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Submitted by , posted on 17 August 2001
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Image Description, by
Here are some shots of my very first Gameboy Advance (GBA) programming
adventure. The past few weeks I've been on vacation in France, and every
afternoon I would do some GBA programming on my laptop. Lying by the side of the
pool, programming, with a view on the mountains. Very nice!
Anyway, I started working on a project called Socrates. It's an object oriented
library for the GBA written completely in C. Object Orientation in C? Yes, it's
possible.
The library is written for MODE-4 graphics. This is the only full-screen video
mode that supports double buffering. The only drawback is that it's a 8 bits
palettized mode, and that you can only plot two pixels at a time. So if you have
to write one pixel, you must read-modify-write. However, this proved to be quite
a funny obstacle in my polygon drawing routines.
About the images, from top to bottom, left to right.
1. Some crossfading of images. Speeding this up was quite difficult. It's still
not at full speed. I probably gonna need some ASM for this.
2. Shows a couple of flatshaded cubes, with frustum clipping as well.
3. A couple of flatshaded cubes without frustum clipping.
4. Title-screen.
5. Kind of texturemapping, plasma, -ish effect
6. Two texturemapped cubes with frustum clipping
7. 8. 9. 10. More of the same.
The 3D engine is completely fixed point and I'm quite happy with the speed raw C
delivers. Soon I'll add some inline ASM to speed thing up, but for now I'm
focusing on getting some more functionality done. Though, Quake like 6DOF is not
gonna happen on GBA. Unless somebody proves me wrong.
Currently I'm working on a voxel landscape on GBA but I'm rather pessimistic on
performance issues. I suppose I'll have to start doing some sprite, tile,
background scrolling stuff soon.
Overall, I love it. Working for a machine with low performance but a complete
set of fixed functionality. No more compatibility issues. Jippie.
By the way, it works on the real thing as well. Thanks DarkFader.
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