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From February 2013 we have returned this site to only having news for Gameboy, Gameboy Advance and Virtual Boy.
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March 18th, 2008, 17:13 Posted By: wraggster
News/release from DWedit: of an update of the Nes Emulator for the GBA and the Movie player hardware:
For the GBA Movie Player (CF version) only.
This is basically the same PocketNES that I just released for flash cartridges, but with a few things missing:
* does not yet accelerate games as much
* does not yet fix Magic of Scheherazade
Run the flasher tool to install pocketnes onto your GBAMP's firmware.
Any time you want to use pocketnes, run "run_pocketnes.gba"
Pocketnes also has a multiboot GBA loader, which is more compatible than the builtin one.
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March 11th, 2008, 17:31 Posted By: wraggster
New weekly special offer from Play Asia:

No matter whether the Nintendo DS™ has been the first portable console you own or not, you probably have heard of Nintendo's popular Game Boy™ franchise, one of the most innovative products in the history of portable gaming devices. The first Game Boy™ pioneered the industry by introducing removable cartridges into the handheld device, such that the gamer can play a library of games on the same console.
Later, the Game Boy Color™ came along with its colorful display only to be replaced by the Game Boy Advance™ which combines a sleek appearance and functions that rivals some family gaming system. Game Boy Micro™, the last in the line of the Game Boy franchises simply topped them all in terms of style and functionality. At approximately the same size as an ipod mini, it has the graphical capabilities that competes with that of the Nintendo DS™.
A special red/gold colored Gameboy Boy Micro Famicom Version has been released in Japan, coinciding with the 20th anniversary of the creation of the first Nintendo Entertainment system in 2005. The back of this console is printed with the company's mascot, Mario's profile surrounded by a wreath of laurels. To commemorate this event, the shell of the system is playfully designed to mimic the appearance of the original Famicom console. This has also been the very first Game Boy Micro™ limited edition released and has become a very valuable collector's item.
The GB Micro supports all Game Boy Advance™ games no matter which release version it is and displays the graphics with a screen that is far superior to its predecessors. To all those who have missed out the opportunities to obtain this wonderful system and the classic gaming experience, this is one great opportunity! This system is not only on sale at Play-Asia.com, but is chosen as this week's special item as well!
The Game Boy Micro (Famicom Version) is now available at a bargain price of US$ 59.99 only!
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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March 8th, 2008, 17:15 Posted By: wraggster
DWedit has released a new version of the Nes emulator for the GBA(DS):
Major bugfixes:
* Fixed the bug where the SRAM went back in time after entering the UI
* Fixed sprite collision when games don't update the sprite tables every frame (Bomberman 2 works again)
* Fixed a bug which may have caused sram corruption
No longer broken from alphas:
* Added the punchout hack back in
* Re-added PPU hack
* Re-added cheat finder
Minor bugfixes:
* Fixed a cheat finder bug (kept old cheats active after changing games)
* Fixed bug where savestates did not load correctly from previous alphas
Enhancements:
* Changed IRQs for Mapper 69 [FME-7], (Mr. Gimmick, Return of the Joker...)
* Savestates now save sound information
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March 6th, 2008, 00:55 Posted By: JKKDARK
New release of the Game Boy Advance and Nintendo DS emulator for PC.
Changelog:
*Screen is 2x larger
*Frameskip abilities
*Able to set emulator priorities
*Filter Abilities
*Ability to rotate screen
This is NOT the emulator itself: you need to copy and paste the files into the No$GBA folder, and then use the .exe contained to start No$GBA 2.6x. You can still use the original execution file to use the original version of No$GBA.
This No$GBA add-on is ONLY compatable with No$GBA 2.6 and 2.6a.
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March 4th, 2008, 21:36 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA and also the PSP, heres whats new:

Much thanks go to Marvin Sanchez who has ported POWDER to the PSP so you don't need to run the GBA version inside an emulator any more. This initial release is still Alpha - I don't have a PSP to check directly with, so any problems are thanks to my meddling, not Marvin.
A large assortment of polish issues and minor bug fixes. The biggest change will be for GBA users that now have a way to enter their name that doesn't require a few days of research to understand.
* Fixed the word-wrap code so you will not see commas at the start of new lines. (Elias Erkamo)
* When you die the inventory cursor is reset to the first item so new games will see it in a reasonable starting location. (Colin Pritchard)
* When ><0|V| polymorphs your equipped weapon, no longer destroy the weapon if it is polymorph resistant (ie, artifact, unchanging, quest item) (sparrowhawc)
* Gifted items now appear BY your feet, rather than skipping the preposition. (Michael Brough)
* Stoned characters no longer report a depth of 255 in the character dump. (Michael Brough)
* When charging a stack of items, the new charges are split among the items in the stack, meaning there is no longer a significant advantage to charging a stack versus individual items.
