Category: Gameboy Advance
AGBMidi v1.0a (GBA Application)

AikenToAki released AGBMidi, it’s a MIDI player for GameBoy Advance.

Quote:

I’ve “officially” finished AGBMidi 1.0a.
AGBMidi is a MIDI player targeted at the GBA.
32 channels, 128 volume setting, 4 song players.
Check the “readme” file for more information.

Thanks to www.nintendomax.com for the news.

http://www.gbadev.org/demos.php?showinfo=1369

By with 0 comments
Drunken Coders Winter Contest 2008 (GBA misc)

There is just about one month left for the current Drunken Coders coding competition. Enough time to get something started 😉

Read on:

Just a friendly reminder that one month remains until the 2008 compo deadline has expired.

Its looking like winner take all for the Wii compo as the prize pool has leveled out at about the $100 mark.

The DS/GBA side, however, have exceeded last years cash prize pool and hovers at nearly $850. $425 for a first place finish is a pretty good haul for our friendly little competition.

On the off chance people have a few dollars to spare around the holliday season let’s see if we can raise the last $60 and put the combined prize total to $1000.

http://www.drunkencoders.com/compo/

By with 0 comments
devkitARM (Release 24) (GBA misc)

devkitARM is a complete toolchain to allow development on various systems, such as for DS, GBA and GP32.

Full release notes here: http://www.devkitpro.org/devkitarm/devkitarm-libgba-libnds-libfat-dswifi-and-a-big-surprise/

http://www.devkitpro.org/

By with 0 comments
Gianas Return WIP (09-12-2008) (GBA Game)

Here are some more Giana’s Return work in progress news, this time regarding the Gameboy Advance version.

Quote:

It’s pretty amazing what Widdy did with his “study”. Giana’s Return GBA is already pretty far.

For now the GBA version does the following:
* Tile collision
* Supports all three jump types and Giana is walking (animated)
* Background
* Plays music in the background

http://www.gianas-return.de/?p=247

By with 0 comments
Gravity Ball Advance

Gravity Ball Advance is a game where you fight gravity and avoid objects such as walls. There are a total of 9 levels with different environments such as reverse gravity, space, fans, and switches and three difficulty levels to choose from. At the end of every third level there is a boss you must defeat.

By with 0 comments
Gravity Ball (GBA Game)

Gravity Ball Advance is a game where you fight gravity and avoid objects such as walls. There are a total of 9 levels with different environments such as reverse gravity, space, fans, and switches and three difficulty levels to choose from. At the end of every third level there is a boss you must defeat.

http://forum.gbadev.org/viewtopic.php?t=16236

By with 0 comments
Bricks Pong

Try to get (and keep) the speedbar full. There’s no points or winning to this game. It’s just a simple demonstration of the 2D and input interface in Bricks-OS.

By with 0 comments
Bricks Pong (GBA Game)

Try to get (and keep) the speedbar full. There’s no points or winning to this game. It’s just a simple demonstration of the 2D and input interface in Bricks-OS.

http://bricks-os.org/index.php?page=download

By with 0 comments
Gianas Return WIP (26-11-2008) (GBA Game)

News from the Giana’s Return Team…

Quote:

Widdy ( http://www.widdy.de ) a smart guy from Bavaria / Germany and member of a bunch of demogroups has started to conduct a study if a GBA version of Giana’s Return would be doable and to all our surprise the chance is pretty high.

He already has a platform engine which is highly adjusted to the GBA hardware so he just needs to push in the Giana’s Return elements and also the appropriated stuff around.

As the GBA is tile wise limited in color, he has to repixel few parts. The music we use for Giana’s Return is .XM, which can’t be handled on a GBA without too much CPU use, BUT am-fm, our new music support guy will rearrange things, so even .MOD’s will sound fine.

Let’s see how this GBA attempt will end!

http://www.gianas-return.de/?p=225

By with 0 comments
Powder (Build 109) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. Author of this piece of software is Jeff Lait, the PS3 port comes from Bill Blake.

Changes:

Two new exciting changes in this release. First we have a new spell: Animate Forest, for those who were wondering what the point of the Grow Forest spell was. Second we have the run mode which lets you auto-follow corridors, hopefully cutting your keystrokes substantially.

– Daemon now has the a in the summon daemon spell description. (FEG)
– If a daemon decides not to be summoned, an a is put in the daemon’s name.
– PSP character dumps should now say PSP Version rather than Linux version. (Dave Hong)
– If you were in the habit of quitting without saving, the random number seed would keep being the same between games, resulting in very similar games. For those keeping track, yes, this was caused by my naive attempts to make things *more* random. (Erik Spigel)
– If you manually climb a ladder while autoprompt is enabled you no longer are immediately prompted to climb back up the ladder when you get to the other side.
– New Run command, ‘r’ for SDL users, which will cause you to run in that direction until something interesting happens. You will turn corners if there is only one way to do so. You can interrupt by hitting a key / pressing a button, useful if you find yourself running a closed loop. As the name implies, this is not meant to be some super safe way to explore the map. (PBP)
– Vi keys now support the Ctrl modifier to turn them into safe walk (David Damerell, Cuboidz)
– New spell: Animate Forest (Adam Boyd)
– When level teleporting via Wishing, do not start on same square as a monster.
– Diminishing returns on piety gains when gods already like you.
– List of items in character dump should now match order of list in inventory. (Meddyan, Cuboidz)
– Soul Suck spell no longer grants caster spells or skills that are present only due to items such as staves. (Eilu)
– Creatures that die underground should no longer have their corpse and items float to the surface. (Meddyan)
– Properly assign guilt to party responsibly for filling holes with boulders. (Meddyan)
– Properly credit kills for creatures that die from suffocation from a boulder you place. (Meddyan)
– The support programs now include cstring.h so should compile with the latest gcc. (Joe B)
– Fixed the #define guard in stdafx.h (Malte Helmert)

http://www.zincland.com/powder/index.php?pagename=release

By with 0 comments