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Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
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#1 2018-01-05 03:58:50

DU0
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From: Porto Alegre - RS - Brazil
Registered: 2017-04-01
Posts: 23
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GBDK: iR Blaster

Hey everyone. Would anybody know if is it possible to control the infrared blaster thing on top of the GB/C via GBDK or, really, any other way that wouldn't involve using assembly?

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#2 2018-01-05 05:29:45

Robbi_Blechdose
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Registered: 2017-12-10
Posts: 29

Re: GBDK: iR Blaster

First, I'd like to recommend this version of GBDK: http://www.rrsd.com/software_developmen … velopment/
It works a lot better than the one from the official site.
For the IR port, there seems to be a possibility, the hardware.h file contains a thingy for IR: https://github.com/hschmitt/gbdk/blob/m … hardware.h (Line 54).
How to use that would be another thing, I suppose you'd have to look into hardware docs.

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#3 2018-01-05 07:54:29

Mills
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Registered: 2012-12-21
Posts: 132

Re: GBDK: iR Blaster

DU0 wrote:

Hey everyone. Would anybody know if is it possible to control the infrared blaster thing on top of the GB/C via GBDK or, really, any other way that wouldn't involve using assembly?

Yes, GBDK has some functions for it, I think I once used a program to control a TV, now I don't remember how I did it.

EDIT: I used a precompiled rom with assembly source... Now I can't find it.
It surelly can be done iin GBDK if we find the asm source to see how they use it.

Last edited by Mills (2018-01-05 08:03:31)

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#4 2018-01-05 08:12:41

npzman
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Registered: 2014-11-19
Posts: 197

Re: GBDK: iR Blaster

Hi there  everyone here could you kindly and quickly assist me with this http://gbdev.gg8.se/forums/viewtopic.php?id=511 if you can. I am seeking helping from you in the most respectful way possible. We all should have the chance to improve what we know about gb dev. Please you won't regret it $10


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#5 2018-01-05 09:00:10

Robbi_Blechdose
Member
Registered: 2017-12-10
Posts: 29

Re: GBDK: iR Blaster

Would you kindly stop posting in every thread?
I (and probably most others) have seen that thread and chosen not to answer.
So please don't derail this one.

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#6 2018-01-05 10:00:40

DU0
Member
From: Porto Alegre - RS - Brazil
Registered: 2017-04-01
Posts: 23
Website

Re: GBDK: iR Blaster

Robbi_Blechdose wrote:

First, I'd like to recommend this version of GBDK: http://www.rrsd.com/software_developmen … velopment/
It works a lot better than the one from the official site.
For the IR port, there seems to be a possibility, the hardware.h file contains a thingy for IR: https://github.com/hschmitt/gbdk/blob/m … hardware.h (Line 54).
How to use that would be another thing, I suppose you'd have to look into hardware docs.

Ah, thanks. I'll try it out here. I think I had downloaded this version before, actually, but never got to setting it up.
I'm looking up and down those git directories right now; I'll report back if I have any luck.

Mills wrote:

Yes, GBDK has some functions for it, I think I once used a program to control a TV, now I don't remember how I did it.

EDIT: I used a precompiled rom with assembly source... Now I can't find it.
It surelly can be done iin GBDK if we find the asm source to see how they use it.

That's pretty much what I'm trying to accomplish. I recently got a PSP 1000 and found a way to control my Xbox One through it via the iR port.
I think it'd be fun to do it with the GBC too, since I've already got the remote codes, but I'm not sure on how to procceed with the code.

I suppose one could also do multiplayer stuff in games, too.

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#7 2018-01-05 10:16:12

Robbi_Blechdose
Member
Registered: 2017-12-10
Posts: 29

Re: GBDK: iR Blaster

I can also send you a ready-to-go version of it since it isn't compiled (setting it up was bloody difficult for me, so I though I may as well spare you that). Oh, and having make installed would probably be a good idea (I'm using MinGW).

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#8 2018-01-05 10:30:08

npzman
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Registered: 2014-11-19
Posts: 197

Re: GBDK: iR Blaster

Robbi_Blechdose wrote:

Would you kindly stop posting in every thread?
I (and probably most others) have seen that thread and chosen not to answer.
So please don't derail this one.

Well I understand and get what you mean. But maybe I want to get the answer so bad. To the point that I am doing this and shelling out cash. Yes sorry for the stupid shit from last year. I bet everyone seen that but chosen not to answer as well. Also when I said I was leaving the forums last year. I didn't made anyone guilty for not helping me out ?

Last edited by npzman (2018-01-05 10:52:27)


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#9 2018-01-05 10:56:07

Mills
Member
Registered: 2012-12-21
Posts: 132

Re: GBDK: iR Blaster

Robbi_Blechdose wrote:

First, I'd like to recommend this version of GBDK: http://www.rrsd.com/software_developmen … velopment/
It works a lot better than the one from the official site.

What is different in that gbdk? I'm also going to try it.

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#10 2018-01-05 12:02:43

npzman
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From:
Registered: 2014-11-19
Posts: 197

Re: GBDK: iR Blaster

Mills wrote:

Robbi_Blechdose wrote:

First, I'd like to recommend this version of GBDK: http://www.rrsd.com/software_developmen … velopment/
It works a lot better than the one from the official site.

What is different in that gbdk? I'm also going to try it.

Hi there I really don't want to be pushy but... I am really need the help so bad. I don't wanna sound annoying but please try to help me with something anyone. I am personally learning C programming for computer myself. Since I was told it was recommend 1st. Just to get basic knowledge before going on to the game boy. You see I am not just counting on you to do everything for me. I am doing my part. I am doing my best here. Please man I've changed


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#11 2018-01-05 12:12:16

Robbi_Blechdose
Member
Registered: 2017-12-10
Posts: 29

Re: GBDK: iR Blaster

Mills wrote:

What is different in that gbdk? I'm also going to try it.

It has a newer version of the compiler (SDCC, the version used here is 2.9 I think), the libs have been extended a bit and it supports floats.
It's also A LOT less wonky. AKA, a switch statement that should work doesn't crash the compiler anymore (or a bit shift with 32-bit ints, or, or, or...).

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