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Stephen's SiteStuff
GBA Projects:
GBA MapEditor:
BETA1
BETA2
BETA3
These are also available at Warder1's Site
WAVPLAY |
| (nothing to see!) | Okay, this is serious stuff =D... This is the .mb, .bin and source for a dsound wavplayer! It took a while for me to figure out that my sample needed to be in pwm format instead of windows PCM.. (pwm is used in AIFF)... well, maybe they are one and the same, but it looks like in windows PCM files, negative numbers are 0-127, while positive numbers are 128-255... in an AIFF file (and on the GBA) the numbers are 2's complement =) ... This also verifies what happens in-between the memory segments =) when this demo loops the sample, it's not me doing it, the dma has just gone past the 256k (external ram) boundary, and the memory after that is looping. Remind me sometime to write a test to see if that area of ram is writable as well =) - Download wavplay.zip - 413Kbytes
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RSdemo |
| No image yet.. | Well, I finally figured out Rotation/Scaling Backgrounds, an now you can too! This utility/demo lets you play with the Rotation and Scaling registers on the GBA... Look in the readme for more information on controls. FULL SOURCE INCLUDED! Download RSdemo.zip - 14k UPDATE! I have reassembled and rezipped this as both a .bin and a .mb image! it works GREAT on the real GBA!
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raster |
 | Here is a simple example of a rasterline demo... Most people should know what this effect is and how it's done, so I won't bother explaining it here =) I will release the source after the GBA compo, and after I get it working on the REAL GBA... I don't know why, but it has trouble as a Multiboot image =(. I didn't think it made much sense to zip it, as it's only saving about 150 bytes, but this webserver has a little trouble with non-zip files =) Download raster.zip - 401 bytes
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sg_bump |
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This is my first try at a GBA proggy... Turned out pretty good, huh? I don't know what my obsession with bumpmapping is.. I just think it's cool =) . . . The zipfile includes the source code, so maybe you can learn something from it. Short overview: the code is loaded into ram... palette is generated... random environment map is generated... envmap is smoothed (4x)... Light is generated (with pseudo-square-root function)... bumpmap!!
I know it can be optimized further, I just don't want to (have the time to) mess around with it further... Everything is generated realtime (or almost realtime =).. Nothing is pre-calced, so the code itself is very small...(0x500 bytes) Enjoy! =)
Download sg_bump.zip - 3.36 kb
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GBC Projects:
GBC Multi-Rom splitter... This will detect where individual roms exist and cut them out on 32k boundaries. This is one of the few projects that I didn't write in ASM =)... Download the .exe: romsplit.exe
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