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Di0xygen
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Quote Di0xygen Replybullet Posted: 17 November 2005 at 9:51am
Originally posted by Brian the Great


I doubt there will be enough room for another enemy, Di0. Don't forget that we have just a small resolution to work with.


no no i know, i  mean make an other one replacing my current one, i find it a bit out of subject since we have a hunter an beaver and wodden log Hud :P


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Brian the Great
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Quote Brian the Great Replybullet Posted: 17 November 2005 at 9:53am
In that case:

Cool.
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PixelSnader
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Quote PixelSnader Replybullet Posted: 18 November 2005 at 6:07am

ooh.. a teensie weensie screensize =) i'm good at those ;)

i'll go start on the tiles this afternoon, and i'll probably post em next monday, since i dont have any internet acces at my home anymore (THOSE DUDES FROM KPN SAY I HACK/SPAM/KIDDIEPORN!?!) so uh.. i'll have to use my school for internet now (yay for computerlessons =D)


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Brian the Great
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Quote Brian the Great Replybullet Posted: 18 November 2005 at 7:59am
Huzzah. KPN sucks rooster, get Versatel or something.
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Vidd
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Quote Vidd Replybullet Posted: 18 November 2005 at 8:28am
You shouldn't have followed my theme, it won't be as original now. :/
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Brian the Great
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Quote Brian the Great Replybullet Posted: 20 November 2005 at 9:41am
Having everything completely random might turn out crap.
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Vidd
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Quote Vidd Replybullet Posted: 20 November 2005 at 10:24am
Then maybe you should have set the theme initially. :/
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Brian the Great
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Quote Brian the Great Replybullet Posted: 20 November 2005 at 10:35am
Know that for next time then. At least we have a theme now.
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Vidd
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Quote Vidd Replybullet Posted: 20 November 2005 at 10:43am

I'm not sure if you wanted the enemies limited to one but aerial enemies are cool.
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Akira
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Quote Akira Replybullet Posted: 24 November 2005 at 9:03pm
Background:

Meant to be a crack in the space-time continum. Don't think I pulled it off
Might edit after snader does tiles. Might not.
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Shark
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Quote Shark Replybullet Posted: 25 November 2005 at 2:34pm
cool!
i dont know how many props need making so heres one skull.

Snark, we love yuu.
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pixelblink
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Quote pixelblink Replybullet Posted: 26 November 2005 at 12:37am
looks like a Grateful Dead skull
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Shark
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Quote Shark Replybullet Posted: 26 November 2005 at 1:08am
wouldnt you be grateful if you were a skull?
Snark, we love yuu.
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PixelSnader
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Quote PixelSnader Replybullet Posted: 26 November 2005 at 5:19am
hey what sizes are the tiles supposed to be?

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Shark
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Quote Shark Replybullet Posted: 26 November 2005 at 5:21am
well as long as they fit on the screen size its up to you, the've just
gotta tile well
Snark, we love yuu.
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Akira
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Quote Akira Replybullet Posted: 26 November 2005 at 9:14pm
gba tiles are 8x8 or 16x16 if i remember correctly.
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grave
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Quote grave Replybullet Posted: 27 November 2005 at 9:31am
8, 16 or 32 x 8, 16 or 32 are the sizes
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Crash_universE
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Quote Crash_universE Replybullet Posted: 01 December 2005 at 12:04pm
Ok since noone seems to notice me on the other posts at least I will use my programming essence to drive something here :D.

On GBA you have to make a difference among 2 kinds of graphical objects.

Sprites and Tiles.

Gba has 4 different layers for background + 1 backdrop layer (That is what's shown on the very back and is plain color)

The tiles for the background are 8x8 pixels wide.

All your sprites are made up of tiles as well but for Sprites you can choose different configurations SQUARE, HorizontalRECT , VerticalRECT. of course you can figure out what this means, dimension go from 8 to 64 in powers of 2

8,16,32,64 for square ones.
8x16,8x32,16x32,32x64 for V rects
16x8,32x8,32x16,64x32 for H rects

Thos are almost all the formats you can use. For larger ones you will need meta-tiles. Those mean the programmer will have to give you the ability to split your larger one into tiles, and he will move them accordingly.

For example a 128x128 sprite could be made up of 4 64x64 ones somehow but they are not handled natively via hardware like the other ones are.

There are 128x128 sprites those are handheld natively, but they are Zoomed sprites from 64x64 ones and can reach to a maximum of 2X resizing. But they use the same graphics of the 64x64 and apply a common magnification algorithm.

Sprites can be Roto/translated/flipped Vertically and Horizontally via hardware, so you can save up some work and memory.

Tiles have different color formats, 16 colors and 256 colors. Up to 16 16 colors palette can be used or a 256 colors one.
There are 2 different palettes sets one for Background tiles, and one for sprites (what I wrote above holds for both of them).
Total VideoRAM is 96KB of which on 32KB for sprites, and 64 for tiles. In bitmap modes they drop to 16KB for sprites and 80KB for background.

On each palette the first color is a transparent one. :)

I wrote so many tutorials and games for nintendo handhelds I think I will have nightmares with this specs even when I'll be on the grave :).

eheh

Hope this helps a little and/or clarifies... ask if need some more ;).

Cheers.


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CrashTheuniversE
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iSTVAN
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Quote iSTVAN Replybullet Posted: 21 December 2005 at 8:24pm

Thats a lot of handy info there Crash_universE! I would have liked to been involved in this collab, but it looks like I'm too late. Good luck to everyone else, hope it turns out brilliantly- if at all!

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randomblink
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Quote randomblink Replybullet Posted: 21 December 2005 at 9:27pm
Crash!
Dude... I have downloaded some GBA SDK's and plucked and pulled around with them... Problem is, I don't know ANYONE who codes for the GBA... Any chance you would be willing to give me some tips? Or could point me to the best tutorials you know of? I don't wanna get HARDCORE into yet? I don't have a flashcard or anything yet... But I am interested in it for sure...

Nice little graphics tute man...
www.randomblink.com
I am me... no! Really!
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Crash_universE
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Quote Crash_universE Replybullet Posted: 30 December 2005 at 1:39pm
Hi sorry for taking so long. But I'm in the US for about one month and can't get connected to net all the times. I'm trying to enjoy my trip and stay out of the PC as much as I can. By the way, all you need of course is just going around and check for www.gbadev.org . That's the best source for GBA development information. I saw recently some people are getting on creating a new game here. I'll check this out.

See you!

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Suicidale
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Quote Suicidale Replybullet Posted: 24 January 2006 at 5:13pm
is this still going on?
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Akira
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Quote Akira Replybullet Posted: 24 January 2006 at 8:06pm
get on snaders case. he's meant to do tiles
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