#72147 - dandi8 - Thu Feb 16, 2006 6:00 pm
Not sure if it was posted before, but I USED the search engine a few times before i posted this.
First of all, I'm a beginner and I've done:
O Setting the environment (did I misspell it?)
O Making some demos (different coloured bg, some sprite stuff etc.)
O Messing with the demos (a lot!)
I came up with some quite good demos. I don't understand a few things in some of them. Mainly sprites. I made an almost complete Tron Clone (no second player, no AI. I know how to do it though) in Mode 3.
NOW to the question:
Do you know any tutorial on how to make a platform game for GBA (from the Ground Up would be great)?
It would be good if it focused on the sprites, too.
Thanx,
dandi8.
#72167 - keldon - Thu Feb 16, 2006 8:39 pm
Quote: |
First of all, I'm a beginner and I've done:
O Setting the environment (did I misspell it?)
O Making some demos (different coloured bg, some sprite stuff etc.)
O Messing with the demos (a lot!) |
http://user.chem.tue.nl/jakvijn/tonc/toc.htm
This is the tonc tutorials; taking you through different hardware features and methods. I recommend looking at this to learn the gameboy; but for game programming there are various articles on that, and other areas.
Someone else will (hopefully) post you more information on what else you need to learn to get started; I have listed it a couple of times but am leaving my house soon.
Quote: |
Do you know any tutorial on how to make a platform game for GBA (from the Ground Up would be great)? |
http://gbadev.org/docs.php?section=tutorials
There are various tutorials here. The gameboy crash course is usually recommended for newcomers.
#72197 - dandi8 - Fri Feb 17, 2006 12:20 am
Thanx,
the crash course i have completed (you can say so), the TONC I have seen. Most of the tutorials listed there I saw.
OF COURSE, I'm gonna' read them again, because I'm gonna read it TONS of times 'till I understand everything :D
Just wandered if I can get a tutorial focusing on making a platform game, not a pong.
The problem started like this:
Code: |
memcpy( (u16 *)0x06014000, &lchoiceData, sizeof(lchoiceData) ); |
You add this for the first sprite. but what to put in the question marks if it's 32x64 and I want to add another (forgot the formula)?
Code: |
memcpy( (u16 *)0x06014???, &lchoiceData, sizeof(lchoiceData) ); |
Another problem is: how to plot (write) pixels in mode4?
If those two are answered, I can wait 'till I read those tuts again (I mean those two are my main problem).
Thanx,
dandi8
#72201 - tepples - Fri Feb 17, 2006 12:54 am
dandi8 wrote: |
The problem started like this:
Code: | memcpy( (u16 *)0x06014000, &lchoiceData, sizeof(lchoiceData) ); |
You add this for the first sprite. but what to put in the question marks if it's 32x64 and I want to add another (forgot the formula)?
Code: | memcpy( (u16 *)0x06014???, &lchoiceData, sizeof(lchoiceData) ); |
|
16-color or 32-color? In the tile numbering system used by OAM attribute 2, a 16-color sprite will use one sprite cel VRAM slot per 8x8 pixels; a 256-color sprite will use two slots per 8x8 pixels. Once you know which slot your sprite will start at, use this macro to convert the tile number to a destination address for your memcpy:
Code: |
#define SPR_VRAM(tn) ((u32 *)(0x06010000 | ((tn) << 5))) |
Then confirm your choice by loading both sprite cels into VRAM and checking VBA's tile viewer.
Quote: |
Another problem is: how to plot (write) pixels in mode4? |
You have to plot them two at a time. If you want to plot only one pixel, you have to use a read-modify-write on a single 16-bit word. I think most of the tutorials cover mode 4.
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#72203 - dandi8 - Fri Feb 17, 2006 1:05 am
It's a 256-color sprite (Actually it's size it's 64x32, not 32x64 as it posted before).
Could you explain this code you wrote?
And what is 'tile number'?
Sorry, I'm kinda new to this whole GBA DEV thingy.
And how to code this plotPixel thing?
Oh, and thanx it helped me to understand some things.
#72224 - tepples - Fri Feb 17, 2006 2:20 am
dandi8 wrote: |
It's a 256-color sprite (Actually it's size it's 64x32, not 32x64 as it posted before). |
Is there a specific reason that you're using 256-color sprites instead of 16-color sprites?
Quote: |
Could you explain this code you wrote?
