#49385 - NighTiger - Fri Jul 29, 2005 7:30 am
Anyone has compiled the kdev3 example?
I can't understand why the gba file need the bmp file to work fine :-\
Can anyone can explain me why?
#49407 - Quirky - Fri Jul 29, 2005 2:58 pm
I vaguely remember that it needs a bitmap to draw the "Hello world" glyphs. Isn't it pre-converted to a big array though? Problems I did spot was that it didn't use -mthumb so the program (if you could get it to compile) didn't actually work correctly, and it used the no-longer-supported Devkit Advance.
#49409 - NighTiger - Fri Jul 29, 2005 3:09 pm
There's the source and my makefile http://it.geocities.com/salvodif/01-HelloWorld.zip
You can't ru n the .gba without the bmp file under the same directory :-\
I don't understand why :-|
#49495 - Quirky - Sat Jul 30, 2005 10:51 am
It didn't compile until I added the definition of FontTiles. After that, everything worked a treat.
Code: |
*** 01-HelloWorld/main.c 2005-07-29 14:42:22.000000000 +0200
--- 01-HelloWorld_fix/main.c 2005-07-30 11:47:05.806299088 +0200
***************
*** 42,47 ****
--- 42,48 ----
// copy the tiles to charbase 0, (0x6000000 start of the videobuffer)
u16* fontDest = (u16*)VideoBuffer; //this is the start of video memory
+ extern const unsigned char FontTiles[1920];
u16* fontSource = (u16*)FontTiles;
for(i=0;i < 1920;i+=2)
|
#49651 - NighTiger - Mon Aug 01, 2005 7:23 am
hi,
Did you move the bmp file in another directory?
#50048 - Quirky - Thu Aug 04, 2005 8:24 pm
I didn't make any other change but that listed and then I just typed 'make' in the top level project directory. I have the devkitARM/bin directory in my PATH for gba development, if that makes any difference.