Unofficial GBA SDK Available for Free 143
BlackGriffen writes "Anyone who is interested in making their own Gameboy Advance ROMs can go get an unofficial GBA SDK . With this and a flash ROM kit from someplace like lan-kwei.com, we could see a flourishing indie game making community. Available for Linux and Mac OS X only (for now, it's open source)."
Bravo for Mac OS X support! (Score:3, Interesting)
Re:Bravo for Mac OS X support! (Score:1)
Its open source, but I figger that any one STUPID enought to port it to M$ is gonna get beat like Rodney King if they dare show their face in this here slashdot.
That was a joke of course. not uhm....flamebut.
Re:EMULATORS! (Score:3, Interesting)
Spectrum emu [pocketheaven.com]
Sega Master System Emu [emuunlim.com]
Re:EMULATORS! (Score:1)
Re:EMULATORS! (Score:3, Interesting)
Bring back 2D (Score:2, Insightful)
Some of the better games were the 2D scrollers such as Double Dragon II or Super Mario 3. They at least had replay value.
Re:Bring back 2D (Score:1)
It's just like the business programming world - it's hard to fill the demand for good designers/programmers, so there is a lot of crap out there these days.
There are plenty of good 3d games. Pikmin is very fun and it's 3d. No replay value, but that's typical of first wave games. Resident Evil is fun. Metal Gear Solid is fun. Morrowind is fun and addictive and extremely replayable (and buggy, unfortunately). All good games with good designers at the helm.
You seem to forget that there were tons of crap games back in the NES era too - Avoid the Noid, Bill and Ted's Excellent Adventure, Robin Hood
Re:Bring back 2D (Score:1)
long live 2d [tripod.com]
Re:Bring back 2D (Score:1)
My NES broke when I was a child and I never did find a replacement. My dad tried to fix it. No more NES for me. Luckily I had a snes at the time. Too bad it wasn't backwards compatible.
I would love to get my hands on one of the newer designed ones with the top loading slot for game cartridges.
Ah well, I barely have time for the new games, so I rarely play the old ones.
Re:Bring back 2D (Score:1)
Re:Bring back 2D (Score:1)
Re:Bring back 2D (I used to feel this way) (Score:2)
I used to be a retro gamer only, till I tried out Tony Hawk Pro Skater on a friend's Playstation.
Pro Skater is one of the most amazing games I've ever played. I've clocked in literally hundreds of hours on the series, and even got Pro Skater 3 to say "Game Complete" after beating it (no cheats) with all 25 characters. I'm currently trying to beat THPS2 again, but on my dreamcast this time (different bonuses than the N64).
My Point: Tony Hawk Pro Skater convinced me that spending time with 3-D games was worthwhile.
For those who like RPGs/deep story games, the next gen consoles are perfect: Skies of Arcadia, Final Fantasy, etc... those are fun, though not my favorites.
But the thing is that there is a lot of AWFUL games out there and a lot of games that just look cool at first and have no replay value.
I am very sad to see 2D games getting more and more ignored, but when stuff like Ikaruga, Capcom vs SNK 2, and Castlevania GBA are still being made, there is at least some hope. I think some development team is going to make a mindblowing 2D game one of these days, with twice as much resolution and animation frames as anything done in the past and it will bring 2d games mainstream appeal again.
Hm...Rom conversion, anyone? (Score:2)
Ah, screw it - I want to see this happen, just so I have a reason to take the train into work and play Super Mario RPG.
Re:Hm...Rom conversion, anyone? (Score:2)
You have to compeletely rewrite an SNES game to get it on GBA. A GBA devkit won't help with that.
Re:Hm...Rom conversion, anyone? (Score:2)
Re:Hm...Rom conversion, anyone? (Score:2)
They have about the same processing power, which is why a lot of games get ported. But the SNES is a 16 bit version of the 6502 (Nintendo tried for NES back compatibility, but it didn't work out), whereas the GBA is a 32 bit ARM processor.
Let me get this straight. A 10MHz steroid-addled 6502 could keep pace with a 32-bit ARM processor? Did I read that right? Or does the GBA really have a lot more processing power that isn't being tapped?
Re:Hm...Rom conversion, anyone? (Score:1)
Asm vs. C on the GBA (Score:2, Insightful)
SNES games were written in ASM, GBA games are mostly written in C.
The inner loops of the graphics transformation and sound mixing in most GBA games are written in ARM assembly language and stored in a special fast RAM on the same die as the CPU.
