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		<title><![CDATA[Freeplaytech Forum - Software Development]]></title>
		<link>https://forum.freeplaytech.com/</link>
		<description><![CDATA[Freeplaytech Forum - https://forum.freeplaytech.com]]></description>
		<pubDate>Fri, 03 Jul 2026 09:02:06 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Some technicals infos]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5409</link>
			<pubDate>Sun, 30 Apr 2023 18:02:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=7498">Dr.Wily</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5409</guid>
			<description><![CDATA[Hello,<br />
<br />
I search some hardware spec for Wonderswan (B&amp;W and color) to compare to other handheld consoles.<br />
<br />
- What the pixel bit depth of B&amp;W Wonderswan ? Same question for the color.<br />
- What technology is being used for the screen for B&amp;W and color version (STN, FSTN, TFT...) ?<br />
- How many hardware layer (scroll, sprite...) the Wonderswan can handle ?<br />
- What is the max layer size on Wonderswan ? (for exemple on Gameboy we have a viewable suface of 160x144 for global surface of 256x256)<br />
- Is the RAM in the Wonderswan is unified ?<br />
- how many sprtie per line Wonderswan can handle ?<br />
- what are the usable sprite sizes ?<br />
- what is the max sprite size (8x8, 8x16, 16x16... ?) ?<br />
- how many diferent sprite size can be displayed on screen ?<br />
<br />
Thanks for your help !]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I search some hardware spec for Wonderswan (B&amp;W and color) to compare to other handheld consoles.<br />
<br />
- What the pixel bit depth of B&amp;W Wonderswan ? Same question for the color.<br />
- What technology is being used for the screen for B&amp;W and color version (STN, FSTN, TFT...) ?<br />
- How many hardware layer (scroll, sprite...) the Wonderswan can handle ?<br />
- What is the max layer size on Wonderswan ? (for exemple on Gameboy we have a viewable suface of 160x144 for global surface of 256x256)<br />
- Is the RAM in the Wonderswan is unified ?<br />
- how many sprtie per line Wonderswan can handle ?<br />
- what are the usable sprite sizes ?<br />
- what is the max sprite size (8x8, 8x16, 16x16... ?) ?<br />
- how many diferent sprite size can be displayed on screen ?<br />
<br />
Thanks for your help !]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[owswan - watcom based toolchain for WS(C) development using C]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5397</link>
			<pubDate>Mon, 22 Aug 2022 21:12:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=19">mr.spiv</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5397</guid>
			<description><![CDATA[I recently put out the beta 3 of my attempt for a Wonderswan toolchain.. This is Open Watcom v2 based framework for development using C. It is still pretty much on early stages so beware of frequent commits  <img src="https://forum.freeplaytech.com/images/smilies/rolleyes.gif" alt="Rolleyes" title="Rolleyes" class="smilie smilie_6" /> <br />
Have a look at <a href="https://github.com/jounikor/owswan" target="_blank" rel="noopener" class="mycode_url">OWSWAN</a> in github.]]></description>
			<content:encoded><![CDATA[I recently put out the beta 3 of my attempt for a Wonderswan toolchain.. This is Open Watcom v2 based framework for development using C. It is still pretty much on early stages so beware of frequent commits  <img src="https://forum.freeplaytech.com/images/smilies/rolleyes.gif" alt="Rolleyes" title="Rolleyes" class="smilie smilie_6" /> <br />
Have a look at <a href="https://github.com/jounikor/owswan" target="_blank" rel="noopener" class="mycode_url">OWSWAN</a> in github.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SRAM Save Patcher]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=5391</link>
			<pubDate>Thu, 23 Jun 2022 20:25:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=7324">dylanorange</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=5391</guid>
			<description><![CDATA[Hi guys.  So I recently heard from another user that if you don't use the FlashMasta menu, you get better game compatibility.  That was what it took for me to decide to buy a WonderSwan Flash Masta.<br />
<br />
After I received it, I soon realized though that I wasn't able to import my save be it from retroarch, Oswan, etc to the Flash Cart using the official Flash Masta software.  After some reverse engineering I learned that the save needs to be at the exact correct hex position in SRAM for it to be read by the flashcart.  Unfortunately for me I don't know where that save position is.  However I discovered a work around where if you just duplicate the save you want to use into itself until the file reaches 4MBs then it works.<br />
<br />
So with this logic I made a really simple utility for patching saves so that the official Flash Masta software will take them.<br />
<br />
<a href="https://github.com/Churchdill/FlashMasta-Slot1-Save-Converter" target="_blank" rel="noopener" class="mycode_url">https://github.com/Churchdill/FlashMasta...-Converter</a><br />
<br />
I'm not exactly sure if this works in conjunction with the "Menu ROM" but I imagine it does.  There's some more details in the readme.  Good luck.]]></description>
			<content:encoded><![CDATA[Hi guys.  So I recently heard from another user that if you don't use the FlashMasta menu, you get better game compatibility.  That was what it took for me to decide to buy a WonderSwan Flash Masta.<br />