* KnownItems in the Option menu will give you a list of everything you have identified this game, similar to \ in Nethack. (conkstah)
* Can no longer swap places when either part is submerged or in a pit (Irashtar)
* "Prove your worth in my combat arena!" now has sufficient prepositions. (Michael Brough)
* "Suits of plate" rather than "Suites of plate". (Zach Firth)
* A wand of dig will make a pit in undiggable levels. (Zach Firth)
* A bit of spell rebalancing. Sticky flames increased to 10 MP to better reflect its utility. Sunfire significantly boosted as it is supposed to be more overpowered. Create Pit's cost reduced a bit making it a comparable root attack to force bolt.
* New spell, Flash, that takes Sticky Flame's spot in the spell pre-req chain. (Irashtar)
* Character dumps to .TXT files have line wrap set to 72 columns rather than 30 so posts of winning characters will be better formated.
* The input line now has a cursor showing where you are currently typing.
* A sad day indeed! The nifty mini-game to enter your name on the GBA has been removed in favour of a mundane and boring on screen keyboard! (Zappa Penguin)
* Text input area has been doubled in size to make it easier to type your name without precision stylus placement. (David Hong, Zappa Penguin)
* A cursor has been added to the text input to make it clear when space is hit.
* Your health and mana is now colour coded if it is not at maximum. Yes, David, I have already added a note that some people may want an option to disable this.
* Successfully compiled on a 64bit Linux machine, so hopefully all of my evil pointer casts have been dealt with.
* Throwing a -2 mithril chainmail in the air will no longer heal you.
* Belweir's library now also has scrolls. (Brog)
* Adjusted inventory wrapping again. Horizontal movement will only move which column you are in and no longer adjust your row. Vertical movement will stay inside the equipped item list if you start there, otherwise loop over all of your unequiped items. This better matches the logical separation of these two lists. (Irashtar)
* Finger of Death description adds some text to clarify it is a ray spell and accidents occur due to reflections. (Irashtar)
* Flails wildly replaced by Completely misses which is a bit less confusing about the origin of the text. (Irashtar)
* I normally document every small grammar fix that occurs, but then someone gives me a few pages of corrections. Numerous fixes thanks to R. Dan Henry.
* SDL port to the PSP. (Marvin Sanchez)
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March 3rd, 2008, 19:31 Posted By: wraggster
nitro2k01 has made a new forum for Development for the original Gameboy, heres his news:
Hello and welcome to the Gameboy Development Forum. This is a forum dedicated to discussions about game and software development for the old-school Gameboy models, the so called GB-Z80 models. This includes the original Gameboy (DMG), Gameboy Pocket, Super Gameboy and Gameboy Color. I've been thinking about starting a forum like this for a while, but never got about doing it until the question was raised over at 8bc.
There are some discussion boards and mailing lists on the topic, but my impression is that they are all pretty dead. I believe that those who engaged in GB development a couple of years ago have moved along in life. My hope is rather to spark some new interest to the scene. I don't think this is unrealistic since I think there might be some new born interest because of the chip music revolution that has taken place the last 10 years or so.
Since this forum was created in 2008 it won't lack moderation, at least for a few years. So do register if you're interested in Gameboy software development.
http://gameboygenius.8bitcollective....topic.php?id=2
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March 2nd, 2008, 23:17 Posted By: JKKDARK
This is the last update that Spacy did to his Game Boy, Game Boy Color and Game Boy Advance emulator for Windows.
Info:
Nice.
I set my build system up, so that I have the original mingw-compatible .a Qt-libs for release and msvc-compatible .lib libs for debug. I wouldn't have thought this would actually work without conflicts. I wrote a small cmd-line script to compile the release builds with a double-click on a desktop-icon, while I develop&debug with Visual C++ 2008 Express.
I can really recommend this combination for Windows Qt developers ^^
I just added ROM file selection, basic validation & loading code to the Qt build.
EDIT
I made changes to the rendering system.
It will now use either OpenGL or QPainter, depending on what is available.
The smart thing is that I can do everything with QPainter and Qt will translate it to OpenGL calls.
