ROM Hack Interested In GBA Development!

JakePsycho

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See, I want to create some homebrew for my GBA to play, but i dont know how. Any advice. Please help cause I'm getting bored with commercial nintendo games that are boring. I have some awesome ideas for gba but cant develop. PLEASE HELP!!!
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santorix10

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Psyfira said:
You need to learn C first, you'll find books on that in your local library or sticking it into google should pull up a tutorial. It'll take a while, but after that you can then take a look at http://www.coranac.com/tonc/text/ .

Also, Java is easy to learn, and is similar to C++...
 

mrgone

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gbpic said:
Psyfira said:
You need to learn C first, you'll find books on that in your local library or sticking it into google should pull up a tutorial. It'll take a while, but after that you can then take a look at http://www.coranac.com/tonc/text/ .

Also, Java is easy to learn, and is similar to C++...

oh, you have a java virtual machine for gba ?
 

ArugulaZ

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Come now, you don't HAVE to learn C++ to program on the GameBoy Advance. Dragon BASIC is an excellent starter tool that supports much of the GBA functionality. Do a Wiki search and you'll find it. Sniff around a little more and you'll find the registration file creator Jeff Massung released that lets you make games over 128K.

If you really want to blow the doors off the GameBoy Advance, you probably WILL have to program in a lower level language, but if you're a first-timer or just intimidated by C++, there's nothing wrong with starting out on Dragon BASIC.
 

JakePsycho

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rolleyes.gif
Ok, these all seem like wonderful applications, but were do I download Dragon Basic. Also, how do I make games in C and C++? How do I patch it with supercard sd patcher?
 

how_do_i_do_that

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DanTheManMS

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how_do_i_do_that said:
palib is already integrated into the devkit. you would already know that if you actually used it.
Wait what? Wintermute (the maintainer of DevKitPro) has been against PAlib since the beginning, and has actively recommended people not to use it. My own installation of DevKitARM has nothing related to PAlib in it. Perhaps you're thinking of the reverse situation by mistake. PAlib contains (some revision of) DevKitARM, but not the other way around.
 

FAST6191

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Just to save it being relegated to the bit rot that is my inbox:
Creating homebrew on the GBA.

There are not many (any?) worthwhile interpreted languages on the GBA (the DS has a handful) so it is coding "proper" or nothing.
C and ASM are the main two as C++ can get a bit bulky for the limited resources of the GBA (it can still be done just do not expect a high performance piece of code).

Devkitpro ( http://www.devkitpro.org/ )does have libraries which abstract most of the hardware but I still suggest you have a fair familiarity with it:
http://nocash.emubase.de/gbatek.htm and http://www.cs.rit.edu/~tjh8300/CowBite/CowBiteSpec.htm

http://www.coranac.com/tonc/ (covers the basics and more advanced stuff while being somewhat readable unlike the links above which are nearly a pure reference guides). A note, it mentions different libraries and before devkitpro became the de facto standard there were a whole bunch of toolchains which could get a bit interesting if you want to pull things apart.
And as they make for good thinking points:
http://www.pineight.com/gba/managing-sprite-vram.txt
http://members.iinet.net.au/~freeaxs/gbacomp/
http://ekid.nintendev.com/mod/index.php

http://www.gbadev.org/index.php is a good source of other tools, games and source code (pull anything and everything apart).

Also ironically the DS might be worth a look in (for years we told hopeful DS coders to look at the GBA) as much is the same there.
http://forum.gbadev.org/viewtopic.php?t=8353
http://gbatemp.net/index.php?showtopic=164...p;#entry2085550
 

elyk1212

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JakePsycho said:
rolleyes.gif
Ok, these all seem like wonderful applications, but were do I download Dragon Basic. Also, how do I make games in C and C++? How do I patch it with supercard sd patcher?

I use SuperCard CF and when I develop a game, I don't even need to run through the patcher. Your millage may vary I guess. Keep in mind I am not doing any saves at the moment, etc that would require the patch.

how_do_i_do_that said:
With the compiler you can compile code for any ARM based platform which includes GBA, NDS, PSP, etc.

Actually PSP is a MIPS architecture, so gcc ARM will not produce a usable binary for PSP. But they do have a mips compiler in the devkitpro tools set somewhere. However, I use psptoolchain as my PSP gcc tool set of choice. Many many libraries have been ported and are kept up to date via svn repositories.

If on linux:
CODE
svn co svn://svn.ps2dev.org/psp/trunk/psptoolchain

If on WinBloze, get Cygwin or one of those emulators (been years) and you can use the same toolchain, but IMO it's way easier in Linux.

For GBA, DevkitArm with libgba all the way. Good stuff. Also, check out gbadev.org. Great community.

I have a great deal of formal CS CSE and C/C++ experience, so hit me up if you hit a wall.

I recommend getting a basic C or C++ book from the library and start be doing the tutorials and little projects.

HAVE FUN!
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