Gameboy Advance News
Aeh Dings (GBA Fastro)

Metalvotze & Plush released a fast intro at Buenzli 2009. Goal was to add various given objects into a intro and make it entertaining. The guys did well and they ranked first in the “Fastdemo” category.

http://www.pouet.net/prod.php?which=53703

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Holy Hell (Beta 1) (GBA Game)

genecyst has passed by on the PDRoms webboard to let us know about his game “Holy Hell”.

Holy Hell is a puzzle game with shmup elements. The goal of the game is to reach the end of every level trying to chain more blocks of the same color together.

You guide a little ship powered with four different colored weapons. Every weapon can destroy only blocks of its same color, so you must switch between them to blow up everything…

Brown blocks cannot be destroyed and must be dodged…

http://pdroms.de/phpbb/viewtopic.php?f=1&t=6574

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Super Bug Advance v1.2 (GBA Single Game Emu)

James Jacobs of Amigan Software released a port of a subset of the Ami/WinArcadia V11.71 emulator to the Nintendo Game Boy Advance platform, for the purpose of emulating the Super Bug game.

The emulator has been optimized for speed and size. The emulation is not as comprehensive as that provided by Ami/WinArcadia, but everything needed for perfect emulation of the Super Bug game is present (except the noise generator). Features could be added back in from Ami/WinArcadia if desired, to enable support of other games. Some further optimizations are possible; however, the game already runs at full speed.

The program was written using HAM 2.8.0 and Visual HAM 2.4.2. Source code is included.

Changes:

Noise generator emulation.
Miscellaneous improvements and bug fixes.

http://amigan.1emu.net/releases/

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Super Bug Advance v1.1a (GBA Single Game Emu)

James Jacobs of Amigan Software released a port of a subset of the Ami/WinArcadia V11.71 emulator to the Nintendo Game Boy Advance platform, for the purpose of emulating the Super Bug game.

The emulator has been optimized for speed and size. The emulation is not as comprehensive as that provided by Ami/WinArcadia, but everything needed for perfect emulation of the Super Bug game is present (except the noise generator). Features could be added back in from Ami/WinArcadia if desired, to enable support of other games. Some further optimizations are possible; however, the game already runs at full speed.

The program was written using HAM 2.8.0 and Visual HAM 2.4.2. Source code is included.

Changes:

Bug fixes

http://amigan.1emu.net/releases/

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Super Bug Advance v1.1 (GBA Single Game Emu)

James Jacobs of Amigan Software released a port of a subset of the Ami/WinArcadia V11.71 emulator to the Nintendo Game Boy Advance platform, for the purpose of emulating the Super Bug game.

The emulator has been optimized for speed and size. The emulation is not as comprehensive as that provided by Ami/WinArcadia, but everything needed for perfect emulation of the Super Bug game is present (except the noise generator). Features could be added back in from Ami/WinArcadia if desired, to enable support of other games. Some further optimizations are possible; however, the game already runs at full speed.

The program was written using HAM 2.8.0 and Visual HAM 2.4.2. Source code is included.

Changes:

. Emulation of the Capture game.
. Autofire.
. Speed and size optimizations.
. Miscellaneous improvements and bug fixes.

http://amigan.1emu.net/releases/

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Super Bug Advance v1.0 (GBA Single Game Emu)

James Jacobs of Amigan Software released a port of a subset of the Ami/WinArcadia V11.71 emulator to the Nintendo Game Boy Advance platform, for the purpose of emulating the
Super Bug game.

The emulator has been optimized for speed and size. The emulation is not as comprehensive as that provided by Ami/WinArcadia, but everything needed for perfect emulation of the Super Bug game is present (except the noise generator). Features could be added back in from Ami/WinArcadia if desired, to enable support of other games. Some further optimizations are possible; however, the game already runs at full speed.

The program was written using HAM 2.8.0 and Visual HAM 2.4.2. Source code is included.

Changes:

. Screen centring.
. Tone emulation.
. Speed and size optimizations.
. Pause/unpause.
. Multiboot compatibility

http://amigan.1emu.net/releases/

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Broken Circle (GBA Game)

Broken circle is a turn based RPG, with a new combat system, isometric graphics and high quality battle animations.

