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Audio > Errors with BoyScout

#25232 - MumblyJoe - Thu Aug 19, 2004 4:02 am

Just quickly, when playing with the BoyScout sound engine recently I found that the no$gba emulator would say my work had errors, about 4 a second. I'm am virtually certain the rest of my code is fine since it is a library I wrote and have been using for a while without errors appearing.

I commented out the BoyScout code and had no errors from then on. no$gba doesn't tell me what my errors were.

Just wondering if anyone can test code they have written using BoyScout and tell me what sort of report it gets from no$gba. Just curious to see whether I have made a mistake or if it's something I can fix in the BoyScout code.
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#25251 - gb_feedback - Thu Aug 19, 2004 2:12 pm

Heh. Try doing the same with tepples' TOD!

The way I see it, until we know what no$gba considers the errors to be it's no good speculating or worrying. I'm still waiting for my Shareware version of no$gba... seems to be something of a problem to supply at the moment.
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#25294 - tepples - Fri Aug 20, 2004 5:30 am

TOD M3 will make thousands of undefined I/O reads at program startup under specific conditions. DevKit Advance R5 beta 3 changed crt0's behavior such that a multiboot program run as a ROM doesn't copy appended assets to EWRAM. The find_first_gbfs_file() in the version of GBFS used in TOD M3 didn't skip over the I/O areas between EWRAM and ROM.

To work around those thousands of errors, use Multiboot Menu (which forces the assets into EWRAM), or upgrade to version 20040208 of GBFS and recompile TOD.
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#25455 - Tetsuo - Mon Aug 23, 2004 10:11 am

Did you try it with a different emu?
This comes directly from the BoyScoot site....
Quote:
BoyScout playback libraries have been found to work the best with VisualBoy Advance v.1.5+.