OK, first things first. Yes, I can code for the GBA. It's not that hard. Secondly, I don't have much time. I'm kinda banned from the ADSL for 2 weeks for using up 3gb of our 5gb data cap.
Thirdly: http://64digits.com/users/Mega/GBA_Coding_1.pdfThat… is something interesting I wrote. Please disregard anything boastful in there, I wrote it at about 2AM last night…Mega prepares for a relatively long time without internetz.
can you say pdf rage?
RAAAAAAAAAAGEWhat, can't you access the PDF?
after a minute of my computer locking up, only for me to go "tl;dr"
LOL. It probably wouldn't interest you anyway. Technical explanations do get kinda long.
well i was planning to come back to it but i'm guessing from all the C/C++ stuff that this is way out of my reach. i can barely make GM work at this point :cough:
if nothing else, the boastful bits are funny to me :PEnjoy them then. As an explanation, the game I'm making is for a competition, details are http://sfznserver.proboards.com/index.cgi?board=rulesnews&action=display&thread=54&page=1 there.
I'm having to correct their stupid mistakes thought >_>Now code for the NES next.
I've done that before. I think I've still got NESASM on my drive somewhere.
Because the array starts at index 0 and only reaches 159 and 239.
Of course 240*160*sizeof(short) != 38400. It equals 38400 SHORT BYTES… v_v seriously, read carefully. Each byte equals one pixel, made up of the color the hardware must display.