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Category: GBA

Gba

Oldskool Gba Intro

Did a small intro for the GBA. I’m using [Mushroom](http://mushroom.sourceforge.net/) lib for low level hardware access. Further more iam using [Krawall](http://synk.at/krawall/) sound engine. It’s looks like a old amiga intro, having a sine scroller and some wobbel logo stuff in the background. Have a look…..

![Snes](http://optixx.org/images/tsunami/tsunami_s01.png)
![Snes](http://optixx.org/images/tsunami/tsunami_s02.png)

[Picture 1](http://optixx.org/images/tsunami/tsunami01.png)

[Picture 2](http://optixx.org/images/tsunami/tsunami02.png)

[Mpeg](http://optixx.org/images/tsunami/tsunami.mpg)

[Source](http://optixx.org/download/tsunami.tar.gz)

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Flash2Advance Parport Client

When i started [developing](http://www.gbadev.org/) for the GBA i bought a [Flash2Advance](http://www.gameboy-advance.net/flash_linker/f2a_usb_linker.htm) because the [MBV2]( http://www.devrs.com/gba/files/mbv2faqs.php) limited me too much.
I took the Parport version, because i thought it’s more likely to find a Parport driver or client tool for Linux than a usb based. But the only Linux based tool i could find was the Usb client called [f2a]( http://www.emulinks.de/f2a/). So i decided to write my own client or user space driver. I took the Usb sources and added Parport support. I used [Wine](http://www.winehq.com/) to reverse engineer the protocol. I took me 2 weekends to analyse the Wine io debug dumps and find all patterns. I even had to write some Python scripts to get worked through the whole io debug logfiles. But finally i had a working parport driver. Later i ported the Parport io code from outb/inp calls to Kernel parport dev interface. The whole tool was later integrated into the [Ucon64](http://ucon64.sourceforge.net/) suite.

[source](http://optixx.org/download/f2a.tar.gz)

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