And what is 'tile number'? |
OAM consists of 128 entries, each of which describes a sprite to be displayed. Sprite cel VRAM consists of 1024 entries, each 32 bytes in size. (Only entries 512-1023 are usable in modes 3, 4, and 5.) In order to give the best explanation of the macro, I need to know how much you know about OAM attribute 2 and what you didn't understand of the tutorials' explanations of OAM attribute 2.
Quote: |
And how to code this plotPixel thing? |
Is there a specific reason that you want to start out with mode 4 and not one of the tiled modes? If you want to use mode 4 because it would seem more familiar to somebody raised on Windows graphics, then I encourage you to play with AGBTTY first. Most 2D GBA games actually run in text mode with a multi-colored font.
_________________
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-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#72243 - dandi8 - Fri Feb 17, 2006 4:12 am
Quote: |
Is there a specific reason that you're using 256-color sprites instead of 16-color sprites? |
I dunno' much about the difference, but I think that 256 is better than 16. And now I made some good graphics for the game and I certainly need many colors in it. Here's the sprite:
[img][Images not permitted - Click here to view it][/img]
Quote: |
Is there a specific reason that you want to start out with mode 4 and not one of the tiled modes? |
I would like to learn some tiled modes (I think metroid was made in one of them) because I think I could do a MR. Driller clone in them and that's what I want to do now (oh how quick I change my mind...). Just I learn better if I have a tutorial heading towards creating that kind of game (platform game). If you think that's too much for me I could use a space shooter tut too. I wanted to plot a pixel in mode 4 because I was learning M4 recently and made a menu in it.
P.S.
You guys are awesome at this forum! I never knew I'll get an answer That quick! Great Job!
#72245 - tepples - Fri Feb 17, 2006 4:52 am
Remember that if you use 256 colors, you can have only one palette active at the same time unless you're on the Nintendo DS and using extended palettes.
Still looks good using 16 colors, especially when things are moving around and the dither is less likely to be noticed.
You can do menus in mode 0 too: make each option 8 or 16 pixels tall, draw the options as 16-color tiles, and change the palette index for the selected option.
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-- Who?
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-- I think he moved to Tilwick.
#72248 - dandi8 - Fri Feb 17, 2006 5:22 am
Now:
Where to get a tutorial on how to make a GAME in mode 0 (not only a description, but how to make an actual game in it)?
Thanx,
Dandi8
#72250 - wintermute - Fri Feb 17, 2006 5:40 am
looks fine even without dither
As Tepples says 256 colors means you have a single pallette for all your sprites. With 16 color sprites you can swap 16 color sections as needed.
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#72252 - dandi8 - Fri Feb 17, 2006 6:10 am
Cool.
How to convert my sprites to 16-color?
And again: Is there any tut for mode 0?
And again: You guys are great!
#72257 - tepples - Fri Feb 17, 2006 6:37 am
dandi8 wrote: |
Cool.
How to convert my sprites to 16-color? |
Easy. When you convert your artwork to indexed mode, most paint programs will let you specify the number of colors to use. Use 15 if your artwork has an alpha channel (actual transparent holes) or 16 if not. Save as .bmp or some other format that your image converter can use. Then, when you use the image converter, specify that images be converted in 16-color (or 4-bit) mode.
_________________
-- Where is he?
-- Who?
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#72269 - dandi8 - Fri Feb 17, 2006 8:04 am
Done, thanx. Now how the heck do I put it in to a game?
A tutorial on Tile Modes would be nice. Also how to make the white color transparent in the sprite (that's probably for later)?
#72281 - Cearn - Fri Feb 17, 2006 9:34 am
dandi8 wrote: |
Now how the heck do I put it in to a game?
A tutorial on Tile Modes would be nice. |
tonc. I hope to expand the tiled stuff in a few days, or at least bring the demos into the text itself. Also look at GBATek.
First learn how the hardware works, then worry about how to apply it in a game. In principle, game design should be independent of the hardware. I'm not even sure if there are tutorials about creating a full platform game (but then I've never really searched for one)
dandi8 wrote: |
Also how to make the white color transparent in the sprite (that's probably for later)? |
You don't. It doesn't go by color but by palette index. Index 0 is always transparent. Learn how the GBA works first.
