All projects.
Last updated:
February 20, 2009 at 6:27 pm (CST)
Stupid program I wrote some number of decades ago. It takes words and randomizes them. Here for posterity.
Requirements: Windows PC
Last updated:
February 20, 2009 at 6:21 pm (CST)
A port of GLTriad. I ended up leaving all the OpenGL rendering code intact, and writing "wrapper" code to emulate all the OpenGL functionality I used in Direct3D. I attempted to do the same with the network code, which works on a LAN, but over the net there are problems. This is due to some bugs in the old socket code that I never went back and fixed. It was an interesting experiment.
Requirements: Xbox Development Tools
Last updated:
February 20, 2009 at 6:17 pm (CST)
This is nothing special, just a text viewer for the DS. Makes use of a full touchscreen interface, persistent text bookmarking through SRAM, low power mode, and multiple file support with clean GUI for selecting. Uses a 5-pixel-width subpixel font to allow greater text density than standard 8-pixel tile fonts.
Requirements: Homebrew-capable Nintendo DS
Last updated:
February 20, 2009 at 6:13 pm (CST)
A port of Nester for the Gameboy Advance. This was never released, due to unsatisfactory performance. Although, the gutted CPU was later re-used in NesterDS.
Requirements: None
Last updated:
February 20, 2009 at 6:05 pm (CST)
Similar to BMP2CPP, but this program is more generalized and for converting any type of binary file into a C array. I use it for wave files and other custom asset types.
Requirements: Windows PC
Last updated:
February 20, 2009 at 6:04 pm (CST)
Converts a 256 color bitmap to a GBA-friendly image in the format of a const C array for direct inclusion in your project. This has some tile-specific options such as automatically breaking the bitmap into 8x8 tile segments (that's how the GBA stores graphics in tile and sprite memory).
Requirements: Windows PC
Last updated:
February 20, 2009 at 6:03 pm (CST)
Allows you to load a 256 color bitmap as a tileset and paint GBA-friendly tile grids with the tileset. You can save and load the tile grids, and even export them as code (a const C array) so that you can directly include them in your GBA project. It's primarily for mode0 tilesets but the output can be adapted for other modes without trouble.
Requirements: Windows PC
Last updated:
February 20, 2009 at 6:02 pm (CST)
Demonstration of general sidescrolling capabilities of my base engine (the same one used in BREAK). Not in any way a game, just demonstrating technology. Mainly showing off a background tile streaming method (to allow for effectively "infinite" in length scrolling backgrounds) and per pixel collision detection through high resolution collision maps.
Requirements: Homebrew-capable Gameboy Advance
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