One issue in Qt is the timing. Even though I create a 60Hz timer, I only achieve about 40fps. But with idle time processing (timer interval 0) I get over 1000fps, so it should be possible to build something on top of that.
We'll also have to look into the Threading possibilities of our emulator.
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March 2nd, 2008, 23:13 Posted By: JKKDARK
It's a Game Boy, game Boy Color and Game Boy Advance emulator for Windows.
The author Spacy said:
Hi there. I just happened to have some free time, so I started to code on the Qt build. I start to really like Qt, because it is easy to code and I get to see results fast AND the build system kicks ass!
Get the binary from http://vba-m.ngemu.com/vbam/vbaother.../vba_qt_358.7z
bout this build:
* Compiled with MSVC++ 2008 Express
* Static Qt build
* Static C/C++ runtimes
* OpenGL enabled
* German translation available (remove the "lang" folder in order to see the english interface)
Of course translations will be optional and selectable later on. The Qt translation system is really great and flexible, so it won't take long until VBA-M got a bunch of translations.
This build is just for demonstration purposes, no emulation at all yet.
By the way, I would be glad about feedback on whether the .pro makefile compiles without changes on Linux with GCC.
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March 2nd, 2008, 00:29 Posted By: wraggster
Eyedunno pmed me this last week and sadly i forgot to post (i did have the flu for the last 2 weeks so some of my forgetfulness goes there, heres the pm which details all :
Hey, check out Rudolph's site. There's a new GBA ExpLoader, and more carts are supported this time.
blog.so-net.ne.jp/Rudolph/2008-02-21
I went ahead and translated it myself, so you won't have to deal with a machine translation, but having never used previous versions (I prefer my Ewin to my EZ3-in-1), I wasn't sure what he was talking about in the SRAM dumping section (especially what the heck "<B> SRAM" is). Maybe others will get it. :/
--
Finally, GBA ExpLoader has reached this point...
Due to struggling with bugs, I haven't really added any new features.
Since the patching feature has been added, increasing the number of supported expansion carts has also vastly increased the number of things that need to be tested, and I haven't been able to do as much as I wanted to.
I've cut back on a lot of the features I was planning, so once again, it's may seem a bit half-done, but I'm releasing it, since I've lost the will to keep on testing and keeping it unreleased. There might be a lot of bugs. If you discover some, please let me know the expansion cart you're using, the game, and the nature of the bug.
GBA_ExpLoader_03
Just in case, I've left 0.2 available for download for the time being.
Application behavior has changed just a bit since the last release. Save data still in SRAM from the previous PSRAM/SDRAM session is written to a .SAV file the next time you boot GBA ExpLoader. Save data in <B> SRAM will be forcibly saved to a file every time.
The Ewin Expansion Pak (along with related carts) is supported, but only for carts with 256KB of SRAM (The newest carts might not work [Ed: this is because some of them reportedly only have 128KB of SRAM]).
http://kotei.blog.so-net.ne.jp/2008-02-21
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February 23rd, 2008, 15:44 Posted By: JKKDARK
via The Financial
Mazda North American Operations (MNAO) on February 19 announced a new accessory available for the multiple-award-winning 2008 Mazda CX-9.
Providing hours of entertainment for those long hauls, the Dockable Entertainment System with Game Boy Advance (DES) is now available, and allows customers with moonroof-equipped vehicles to enjoy a Genuine Mazda Accessory rear seat DVD system.
With the ability to play games, movies, music and more in the CX-9, the Dockable Entertainment System with Game Boy Advance (DES) provides endless enjoyment, truly enhancing the travel experience of the passengers and driver alike. The system combines the versatility of a premium in-vehicle player, a portable DVD player, 10.2-inch display and the world’s most popular video game platform. The complete Mazda accessory kit contains a dockable DVD player, roof-mounted docking station, two wireless headphones, a wireless game controller, AC charger and a carry bag. A factory-installed, roof-mounted Rear Seat Entertainment System option with Bose 5.1 surround sound, 115V power outlet and audio/video input is available for customers choosing vehicles not equipped with a moonroof.
Coming off the heels of winning the 2008 Motor Trend Sport/Utility of the Year and the coveted North American Truck of the Year award, Mazda offers another way to make the CX-9 even more enjoyable. The Mazda CX-9 deftly blends Mazda’s signature sporty driving spirit with seven passenger sport-utility vehicle (SUV) practicality. A clean break from traditional SUVs, the Mazda CX-9 crossover SUV has won high marks for its dynamic styling, powerful and dynamic driving performance and a spacious interior more commonly found in premium vehicles. With the addition of the Dockable Entertainment System with Game Boy Advance (DES), Mazda provides more options for its customers to further improve the driving experience.