#72285 - dandi8 - Fri Feb 17, 2006 9:58 am
Quote: |
learn how the GBA works first |
Man, I've learned a lot about gba during the last few days and I HAVE HEARD ABOUT THIS INDEX 0(!!!!!).
Before posting things like this you could, for example, tell me how this Index 0 works. And I told it was probably a question for later. And I told i had some problems with sprites. And this guy just couldn't resist posting this...
PLZ, I'm a newbie in GBADEV, but I helped people before and it doesn't work like this.
Also, I seem not to understand TONC. It's just waay to complicated to me (even the "first demo" part was a bit confusing 4 me).
PLUS TONC is focused on the whole gbaDev thingy and I only need a tut about the tile modes.
And what do you mean saying "learn how the hardware works"?
Bonus question: I dunno' ANYTHING about index 0, but what I do know is that the black color in the sprite is always transparent. Any explanation?
#72289 - wintermute - Fri Feb 17, 2006 10:27 am
The black color is at index 0 - the first color in the palette.
There are various ways to rearrange the palette depending on the application you use for graphics. The normal way is to paint the transparent areas with a color that won't be used in your final palette - magenta is the usual choice for this.
Usenti has some simple functions which make swapping palette entries a breeze, you can find it in Cearn Space
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#72294 - Cearn - Fri Feb 17, 2006 11:47 am
dandi8 wrote: |
Bonus question: I dunno' ANYTHING about index 0, but what I do know is that the black color in the sprite is always transparent. Any explanation? |
I didn't just say 'index 0', if I'd done that you'd be right to complain. The context was palettes.
With the exception of mode 3 and 5, all GBA graphics use a palette. The pixels (the stuff you put in VRAM; address 0x06000000 and on) don't have color information in them themselves, but just an index to the palette. The palette (address 0x05000000 and onward) holds the actual colors; the value in the pixel tells the GBA which color to use. However, if that value is 0, then that pixel is transparent. Right now, it just so happens that palette[0] is black.
This is part of what I meant by learning how the hardware works. Remember, you asked
dandi8 wrote: |
Do you know any tutorial on how to make a platform game for GBA (from the Ground Up would be great)? |
For consoles, the hardware is ground level. You need to know the basic things like programming with bitmaps, tiles, palettes, IO registers and how to access memory directly. If you don't, any advanced GBA programming subjects like a full game will be unintelligible anyway. All these things are covered in the tutorials.
It may be that your bitmap editor doesn't allow you to chose which color goes where (MS-Paint for example). In that case, use another editor.
dandi8 wrote: |
Code: | memcpy( (u16 *)0x06014000, &lchoiceData, sizeof(lchoiceData) ); | You add this for the first sprite. but what to put in the question marks if it's 32x64 and I want to add another (forgot the formula)?
|
I know tepples already covered this, but I'll add something on the subject. This is also something that falls under 'know the hardware'. Before you can understand what that memcpy-statement means, you need to know what address 0x06014000 is about (it's the address of tile 512; you can't start at tile 0 because it overlaps with part of the frame buffer in bitmap modes), and also know how pixel formats work (16 color=4bits per pixel= half a byte/pixel ; 256 color = 8bpp = 1 byte/pixel), and how to find the total size of a bitmap 32x64 at 8bpp = 32x64 = 2048= 0x800 bytes, so the second sprite data could go into 0x06014800. Of course, it'd be much easier if you just used a macro for that (like tepples showed), or have a memory map based on TILE structs.
This still wouldn't show the sprite on screen because you'd have to set sprite attributes in OAM and turn on sprites in REG_DISPCNT. This and more is all covered by the tutorials. That's what they're there for, and why I pointed to one.
dandi8 wrote: |
Also, I seem not to understand TONC. It's just waay to complicated to me (even the "first demo" part was a bit confusing 4 me). |
If you made a lightbike game you should already be familiar with everything in that demo; all it does is set the video mode and plot 3 pixels. Which parts are you unclear on and I'll explain in more detail.
dandi8 wrote: |
Before posting things like this you could, for example, tell me how this Index 0 works. And I told it was probably a question for later. And I told i had some problems with sprites. And this guy just couldn't resist posting this...
