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Gameboy Advance Development by Example: Drawing and Moving Sprites

136 pointsby khalladayabout 8 years ago

6 comments

Jachabout 8 years ago
Every time I read about GBA internals I&#x27;m still amazed something like Super Monkey Ball Jr (<a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=K-AZQKTlUMs" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=K-AZQKTlUMs</a>) could have been created on that platform...
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juliangoldsmithabout 8 years ago
I have one nitpick here:<p>&gt;I’m using 32 bit integers to store tile data because the GBA is a 32 bit machine at heart, and I’ve found a couple places online that talk about how much faster the GBA hardware is at working with 32 bit integers vs 16 bit ones when possible. Since I have no way of verifying this right now (no timers yet!), this is also a matter of faith for the moment.<p>This is true if you&#x27;re doing calculations. However, memcpy works in bytes (logically, anyway) so it wouldn&#x27;t make any difference for tile data. Storing tile data as ints would complicate things if you ever want to modify any of your tiles.<p>Nitpicking aside, this is an excellent tutorial. The simplicity of the code makes it easy to understand.
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gravypodabout 8 years ago
Has anyone written a Unix-like OS that runs in a GBA? Maybe you could even build a cartidge with IO (keyboard support) and a simple com port for networking.
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_sbrkabout 8 years ago
Enjoyable to see the youngsters discovering MOBs all over again. :-)<p><a href="https:&#x2F;&#x2F;www.c64-wiki.com&#x2F;wiki&#x2F;Sprite" rel="nofollow">https:&#x2F;&#x2F;www.c64-wiki.com&#x2F;wiki&#x2F;Sprite</a>
namero999about 8 years ago
Nice. I have a GBA Micro and a development cartridge taking dust in a box, I might very well jump into this. Do you have a tutorial where you explain how to set up the development environment? Anyway I skimmed your tutorial here and it looks clear and fun!
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and0about 8 years ago
Cool to see the follow-up based on feedback so quickly.
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