Re:Hm...Rom conversion, anyone? (Score:2)
Emulation needs an OOM difference (Score:2)
The 65c816 was more than a 6502 on roids. It was a fully functional 16bit cpu
The 65c816, used in the Apple IIGS computer and Super NES game console, was a 16-bit processor with an 8-bit data bus and only three integer registers (A, X, and Y).
at least as capable as some low end 32bit cpu's
The Motorola 68000, used in the Sega Genesis and SNK Neo-Geo game consoles and the original Apple Macintosh computer, was a 32-bit processor with a 16-bit data bus. So was the Intel 386SX processor, used in some PC clones.
Without looking at the specs, the GBA is certainly more powerful than the SNES
After becoming intimately familiar with the specs, I'd say twice as powerful overall, or about as powerful as the Super NES with Super FX.
but we're not talking orders of magnitudes.
Correct. In general, you need at least an order of magnitude speed difference to emulate a video game console. The 16 MHz ARM7TDMI in the GBA just barely squeezes by when emulating [pocketheaven.com] a 1.8 MHz 6502 and the rest of the original NES chipset.
GBA not powerful enough to emulate Super NES (Score:2)
But a devkit would allow you to work on a SNES emulator wouldn't it?
The Super NES has two processors connected by a slow bus: a 3.6 MHz 65C816 and a 2 MHz SPC700 (both relatives of the 6502). The GBA barely manages to emulate the NES with a 1.8 MHz 6502 processor. Besides, most games actually use all 224 scanlines of the display, not the 160 the GBA gives you.
If you want Genesis or Super NES games on GBA, either port them yourself using Devkit Advance (creating new levels and characters to circumvent copyright law) or petition the original publisher.
Not powerful enough to *emulate*, but... (Score:2)
BlackGriffen
Yes, the hardware is there, but so is the © (Score:1)
have you seen the graphics on the GBA?
More than that: I've written GBA games such as Tetanus On Drugs [pineight.com]. The GBA's graphics hardware is very similar to the Super NES's, but its sound hardware more closely resembles a Sound Blaster Pro.
I guess it would be like trying to port an application without access to the original source code.
And without access to the graphics and sound for the next 90 years (no thank you Sonny Bono!) unless you petition the publisher to let you do a port.
Re:Yes, the hardware is there, but so is the © (Score:1)
Still illegal, and wasted effort (Score:1)
If you owned a copy of the game, would it be illegal for you to port it for yourself, and never release the port? Without distributing it, you shouldn't run afoul of copyright, should you?
First of all, 17 USC 106 [cornell.edu] prohibits merely preparing derivative works. Not distribute, prepare.
Second, it would be 100% wasted effort, as you would have no way to advance yourself in the world through something you keep entirely secret.
Re:Still illegal, and wasted effort (Score:1)
I don't think it would be. First, for someone who's never ported anything before, it could be a learning experience. Second, it's a game. Who said anything about advancing yourself. Maybe I want to play Super Metroid on my GBA. Doesn't improve the world, doesn't really improve me, but it'd make Metroid that much more convenient.
Emulate != port (Score:2)
The 6502 is GB-compatible.
NO. The 6502 architecture (used in the NES and Super NES) and the Sharp-Z80 architecture (used in the Game Boy and Game Boy Color) are mutually incompatible. Otherwise, the Wide Boy (play Game Boy games on the Famicom, the Japanese NES) wouldn't have been so d*mn expensive.
That is Infinitely more powerful than a 65C816. The GBA runs laps around the SNES.
I have a 75 MHz Mac and a 333 MHz Acer laptop, and the laptop runs laps around the Mac. However, I don't think Mac software would run in real time on the laptop. There is a LOT of overhead involved in emulation of binary code for a foreign processor. It's not like wine, which is just a PE loader and a re-implementation of the Windows DLLS. It's not like vmware, which runs the target OS on the native processor and emulates the rest of the motherboard. You actually have to interpret every single instruction.
Have you ever played a GBA?
Yes. I've developed for the GBA, and I know that its CPU is not fast enough to emulate the whole Super NES chipset (65C816 Plus, Super PPU, SPC700, DSP, and Super FX) in real time. In general, a port of a Super NES game to the GBA is straightforward (except for the smaller screen size, the lack of A and X buttons, the lack of a mouse, light gun, or other pointing device, and the completely different multiplayer paradigm), but it does require access to the original trade-secret source code. You can't just prepend SuperNESOnGBA.bin to the .smc file as you can with NES games.