The Dockable Entertainment System with Game Boy Advance (DES) is available on all 2008 CX-9s equipped with the Moonroof and Bose Audio Package. With a suggested retail price of $1,400, the system is just another way that Mazda is providing CX-9 customers with more of the options they want.
Headquartered in Irvine, Calif., Mazda North American Operations oversees the sales, marketing, parts, accessories and customer service support of Mazda vehicles in the United States, Canada and Mexico through nearly 900 dealers.Operations in Canada are managed byMazda Canada, Inc., located in Ontario, Canada, and in Mexico byMazdaMotor de Mexico in MexicoCity.
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February 23rd, 2008, 11:17 Posted By: wraggster
Dwedit has released a new version of his Nes Emulator for GBA (DS):
This is a buggy alpha version
Fixed bugs
* Less crashes when using compressed roms
New Features
* Rewrote the Background Tile update system, so now it delays changes to the nametables until the next frame, so that the graphics synchronized properly. No more disappearing ? blocks in Super Mario Bros. (Punchout and 4-screen mirroring is currently broken)
Optimizations
* Games run much faster in this version
* Replaced some memory filling/copying loops with faster multi-register writing code
* Very heavy optimizations to PPU status reads, almost makes PPU hack unnecessary
* Now stores fixed PRG bank inside Fast Video RAM instead of slow cartridge slot, huge speedups for this reason
What's broken:
* PPU Hack does nothing right now
* PUNCHOUT is broken
* TQROM and Mapper 74 are broken (Fixed!)
* 4 screen mirroring is broken
* Savestates are buggy
* Don't try to use the cheat finder right now.
Internal changes which only make sense if you're the developer
* Moved some code out of IWRAM, including the multiplayer link code. (it's still there, just no longer wasting fast memory)
* Different timeout system
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February 22nd, 2008, 23:51 Posted By: JKKDARK
New build of the Game Boy, Game Boy Color and Game Boy Advance emulator for Windows.
Changelog:
Main changes are in the GBA core. More specifically the ARM, THUMB, and GFX cores. The cores have been optimized some more, especially the graphics.
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February 21st, 2008, 20:59 Posted By: wraggster
Dwedit has released a new version of the Nes emulator for GBA (DS):
This is a buggy alpha version
Fixed bugs
* Less crashes when using compressed roms
New Features
* Rewrote the Background Tile update system, so now it delays changes to the nametables until the next frame, so that the graphics synchronized properly. No more disappearing ? blocks in Super Mario Bros. (Punchout and 4-screen mirroring is currently broken)
Optimizations
* Games run much faster in this version
* Replaced some memory filling/copying loops with faster multi-register writing code
* Very heavy optimizations to PPU status reads, almost makes PPU hack unnecessary
* Now stores fixed PRG bank inside Fast Video RAM instead of slow cartridge slot, huge speedups for this reason
What's broken:
* PPU Hack does nothing right now
* PUNCHOUT is broken
* TQROM and Mapper 74 are broken
* 4 screen mirroring is broken
* Savestates are buggy
* Don't try to use the cheat finder right now.
Internal changes which only make sense if you're the developer
* Moved some code out of IWRAM, including the multiplayer link code. (it's still there, just no longer wasting fast memory)
* Different timeout system
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February 18th, 2008, 20:47 Posted By: wraggster
Chano posted 2 releases of his rather awesome looking RPG for the GBA (DS)
 
First and foremost, excuse me for posting this thread in english. Although I'm spanish, I visit PlayerAdvance regularly because I think that it's a great dev community. It's just that my french language level isn't too good .
Well, I'm doing a RPG for the GBA using HEL and AAS libraries. I just wanted to show you the game a bit.
More information :
There isn't still any downloadable demo, I'll try to put one this summer. The battle system is similar to the system used in Grandia games, but with a bunch of changes (for example, there's no magic points).
I'm using the following libraries to make the game:
- HEL (on top of HAM) for main hardware access. If you are doing something with HAM change NOW to HEL .
- AAS for playing mods and wavs. Good sound quality and crazy performance.
- HAM for managing a BG that needs to be updated in real-time (for transparency effects on top of sprites).
And the tools I'm using are these:
- Visual HAM for programming and compiling and stuff like that.
- gfx2gba for converting graphic files to GBA useable data.
- GBA Crusher for compressing background data.
- SoX for converting wavs to a suitable format for the AAS converter.