PLZ, I'm a newbie in GBADEV, but I helped people before and it doesn't work like this. |
Okay, maybe it came out wrong. But it does seem that you are getting ahead of yourself (making demos without understanding them falls in that category). Without a basic understanding of the platform you're working on, a tutorial on an advanced topic like making a full game will only be that much harder because it'll assume you already know the basics. And you learn about the basics by (yes, I know this must be getting tiresome) reading the tutorials. If there are specific things in those that you not understand we can help you with that, but a blanket question like "how do I make X work" when it's already covered in detail in tutorials will and should get you links to those, or maybe to the FAQ.
dandi8 wrote: |
PLUS TONC is focused on the whole gbaDev thingy and I only need a tut about the tile modes. |
If you only need info on the tile modes, then why not just read the parts on tile modes (overview, regular (text) bgs)?
But that's not all you need. For a full game, reading a tutorial on tiled bgs and only that won't help much. You also need to know about how to handle button input, sprites and eventually interrupts and sound too (for which you will need to know about DMA and timers).
#72296 - Cearn - Fri Feb 17, 2006 12:23 pm
Because the previous post wasn't really about answering your questions, but a comment on the questions, here's a list of questions that you have asked and answers to them.
Quote: |
I came up with some quite good demos. I don't understand a few things in some of them. Mainly sprites |
Sprites are covered in the tutorials (tonc:tiles, tonc:objects). You need to ask more specific questions if you want us to answer them in more detail.
Quote: |
Do you know any tutorial on how to make a platform game for GBA (from the Ground Up would be great)? |
Unfortunately, there are none that I know of. There are tutorials on the principles of GBA programming, and probably on platformers (if anyone knows where to find one on platformers, I'd love to know), but none that combine the two subjects.
Quote: |
The problem started like this:
Code: | memcpy( (u16 *)0x06014000, &lchoiceData, sizeof(lchoiceData) ); | You add this for the first sprite. but what to put in the question marks if it's 32x64 and I want to add another (forgot the formula)?
Code: | memcpy( (u16 *)0x06014???, &lchoiceData, sizeof(lchoiceData) ); |
|
Already covered but ... The size of a bitmap is its width * height * bpp/8. 32x64 at 8bpp is 32*64*8/8= 2048 bytes, so you'd want 0x06014000. It's preferable to use a macro for this so that you don't have to do these calculations manually though.
It's also better to think in terms of tiles rather than pixels. 32x64 pixels is 4x8 tiles. But sprite tile-indexing occurs in terms of 4bpp tiles, so you'd have to multiply that value by 2 if you're using 8bpp tiles (link). So the number you'd use in tepples' macro is 4x8x2= 64. (FIX: 64+512, because you can't use tiles 0-511 in bitmap modes. Sorry.)
You can also map VRAM as tiles and take the addresses that way, like I do here.
Quote: |
Another problem is: how to plot (write) pixels in mode4? |
Code: |
u16 *vid_page= (u16*)0x06000000;
static inline void m4_plot(int x, int y, u8 clrid)
{
u16 *dst= vid_page[(y*240+x)/2];
u32 px= *dst;
if(x&1)
*dst= (px & 0xFF) | (clrid<<8);
else
*dst= (px &~0xFF) | (clrid);
} |
But the bitmap modes aren't really used much for conventional GBA programming, it's way too slow. Best use tile modes for that.
Quote: |
Where to get a tutorial on how to make a GAME in mode 0 (not only a description, but how to make an actual game in it)? |
AFAIK, there aren't any. Only tutorials on GBA tile mode principles.
Quote: |
How to convert my sprites to 16-color? |
Usenti and wingit have export capabilities for all modes and all bitdepths. Load it up, select the options you want and export.
Quote: |
And again: Is there any tut for mode 0? |
For mode 0, yes. For making a full game in mode 0, no.
Quote: |
... Now how the heck do I put it in to a game? |
Back on the subject of sprites? In that case, read the tutorial on sprites. Ask specific questions if you do not understand something. (also, you say you've already used sprites several times, so how can this be a problem?)
Quote: |
A tutorial on Tile Modes would be nice. |
tonc:tiled bgs. But again, nothing specific on games in tile modes.
Quote: |
Also how to make the white color transparent in the sprite (that's probably for later)? |
Also already covered. Everything except modes 3 and 5 use palettes for graphics. The values of the pixels aren't colors, but are an index to the palette. If this value is 0, it'll be transparent.
