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Announcements And Comments > devkitARM release 17

#58114 - wintermute - Thu Oct 20, 2005 11:41 pm

devkitARM has been updated to gcc 4.0.2. There are also updates to libnds, libgba and the respective examples.

http://www.devkitpro.org

#58206 - wwcube - Fri Oct 21, 2005 4:39 pm

Quote:
libgba 20051020
- corrected rot/scale register definitions.

I am happy to see the news.
But, a further correction for "gba_video.h" seems to be needed.
current:
#define REG_BG3PC *((vu16 *)(REG_BASE + 0x32))
fix:
#define REG_BG3PC *((vu16 *)(REG_BASE + 0x34))

#58239 - Didou - Fri Oct 21, 2005 8:57 pm

Hi,

The "Core.zip" touchpad failing code http://francois.pessaux.neuf.fr/files/core.zip ("one shot shift") still doesn't work on hardware (on emulator neither by the way) with this new update (compiler and libnds). I do not even have any response from the touchpad...

Is is normal ?

-- Didou

#58246 - Didou - Fri Oct 21, 2005 9:29 pm

Hi again,

Hoops :))

I finally found how to change the "Core" code to make it running with R17. It now works fine.

The only question I have: do I really have to provide a dummy VBLANK IRQ handler (the one incrementing the frame variable) if I don't have myself anything to do during VBLank interrupt ?

Thank's again for this release...

-- Didou

#58256 - wintermute - Fri Oct 21, 2005 11:42 pm

Didou wrote:


The only question I have: do I really have to provide a dummy VBLANK IRQ handler (the one incrementing the frame variable) if I don't have myself anything to do during VBLank interrupt ?

-- Didou


Nope, you shouldn't have to. The latest iteration disables interrupts when entering the dispatcher but only re-enables when exiting via a handler, oops. This has been fixed in CVS.

#58363 - Didou - Sat Oct 22, 2005 10:47 pm

Hi,

wintermute, thank you for this new release and this great work ! This new version finally works fine ! I succedeed in modifying my source to fit this new version of the devkit.

Holly work :)))))

-- Didou

#58536 - duencil - Mon Oct 24, 2005 11:22 am

A comment about the changes to libnds with this release regarding palette slots.

The new slot param to glTexLoadPal receives a shift by 8, indicating that it refers to fixed size palette slots of 256 colours. This may be all some people need, but we instead almost always use 16 color palettes, and the DS allows palettes as small as 8 colours (16 bytes).

To leave the palette support as flexible as possible, the "slot" should probably refer to blocks of 16 bytes. The current palette used in texturing operations can be established by writing the "slot" to 0x040004AC (which I defined as GFX_PAL_FORMAT in my ndslib), and the slot again here refers to the 16 byte block that defines the start of the current palette. Of course I see that having variable sized palettes may complicates tracking the next palette slot for the user, so it sould probably be useful to add a getNextPaletteSlot() function to automate this.

Refer to this post http://forum.gbadev.org/viewtopic.php?t=6668

#62422 - dovoto - Wed Nov 30, 2005 8:54 pm

This is a very good point. I will look at it soon...maybe ;)
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