RetroBytes Portal
Programming => Gameboy Advance & Nintendo DS Coding => Topic started by: headkaze on December 20, 2008, 04:22:40 am
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Here I will be posting some links to places related to coding the GBA & NDS
- http://gbadev.org/
This is the place that started it all. It also has a great forum for both GBA & NDS.
- http://www.drunkencoders.com/
Another great resource for GBA & NDS
- GBATek (http://nocash.emubase.de/gbatek.htm)
Technical info on the GBA & NDS
- ARM instruction set cheat sheet (http://infocenter.arm.com/help/topic/com.arm.doc.qrc0001l/QRC0001_UAL.pdf)
Quick guide to the ARM instruction set
- ARM processor power point presentation (http://www.csie.ntu.edu.tw/~cyy/courses/assembly/08fall/lectures/handouts/lec09_ARMasm.ppt)
A simple power point presentation introducing some of the basic aspects of the ARM processor
Dev-Scene Tutorials
- http://dev-scene.com/NDS/Tutorials
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This a a slightly complicated but educational reference manual on the Arm9 processor in the NDS.
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This is also a handy reference for the arm instruction set. This is more geared towards the Archimedes but still very relevant. I have compiled it all together as a word document.
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Was reading this http://www.dspassme.com/programmers_guide/tutorial/using_tiles.html#tile01 (http://www.dspassme.com/programmers_guide/tutorial/using_tiles.html#tile01)
There is some great (bloody C based) info presented here and also data on using a python script to generate includes for tilemaps and to generate palettes. Sadly Gimp and Linux based also. Still, lots of pointers.
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I just wanted to do a post on MappyWin32
This is really quite a help when it comes down to editing tile based levels.
Also included a mess about version of the level 1 Warhawk map to show you how well it works.