GBA游戏开发入门:工具与教程

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GBA游戏开发入门教程深入解析 本教程旨在为初学者提供GBA游戏开发的基础知识和入门步骤。GBA,全称为Game Boy Advance,是由任天堂公司推出的一款掌上游戏机,以其独特的设计和丰富的游戏库深受玩家喜爱。随着技术的发展,GBA游戏的开发能力也逐渐扩展到了PC平台。 首先,我们了解GBA开发的核心工具——DevKitAdv。DevKitAdv是针对GBA开发的专用工具包,它包含GCC++编译器和GBA库。GCC++虽然功能类似于VC(Visual C++),但存在一些差异,如缺少集成的源代码编辑器,不支持类结构,仅能使用struct。它的主要任务是将我们的源代码编译成能在GBA或GBA模拟器环境中运行的二进制文件,类似于Windows下的EXE文件与Mac机的兼容性问题。 GBA库是开发过程中不可或缺的部分,它提供了处理图像、控制和声音等游戏元素所需的一系列函数。这些函数与GCC++编译器协同工作,使开发者能够创建出具有丰富图形和音频效果的游戏。 安装DevKitAdv相对直接,只需下载压缩包并解压后配置编译器路径。推荐创建一个批处理文件(如go.bat)来简化这个过程,通过设置环境变量指定DevKitAdv的bin目录,如`setPATH=d:\devkitadv\bin;%PATH%`。 接下来,我们来看一个最简单的GBA程序示例(t1)的代码片段,这段代码定义了一些基本的数据类型,如`u8`、`u16`和`u32`,以及常量如显示寄存器地址、图像缓冲区地址等。这些定义对于正确配置和利用GBA硬件资源至关重要。例如,`MODE_30x03`、`MODE_40x04`和`MODE_50x05`分别代表不同的屏幕模式,用于设置游戏画面的分辨率和颜色深度。 学习GBA游戏开发需要掌握基础的编程语言(C++在这里),理解GBA硬件架构,熟悉DevKitAdv工具及其局限性,并灵活运用GBA库中的函数。随着对GBA游戏开发的深入,开发者可以逐步实现更复杂的游戏逻辑和视觉效果,无论是为了复古怀旧还是尝试新的游戏设计,GBA游戏开发都是一个充满挑战且富有创意的过程。
2011-06-16 上传
gba的开发文档。包括一份gba的cpu说明(中文翻译版)和ads环境下的gba开发模板(包括一个gba模拟器tool)。 // // HAM (c) Emanuel Schleussinger 2001/2002 // all rights reserved. // // Includes Doxygen compatible documentation // http://www.doxygen.org // /* ---------------------------------------------------------- REG_ --> Register location absolute adress of a register. includes typecasting for direct c writes. example: R_DISPCNT = value; MEN_ --> MEMORY address V_ --> Value A register related value used by macros and functions. Register Masks are also treated as values, this is currently in- consistent with C_ (constants), which they should be really. Anyone want to clean up? :-) C_ --> Constant Helpers that will never need change. holds values for bitfields that are hard to remember Also note, C_'s might get declared only once for a set of registers. If so, two rules apply: - the C_ declaration always is in the first register of the set. - the number of the register (example BG0CNT, BG1CNT) is set to C_BGXCNT. F_ --> Function a function returns a value suchas true M_ --> Macro A macro does stuff on its own, suchas switching a display mode or enabling sprites. This is what you will be using most of the time. Example: M_INTMST_ENABLE will enable interrupts TOOL_ --> Tool function Usually a collection of macros and/or functions. Propably not the fastest on earth, but very convienient. These are found at the end of the file. For example TOOL_INIT_ALL(1) sets up the display for BGMode 1 and inits sound and interrupts. Notes: ------ Some of the functions/macros are not the fastest on earth, i know that. Most of them are built for convienience rather than speed, and will suffice in the most cases. Also, please do not mail me about the fact that using REG= A | B | C | D is faster than what is being done here. I know that ;-) First of all, that only applies sometimes (if you need to set whole bitfields), and second of all, you can still do it on your own using the R_ defines. I do the same in my code, but it proves handy to have the base cases covered. Disclaimer: ----------- I'd like to be greeted in your demo if you use this header :) Be fair. Also, this source file and any other part of HAM must NOT: - be changed and redistributed as new versions, I would like to keep the main distribution point on my end. Help with any suggestions please, though. You WILL be mentioned for any help you did on HAM, and also, you can join in the team. --------------------------------------------------------- */