 x mirrored tilemaps.
The Force Field Barriers in Level 1 are zoom layers.
The ground levels use a zoom layer for the bottom and ontop alpha layers for
blending.
For the sky a normal layer is used , but X sheared and perspective Y stretched.
So when the player
moves it gives a quite natural looking 3d view.
The skies also have various DMA colour spreads in back which alphablends with
the grafix above.
This gives very nice and smooth visuals.
Those ground levels use selfmodifying interrupt routines to enable the various
linebased effects.
Visual coding in is very simple in iridion. the challenge was more to get all
that grafic stuff into a 4mb rom.
There are also 21 music pieces and about 50 FX. It was also abit difficult to
never have a slowdown in the game
as there were normnally 8 channels of music & fx and alot of sorting, 3d
collision and 3d->2d projections.
hope this answers your questions :)
--
Manfred Linzner
http://www.shinen.com
--- In gbadev@y..., Mr SDFG ASDG <cupcakus2000@y...> wrote:
> I have a 256 color bitmap which I have processed into a u16 pallet
array, and a u8 data array with indexes to the pallet information.
>
> The problem of course is that video memory only accepts writes in
16bits, so one would simply say:
> "Write two pixels at once..." I would love to! How do I combine
the two 8 bit blocks of data into one 16bit block?
Simply cast the array to a u16* and you can magically access 2 bytes
at a time^_^
For example:
u8 image[240*160];
u16 *screen = 0x6000000;
for(i = 0; i < 240 * 160 / 2; i++)
screen[i] = ((u16*)image)[i];
Mwf> I'd like to include data properly,like in this ARM example:
Mwf> EXPORT d1
Mwf> d1 INCBIN test.raw
Mwf> but using GNU asm.
Gas is just a tool for C output to object code converting.
Don't expect it can do something behind that.
IMHO Gas can be used only to show how a good tool shouldn't look like.
Whats the alien mind can use @ as comment ;)
You can only link your data files with LD.
use objcopy/objcopyroda for every file or use NASM -f elf
(http://www.web-sites.co.uk/nasm/index.html)
BITS 32
GLOBAL d1:data d1.end-d1 ;sizeof(d1)
GLOBAL d2
SECTION .data
d1 incbin "test.raw"
.end
d2 incbin "test.pal"
Of course you can add this feature to gas as well :)
Using objcopy you may modify linker script to be sure what your files
will be located in proper order/alignment.
hehe NASM is 4 times smaller than objcopy :)
I have already post a message with subject "Including raw data using
NASM" Perhaps you can found it in archives.
Mwf> Does someone know the syntax?
Doubtful :)
[ http://vvid.chat.ru ]
I have a query regarding gcc 3.0.1 (devkitadvance) and archives.
I had an archive (library) that contained crt0 and some other core obj files
and functions but when it came time to link that archive into my main
program, I got several linking errors about undefined references to things
like _start etc.
If I removed the crt.o from the archive and linked the archive and crto
separately into my main program all went well.
Has anyone had a similar experience. I don't mind linking them separately
just would be interested to know why certain symbols on my crt0 aren't
defined (or findable) if in an archive.
Cheers
Aaron
I'd like to include data properly,like in this ARM example:
AREA data, DATA, READONLY
EXPORT d1
EXPORT d2
d1
INCBIN test.raw
d2
INCBIN test.pal
END
but using GNU asm.
Does someone know the syntax?
#1 Iridion 3D is just a simple movie playing in the
background. in otherwords, it's all prerendered.
#2 the scaling roads you see in games like Mario Kart
is actually pretty simple. you just have to increase
the 'roads' scale size during HBlank. I used mode 1 in
a demo I created, BG2 is the background I used to
scale the ground image.
You can get a good idea from the source code available
at Dark Fader's site(sorry, don't know the URL).
--- Mr SDFG ASDG <cupcakus2000@...> wrote:
>
> I feel I am very up to speed with GBA hardware and
> software development, however there are certain
> things that current published games do that I can't
> figure out, and I have seen demos from hobbiests
> that have. I'm seeking some assistance.
>
> #1 Iridon 3D -- How were the tunnel levels done?