I wonder... (Score:1)
Re:I wonder... (Score:3, Informative)
Descent is probably beyond the GBA's capabilities, since it uses arbitrarily-angled perspective-correct textured polygons, which are a fair bit harder to render on a low-end CPU (the GBA has a 16MHz ARM7 CPU).
I guess you could just flat-shade the whole thing, but it wouldn't look anywhere near as good.
Re:I wonder... (Score:1)
Don't know if it could pull that off either.
Re:I wonder... (Score:1, Interesting)
1.
256k ram, 32k fastram
yep.. get all your global vars into this one first, then think about a memory manager. i had doom take like 160k on vars but that just just isnt enough..
2.
16mhz cpu.
the other poster didnt mentioned of course that the rom acces cripples this quite a bit. (and you want to keep your code in the rom
3.
no hardware division
which rules out perspective texture mapping.
so there..
2 and 3 arent that bad but 256k will hold back what could have been..
-
and the doom they released for the gba is really crippled!
Re:I wonder... (Score:2)
Re:I wonder... (Score:2, Interesting)
The TI-85 had about 24K available RAM, and the '86 had something like 60K available RAM.
Considering the claustrophobic amount of RAM and CPU power, especially the limited number of registers (and the small width of them), and the lack of ability to do division or anything floating-point in the hardware, these ray-casted games ran fairly well.
Ray-casting is very different from *real* 3D, however. Real 3D involves things like rotating and translating potentially thousands of nodes, culling unseen polygons, searching large binary space partition arrays (BSPs), calculating whether or not (and where) to display objects not in the BSP (like health vials and other players), etc. And all of the above has to be done for every single frame.
Raycasting is loads easier. You cast out a ray for every pixel that your viewport is wide. If the ray collides with an object on a 2-D map, the engine grabs a vertical slice from a texture map, scales it according to distance, and drops the results into the framebuffer. If the engine supports transparent pixels and any were copied, the ray continues. Otherwise it's on to the next column.
There is some other work involved, such as drawing sprites and ammo/health/etc. bars. And there are a few other tricks, such as having variable-height floors and ceilings, like in Doom. Raycasting is very fast compared to real 3D, since there is a lot less floating-point math (and math in general) involved. However, you lose flexibility in order to gain speed. In Doom, you could only have one place for the player to stand at any grid location, so you couldn't have one room above another, or a bridge that could be gone over and also under. It is also tricky to get raycasting engines to do "looking up and down" without it looking distorted, so in most raycasted games, the player always looked straight forward.
If my old TI-85 with 32K of RAM and a 6MHz Z80 can handle a raycasting engine, then so can a GBA with 256K of RAM and a modern ARM processor with a lot more registers and almost 3x the clock speed. (Not to mention DMAs and hardware sprites and layers!)
Finally, the GBA has scaling and rotation, and the ability to draw primitive 3-D fields... all in hardware.
If texture usage is kept VERY conservative, it is reasonable to believe that a ray-casting engine with texture-mapping capabilities is reasonable.
What would be even more reasonable would be to write a ray-casting engine that didn't bother with textures at all, using solid colors instead. You could get some reasonable framerate out of a game like that, and it would still be fun to play. You might even be able to get away with some "dirty" shading.
I have also seen GBA ROMs containing "real" 3-D engines, but the only things in them were objects in space. This is reasonable for a 3-D version of Asteroids, or something like Wing Commander.
awesome (Score:1)
Actually, how low-level is the API? Any chance someone could get Linux running on one of these babies?
Re:awesome (Score:4, Insightful)
well if you realyl want to consider assembler an API, that is your answer. ARM flavored assmebler.
Finally! (Score:2)
Forget the PS2... (Score:2)
gba development has been around for a while (Score:3, Informative)
here [io.com] is one dev kit
here [devrs.com] is some more stuff
that should give you plenty of links to play with.
Re:gba development has been around for a while (Score:1)
Actually, no, since the first link you posted is the same guy and the same SDK, just different pages for it. But the devrs.com one is new...
Re:gba development has been around for a while (Score:1)
Flash carts from www.visoly.com have been around for about the same.
Get with the times.
Tom
GBA has been available for one year (Score:1)
devkitadv is a GCC port for the GBA which has been around for OVER TWO YEARS. Flash carts from www.visoly.com have been around for about the same.
Huh? The Game Boy Advance system itself has been available in the United States of America for only one year. (IIRC, the anniversary is about a week from today.)
Re:GBA has been available for one year (Score:1)
I really think
Tom
Re:gba development has been around for a while (Score:1)
Actually, no
if you follow those links you will get a bunch of info. I guess that is what I ment by "that should give you plenty of links. but whatever.
