Comments (1)
Thank you for your feedback.
I've used the built-in jpeg decoder M5.Lcd.drawJpg as a workaround, not sure about the performances hit but that produced a more ideal memory footprint (2804 bytes) and got me out of the compilation error.
There shouldn't be any performance issues, since the border is only ever rendered once.
I'll edit this post with the followup, trying to get my hands on some roms to verify I'm using the correct bios version (can you share you md5sums?) :D
32fbbd84168d3482956eb3c5051637f5. The bootrom is optional.
[edit 1] : as expected the rom won't load when the sketch is compiled with the basic Arduino IDE board/partitions settings, adding some debug statements to the code (#include <esp32-hal-log.h> along with log_e(), log_w() and log_i()) was helpful to find out the reason.
The way I do is by exporting the compiled binary and uploading it manually via esptool or M5Burner.
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Related Issues (15)
- 'gb_bios' was not declared in this scope
- Cant open file system or flashed rom.
- Cant open file system or flashed rom.
- Not a real issue: would it possible to use the whole screen without the Gameboy picture
- [question] landing page and walkthrough
- Wrong Library Versions HOT 1
- adding CardKB support HOT 1
- Running too fast
- Missing File: gbbios.h
- Missing File: gbborder.h HOT 1
- ROM Won't Load HOT 12
- Usability with the WIO terminal dev board?
- Rom loaded correctly, but game not starting
- It works :) HOT 3
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