> Simple Mode 4, or a tile based mode with some fancy
> footwork with scaling.
>
> #2 Racing Games -- M Kart, F-Zero and so on... how
> the devil are the roads done?
>
> Any help is appreciated
Does anyone have the details of the cart 32 pin board connector? i.e. spaceing,
width, ect...
Thanks,
[Non-text portions of this message have been removed]
I feel I am very up to speed with GBA hardware and software development, however
there are certain things that current published games do that I can't figure
out, and I have seen demos from hobbiests that have. I'm seeking some
assistance.
#1 Iridon 3D -- How were the tunnel levels done? Simple Mode 4, or a tile based
mode with some fancy footwork with scaling.
#2 Racing Games -- M Kart, F-Zero and so on... how the devil are the roads done?
Any help is appreciated
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No, you can't perform 8bit writes to VRAM, some of the emulators may let
you, but you can't do it on the real hardware...
----- Original Message -----
From: Emanuel Schleussinger <tubooboo@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, September 29, 2001 4:17 PM
Subject: AW: [gbadev] Stupid Mode 4
Hy there,
actually, if I am not mistaken, GBA VRAM supports 8bit writes quite
happily.
However, you should not do it, since more copy operations are necessary.
Palette obviously makes no sense to write 8bit/time.
on a related topic, does anyone know if memcpy/set optimize the copying
process if you tell it to copy say 0x8000 bytes, does it really do a
copy
byte per byte or somehow figure that it can write 16/32 bits / time ?
greetings
emanuel
http://www.ngine.de
-----Ursprüngliche Nachricht-----
Von: Mr SDFG ASDG [mailto:cupcakus2000@...]
Gesendet: Samstag, 29. September 2001 16:50
An: gbadev@yahoogroups.com
Betreff: Re: [gbadev] Stupid Mode 4
I figured it out with:
u16=u8*256+u8
There is probably a better way, like an operator that can do it, but for
the mean time the formula above works great.
Mr SDFG ASDG <cupcakus2000@...> wrote: I have a 256 color bitmap
which I have processed into a u16 pallet array, and a u8 data array with
indexes to the pallet information.
The problem of course is that video memory only accepts writes in
16bits, so one would simply say:
"Write two pixels at once..." I would love to! How do I combine the two
8 bit blocks of data into one 16bit block?
When I wrote my 16 colour sprite cutter I had to flip the order of the two
bytes of source data (from an LBM) to create the nybble per pixel data. If
you don;t do this then you will see the effect you have described. Don't
know the in's and out's of why it happens, I just know I had to do it.
Francis
-----Original Message-----
From: dillonc@... [mailto:dillonc@...]
Sent: 29 September 2001 16:24
To: gbadev@yahoogroups.com
Subject: [gbadev] 16-color tiles/sprites
How are they stored/displayed?
If I have a letter 'A' defined like this:
char
t_A[32]={
0x00,0x11,0x00,0x00,
0x01,0x11,0x10,0x00,
0x11,0x00,0x11,0x00,
0x11,0x00,0x11,0x00,
0x11,0x11,0x11,0x00,
0x11,0x00,0x11,0x00,
0x11,0x00,0x11,0x00,
0x00,0x00,0x00,0x00};
I can copy it to memory, and it appears correct in mappy's memory
viewer. But when it is displayed, the bytes appear to be flipped,
like this:
0x10 displays as 0x01
0x01 displays as 0x10 etc.
Why is this happening?
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How are they stored/displayed?
If I have a letter 'A' defined like this:
char font_A[32]={
0x00,0x11,0x00,0x00,
0x01,0x11,0x10,0x00,
0x11,0x00,0x11,0x00,
0x11,0x00,0x11,0x00,
0x11,0x11,0x11,0x00,
0x11,0x00,0x11,0x00,
0x11,0x00,0x11,0x00,
0x00,0x00,0x00,0x00};
I can copy it to memory, and it appears correct in mappy's memory
viewer. But when it is displayed, the bytes appear to be flipped,
like this:
0x10 displays as 0x01
0x01 displays as 0x10 etc.
Why is this happening?
