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Wednesday 20 February 2008

CCCP

These last months (years, even), I have done much hardware-related stuff, but close to nothing on the software side, especially for the GBA which is a shame, as GBA development has been my main reason for setting up this website.

More than 2 years after my latest software release for the GBA, here is CCCP, which stands for Crystal Clear Clone for Portable (devices).



The original Crystal Clear game can be found here. This game is my wife's current favorite online game, especially for the multiplayer version she's playing to every day ;)

It has been an opportunity to use latest builds of DevkitARM and libgba that can be found here. Compared to the tools available some years ago, it's a huge improvement. Coding for GBA has never been easier, and I'm quite satisfied with what I've done with their help in about one week : a GBA project in C++, with sound, support for loading/saving, etc.

You can download the ROM here.

Friday 9 September 2005

Lua4gba

Lua4gba This project is rather strange, as it is well... unexpected. I mean, it is not something I planned to do. I just had the idea at a moment and two hours later, it was done :)

Here it is, a quick and minimal port of Lua scripting language for GBA. Lua is a very nice and powerful language used for many projects. See the README.txt file for more information.

I think it will not be very useful for GBA, but it would be nice on a platform like the GP32... So I may make something out of it someday, something looking like the Lua player for the PSP, using GP32 USB port... Wait and see :)

Download it here (full source code included).

Saturday 19 March 2005

Xboo support for PandaForth

Xboo Communicator and PandaForth
WinterMute has done enhancements for both PandaForth and his Xboo Communicator program.
Get the last version of the latter on his site.
It now supports a "console mode", allowing then to use PandaForth's interpreter.
You can grab the updated version of PandaForth here.
Thanks for your work, Dave :)

Wednesday 9 March 2005

PandaForth for GBA

PandaForth on GBA
I made a port of PandaForth (a Forth implementation I did for my hardware project, see FPGA section).

One of the original features of PandaForth is that you can use the interpreter directly from your computer if you have a MBV2 cable, by using the "console mode" of the tool bundled with it.

If you don't have such a cable, you can still test the interpreter features on hardware or in an emulator, as PandaForth is able to "embed" source with the help of Damian Yerrick's GBFS library for GBA.

It is bundled with full source code, a small demo written in Forth, and all the scripts to build your own programs.

Download it here

Monday 5 January 2004

Java4gba - a Java Virtual Machine for GBA

kvm.pngJava4gba is an early port of KVM, Sun's Java Virtual Machine, part of CLDC 1.1 RI

From the README.txt :
KVM is the Java VM you may find in mobile phones for running "Java games". This small work is only about CLDC, which means that there is nothing about graphics, sound, or whatever. You can only do some plain console output. Sorry, guys :)
However, it brings to GBA almost all Java interesting features like Exceptions, Threading, Monitors... You will find some examples that illustrate these Java features.
Just rteun the examples.bat script to build some example ROMs (you don't necessarily need a Java compiler, but it is recommended, especially if you want to play with the VM :))

Download it here
Download the source code here

Pnakys version 1.0 (PDRoms release)

pnakys.pngPnakys is a small puzzle-game I wrote some time ago for PDRoms first coding compo.

No great graphics here, but an addictive game :)

Features game-saves, two screen modes, an animated "howto"...

Download it here

Tuesday 23 September 2003

24th street phreakout - a John Klima game - based on GBA3DS

24th.pngA strange little game made by John : "Pick up wine and cheese, and avoid blue chip artwork". Hmmm... wine and cheese ? Could it be related to the fact that I'm French ? :)

It works fine on hardware, but the sound doesn't work as expected on VisualBoyAdvance.

Many thanks, John !

Download it here - Source code included.

Yeti3D

yeti3dgba.pngYeti3D is a fast, compact, multi-platform 3D engine written by Derek Evans.
It's one of the most amazing thing I saw on GBA, and it's much more than that.

Have a look at Derek's site, aka the official Yeti3D page, for all information about things upcoming (world editor, more and more ports, etc.). Enjoy !

Thursday 8 May 2003

GBA3DS version 1.0

gba3ds.jpgHere is the current release of my small 3d engine.

From the README.txt :
The aim of this project is to provide a set of functions for writing 3d games. By 3d i mean "true" 3d (not raycasting as used in some FPS).

The main features of this engine are :

  • Polygon-based (triangles) rendering.
  • Affine Texture-mapping.
  • Backface culling and Z-buffer sorting.
  • Skeletal animation support.
  • Import tools for Half-Life SMD file format (vertices and animation frames) which means that you can use well-known tools for 3d modelling, such as MilkShape 3D (http://www.swissquake.ch/chumbalum-soft/), 3DS Max (http://www.discreet.com/) with Valve plugin, etc.
  • Uses GBA graphic Mode 3, 4 and 5 (thanks to subbie for this last one).
  • Makefiles for both Linux and Windows.
  • Pogoshell plugin (thanks to Sean Reid (http://seanreid.ca/)).



Download it here

Sunday 6 April 2003

GBA3DS - old releases

GBA3DS v0.9 - Initial release.

You can get a previous version of the included demo ROM at http://www.gbadev.org/ (It is called "3d Walker Demo", in the "demos" section, April 2003).