EDIT: anyone know of a spelling checker for firefox? :(
Last edited by Cearn on Sat Feb 18, 2006 12:04 pm; edited 1 time in total
#72372 - tepples - Sat Feb 18, 2006 12:55 am
Cearn wrote: |
Quote: | Also how to make the white color transparent in the sprite (that's probably for later)? | Also already covered. Everything except modes 3 and 5 use palettes for graphics. The values of the pixels aren't colors, but are an index to the palette. If this value is 0, it'll be transparent. |
So how is this done in popular image editors? GIMP 1.x always makes index 0 the same as the upper left pixel, but GIMP 2.x always makes index 0 the same as the darkest color in the image.
Quote: |
EDIT: anyone know of a spelling checker for firefox? :( |
Google should know.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#72407 - Fatnickc - Sat Feb 18, 2006 10:33 am
tepples wrote: |
Cearn wrote: | Quote: | Also how to make the white color transparent in the sprite (that's probably for later)? | Also already covered. Everything except modes 3 and 5 use palettes for graphics. The values of the pixels aren't colors, but are an index to the palette. If this value is 0, it'll be transparent. |
So how is this done in popular image editors? GIMP 1.x always makes index 0 the same as the upper left pixel, but GIMP 2.x always makes index 0 the same as the darkest color in the image.
Quote: | EDIT: anyone know of a spelling checker for firefox? :( |
Google should know. |
Photoshop famously does its palettes backwards, so index 0 looks to be index 255. Because of this, unless you use a 256 colour sprite, you will not get a default index 0. However, this can be easily edited by hand.
#72415 - Cearn - Sat Feb 18, 2006 12:15 pm
tepples wrote: |
Cearn wrote: | Quote: | Also how to make the white color transparent in the sprite (that's probably for later)? | Also already covered. Everything except modes 3 and 5 use palettes for graphics. The values of the pixels aren't colors, but are an index to the palette. If this value is 0, it'll be transparent. |
So how is this done in popular image editors? GIMP 1.x always makes index 0 the same as the upper left pixel, but GIMP 2.x always makes index 0 the same as the darkest color in the image. |
Really? I did not know that. I can understand why that would be a problem. Short of switching editors, I really can't say how one would fix that.
Quote: |
EDIT: anyone know of a spelling checker for firefox? :( |
Google should know.[/quote]
The bleedin' obvious. Thank you.
#72437 - dandi8 - Sat Feb 18, 2006 4:30 pm
That's what I'm talkin' about!
Thanks, guys. About that when I said I don't understand TONC:
I understand the code for the first demo but I don't understand the description etc. It's just not for me. Dunno' why. "GBA DEV from the Ground-Up" (or something like that) was easier for me.
Are there any good programs to edit the palette?
About the tut stuff:
I don't want a tutorial on how to make a FULL game in mode 0. Just a tut where I'll learn the basics of gba dev AND make a little map with a player on it. Then it would be soooooo much easier to make a full game.
Without those days that I was just asleep 24 hours, I program gba only for about 2! I have some time to learn the rest.
And I didn't say I don't understand my demos.
I said I don't understand SOME parts of them.
For example, I wrote the Tron Clone all by myself and I understand it.
About what I don't understand in sprites:
O I don't understand why attribute 2 is 512
O I don't know where I'm copying with the memcpy procedure
O Dunno' how the sprites show up on the screen
BUT I'm sure I'll learn that when the time comes.
Gotta go.
Thanx,
dandi8.
#72443 - tepples - Sat Feb 18, 2006 5:03 pm
dandi8 wrote: |
About the tut stuff:
I don't want a tutorial on how to make a FULL game in mode 0. Just a tut where I'll learn the basics of gba dev AND make a little map with a player on it. Then it would be soooooo much easier to make a full game. |
Here's how it would look from the broadest view: - Load tiles into background VRAM.
- Load map into background VRAM.
- Set BG0CNT to reference the tiles and map.
- Load sprite cel into sprite cel VRAM.
- Set entry of OAM to reference the cel.
- Set DISPCNT to display background 0 and sprites.
Quote: |
I don't understand why attribute 2 is 512 |
There are 1,024 spaces in sprite cel VRAM. A sprite cel uses one or more spaces depending on how large it is. Attribute 2 of each sprite tells which space in sprite cel VRAM that said sprite should use. If you have loaded more than one sprite cel into sprite cel VRAM, you change attribute 2 to draw a different sprite cel.
