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GBA dev'rs?


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#1 Shi-no-Mitsukai   Members   -  Reputation: 146

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Posted 14 September 2002 - 08:28 PM

I''ve noticed that activity in this form is a little light, so I thought I''d put together a poll to see how many of you are currently involved with development for the Gameboy Advance. If you want, feel free to include information about your level of experience with the GBA and any projects you''re working on or have completed. I''ve just learned the basics of the bitmapped graphics modes and written demos that fill the screen for each mode (exciting, I know). Next up, I''ll be tackling sprites. Hope to hear from you. -Shi

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#2 Mr Bakbugawk   Members   -  Reputation: 122

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Posted 14 September 2002 - 08:49 PM

I made a pixel on the screen! Well, I thought it was pretty cool. I really want to make a little game (pong, tetris or whatever) if I can find the time.

#3 Pipo DeClown   Members   -  Reputation: 804

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Posted 14 September 2002 - 09:28 PM

Never got it installed on my MSVC++, stupidness...
But I believe that Im just too lazy to try iy again...

#4 meh   Members   -  Reputation: 379

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Posted 14 September 2002 - 09:48 PM

I''ve explored the hardware with a few demo''s and am now writing a small library to create games from. Currently I''m having fun writing memory managers. :D

#5 RajanSky   Banned   -  Reputation: 100

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Posted 15 September 2002 - 08:05 AM

Right now I''m working on a windows game but in October I will hopefully start work on a GBA Soccer game. Til then I''ve been trying to read through some of the introductory material and I''ve learned enough to do some kb input and put a picture on the screen. After that I''ll learn enough so I can write some small code library to base my game on.

Raj

#6 Arek the Absolute   Members   -  Reputation: 343

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Posted 15 September 2002 - 09:31 AM

Lessee... I'm familiar with all five screen modes on the GBA, and am currently working on a Mode 0 RPG, got it so you can walk multi layered maps, talk to people, open chests, and flip through a very incomplete menu system. I've tinkered a bit with 3d programming in modes 3 and 5, but things haven't gone very far there. That is to say, I've had... well, a flat filled cube rotate around for a bit. Heh. I don't think I have the skill at the moment to make a real 3d engine for it. I've got some mode 7 demos, but I've never tried to make anything of them more than just the one effect.

My next goal? Audio. Too bad I can't make audio myself (I suck at it) 'cause I always feel guilty when I rip sounds from something else.

-Arek the Absolute

[edited by - Arek the Absolute on September 15, 2002 4:33:39 PM]

#7 JasperW   Members   -  Reputation: 122

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Posted 15 September 2002 - 09:35 AM

I''m working on a source level debugger that plugs into MSVC++ 6.0 and I''ve tried most of the graphics stuff to check that my debugger actually works.
When I''m done with that I''ll start making a (driving?) game.

Jasper

#8 Premandrake   Members   -  Reputation: 174

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Posted 15 September 2002 - 06:14 PM

Spykids 2 . Did the engine and toolset. Plus some unreleased games.

However, I have left my job there and am now working on a new funky projeect. You can also check out my racer demo (just updated too!) at http://www.fortunecity.com/rivendell/soldier/619/gba.html.

#9 Mr Bakbugawk   Members   -  Reputation: 122

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Posted 15 September 2002 - 06:29 PM

Premandrake, that is really cool. Now I am inspired to learn more about GBA development.

#10 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 15 September 2002 - 06:41 PM

Hey that looks just like Super Mario Cart!





/Sandman

#11 Shi-no-Mitsukai   Members   -  Reputation: 146

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Posted 15 September 2002 - 06:57 PM

Nice demo Premandrake! Oddly enough, I downloaded it from gbadev.org just before I read your post. Go figure

#12 Mr Bakbugawk   Members   -  Reputation: 122

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Posted 16 September 2002 - 08:04 AM

quote:
Hey that looks just like Super Mario Cart!


Yeah, it looks like he used the Mario Kart tileset and F-Zero vehicle sprites. But, it still rules.