<br />
After I received it, I soon realized though that I wasn't able to import my save be it from retroarch, Oswan, etc to the Flash Cart using the official Flash Masta software.  After some reverse engineering I learned that the save needs to be at the exact correct hex position in SRAM for it to be read by the flashcart.  Unfortunately for me I don't know where that save position is.  However I discovered a work around where if you just duplicate the save you want to use into itself until the file reaches 4MBs then it works.<br />
<br />
So with this logic I made a really simple utility for patching saves so that the official Flash Masta software will take them.<br />
<br />
<a href="https://github.com/Churchdill/FlashMasta-Slot1-Save-Converter" target="_blank" rel="noopener" class="mycode_url">https://github.com/Churchdill/FlashMasta...-Converter</a><br />
<br />
I'm not exactly sure if this works in conjunction with the "Menu ROM" but I imagine it does.  There's some more details in the readme.  Good luck.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[WonderWitch Emulator]]></title>
			<link>https://forum.freeplaytech.com/showthread.php?tid=1742</link>
			<pubDate>Fri, 08 Feb 2013 20:28:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.freeplaytech.com/member.php?action=profile&uid=2162">wyndcrosser</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.freeplaytech.com/showthread.php?tid=1742</guid>
			<description><![CDATA[The WonderWitch is an official hobbyist development kit for Bandai's WonderSwan console. It was available only by mail order to Japanese residents. Everything related to the WonderWitch was handled by Qute.<br />
<br />
The kit includes Windows software for developing for the WonderSwan, as well as a link cable that plugs into a DE9 serial port, and a special rewritable 128 Mbit cartridge. The cartridge works with standard WonderSwan consoles, and can contain several games, depending on their size. Additional cartridges were also available to buy separately.<br />
<br />
The software consists in a C compiler, tools for converting data files, and a utility for transmitting files to and from the console.<br />
<br />
The WonderWitch is, for the purposes of amateur developers, a legal alternative to unofficial flash carts popular on other consoles. Those, such as the Wondermagic Color, are indeed much rarer for the WonderSwan than for the Neo Geo Pocket for instance, although the latter machine sold in much lower numbers.<br />
<br />
Several programming contests were organized, and some winning games were published in cartridge form and sold to the public, like Judgement Silversword -Rebirth Edition- and Dicing Knight Period.<br />
<br />
<img src="http://media.giantbomb.com/uploads/0/7464/1207074-wonderswan_wonderwitch_4_super.jpg" loading="lazy"  alt="[Image: 1207074-wonderswan_wonderwitch_4_super.jpg]" class="mycode_img" /><br />
<br />
MiracleMage<br />
<br />
The only WonderWitch emu known as of now, this emulates the home development kit system for the Japanese WonderSwan Color. Check out the site for more details!This patch for the Japanese version translates it into English.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
<a href="http://www.zophar.net/ws/miraclemage.html" target="_blank" rel="noopener" class="mycode_url">http://www.zophar.net/ws/miraclemage.html</a>]]></description>
			<content:encoded><![CDATA[The WonderWitch is an official hobbyist development kit for Bandai's WonderSwan console. It was available only by mail order to Japanese residents. Everything related to the WonderWitch was handled by Qute.<br />
<br />
The kit includes Windows software for developing for the WonderSwan, as well as a link cable that plugs into a DE9 serial port, and a special rewritable 128 Mbit cartridge. The cartridge works with standard WonderSwan consoles, and can contain several games, depending on their size. Additional cartridges were also available to buy separately.<br />
<br />
The software consists in a C compiler, tools for converting data files, and a utility for transmitting files to and from the console.<br />
<br />
The WonderWitch is, for the purposes of amateur developers, a legal alternative to unofficial flash carts popular on other consoles. Those, such as the Wondermagic Color, are indeed much rarer for the WonderSwan than for the Neo Geo Pocket for instance, although the latter machine sold in much lower numbers.<br />
<br />
Several programming contests were organized, and some winning games were published in cartridge form and sold to the public, like Judgement Silversword -Rebirth Edition- and Dicing Knight Period.<br />
<br />
<img src="http://media.giantbomb.com/uploads/0/7464/1207074-wonderswan_wonderwitch_4_super.jpg" loading="lazy"  alt="[Image: 1207074-wonderswan_wonderwitch_4_super.jpg]" class="mycode_img" /><br />
<br />
MiracleMage<br />
<br />
The only WonderWitch emu known as of now, this emulates the home development kit system for the Japanese WonderSwan Color. Check out the site for more details!This patch for the Japanese version translates it into English.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
<a href="http://www.zophar.net/ws/miraclemage.html" target="_blank" rel="noopener" class="mycode_url">http://www.zophar.net/ws/miraclemage.html</a>]]></content:encoded>
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