In the end,even if you dont have a complete game,or stop developing for gba/ds, Some wont work right away,so grab bunch of those,and rewrite yours,until it is solidly working. To go deeper,try inspecting gba.h files scattered all over the net. > your custom library (once you're good at those libraries,wanna know how stuff happens,and want to expand,requires C and assembly in many cases) Im not sure what languages those libraries support,but i did my programming mostly in C and arm assembly.(i never wrote any games though,coz my main interest was the hardware,i would recommend using the libraries if you really want to make games,not because you cant rewrite them but:ġ-spend your time on the game rather than glueing and holding your library togetherĢ-devkits are orderly and structured.people have spent 'time' developing those libraries,so they will help you organize yourself ) Which meant i never used those devkits,and i wrote all my headers,i even started learning arm assembly for the cause.which was a huge experience for me. I played around with gba for a while,for the love of hardware. Gba files which can be executed by the gba,so you'll be running your first 'helloworld' program in 5 minutes. If your using the above devkits,they will help you make. VisualBoyAdvance so far should be the best one around. I would recommend gba over ds,coz ds is a bit more complex to begin from scratch.(2 cpu's,2 screens etc.)Īnd this link here is full of hardware specs,which wont mean anything when you first begin,but will make sense when you decide dropping your libraries,and write your own headersĪlways keep it as a reference on your desktop (some header files 'WILL' be broken,fix them referencing this)Īlso you will need an emulator to run your programs. ![]() Once you're comfortable with gba,it is very easy to move on to ds. Gameboy advance is a simple and nice platform to work with.
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