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GBA Dev Kit Demo Roms [Download]

Discussion in 'File Downloads - Share and Request' started by 7c00h, Feb 13, 2013.

  1. 7c00h

    7c00h Active Member

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    presenting the GBA demo Roms. these roms were provided via the GBA sdk to test the system. it is unknown whether or not these roms work in any emulator, so don't be surprised if they crash.

    Game 1: Yoshi
    README:

    Simple Program Description


    - "make" Process
    Carry out a "make data" followed by "make" in Directory yoshi/. Data
    Archive (bmp/islebmp/libislebmp.a, bmp/ menubmp/libmenubmp.a,
    bmp/yosbmp/libyosbmp.a, bmp/yosbgbmp/libyosbgbmp.a) is created by "make data"
    and linked to program when doing "make."


    - Program Flow
    main () of yos_main.c is the main.
    From this main loop, it calls one of the following at every frame, depending on
    the value of gMain.proc_num:
    * proc_0() Menu (Rotation of Island)
    * yos_game() Yoshi's Game


    - Process during V Blank
    Interrupt routine of V Blank is VBlankIntr() of yos_main.c.
    After going through VBlankIntr(), (*gMain.pVBlankFunc)() is called.
    The processing the child process performs during V Blank is called by entering
    a pointer in (*gMain.pVBlankFunc). This is to avoid the influence the long
    duration of interrupt routine process may have on other interrupts.





    - Process during H Blank
    H Blank Interrupt is used in Ocean and Sky in the menu.
    H Blank processing involves the child process directly changing the value of
    the address table that is called from the interrupt routine.


    - Work Memory
    By designating it in the linker ldscript.x file, the program overlays the work
    area of child processes, such as:
    * Menu
    * Main part of the game
    Local variables in files are not used since only the (COMMON) section is
    to be overlaid in the linker scripts of the Yoshi sample.
    * Variables that can be seen globally are placed in the (COMMON) section.
    Variables that cannot be seen globally are in (bss).


    - Measurement of Yoshi Game CPU Processing Time
    By defining SPEED_CHK at yos_game.h, an egg is displayed on the screen when
    START is pressed. The X Coordinate, which lies in the center of the egg
    (the left edge of the screen is zero), indicates the number of lines for the
    raster position when game process is completed.
    The maximum is about 100. This location can be altered by changing the insert
    location for the row of p1_line_count = ... in game_main().


    - BG of Menu (Island)
    BG Mode 2 is used. One for ocean and sky, and one for the island. Perspective
    is added by changing scaling parameters in H Blank. The sky is scrolled by
    changing scaling parameters.


    - BG in Game
    BG Mode 1 is used.
    Distant View: 16 colors Screen size 256x256
    Intermediate View: 256 colors Screen size 256x256
    Near View: Scaling screen (256 colors) Screen size 512x512


    - BG of Castle
    BG Mode 3 (32768 colors) is used.


    - OBJ in Game
    All use 256 colors. Those enlarged are always double-angle of character mode.


    - Animation of Yoshi, etc.
    Done by rewriting the image data on VRAM.
    DMA transfer is conducted in the function called after V Blank.
    Some items such as Dash Smoke have all the patterns on VRAM.


    - Display Priority of OBJ in Game
    10 OAM lists are created and objects to displayed are entered in the OAM list.
    After entering all the objects to be displayed to the list, it creates OAM data
    from the OAM list in order of priority and transfers using DMA during V Blank.
    Since the list is cleared at the beginning of every frame, objects do not display
    unless they are included in the list each time.


    - Link of Image Data
    BG in game is compiled after converting to C source with bmp2agb.exe.
    Other image data is converted to object file (.o) with objcopy after converting
    to binary with bmp2bin or bmp2map. Since there is a large number of image data,
    they were archived using ar and linked as a library at the time of program
    compilation.

    Game 2: Dolphin
    README:

    AGB Sample Game Explanation


    - Operation Instructions
    If the B button is pressed when the dolphin is near the surface of the sea, it
    jumps.
    The dolphin moves up and down, and right and left by the +Control Pad.
    If the dolphin bumps against the nautilus who is floating under water, the
    dolphin knocks over it.




    - Characters


    Dolphin
    A character controlled by a player.
    Nautiluses
    They are floating under water.
    They occasionally blow a dart from a blowgun.
    However, the darts do not hit the dolphin.
    Rings
    They are floating under water.
    If the dolphin passes through the center of a ring, it moves up and down.




    - Source File Configuration


    Background control bg.c
    Enemy control enemy.c
    Enemy data enemy_dat.c
    General data game_dat.c
    Collision detection hitcheck.c
    Main main.c
    Player control player.c
    Player data player_dat.c
    Ring control ring.c






    - Program Description


    Light Reflection Processing for the Dolphin
    The OBJ window is used for a cutout. The images are expressed with
    semi-transparent processing using the ordinary OBJ underneath the layer and
    the light BG.



    Processing During H-Blank
    The raster scroll is used for BG during H-blank, in order to give the
    impression that the user is underwater.


    BG Planes
    BG mode 0 is used.


    Sky BG1 256 colors screen size 256 x 256
    Ocean A BG2 256 colors screen size 256 x 256
    Ocean B BG2 256 colors screen size 256 x 256
    Coral BG1 256 colors screen size 256 x 256
    Light BG0 256 colors screen size 256 x 256


    Character Animation
    Character animation is performed by DMA transferring image data into VRAM.



    enjoy!
     

    Attached Files:

  2. Kao

    Kao Gutsy Member

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    Very cool!! :) Thanks.

    You wouldn't happen to have the GBA Zelda II tech demo, would you? :)
     
  3. takeshi385

    takeshi385 Mojarra Frita Bandit

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    My girlfriend loved the Yoshi one so much that she wants me to take the audio from this tech demo and make it her ringtone. I am right now ripping the audio.
    Thank you for the contribution.
     
  4. geluda

    geluda <B>Site Supporter 2012</B><BR><B>Site Supporter 20

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    Very unique release, many thanks!
     
  5. 7c00h

    7c00h Active Member

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    sorry but i don't have that in by GBA rom collection. the sdk i got did not include it either. it' probably out there somewhere, or it may not even be dumped.
     
  6. AxlRocks

    AxlRocks Newly Registered

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    Really interesting demos. Never seen anything about the dolphin one before, very cool. Many thanks for uploading!
     
  7. Kao

    Kao Gutsy Member

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    No problem! Great release regardless :) Thanks again. And if you do come across that Zelda II map demo someday... keep me in mind! :)
     
  8. Mechi

    Mechi Active Member

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    Thanks for these demos. Both run on VisualBoy Advance.
     
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