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frob

Member Since 12 Mar 2005
Offline Last Active Today, 12:36 AM

Posts I've Made

In Topic: I'm trying to make a GBA game in C

Yesterday, 03:45 PM


Okay thank you very much, I'm very sorry for posting in the wrong place I promise it was not on purpose

No worries, that is what the mods do. Move stuff from here to there in order to confuse people. :-)

 


where I could get blank cartridges for the gba? Not that I'll be needing them for a while
As Ravyne mentioned, emulators are fast and easy and generally the preferred route for main development.

 

Carts are painfully slow, and you need actual hardware. There are a few types of devices. There are the actual real flash cards that require special boxes to program. Alternatively, shop around and find adapters for SD cards, I remember the name SuperCard thrown around for GBA.  Either way, you've still the the manual effort of copying the image to the card, ejecting the card, moving it to the device, waiting for the device, and the occasional data error.

 

It is far faster and more convenient to have the build tools that automatically reset the emulator when the image is built successfully.


In Topic: I'm trying to make a GBA game in C

Yesterday, 01:06 PM

Moving to Mobile and Console, since that's where GBA development goes.

 

 

There are two links I very nearly removed from the Forum FAQ recently. People used to ask about GBA quite often.

 

GBADev.org has discussion and links and tools, with a small number of people still on their forums. They can probably answer some GBA-specific questions.

 

Devr's has some links to tools, documentation, and assorted archives.

 

Both sites have a lot of broken links. (The device was discontinued a decade ago so that is understandable.)  Even so, the first has a not-quite-dead discussion board and they both have some guides that could help you put together GBA projects.


In Topic: AVL Tree node levels

23 April 2015 - 01:14 PM

With your image, and description, are you asking about how to lay them out on the screen?

 

Assuming you are just talking about visual layout, I see two options.  The first would be to dynamically size the rows based on how full they are. That is going to require a traversal.  The other option is to layout the screen as though it were a full tree, then just leave those spaces blank. 

 

 

 

 

I'll assume you go with the second option, to just lay out the tree as though it were full. That prevents any weird visual wiggling and shaking as the tree gets rebalanced, the spaces are just full or empty.

 

Since an AVL tree is always balanced, you can figure out the layouts you need based on the count of nodes in the tree.  The height is easily calculated ( log2(n+1) ), and each row has an easily calculated number of nodes (2^level for zero-based levels).  

 

Now that you know how many nodes are on a level and how many levels you've got, you can calculate the size of the boxes and the size of your viewport and figure out your needed layout accordingly.


In Topic: Resume/Portfolio Feedback (Game Programming graduate)

23 April 2015 - 12:47 PM

Better, but I still see cleanup needed.

 

Everything you have on there should fit on a single page.

 

Amazingly you have both too much and too little white space. I feel like it is all crammed all against the left side of the page. Breaking out the ruler, I see 1cm of space on the left, 4cm of space on the right.  I see line breaks that are over 1.5cm tall.  Tighten that up.  Change the wording, get rid of the half-empty bullet lines, or modify the layout if you must, but get that down to a single page. 

 

Despite your projects, you are still entry level with zero professional industry experience. Your projects give you a strong entry-level resume, but it is still entry level. One page.


In Topic: How Many of You Have A Successful Game? $5000+

23 April 2015 - 12:28 PM


Ubisoft a bunch of cash; me, not so much

 

I don't worry about that so much.  

 

I look at the company as a whole. The companies fund a lot of things that turn out to be failures. Lots of projects are explored and terminated early, others are cancelled late, some make it to market and fail.  Through no fault of their own many other developers were assigned to those projects. Sometimes I have been assigned to those projects.

 

We all get paid our salary to work on whatever project we are on, those assigned on successful projects get paid a regular salary, but so do those working on unsuccessful projects.  While the individual people don't get the massive rewards of a runaway success (apart from perhaps a slightly better annual bonus) the flip side is that you still get paid even when you are assigned to an exploratory R&D project that you know in advance will almost certainly never make it to market.


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