Quote: |
I don't know where I'm copying with the memcpy procedure |
You are copying from ROM (or from EWRAM if you are building multiboot) to the sprite cel VRAM. 0x06014000 happens to be the address of space 512 of sprite cel VRAM. To load a sprite cel into a different space of sprite cel VRAM, use the SPR_VRAM macro that I posted to translate the number of the space of sprite cel VRAM into its address.
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-- I think he moved to Tilwick.
#72452 - Cearn - Sat Feb 18, 2006 5:41 pm
dandi8 wrote: |
That's what I'm talkin' about!
Thanks, guys. About that when I said I don't understand TONC:
I understand the code for the first demo but I don't understand the description etc. |
It is a little meagre, yes, mostly because it was only meant as a little taste of what things looked like, while the real explanations on everything would be given in subsequent chapters. Funnily enough, I've just finished rewriting most of first.htm which will have a more thorough description. Tonc is mostly topic based: cover one thing in detail and move on. That's probably what's causing problems for you. If I had the time I'd do it differently, but I don't right now.
dandi8 wrote: |
It's just not for me. Dunno' why. "GBA DEV from the Ground-Up" (or something like that) was easier for me. |
Granted, it is easier. If also uses some bad coding standards (see sig), contains incorrect code (Flip() and WaitForVBlank() ) and uses only bitmap modes which aren't of much use in most games.
dandi8 wrote: |
Are there any good programs to edit the palette? |
As said, usenti allows full control over the palette. Also, I hear Paint Shop Pro leaves the palette intact, but other than that I can't help you here.
dandi8 wrote: |
About the tut stuff:
I don't want a tutorial on how to make a FULL game in mode 0. Just a tut where I'll learn the basics of gba dev AND make a little map with a player on it. Then it would be soooooo much easier to make a full game. |
"Weren't looking for a full game", ok, misread that one. And good idea on the map+player tutorial. Learn the basics of GBA hardware and make one :P
dandi8 wrote: |
About what I don't understand in sprites:
O I don't understand why attribute 2 is 512
O Dunno' how the sprites show up on the screen
|
Covered in tonc:reg objs in great detail.
Read about the bits of attribute 2. It'll tell you that the bottom 10 bits indicate what the starting tile for that sprite is. If this is 512, that means that it'll use tiles 512, 513, etc. The programmer is free to pick any number, but 512 is used here because the bitmap modes overlap the first 512 tiles, so they can't be used.
The steps to getting sprites on screen are also explained in detail on that page. Everything you need is right there, in color, with pic, nicely formatted and in more detail than could ever happen on a forum.
dandi8 wrote: |
O I don't know where I'm copying with the memcpy procedure |
Look up memcpy. The reference entry for it says that the first argument is the destination. So
Code: |
memcpy((u16*)0x06014000, data, sizeof(data))
|
would copy data to 0601:4000 and onward. But when using memcpy and sizeof, you need to be aware fo these issues.
#72461 - dandi8 - Sat Feb 18, 2006 7:32 pm
Quote: |
"Weren't looking for a full game", ok, misread that one. And good idea on the map+player tutorial. Learn the basics of GBA hardware and make one :P |
Granted! Probably it will be for quick-learners like most of my tuts though.
Quote: |
Here's how it would look from the broadest view: |
And in-depth?
I understand that now, when I don't want to make a full game, everything is different?
And do you know any good books about gba dev that I could order to Poland?
#72462 - tepples - Sat Feb 18, 2006 7:53 pm
dandi8 wrote: |
And in-depth? |
Get the AGBTTY demo working on your GBA, and I'll help you.
_________________
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-- Who?
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-- I think he moved to Tilwick.
#72472 - dandi8 - Sat Feb 18, 2006 8:53 pm
What do you mean?
#72475 - tepples - Sat Feb 18, 2006 8:55 pm
Please download AGBTTY from my site and try to get it to compile. When you do get AGBTTY to compile, try modifying it.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#72486 - dandi8 - Sat Feb 18, 2006 10:23 pm
Got a "syntax error before 'agbtty_write' ".
I'll work on that. I don't know how though.
Edit: Solved. Had to use the mk.bat. Mine doesn't work.
Edit2: Ok, unsolved. The mk.bat doesn't work either. Damn DevkitAdv or what?
#72487 - tepples - Sat Feb 18, 2006 10:39 pm
Oh, I forgot. If you're on a more recent devkit, then the bongo demo might work better for you as a first example of how to use tiles.
_________________
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-- Who?
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