General Discussions

GBA Games – SaintA2J

SaintA2J
Member

Posts: 35
From:
Registered: 05-27-2002
I just want to know how many of you would be interested in some GameBoy Advance programming tutorials. I've been kicking around the idea of writing a few here soon, and wondered if anyone would be interested in them. Any thoughts and suggestions are of course welcome!


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[This message has been edited by SaintA2J (edited April 16, 2007).]

homer

Member

Posts: 106
From: sydney,nsw,australia
Registered: 07-22-2002
in c++?

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HoMaH :P

SaintA2J
Member

Posts: 35
From:
Registered: 05-27-2002
C/C++. Also in assembly, but I'm not quite fluent in assembly yet.


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[This message has been edited by SaintA2J (edited April 16, 2007).]

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
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[This message has been edited by Nfektious (edited November 26, 2002).]

SaintA2J
Member

Posts: 35
From:
Registered: 05-27-2002
Well, two really good sources of info on the GBA are GBAdev.org and GBA Dev'rs. I basically taught myself everything I know from these two sites. The only problem with the sites is that it's extremely daunting to just wade through all of the information there, and there's not quite a lot of information on getting started.

So you can check out those sites and get back to me on whether or not you guys would be interested in a few tutorials from me. I'd start off with a tutorial on setting up the development environment (which is probably the most important step, but there aren't many tutorials on it at all). Of course, if you think another series of tutorials would be redundant, then tell me to go away.


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[This message has been edited by SaintA2J (edited April 16, 2007).]

feo

Junior Member

Posts: 8
From: L.A., CA USA
Registered: 08-13-2002
I am interested on working on a GBA project, but I am a graphics guy. I looked for a while for a team working on one of those, but was unsuccessful. The only guys I was able to find, wanted somebody that had already done GBA, and were not very open to me taking my time figuring out how to do the graphics. I helped them with a Pocket PC title though, but unfotunally we were not able to click. I am a very fast learner and have done a bunch of graphics work before for several media types, but not any GBA yet. If somebody here is serious about working on one and needs some graphics, I would be interested on hearing about it. I am not into the 'pokemon' type stuff or alike though, I am more of an 'arcade' kind of guy.
Ascent
Member

Posts: 64
From:
Registered: 01-20-2001
Here's the million dollar question for me:
Does GBA development require a GBA?

For most of the consoles I've found, programming for them requires that you have one and $100-$200 worth of converter cables and such to do any code for them. I know that's not always the case and that sometimes you can work on emulators to a very successful degree instead of the actual machine.

So again, do you need a GBA? If so, then I'm not interested (at this point) but if you can use an emulator or something, then I'd be very interested.

Feo: I may need your help on a project in the future. My games are more puzzle-like than arcade-like (I guess?) but in the future I don't know. I'm currently working on one game in Director, (see link below) and I'm planning to release it on windows, the mac, and probably the pocket pc (I've found a company that makes a Director->Pocket PC converter and I'm helping beta test it). If you can do graphics for small systems like that, and this converter continues to improve, then I may be very interested in working with you in the future on some PPC-only stuff.

Check out my existing game here: http://www.unseenthings.com/game/
(it's still in alpha testing - no sounds/music and a few bugs here and there)

That's the beauty of working in Director, too... one code base and it works online* and on windows and the mac and soon the pocket pc.

-Ascent

(* It requires the shockwave plugin, so it won't work under linux or with the opera browser, apparently -- it's still significantly cool, though)

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
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[This message has been edited by Nfektious (edited November 26, 2002).]

CobraA1

Member

Posts: 926
From: MN
Registered: 02-19-2001
From
http://sdc.shockwave.com/shockwave/download/alternates/

quote:

Select an operating system for a list of compatible Web players: | Windows | Macintosh | Pocket PC | OS/2 | CompuServe | Sun Solaris | Linux | HP-UX | SGI IRIX |

Yeah, I see Linux .

Linux supports more stuff than most people think.


BTW, some platforms (I don't know about GBA) can be developed for with emulators, but you'll still need hardware for the final product.

[This message has been edited by CobraA1 (edited August 21, 2002).]

Ascent
Member

Posts: 64
From:
Registered: 01-20-2001
Right, but unfortunately, if you go to the linux section, you'll find only a player for flash, not for shockwave (director output). And flash 5 only, at that.

-Ascent

SaintA2J
Member

Posts: 35
From:
Registered: 05-27-2002
quote:
Here's the million dollar question for me:
Does GBA development require a GBA?

And the million dollar answer is: no.

You can get along just fine with developing solely on emulator. Of course, you can't really see if it works on the real hardware until you try it yourself. However, there are only a few instances where this will ever be the case. The emulators that are out right now (especially VisualBoy Advance are almost dead-on as far as emulating the real hardware.

For actually running your code on the machines, there are a few ways to do it. One way is to buy a product called the Flash Linker Advance and a Flash Advance Card. You can get the linker and the 64Mb flash card for about $120 (that includes shipping, etc). Another interesting way to run your code is through the use of an MBV2 cable. For about $10 (I think), if your program is small enough, you can use the multiboot capabilities of the GBA to directly download a ROM image from your PC into the GBA's memory. Once you turn off the system, the ROM image is lost and you have to download again, but it's perfect for smaller games. Plus, if you combine the MBV2 cable and the flash card, you've got an excellent debugging system (as the MBV2 cable will allow you to display debugging info on your PC).

Hope that answers a lot of questions!


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[This message has been edited by SaintA2J (edited April 17, 2007).]

gingerellies

Member

Posts: 50
From: Orlando, FL
Registered: 05-28-2002
I have done some programming for the GBA with a devkit and it is VERY similar to using the emulators. As a matter of fact you can get more help for the emulators than from Nintendo and we used it for the devkit very often. So, you could very easily transport your game over to the GBA if and/or when the time came.

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God bless and keep you!
-Ginger

SaintA2J
Member

Posts: 35
From:
Registered: 05-27-2002
Yeah, Ginger's right. Many of the "pro" developers even use third-party emulators available on the Internet like Mappy VM and VisualBoy Advance. In the end though, if you want to sell your games commercially, then you'll have to get either a publishing deal or get a devkit directly from Nintendo. But in the meantime, you can play around with the coolness that is GBA!


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[This message has been edited by SaintA2J (edited April 16, 2007).]