Homebrewn games and utilities for the Gameboy Advance.
Last updated:
February 20, 2009 at 7:42 pm (CST)
Breakout-type game with 10 levels and varying speed/difficulty. I added a few twists like powerups and the ability to rotate your paddle with the GBA's shoulder buttons to give you more control over the direction of the ball. Makes use of various sound aspects in the GBA, SRAM, and a bunch of other stuff. This was basically just a quick production to give my basic 2D engine foundation a test.
Requirements: Homebrew-capable Gameboy Advance
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