Re:Game Boy Coding, anyone ?
Posted: Sat Jan 21, 2006 4:40 pm
Of couse the P4, Opteron etc can run the old 8086 DOS apps anyway (not counting timing problems).
The Place to Start for Operating System Developers
https://f.osdev.org/
I've read the first chapter, and it looks good! I'll read it when I have some more time...hckr83 wrote: A full, publishing quality ebook on programming the gameboyadvance
it is very, very good im at chapter 4 and have made my own little fill screen and other not so useful things
and heres the best part, its FREE!
http://www.jharbour.com/gameboy/default.aspx
it actually was going to be a good book and then legal problems hit so instead he made it an ebook
thanks. I'll have a look... i'm still confused with those "passme" things etc. so if i can find a place to chat with someone a bit more "seasoned" in DS-deving, it'll be great.Dex wrote: Thanks for the link .
Theres a handheld part to Dex4u's forum with some good links etc.
http://jas2o.forthworks.com/dexforum/in ... ?board=6.0
Most of the info is by jas2o.
Yes. Seems to reduce my obligation with relatives to visit them, so it's pretty usefulPype.Clicker wrote: That feels great to write code that works and that i can show to people (ever tried to show a round-robin scheduler or a module loader to your relatives, anyone )
Code: Select all
; GBA Header and test prog by Dex, Coded with FasmARM.
; c:\fasmarm test.asm test.gba
format binary
org 0 ; code starts at offset 0.
use32 ; use 32-bit code.
b rom_start
NintendoLogo:
db 0,0,0,0,0,0,0,0,0,0 ; Nintendo Logo space(156 bytes).
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0
GameTitle:
db "TEAM DEX4U " ; Game Title (12 bytes).
GameCode:
db "1234" ; Game Code (4 bytes).
MakerCode:
db "_$" ; Maker Code (2 bytes).
FixedValue:
db 0x96 ; Fixed value (1 byte).
MainUnit:
db 0 ; Main unit code (1 byte).
DeviceType:
db 0 ; Device Type (1 byte).
ReservedBytes:
db 0,0,0,0,0,0,0 ; Reserved (7 bytes)
SoftwareVersion:
db 0 ; Software version (1 byte).
ComplementCheck:
db 0 ; Complement check (1 byte).
Reserved2:
db 0,0 ; Reserved (2 bytes).
align 4
;********************************;
; Rom start. ;
;********************************;
rom_start:
mov r0, 0x4000000
mov r1, 0x400
add r1, r1, 3
str r1, [r0]
mov r0, 0x6000000
mov r1, 0xff
mov r2, 0x9600
loop1:
strh r1, [r0], 2
subs r2, r2, 1
bne loop1
LetsLoop:
b LetsLoop
times 20000- ($-0) db 0