#22956 - benjamin - Thu Jul 01, 2004 8:30 pm
There seem to be quite a few of helper libs, like Mushroom, or even stuff in DevKitARM that help with repetitive operations when getting close to GBA hardware (not counting things like Catapult).
Which do people favor? And does HAMsdk count amongst these, or is it closer to a Catapult?
#22959 - dagamer34 - Thu Jul 01, 2004 8:39 pm
The HAM SDK simply comes with an IDE for use with development. Catapult has it's own suite of tools which makes it more of a complete development suite.
I think most of us here have made our own libraries that we use in GBA development.
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#22961 - benjamin - Thu Jul 01, 2004 8:58 pm
I guess what I'm looking for is something with very little abstraction, but enough to prevent myself from having to write raw numbers to access registers..
Would Mushroom fit that bill?
#22962 - poslundc - Thu Jul 01, 2004 9:16 pm
A standard gba.h header file will #define the names of all of the registers for you.
Dan.
#22964 - benjamin - Thu Jul 01, 2004 9:45 pm
So does that mean that no serious work in the homebrew scene uses anything at all? Everyting is rolled at home by each person?
I find that a little hard to believe, but if you say so I'll take your word for it.
What are people's opinions of something like Mushroom, which seems pretty close to the hardware?
#22965 - poslundc - Thu Jul 01, 2004 10:22 pm
benjamin wrote: |
So does that mean that no serious work in the homebrew scene uses anything at all? Everyting is rolled at home by each person? |
I can't speak for others, only for myself, but I've never used HAM, Mushroom, or anything else like that, and in fact I tend to find such libraries often impede me from coding.
I expect you'll get a similar response from most "serious" homebrew dev people on this board. Not that these libraries aren't potentially useful, but honestly if you're hardcore enough to be programming the GBA in the first place you probably won't be satisfied in the long run using someone else's abstraction library.
Dan.
#22970 - DiscoStew - Thu Jul 01, 2004 11:11 pm
When I first got into the scene, I'd use programs for graphic conversion and stuff because I barely knew anything about the internals of the GBA. But now, after so many months, I've used nothing but programs that I've made. However, for anything audio related, I mixed jd's AAS and tepples's 8ad into one audio section of my games because I've never touched anything related to audio programming. Other than that, everything else that I use has been made by me.
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#22973 - Abscissa - Fri Jul 02, 2004 12:59 am
I mostly use my own stuff too.
#22974 - benjamin - Fri Jul 02, 2004 1:02 am
Does this include the tools found on gbatools? It seems like a little much for me to begin writing my own mapping and tiling tools..
#22975 - Lord Graga - Fri Jul 02, 2004 1:04 am
Most people use tools done by other people, and most people chooses to write their own libraries, because they will know *exactly* what's going on. Every single function can be added in a flash, by looking at other peoples code, or by reading docs.
It'll make the enviroment much more comfortable.
#22978 - sgeos - Fri Jul 02, 2004 1:34 am
benjamin wrote: |
Does this include the tools found on gbatools? It seems like a little much for me to begin writing my own mapping and tiling tools.. |
You can use the same codebase for your game and map editing tools. The editor will run on the GBA, but the display routines will already be written if you do it right. =)
-Brendan
#23066 - wintermute - Sat Jul 03, 2004 9:09 am
benjamin wrote: |
I guess what I'm looking for is something with very little abstraction, but enough to prevent myself from having to write raw numbers to access registers..
Would Mushroom fit that bill? |
libgba should fit the bill quite nicely.
I'm biased though :P