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Beginners > What programs do you use?

#17040 - Daegon - Sun Feb 29, 2004 12:45 pm

what program do you think is the best for GBA programming?
I've just started. I know how to program in C, C++.

#17049 - yaustar - Sun Feb 29, 2004 2:23 pm

It mainly comes down to personal peference but here is a rough list
sorry there arent any links

(Both avaible at gbadev.org)
gfx2gba = graphics convertor
mapEd 0.98 = map editor 16 colour only

(All below can be found by google easily)
DevKitAdv = compilar

ConTEXT = Source editor
or
DevCpp = IDE
or
any other IDE

VisualBoyAdvance = Emulator + memory viewer

reference:
Cowbite Spec
GBATek

tutorials can be found in the FAQ :)
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#17056 - Lupin - Sun Feb 29, 2004 3:19 pm

i use the ADS (arm developer suite), it almost got everything you need for gba development, everything else you can find at gbadev.org :)

#17058 - poslundc - Sun Feb 29, 2004 3:27 pm

Most people here use gcc rather than ADS on account of gcc being free and ADS being extremely not free.

Dan.

#17074 - Miked0801 - Sun Feb 29, 2004 6:14 pm

In-House tool - Map/Sprite tool
DevKitAdv or Nintendo Crap - Compiler
VStudio - IDE
No$GBA/VBoy - emulator/some debugging
SN Systems Boat anchor - the rest of the debugging.
GBATek for reference unless its really really deep - then WarioWorld :)

:)

#17079 - dagamer34 - Sun Feb 29, 2004 7:03 pm

Then again, Miked0801, not everyone has access to the stuff you can use (you are under a Nintendo NDA, right?)

I use:
VisualHAM v2.5 IDE (using the HAM compile chain) and debugger
VisualBoyAdvance v1.7

For graphics:
pcx2gba
pcx2sprite

Map editing:
MapEd v0.9.8.5 (or something like that)
GBA Map Editor Beta 4 (by Warden)

Reference Documents:
GBATek (CowBite isn't as technical, but more user-friendly)

I haven't done much sound yet, chances are you won't either for a while.
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#17080 - RaBBi - Sun Feb 29, 2004 7:28 pm

I almost use the same tools as dagamer34, but since I discovered tepples' GBFS, I use tools which didn't export C headers.

Like LevelMapper from gbatools (Map).

And for scripting, Lua.

Then, as our pixel artist didn't start to work yet, I extract some graphics (and palettes) from GBA games with VBA 1.6a (the 1.7 version has bugs when saving palettes -_-) for tests.

Finally a little custom tool (TileQuantizer) to reindex 8*8 tiles from this graphics to the right palette they initially use.
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#17083 - Miked0801 - Sun Feb 29, 2004 9:01 pm

Quote:

Then again, Miked0801, not everyone has access to the stuff you can use (you are under a Nintendo NDA, right?)


Yeah. There is that :) Truth is though, the documentation available here is much better than supplied by Nintendo. The only things I ever go to the docs on are stuff that Nintendo will fail you on lot check on or stuff that isn't public domain yet. I will say that the sample code from Nintendo is a joke at best.

#17085 - Lupin - Sun Feb 29, 2004 9:24 pm

i am still searching for an very good gfx converter, i am currently using one from the download section, but it's not satisfying my needs :/

I want an converter that takes every kind of input (best would be a list of true color images) and gives me any output (it should reduce the colors as i want, try to deither)... well, i think i got to write something like that by myself ^^

#17086 - Touchstone - Sun Feb 29, 2004 9:40 pm

Miked0801 wrote:
I will say that the sample code from Nintendo is a joke at best.
I LOVE the samples from Nintendo. :) They're like programming assembler but it's in C. :) But yeah, they're not much use to demonstrate how to make the AGB do stuff. Seing the demo source kinda makes you wonder what the source for Nintendo games look like.
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#17087 - dagamer34 - Sun Feb 29, 2004 9:49 pm

At least it's well written. I have seen some sloppy code around here, some of it not even readable to anyone other than the coder (sometimes the coder doesn't even know what's happening after a while).
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#17091 - DekuTree64 - Sun Feb 29, 2004 10:27 pm

*warning, shameless plug ahead*
I wrote a little tool a while back to convert 8 or 24 bit bitmaps into paletted tiles. You can download it at http://www.angelfire.com/wizard/deku/program/quither/quither.zip.
It's mainly designed for 16x16 color mode, but you can tell it to do one 256 color palette too if you want. It outputs another bitmap, so you'll have to send that through another gfx converter, but with a batch file that shouldn't be a problem. Although now that I think about it an option to output raw gfx/map/pal files would be nice if I ever find time to add it.
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#17115 - Miked0801 - Mon Mar 01, 2004 6:09 pm

Quote:

At least it's well written. I have seen some sloppy code around here, some of it not even readable to anyone other than the coder (sometimes the coder doesn't even know what's happening after a while).


Then that coder needs a slap upside the head and then some code reviews for a month or so :)

But the samples I've seen (admittedly, only a few), were poor at best. Every demo that does anyhting real assumes that it gets the whole CPU to do what it needs. Their sound stuffand their Multiplayer (hahahaha) stuff are the ones that stand out. Of course they were well commented and easy to read (nice), but the methods they use cannot be copied at all - which may be by design. I'm still grumbling about the amount of effort needed to get multiplayer code working...

#17134 - dagamer34 - Tue Mar 02, 2004 1:34 am

I finally code multiplayer code to work. The SGADE is easy to copy. Cut, paste, modify, then build and run!

Still, if I could just get my hands on that code somehow and look for myself....

Anyway, let me not try and get you into trouble. I think some people are watching.
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Little kids and Playstation 2's don't mix. :(

#17173 - Miked0801 - Tue Mar 02, 2004 8:23 pm

Ain't gonna happen - I like my job. :)

Still, SGADE just needs a touch of work to make it 100% infallible. Communications aren't guarenteed...

#17176 - DiscoStew - Tue Mar 02, 2004 10:23 pm

I use the usual stuff like VisualBoyAdvance and DevkitAdvance, but for things like making maps and animating sprites, I usually create my own tools. I say the best tools to use are the ones you make yourself, because you know exactly how they work. This is not to say all these other program aren't good, but making my own tools helps me in my programming in general.
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