The URL is: http://occultforces.mine.nu/~darkfader/gba/
----- Original Message -----
From: "Dan Cotter" <dancotter@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, September 29, 2001 12:00 AM
Subject: Re: [gbadev] GBA UART Cable
> Sorry whats the URL?
> If the caps are just for filtering power there shouldn't be a problem
>
>
> > Hi, this is my first post here - just got my GBA today :-)
> >
> > On DarkFader's site, the UART cable recomends 0.1uf caps, unfortuantly I
> > have only 1uf caps - what would be the disadvantage using these?
> >
> > Dan.
>
>
>
>
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>
Actually, now that I think about it... PCI would probably be better...
Another idea might be to somehow have the input and output go thru the
PC so one could optionally play the game on the PC while it runs on the
actual hardware... If that's even possible... Perhaps patch the input
and output code so the GBA streams the video back to the "cart" instead
of the screen? But if the only way to do this would be to patch code,
that's mostly software so not really an issue until there's a basic
thing built...
Luke-Jr wrote:
> Well, I'd prefer 2 different things... One being the ParPort (LPT), but
> since I use that for flashers, ruling it out is fine with me...
> How about using the floppy drive connectors? Most people will have a
> spare connector in their PC and if they don't... Who needs a floppy
> drive these days anyhow?
> The only possible problem I could think of with this interface would be
> that if someone didn't configure the program correctly it might be
> possible to accidently corrupt a HD or floppy...
>
> Daniel Rogowsky wrote:
>
> >
> > First off: thanks to all for the input and info.
> > as for the lpt port I was worried about that... making a pci/isa board
> > maybe a more difficult thing for home users to do, which is why I am
> > abstaining from it. I want to be able to develope a simple enough port
> > so that the average joe could build it and test thier demos on the gba.
> > The usb port serves enough speed, but would require a bunch of
> > external decoding before it can be sent to the gba, so that was ruled
> > out. The serial is a combination of both lpt & usb problems so that
> > was a no-bainer (not a typo :) My last choices are now down to the
> > ide/scsi interfaces. problems with that would be that few people have
> > external ide/scsi cards... and internal would be a pain in the ass to
> > hook up, so...
> > this is now an official (:P) vote:
> >
> > What interface would you prefer for a direct-connection gba cart
> > emulator?:
> >
> > 1. ide
> > 2. scsi
> > 3. pci/isa card
> > 4. some odd combo of ports... :)
> >
> > =====
>
>
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[Non-text portions of this message have been removed]
something like this, obviously this is from a mode 0 example, but just
replace the names and you're off,
for (y=0;y<20;y++) {
for (x=0;x<30;x++) {
i = (TileMap[(y*32)+x]>>8);
i = i + TileMap[(y*32)+(x+1)];
ScreenBuffer[(y*32)+x] = i;
}
}
alternatively, if you use one of the converter tools such as kaleid, bimbo,
pcx2gba etc, they will actually
produce an array of 16bit values that you can write straight away. This
would also be faster since you are
writing 2 pixels at a time.
Hope I helped
-Mike
----- Original Message -----
From: Mr SDFG ASDG <cupcakus2000@...>
To: <gbadev@yahoogroups.com>
Sent: Saturday, September 29, 2001 3:51 AM
Subject: [gbadev] Stupid Mode 4
> I have a 256 color bitmap which I have processed into a u16 pallet array,
and a u8 data array with indexes to the pallet information.
>
> The problem of course is that video memory only accepts writes in 16bits,
so one would simply say:
> "Write two pixels at once..." I would love to! How do I combine the two 8
bit blocks of data into one 16bit block?
>
>
>
> 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/
>
>
I have a 256 color bitmap which I have processed into a u16 pallet array, and a
u8 data array with indexes to the pallet information.
The problem of course is that video memory only accepts writes in 16bits, so one
would simply say:
"Write two pixels at once..." I would love to! How do I combine the two 8 bit
blocks of data into one 16bit block?
Sorry whats the URL?
If the caps are just for filtering power there shouldn't be a problem
> Hi, this is my first post here - just got my GBA today :-)
>
> On DarkFader's site, the UART cable recomends 0.1uf caps, unfortuantly I
> have only 1uf caps - what would be the disadvantage using these?
>
> Dan.