- Katie for convert the gfx automatically to a suitable format.
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February 18th, 2008, 19:41 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:

Worries that I would stop at version 100 may now be safely set aside. Like the five-minute-mile before it, the 100 barrier has now been broken!
My favourite feature of this release? The nerfing of Soul Suckers.
Please note that while I do try and keep on eye on various POWDER discussions that pop up on the internet, I can't read every forum everywhere. So, if you find a bug or something that doesn't seem to be right, please email me directly.
Before I go any farther, I have corrected the spelling of recieve in Klaskov's description. (Rapacity)
"Adventuring can make onE hungry..." (TemporalParadox)
Items will fall down holes and be teleported by teleport traps. (Patch by Richard Quirk)
Transparent spelled properly in Options menu (Michael Brough)
Identify spell takes effect after inventory is cleared so you won't end up with the new name of the item clipped.
Leaving the inventory by pressing the Inventory Icon will no longer consume a turn.
The classic font has two pixel corrections (Markus Maier)
You now have a choice of five different fonts, four of which have been crafted by Markus Maier. Default is one of his - a shadowed variant of the default font.
You are now prompted to enter the dimensional portal when you step on it, avoiding issues where people didn't know they needed to climb into it.
Loading a game that was saved with a from-disk tileset when you no longer have a valid from-disk tileset will no longer crash. (Markus Maier)
If you are petrified while possessing a creature, you automatically release possession (with system shock) rather than ending the game. (wings)
Uninitialized memory caused all creatures to be very noisy after a load, allowing you to sense them with H. (Deozaan)
In memory of Nick Sabo's lost character, there is now an Option to Collapse the dungeon. This destroys all non-quest items on the floor of levels other than your own. Debug Info has been augmented to report your total item usage. This can be used to avoid memory problems on the GBA pending an auto-collapse mode. (Nick Sabo)
50% bonus to food value when eating corpses when you have the Butchery skill (Derek Ray)
"The spear falls into the water" now has a period at the end.
When you pray your current god is reported. (Brendan)
When you load a game or gain a level as a Cultist you will receive the behaviour hint. (Beefhaze)
Description of Soul Suck spell now uses amnesic rather than amnesiac as it is an adjective, not a noun.
A new pointed medium weapon: Rapiers. (Terje Bo)
You can now choose your gender at character creation. (Bridget Farace, Irashtar)
Amnesia inflicted from soul suckers will end a few turns after the soul sucker is killed.
New skill: Disarm.
A bad pointer cast has been removed, hopefully will compile on 64 bit platforms now. (elcugo)
The free spell slots and skill slots of creatures is no longer there hit and magic dice. Instead it is a much lower number. This greatly reduces the effectiveness of polymorphing into an Iron Golem as you won't have enough skill/spell slots to effectively use the new form.
You can no longer use teleport control to teleport into Belweir's Library. (Derek Ray)
Created a Wish action which is useful for debugging.
Hitting up at the top of the inventory will bring you to the bottom of the previous column, and vice versa. This lets you iterate over your inventory by only hitting a single button. (Tim Allen)
[Windows]: Updated my SDL that I distribute to SDL 1.2.13 which hopefully fixes problem people have on Vista. (Zeb)
Leech the right version:
Gameboy Advance .
Nintendo DS .
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February 17th, 2008, 18:46 Posted By: wraggster
Chano posted some screens and news of his rather awesome looking RPG for the GBA (DS)
 
First and foremost, excuse me for posting this thread in english. Although I'm spanish, I visit PlayerAdvance regularly because I think that it's a great dev community. It's just that my french language level isn't too good .
Well, I'm doing a RPG for the GBA using HEL and AAS libraries. I just wanted to show you the game a bit.
More information :
There isn't still any downloadable demo, I'll try to put one this summer. The battle system is similar to the system used in Grandia games, but with a bunch of changes (for example, there's no magic points).
I'm using the following libraries to make the game:
- HEL (on top of HAM) for main hardware access. If you are doing something with HAM change NOW to HEL .
- AAS for playing mods and wavs. Good sound quality and crazy performance.
- HAM for managing a BG that needs to be updated in real-time (for transparency effects on top of sprites).
And the tools I'm using are these:
- Visual HAM for programming and compiling and stuff like that.
- gfx2gba for converting graphic files to GBA useable data.
- GBA Crusher for compressing background data.
- SoX for converting wavs to a suitable format for the AAS converter.
- Katie for convert the gfx automatically to a suitable format.
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