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  Java Cartridge for GBA  (Read 3220 times)
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Offline dinoraja2003

Innocent Bystander




Java games rock!


« Posted 2003-03-07 02:05:44 »

here's the link

http://www.planetgamecube.com/news.cfm?action=item&id=4045

Offline NielsJ

Senior Newbie




Java games rock!


« Reply #1 - Posted 2003-03-07 10:15:01 »

Interresting...

I'll give them an A for effort, and they score pretty high in the "technical novelty" category, but I'm not sure what else to think of it.

Are people actually going to buy this thing?

Because if not, it's no more usefull than the fact that you CAN (technically) run Java on an X-box.
Online princec

JGO Kernel


Medals: 363
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Eh? Who? What? ... Me?


« Reply #2 - Posted 2003-03-07 10:56:24 »

In order to be a compelling purchase for a consumer it needs to have some compelling games that come with it for nothing - because the hardware itself is useless to the consumer.

Anyone know how fast that Java processor is?

Cas Smiley

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Offline cfmdobbie

Senior Member


Medals: 1


Who, me?


« Reply #3 - Posted 2003-03-07 11:43:24 »

http://www.ajile.com/aj100.htm
http://www.jamid.com/developers/specs_all.htm


The cartridge has 4MB flash and 4MB RAM, and I believe it's 100MHz.  There's mention of an 8MB MMC, so maybe the 4+4 memory is for internal use?

The dev kits will cost $199 including software, hardware and cables.  No word on the cost of the consumer version that I can see.

Hellomynameis Charlie Dobbie.
Online princec

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« Reply #4 - Posted 2003-03-07 12:57:37 »

Hm, I'd say that was easily fast & big enough to run Doom... possibly even Quake...

Cas Smiley

Offline Orangy Tang

JGO Kernel


Medals: 56
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Monkey for a head


« Reply #5 - Posted 2003-03-07 13:13:14 »

Call me a cynic, but if i'm developing for GBA, then the main advantages are a single, consistant, non-evolving platform. No video card worries, no problems with various input devices, not driver problems. And since the hardware imposes various memory and graphics limitations (NB: not nessicarily a Bad Thing) I'd much sooner drop back to C or C++ for this kind of development. Right tool for the job and all that. Tongue

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Online princec

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Eh? Who? What? ... Me?


« Reply #6 - Posted 2003-03-07 19:13:27 »

I think the point is that you're not coding specifically for the GBA. It's a hardware add-on that allows punters to play games they find on the net written for Java MIDP.

What's the skinny on MIDP2.0? Is it any use to anyone yet?

Cas Smiley

Offline ChrisM

JGO Coder


Medals: 1
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END OF LINE.


« Reply #7 - Posted 2003-03-20 00:44:40 »

The JAMID cartridge only uses the GBA screen and input devices, nothing more.  The idea is that users of MIDP games can use them on a device better suited to playing games, accelerated, etc.  As well, imagine the homebrew crowd getting ahold of a dev kit and releasing all kinds of applications/games for this thing.

Interesting to say the least Smiley

-SG

Offline Jeff

JGO Coder




Got any cats?


« Reply #8 - Posted 2003-04-04 19:11:49 »

I have a prototype that Ajile was ncie enouhg to lend us.  I have a full Beta dev kit waiting for us to finish the paperwork.

Some comments:

(1)  My protype is onl running at 80mhz and Im pretty impressed with its speed.  It can run a good pac man clone, a demo of about 25 bouncing circles at about 22fps, and the Midi player all simultaneously.  (Note:  The system has the Midi decoder built into the hardware so its not doign that part of the processing on the main processor.)

(2) The devkit includes a board that lets you hoo ka hardware debugger right into the dveelopment cartridge and debug all the way down to the byte code level.

I see the markets as being as follows:

(1) Hobbiest GBA developers.  This is an awful lot easier way to code stuff that will run on your GBA.

(2) Professional MIDP developers.  The ability to have ahnd held device that is easy to down-load code to and debug on is a  major thing for people whose final goal is those cell phones (which tend to be horrible pains in the ass to download code to and have no debugging features at all.)

(3) Consumers who want to run MIDP copntent and/or play MP3s on their GBA.  Currently there isnt much compelling MIDP content but the wider the market becomes the quicker that is likely to change.  And at the price point I've heard ($100 for the cartidge) its still a pretty cheap MMC card capabale MP3 player.


Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

http://wiki.java.net/bin/view/Games/JeffFAQ
Offline Jeff

JGO Coder




Got any cats?


« Reply #9 - Posted 2003-04-04 19:12:31 »

BTW, here's a direct link.

www.jamid.com

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

http://wiki.java.net/bin/view/Games/JeffFAQ
Games published by our own members! Check 'em out!
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Offline darcone

Junior Member




Size matters


« Reply #10 - Posted 2003-04-10 04:38:43 »

How about porting LWJGL to GBA princec? Wink hehe.. just kidding Tongue
Online princec

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« Reply #11 - Posted 2003-04-10 07:49:43 »

Actually that's not as infeasible as it sounds...
EgonOlsen could probably write an embedded OpenGL driver in pure Java for it.

Cas Smiley

Offline darcone

Junior Member




Size matters


« Reply #12 - Posted 2003-04-10 08:59:39 »

Woohoo! let´s get it on then Wink
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