#13 Shin Yamazaki   Members   -  Reputation: 122

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Posted 18 September 2002 - 07:32 PM

I probably sound stupid writing this, but HOW do you people have access to GBA hardware?? Don''t you need a GBA SDK to be able to do demos and stuff... or are you working with a GBA emulator or something.

Please forgive my ignorance on the subject, but I would really appreciate it, if anybody could tell me WHERE to get the necesary software to make GBA games...

#14 Shi-no-Mitsukai   Members   -  Reputation: 146

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Posted 18 September 2002 - 08:39 PM

All you really need is a copy of gcc cross compiled for the GBA's processor and an emulator to test your games. You can also buy a flash linker and rewritable card to play your games on hardware. I think mine cost ~$150.

Some useful links:

Precompiled gcc binaries for Windows and Linux

The PERN Project (GBA programming tutorials)

A bunch of misc. GBA programming stuff

Edit: Fixed links

[edited by - Shi-no-Mitsukai on September 19, 2002 3:44:17 AM]

#15 Shin Yamazaki   Members   -  Reputation: 122

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Posted 19 September 2002 - 01:34 PM

Alright!! Thanks for the help... I''ll start downloading the stuff. I just hope that it''s not too difficult to get something up and running...

#16 doomhunk   Members   -  Reputation: 122

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Posted 19 September 2002 - 01:51 PM

In fact a lot of actual game companies are still using flash linkers and emulators to do a lot of development as Nintendo are really tight at dishing out the proper kits, at my last company we paid for several that arrived one or two at a time over a 12 month period. We had about 8 proper kits and the other 30 guys had to make do with bitching a lot about it.

I have my own Flash kit for GBA, just like I still have for my old GBC. I don''t mess around with it as much as I used to but I''ll probably get more interested when the backlit GBA comes out.

I worked on Ripping Friends, Acclaim Baseball, and a cool version of SSX that EA decided to can. The programmer who worked on the main engine for that was way cool, and the guy who did the sound drivers too, as MusyX was godawful and grinding 70% of CPU cycles into dirt.

Actually kudos should go to the guy Dave who did the bulk of the coding on GBA Super Monkey Ball, that game was a superb conversion, can''t wait for it to come out in the UK if it hasn''t already. I used to cross the office to Super Monkey Ball''s producer''s desk to play the latest builds, a very good job done there.

#17 Shi-no-Mitsukai   Members   -  Reputation: 146

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Posted 19 September 2002 - 02:59 PM

quote:
Original post by Shin Yamazaki
Alright!! Thanks for the help... I''ll start downloading the stuff. I just hope that it''s not too difficult to get something up and running...


It should be a piece of cake once you get devkitadv set up. Feel free to e-mail me if you have any questions.

doomhunk:

Sounds like your job rocks! I''m envious




#18 outRider   Members   -  Reputation: 851

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Posted 19 September 2002 - 03:16 PM

Here''s some work I''ve done with tile maps... nice machine to work with.

http://www.geocities.com/y_mohamoud/demo.htm

(Shiny new nickel to the man who can identify the game those tiles come from)

------------
- outRider -

#19 Shi-no-Mitsukai   Members   -  Reputation: 146

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Posted 19 September 2002 - 04:51 PM

quote:
Original post by outRider
*Snip*
(Shiny new nickel to the man who can identify the game those tiles come from)



Hmmm...I know I've seen those trees somewhere before...

[edited by - Shi-no-Mitsukai on September 19, 2002 11:58:05 PM]

#20 Arek the Absolute   Members   -  Reputation: 343

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Posted 20 September 2002 - 02:41 PM

Shi-no-Mitsukai...!

Tsu--... Tsugumo''s Lair still exists?!?
Thank you for that link! TheGame was what got me into game development! I''m absolutely floored that I''ve found his site again! I haven''t seen it in YEARS. I thought he''d been sucked into oblivion or something.

-Arek the Absolute




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