Develop your own games for the Nintendo Game Boy Advance! Now you can write, compile, and run GBA code right on your Windows desktop! This book will teach you how you can use the popular GCC compiler and a free IDE to compile C/C++ code that will run on the GBA. To facilitate development and testing, a GBA emulator is used to quickly see the results of compiled code.
Note: Also supports the Nintendo DS and DS Lite (with GBA cartridge slot).
When you're ready to take the game off of your desktop and run it on a real GBA, you'll get plenty of coverage on your options with multi-link cables and flash linkers. Staying focused as a true console programming book, "Programming the Nintendo Game Boy Advance" gives you the tips and skills that you need to develop a career as a mobile device programmer. All you need to get started is some experience with the C language.
Chapter 1 : Welcome To The Console World
Chapter 2 : Game Boy Architecture In A Nutshell
Chapter 3 : Game Boy Development Tools
Chapter 4 : Starting With The Basics
Chapter 5 : Bitmap-Based Video Modes
Chapter 6 : Tile-Based Video Modes
Chapter 7 : Rounding Up Sprites
Chapter 8 : Using Interrupts and Timers
Chapter 9 : The Sound System
Chapter 10 : Interfacing With The Buttons
Chapter 11 : ARM7 Assembly Language Primer
Note: This book features source code listings that may not appear correctly on a small Kindle e-reader. For best results, use Kindle for PC.
Note: Also supports the Nintendo DS and DS Lite (with GBA cartridge slot).
When you're ready to take the game off of your desktop and run it on a real GBA, you'll get plenty of coverage on your options with multi-link cables and flash linkers. Staying focused as a true console programming book, "Programming the Nintendo Game Boy Advance" gives you the tips and skills that you need to develop a career as a mobile device programmer. All you need to get started is some experience with the C language.
Chapter 1 : Welcome To The Console World
Chapter 2 : Game Boy Architecture In A Nutshell
Chapter 3 : Game Boy Development Tools
Chapter 4 : Starting With The Basics
Chapter 5 : Bitmap-Based Video Modes
Chapter 6 : Tile-Based Video Modes
Chapter 7 : Rounding Up Sprites
Chapter 8 : Using Interrupts and Timers
Chapter 9 : The Sound System
Chapter 10 : Interfacing With The Buttons
Chapter 11 : ARM7 Assembly Language Primer
Note: This book features source code listings that may not appear correctly on a small Kindle e-reader. For best results, use Kindle for PC.