The original GBDK (Score:1)
Old news (Score:5, Informative)
The link in the article refers to the MacOS X port. Check out this [io.com] for the "original" Unofficial Gameboy Advance SDK. It has been available for about a year or so. It has always worked on Win32 platforms too, so the submitter did a really bad job. The compiler in the SDK is actually GCC.
Check out www.gbadev.org [gbadev.org] and www.devrs.com/gba/ [devrs.com] for some other GBA development stuff. (And while you're at it, check out my own GBA-page [darkside.no] for some of the demos i've written for the GBA :)
Unofficial AGB development (Score:4, Informative)
This DevKit is basically just a port of GCC to the ARM with some AGB specific startup code for interrupt handling and whatnot. The official DevKit from Nintendo is the same thing (although using an older version of GCC), but you get some extra hardware and software also. Having done AGB development for a while, it is nice to have alternatives like this unofficial devkit available, but it is nothing revolutionary. The impressive thing is actually how good the emulators have gotten recently, they should begin to allow even official developers to rely less on the expensive Nintendo hardware for normal day-to-day development.
Porting Doom? (Score:1, Informative)
Nothing new (Score:1)
Linux and Windows [io.com]
Also check out gbadev.org [gbadev.org] for all sorts of demos (source included), emulators and tools.
As a note, I am working on a full API for the GBA called GGAPI. I can do rotation backgrounds, 8-bit bitmaps, hardware sprites and more so far...so again...nothing new...hope you enjoy
Practical Toy Hacking Device (Score:5, Interesting)
It would be interesting to know how many people will create practical, non-game applications. I know there are many non-game attachments, like a TV tuner and digital camera available for the unit.
I may actually get one of these myself to hack around with. The "other half" says I shouldn't waste money on the PS2, cuz I will may write one application, then never touch the $500 investment again. Same thing with the Sharp PDA. $70 is much more reasonable for this type of hobby.
-Pete
Re:Practical Toy Hacking Device (Score:1)
Business Man1: It was nice meeting with you. Let me just put your email/phone # in my address book program.
Business Man2: Yeah, sure no problem.
-30 seconds later-
Business Man2 looks over shoulder of business Man1 and see's Mario.
Business Man2: What the!
Business Man1: Oh yeah yeah yeah, sorry.
OS X (Score:1)
indie games for Gameboy.. (Score:3, Interesting)
Re:indie games for Gameboy.. (Score:2)
Re:indie games for Gameboy.. (Score:1)
Just FYI
Re:indie games for Gameboy.. (Score:2)
So you want indie games...that are really just ports of old games? Isn't that like worshipping a cover band?
Re:indie games for Gameboy.. (Score:1)
Honestly this is more like worshiping a band for doing a nice cover because whoever ports the software isn't necessarily known just for the software they ported. They might have some original code somewhere.
Having everyone worship their own pet people would do the world good. Distribute the support! Why should 5 key developers get ALL the attention.
If your worshiping anything not out of fear for being stuck in some firey pit, it's all dandy from my point of view.
Re:indie games for Gameboy.. (Score:2)
I've done ports; they're at least an order of magnitude easier than writing original code. Porting a game is usually done in one to six months. New games take 1 to 3 years. If you cover a song, you at least have to learn how to play it. When you port code, you just diddle around with select parts of it on the backend until it works.
The spirit of the indie game scene is *design*. Ports of Nethack and emulators are boooring.
Re:indie games for Gameboy.. (Score:1)
Seriously, some of the best games ever created were invented at the beginning of the computer revolution. Think Nethack, Rogue, Adventure, Pong etc... I mean, what ever happened to games like Pac-Man (of which the first perfect game was played only a couple of years ago...)? Those games took actual thought, and no twitching (think Unreal Tournament, Quake N and Half-Life).
Speaking of HL, if it weren't for the Mods, which require thought, skill and strategy, I wouldn't play at all....
Re:indie games for Gameboy.. (Score:1)
Re:indie games for Gameboy.. (Score:1)
PacMan - Required strategy - ways to lure ghosts away from where you'll be in a minute.
If the ghosts shot at PacMan, and he shot back, maybe that would be twitchy...
Re:indie games for Gameboy.. (Score:1)
Both Q3A and pong are based on simple rules, and to be good at either entails a certain amount of thinking and planning, but I wouldn't call either a strategy game. It seems naive to see strategy evolve from the rules in some games, but not others.