Release notes:

Broken Circle

In the year 2004 Elvis Morelli , one of the artists, join a compo from an important publisher (we prefer to do not show the name) and won the possibility to create and publish his game. After that offer he decide to arrange a team to develope the game but unfortunally they was great in drawing but they hadn’t experience in development and they chose to look around for someone. They found Francesco Marra , 7 Raven Studios Co. Ltd. owner, and asked him to program the game. The development was so hard due to the complexity of the game type and took long but when they completed it the publisher will refuse the game with a stupid excuse (” we have changed our policy and we do not accept any more 3rd party software we know you won the competition but we can’t take it now.”). They had a paper signed but proceed with a legal action was so expensive and prefer to skip and look for someone interested. The original game was a 256Mbits cartridge and for that time was so bigger to be accepted from other publisher and Francesco Marra with Alberto Dolci , another member of the team, decide to change part of the code and gfx to fit in a small cartridge.

A file system and advanced compression method was used to reduce the size, all sprites was reduced from 256 colors to 16 color for all enemies and a special routine was added to their own tools to create some special table taht skip equal or flipped animation frames.

The size of the cartridge was 128Mbits but after again another hard work and color reduction was 64mbits. Wow they was very happy because was the size requested by all other publishers in that time.

Unfortunally after many meeting and offers only 1 publisher was interested to buy the title, the GBA was nearly at the end of his great story and a lot of publisher was no more interested to buy a GBA game. Alten8 was the only one interested but unfortunally they was not an official Nintendo publisher and they only tried to sell the game but once again without success.

The game offer a nice experience and show almost all the power of the GBA.

Enjoy it.

7 Raven Studios Team.

Thanks to http://www.gbarl.it and http://www.nintendomax.com for the news.

http://www.7rs.it/

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Droplets (GBA Game)

Droplets by Herman Samso is a game entered in the recently held PDRoms Coding Competition v4.01 ( //phpbb/viewforum.php?f=105 ) – sponsored by http://shop.gp2x.dehttp://www.flashlinker-shop.comhttp://www.superfighter.comhttp://www.gamekool.comhttp://www.slanina.pl & ph0x.

Goal is to collect a given sequence of jewels and gems to reach the next level.

Discussion: //phpbb/viewtopic.php?f=91&t=5968

http://pdroms.de/files/2176/

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Factory Bots (GBA Game)

Factory Bots by Nicholas Scheltema is a game entered in the recently held PDRoms Coding Competition v4.01 ( //phpbb/viewforum.php?f=105 ) – sponsored by http://shop.gp2x.dehttp://www.flashlinker-shop.comhttp://www.superfighter.comhttp://www.gamekool.comhttp://www.slanina.pl & ph0x.

The purpose of the game is to control the movement of robots on a factory floor, and get them to take raw material from a Dispenser, put them in a Processor, then take the processed material and drop it into a Collector.

This is accomplished by placing instructions on the factory floor grid, and when a robot passes over the instruction, it obeys it. Instructions including turning four different directions, and performing an action. The action that is performed is dependent on what is nearby, this will either be picking up a nearby object, dropping a carried object, or nothing; if nothing applies. It’s also possible to introduce additional robots to a stage.

There are other obstacles that need to be overcome, such as reaching the different coloured buttons that control the various machines and barriers, and reaching conveyor belts that may be needed to transport objects across a stage.

Each stage requires a sequence to be planned, and played out over and over again until at least 5 pieces of processed material are collected. Timing plays an especially important role in successfully getting the robots to perform the set sequence, so play often involves adjusting the location of instructions to alter it slightly.

The number of instructions available are limited per stage. Solving each stage requires careful use of the available instructions to perfectly plan a successful sequence.

Discussion: //phpbb/viewtopic.php?f=91&t=5964

http://pdroms.de/files/2174/

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Clem The Retarded Elf 2 (GBA Game)

Clem The Retarded Elf 2 by Scott Lininger is a game entered in the recently held PDRoms Coding Competition v4.01 ( //phpbb/viewforum.php?f=105 ) – sponsored by http://shop.gp2x.dehttp://www.flashlinker-shop.comhttp://www.superfighter.comhttp://www.gamekool.comhttp://www.slanina.pl & ph0x.

Poor Clem. He’s a retarded elf who loves presents but hasn’t the brains to find them. Can you help him and his blind friend, Rud get all of the wonderful gifts in time for Christmas?

Discussion: //phpbb/viewtopic.php?f=91&t=5942

http://pdroms.de/files/2173/

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