Search found 8 matches
- Wed Jan 26, 2022 2:18 am
- Forum: GBA Development
- Topic: Logging for emulators other than No$GBA?
- Replies: 1
- Views: 5840
Re: Logging for emulators other than No$GBA?
Finally found the answer to this over on a couple of old forum posts in gbadev.org for VBA, honestly annoyingly difficult to find this info so reposting it here. Just needs a bios call to 0xFF. Note it does fail on actual hardware. #if defined ( __thumb__ ) #define BiosSystemCall(Number) __asm (&quo...
- Sun Jan 09, 2022 11:15 am
- Forum: GBA Development
- Topic: Logging for emulators other than No$GBA?
- Replies: 1
- Views: 5840
Logging for emulators other than No$GBA?
Hello, no$gba has a logging function under Windows -> TTY debug messages, I was wondering if other emulators have a similar feature as the logging is pretty much one of the main reasons I'm using nocash even though it's definitely less accurate. I've noticed that VBA has some kind of reference to AG...
- Thu Dec 30, 2021 10:49 pm
- Forum: GBA Development
- Topic: Sprites per scanline limit?
- Replies: 5
- Views: 13847
Re: Sprites per scanline limit?
Hello, I was having the same issue, and there was actually an issue with the number of pixels, I was at 1264 instead of 1232. So, FireFox, did you solve your problem the same way? Technically it's more of a feature of the GBA hardware rather than an issue from what I understood. Basically just don'...
- Thu May 30, 2019 11:08 am
- Forum: GBA Development
- Topic: Sprites per scanline limit?
- Replies: 5
- Views: 13847
Re: Sprites per scanline limit?
Is it possible that number is a bit off? Doing the math, my sprite is 32 pixels wide, and everything was rendering fine when I had 38 of them rendering on screen. This would equate to 32 * 38 horizonal pixels, which is 1216 being rendered, greater than what's specified in those specs, 1210. I think ...
- Sun May 26, 2019 8:55 am
- Forum: GBA Development
- Topic: Sprites per scanline limit?
- Replies: 5
- Views: 13847
Sprites per scanline limit?
So I was doing some stress testing while implementing a new component management system and I found a really weird graphical bug where some sprites towards the bottom layer were getting drawn with a black bar over the top of them when drawing 39 or more sprites. I found that the original Game Boy ha...
- Tue Mar 19, 2019 3:05 am
- Forum: GBA Development
- Topic: Issues moving from DevKit Advance to devkitARM
- Replies: 4
- Views: 19133
Re: Issues moving from DevKit Advance to devkitARM
That worked great! Thank you very much
- Sun Mar 17, 2019 10:33 pm
- Forum: GBA Development
- Topic: Issues moving from DevKit Advance to devkitARM
- Replies: 4
- Views: 19133
Re: Issues moving from DevKit Advance to devkitARM
Firstly please note that devkitPro is an organisation not a toolchain. You're attempting to move to devkitARM, not devkitPro - I've edited the post accordingly. Yeah, that'smy bad. Noticed that after I had already posted. Looking at the Makefile you provided it appears you have a src subdirectory i...
- Sun Mar 17, 2019 10:41 am
- Forum: GBA Development
- Topic: Issues moving from DevKit Advance to devkitARM
- Replies: 4
- Views: 19133
Issues moving from DevKit Advance to devkitARM
Hi all, currently having some issues with trying to run a ROM compiled by devkitARM, however I'm not compiling things in the manner as recommended since the original project wasn't set up in the way devkitPro's example code works. I'm trying to move my existing project over from devkitadv-r5-beta-3 ...