RAM limitations (Score:1)
I'd love to see Nethack for the GB. I'm currently working on a Palm version
Doesn't nethack have more than 256 KB of state? The GBA has only about 288 KB of RAM on the console and 32 KB of RAM on the cartridge (for saved games).
Dev kits (Score:2, Insightful)
No disrespect to the great underground game hackers out there, but I don't think there is much of a risk of an uber fantastic game like Gran Tourismo 3 getting put out. If there is, maybe a deal can be struck to distribute the game to the masses. The gaming industry itself could see what's being turned out, and maybe find some new prospective talent.
I also think that the console manufacturers should make and sell (as well as install for a fee) mod chips to play IMPORT games (not burned games) because then they can make more $$$ selling the import games (as well as maybe an import fee, who knows)
Re:Dev kits (Score:2)
Here's such a game (Score:2)
maybe we should wait to see if a single game even gets created.
Here's such a game [pineight.com]: Tetanus On Drugs. It's like playing Nintendo's The New Tetris® on LSD, except without the DEA breathing down your neck.
lankwei.com Flash ROM kits (Score:1)
-----
Apple hardware still too expensive for you? How about a raffle ticket? [macraffle.com]
linux (Score:1)
CPU speed (Score:1)
let's get ogg123 going.
You'd probably have to build the decoder hardware into the cartridge, as the GBA's processor is a 16 MHz ARM7TDMI.
Keep up, Slashdot. Here are a couple more... (Score:4, Informative)
HAM [ngine.de]
The SGADE [suddenpresence.com]
The original Unofficial GameBoy Advance Software Development Kit [io.com]
UK users should buy their kit (Flash ROM kit and lighting kit from Craig Rothwell [cdworld.co.uk] -- reliable feller.
Bandwidth (Score:1)
Might this effect the Game Cube (Score:1)
If you can get a flash cart... (Score:2)
Development Hardware Kits (Score:1)
You can get the GBA hardware carts/writers from: Lik Sang [qksrv.net]
Better details (Score:5, Informative)
The ability to program for the GameBoy Advance is *not* Linx or Mac only. The biggest group of developers centers around a partial build of GCC called "DevKit Advance", which has pre-made setups for Win32 and Linux. There are smaller communities each around "HAM", "SGADE", and "GCCGBA" - all Win32 prebuilt only. If you've ever built your own GCC, however, you can build to GBA, and that means you can build from damn near *anywhere*.
Good places to go to learn:
Compilers:
Some interesting stuff that's been done:
Miscellaneous news sites with links to code and tools:
Anyway, this is by no means an exhaustive list, but it's a start, and you can get to most of the good ones from there by linkage. If anyone needs a hand, my email address at slash should work.
StoneCyph on EfNet, johnisaheadcase / Fatty diZilla on mailing list
Re:Better details (Score:3, Informative)
Development of the SGADE has changed hands (to me), and is now continuing full force. The new release should be up sometime this week, with additional releases following roughly every three weeks for the next few months -- each adding even more functionality.
The website has also changed [suddenpresence.com], and is currently undergoing an overhaul.
-- MTP
Re:Better details (Score:1)
Congratulations! Jaap's code was instrumental in helping me grok the hardware; I'm happy to hear that his work is being maintained and extended. The best of luck to you; SGADE is (imho) a critical thing: an amateur environment which could be made legitimate by being sued by a commercial product. This is (again imho) HAM's critical fault, and besides, I like your name better.
Re:Better details (Score:1)
(Sighs) The thing I hate most about spell checkers is that they miss mistakes if the mistakes also spell valid words.
Used. . Obvious joke trolls, begone.
Stupid 2 minute filter made me rewrite this. Bleargh.
hmmmmmm (Score:1)
Copyright (Score:1)
we could somehow make our own port of say "Secret of Mana" (or some other SNES title) for the GBA?
No you couldn't, not at least until after December 31, 2088 (1993 SoM release + 95 year copyright term).
You'd have to make your own RPG, with your own characters and your own story. But if you want that, just go buy Golden Sun.
Re:hmmmmmm (Score:1)
GBA development (Score:1)
Right. Following through. (Score:5, Informative)
Actually, how low-level is the API? Any chance someone could get Linux running on one of these babies?"The API" isn't. HAM has an engine, SGADE has an engine, there are others (I don't use them), and there are some commercial ones. But, here's the thing: the hardware does a lot of stuff. Sprites and backgrounds are supported in hardware, and do scaling and blending stuff, etc. It's just register tweakage. You don't really need an API.
