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This section is almost never updated, because programming takes so long to finish anything, but it's what I spend most of my time doing, so it deserves a section
Demos/games |
Eternity (GBA) |
My entry for the GBADev 2003 competition. And here's the source, if anyone's curious about any of the effects. |
Sound Mixer (GBA) |
Old sound mixer I wrote with source and a demo. Not all that stable, but maybe someone would like to look at it. 6 channels, 2 left, 2 right pitched MOD channels, and 2 non-pitched, panning SFX channels. Takes a constant 11% CPU, less than 1/2 KB IWRAM. Check the readme for details. |
Particle demo (GBA) |
Made in about an hour or 2, just for fun. You'll need VisualBoyAdvance to run it |
Sproing (GBA) |
4KB string simulator, which placed 7th (out of 21) in GBAEmu's 4K competition. You'll need VisualBoyAdvance to run it |
Cats (Verge) |
My first real programming project. I never got past making the battle system, but I learned a lot making it |
Tools |
Quither (20KB) |
Image quantizing/dithering tool for GBA 16-color tile mode. You can specify the palette size and number of palettes for it to use. View comparisons (palettes are screwed up by program I used to save as GIF, so they're not actually tiled anymore), or a zip of the bitmaps used, which do have proper palettes (540KB). |
Articles |
GBA sound mixer tutorial |
This is a series stepping you through everything necessary to create a sound system for the Gameboy Advance. Day 1, Day 2, Day 3 |
C-buffer |
How to implement a C-buffer to eliminate overdraw in software 3D engines. |
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