Every time I read about GBA internals I'm still amazed something like Super Monkey Ball Jr (<a href="https://www.youtube.com/watch?v=K-AZQKTlUMs" rel="nofollow">https://www.youtube.com/watch?v=K-AZQKTlUMs</a>) could have been created on that platform...
I have one nitpick here:<p>>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're doing calculations. However, memcpy works in bytes (logically, anyway) so it wouldn'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.
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.
Enjoyable to see the youngsters discovering MOBs all over again. :-)<p><a href="https://www.c64-wiki.com/wiki/Sprite" rel="nofollow">https://www.c64-wiki.com/wiki/Sprite</a>
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!