Big N does send an API of some sort, but I'm not a licensed developer, so I know dick about it. I'm told it's not that much of a difference - mostly just wrapper functions.
There are other compilers which can target the platform. Commercial people often use the ARM [arm.com] ADS [arm.com] or SDT [arm.com]. Other tools, like the Metaware [metaware.com] toolchain and the Green Hills [ghs.com] Optimizing Compiler (it's part of the name, not a parroted description, settle down) are commonly used because of their purported performance. Far from being an expert myself, I'll just point you at the Dhrystone [dwelch.com] that David Welch graciously presented to the community.
Homebrew developers thrive on being told it can't be done. The more you tell them they can't do commercial stuff, the more you're going to see commercial stuff done. That's what got me started.
This is our world now...the world of the electron and the switch, the beauty of the baud. Pre-chewed pieces of pap! And shouldn't be teaching anyway!!@!3T1!! r00l!
cough Sorry. Old habits die hard.
Re:Right. Following through. (Score:3, Informative)
Descent is probably beyond the GBA's capabilities, since it uses arbitrarily-angled perspective-correct textured polygons, which are a fair bit harder to render on a low-end CPU (the GBA has a 16MHz ARM7 CPU).
You should see some of the stuff that's going on. There are a number of fully textured 3D engines out there, one of which actually uses Descent levels as its examples! (I linked to another in my previous post which uses the quake level 1) A good example is the Raylight [raylight.it] engine, though there are probably a dozen that I've seen (and a few proprietary, one of which I'm about halfway done writing
None of these engines do true perspective correct texturing. And yes, I'm fairly aware of the work that's going on out there - I am the author of FooN [pocketheaven.com], and have also written a bunch of 3d engines for the GBA. My point was that, while DOOM/GBA is a more-or-less exact replica of the PC version, Descent/GBA is not going to look anywhere near as cool as the original.
Sorry - should have clarified - the ones I listed are all emulators for the GBA.
Sorry, but not even remotely close. You didn't even get the popular ones. There's a pretty decent list here [zophar.net], at Zophar's Domain (a pretty good dev site)
Read. Comprehend. Post.
"The ones I listed are all emulators for the GBA". Not "These are all the emulators for the GBA".
In other words, the emulators I listed are all emulators that run on the GBA, and emulate other machines.
Another thing - you mistakenly state that the GBA has a Z-buffer. WTF? As someone who claims to be developing a 3D engine for the GBA, you must be aware that the GBA most certainly doesn't have a Z buffer. It doesn't even have any polygon rendering hardware.
Re:Right. Following through. (Score:1)
(grins) Yet another reason not to post stoned.
While we're at it... (Score:3, Insightful)
Yes, a linux distro would fit
Since RAM is limited to 256K(slow) + 32K(fast), it's unlikely you're going to fit a Linux distro that can do anything meaningful. Bear in mind that the ARM7 does not have a MMU, so you'd be limited to uCLinux or something of that ilk.
Yes. In fact, there's a port of an emulator which runs NES binaries
It's not a port. It was written from scratch.
Re:because... (Score:4, Interesting)
I used a homebrew SDK to design a digital voltage meter that plugged into a gameboy/gameboy colour when I was in college - It measured Vrms better than some commercial products we tested against.
I'd like to do a PDA setup - maybe I can hack a keyboard together to plug into my gba - someone did it for the gameboy - link [fnt.hvu.nl] - look about halfway down the page.
Besides, the GBA is a good medium to develop games for - you don't need a team of 3d modellers and designers and whatnot - you can do with a designer/programmer, artist, and musician.
Plus it's just fun to hack around with console games!
Re:because... (Score:1)
In any case, I have a laptop I could haul around if I want too. I'm just more likely to have the gba in my backpack
Re:because... (Score:2)
However, the GBA compiler, like the N64 one, is a GCC port, so as always you can get away with murder
Re:because... (Score:1)
Honestly, I don't remember for sure, but it wasn't an escape character.
The things the compiler was missing were due to limitations of using 8 bit hardware - namely large datatypes.
A link to the compiler I used (Score:1)
GBDK [sourceforge.net]
Re:because... (Score:2)
Maybe not but games aren't the only software that will run on the GBA. Some of the best Palm software is open source: Weasel. Plucker, Diddle, Keyring, etc. Gameboy (the first) was popular with electronics hobbyists because it was so easy to hack and program. I can see the same thing happening all over again with GBA. A 16MHz ARM and a colour LCD all running off batteries is nothing to sneer at.