#26076 - Lord Graga - Mon Sep 06, 2004 10:22 pm
Heya. I have tried to make the latest public gba release of NMOD (1.3c) work with DevkitARM. My test binary runs perfect, but there is no sound.
Here is what I have done:
- nmod.s has been compiled into the project with -mthumb-interwork
- I have removed the "extern "C""'s from nmodgcc.h because my project is in C, not C++.
- I have added the IWRAM_CODE attribute to NMOD_Timer1iRQ
- I have set volume and inited the interupt
- I used the standard DKARM crt0 and lnkscript.
Have anybody got a recent example of how to incorporate nmod into your DKARM project?
EDIT: This has been solved.
Cause for malfunction: Broken binary converter.
Now all that's left is a little flickering in the HBlank Interrupts (gah!). Oh well, I guess that it's a question about that, and then not as good sound quality (FRAS didn't play the MOD very well).
Here is what I have done:
- nmod.s has been compiled into the project with -mthumb-interwork
- I have removed the "extern "C""'s from nmodgcc.h because my project is in C, not C++.
- I have added the IWRAM_CODE attribute to NMOD_Timer1iRQ
- I have set volume and inited the interupt
- I used the standard DKARM crt0 and lnkscript.
Have anybody got a recent example of how to incorporate nmod into your DKARM project?
EDIT: This has been solved.
Cause for malfunction: Broken binary converter.
Now all that's left is a little flickering in the HBlank Interrupts (gah!). Oh well, I guess that it's a question about that, and then not as good sound quality (FRAS didn't play the MOD very well).