Gameboy Advance Development
|
|
This is where I keep all of my contributions to the Gameboy Advance development
community. I bought a Flash Advance Linker Xtreme with a 512M cartridge in
June 2003. Keeping on the topic of equipment, I have two GBA's, both purple
but I installed an Afterburner Backlight in one of them. Sorry, no SP for me.
The other's used for testing how colors look on a non-backlit screen and for
lending to my sister when she wants to play. I also have an AC power adapter
and the following games:
- Earthworm Jim
- Metroid Fusion
(I'm a huge Metroid fan and it's the only reason I'd buy a Gamecube)
|
|
|
Jasc to GBA Palette Converter
|
Markus was cool enough to include a feature I needed into his gfx2gba program
on gbadev.org so I stopped work on zsprite.
However, one thing I've seen in many image-to-GBA converters is that when they
convert the palettes they perform "optimizations" and silly stuff I don't
really care for so I wrote this application that converts palettes I save in
Jasc ASCII format into GBA-compatible C source code. I make the image exactly
how I want, save the palette, and get the exact look I want in my GBA games.
Enough ranting, here's the goods:
Downloads:
Command Line Options:
Usage: pal2src [options] file(s)
-c |
Output variable as constant data. |
-d arg |
Sets the output directory (default = .). |
-f arg |
Set the output filename to 'arg'. All output is
directed to this file even if multiple input files
are specified. |
-h |
Create header files along with the source output. |
-v arg |
Set the name of the variable to hold palette data.
Only valid when one input file is specified. |
--help |
Displays this help message and exits. |
--version |
Displays pal2src's version information and exits. |
|
|
Miscellaneous/Samples/Demos
|
The following programs were primarily designed as learning tools for me and
others. I used them to learn a little bit about the architecture of the GBA
and also to help develop a library (which is constantly being updated) to
make development easier. Once I think i have something that won't change so
often, I'll post the headers/source to my GBA library so others may use it
as well.
| |
Sierpinski Gasket Screenshot
|
Sierpinski Gasket Demo:
Sierpinski.zip
This project was used to show/learn how to draw pixels on the GBA's screen.
It's a very simple demo written in C with the exception of a function I wrote
in ARM assembly to wait for a vertical sync to occur.
Mode 3 Sprite Demo:
Mode3Sprite.zip
I wrote this one rather quickly on a whim when someone in the #gbadev IRC
channel wanted to know if it's possible to draw sprites in GBA Mode 3. If you
look at this program, everything but the red block is a sprite. The red
block is a group of pixels to show that transparency works as well.
|
|