GBA Demos

Quick hello
Over Christmas 2001/Jan 2002 my Internet and email when all pear shaped, my laptop and main machine got rebuilt and thus I lost several emails I had intended to reply to.
so If you have tried to email me sometime in Dec 2001 or Jan 2002 and have not yet received a reply then please accept me deapest apolgies. and email me again
I have got it all live again, (I think).
old demos
A simple mode 0 Isometric scrollable map (With sprites'n'shadows)
Use the direction pad to move the "selected" sprite, left and right shoulder buttons select the next/prev sprite, hold down A and you can change the height, hold down B and you can scroll the screen.
I had a simple isometric landscape in mode 0 now its got sprites.
The shadows are a bit of a cheat, but look acceptable (most of the time), they look OK on things that move but can look odd when going over surfaces. and object going through surfaces look odd as there is no collision detection YET.
It slows to 30fps if there are more than about 5 sprites on screen, at some point I will get it to run at a constant 30 fps. and its still not optimised much (just a bit of unwinding here and there and all in C and no iwram arm functions)
Download isoscape demo:
A simple mode 0 Isometric scrollable map
Use the cursor pad to move the screen about, that's all it can do at present.
Written to see if I could do a simple isometric landscape in mode 0
currently it's not at all optimised, the main rending code should be moved into ram, optimised and possibly hand crafted in assembler to improve the performance.
Depending on my mood, I will either double buffer, by using 2 screens or moving the map base address in vsync. I may also add another overlay with the visible edges drawn in a different colour to help highlight the Z position of the blocks.
Download isotest demo:
 
A simple 5 layer mode 0 demo ..
Tested on
VMResults
Real Hardware99% working. some odd sprite priority problem with the pipe layer. tested on my GBA With help from www.lik-sang.com
BoycottAdvance100% working runs at full speed on my Win98 400Mhz Celeron
BatGBAuntested, as it can not find ddraw.dll on my Win98 machine! which is odd as my developement version of RBI (in the BeOS source release, works in Full screen DirectX mode)
AGDuntested, as it can not find ddraw.dll on my Win98 machine!
EloGba R1GCC outputs Thumb opcodes that are not supported.
Mappy VM95% working on version 0.7b there still seems to be a problem with the "myInt = (1<<var)" code. The sprites bounce correctly (on 0.5b they did not) but the zoomed layer does not get the right indexes. Runs at about 15% to 28% speed on My 400Mhz Celeron, and just about at full speed on my 1.3Ghz Athlon
I wrote this basically to show what use 2D sprite mapping mode can be,
with the help of GCC for GBA and a Flash Linker
Download torn desktop demo:
 
A simple rotatable sprite demo ..
I wrote this to see what the rotate params realy did, and how to workout any transform
see rotate maths a very scrappy doc on the way that the Gameboy Advance does Rotate/Scale/Shearing.
Download torn desktop demo:
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