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These are distributed as "roms" as they're commonly known, so you can either play them in a GBA emulator, or you can write them to a cartridge and play them on a real GBA if you have the hardware to do so. I test all my games on real GBA hardware to make sure they work properly, and there may be some issues on emulators (depending on the accuracy of the emulator you're using). BREAK Breakout-type game with 10 levels and varying speed/difficulty. I added a few twists like powerups and the ability to rotate your paddle with the GBA's shoulder buttons to give you more control over the direction of the ball. Makes use of various sound aspects in the GBA, SRAM, and a bunch of other stuff. This was basically just a quick production to give my basic 2D engine foundation a test. ![]() Sidescroller Demo Demonstration of general sidescrolling capabilities of my base engine (the same one used in BREAK). Not in any way a game, just demonstrating technology. Mainly showing off a background tile streaming method I thought up (to allow for effectively "infinite" in length scrolling backgrounds) and per pixel collision detection through high resolution collision maps. ![]() NES Emulator A port of nester for the GBA. This is still a work in progress, however if you would like the current WIP code then send over an e-mail or something and I can probably put it up for you. It is compiling with the assistance of DevkitAdvance which you can obtain over at www.gbadev.org. ![]() Programs I use in the development of my GBA software. I'm creating my own toolset here (in some cases reinventing the wheel so to speak) just because I find doing things for myself the best way to learn and speed up actual production when I'm creating assets (since I know all the ins and outs, and can easily modify the tools for my own needs whenever an issue comes up). However, if you want to use any of these for your own development purposes, feel free. Some credit for the tools behind your finished product would be nice though. ^^ GBA Tile Editor Allows you to load a 256 color bitmap as a tileset and paint GBA-friendly tile grids with the tileset. You can save and load the tile grids, and even export them as code (a const C array) so that you can directly include them in your GBA project. It's primarily for mode0 tilesets but the output can be adapted for other modes without trouble. BMP2CPP Converts a 256 color bitmap to a GBA-friendly image in the format of a const C array for direct inclusion in your project. This has some tile-specific options such as automatically breaking the bitmap into 8x8 tile segments (that's how the GBA stores graphics in tile and sprite memory). BIN2CPP Similar to BMP2CPP, but this program is more generalized and for converting any type of binary file into a C array. I use it for wave files and other custom asset types. All works on this web site are the result of my own personal efforts, and are NOT in any way supported by any given company. You alone are responsible for any damages which you may incur as a result of this web site or files related to this web site. |