Unfinished GBA game
This is a game for the GameBoy Advance I have been working on for a
while. I finally gave up on it because of my inability to either create good
levels myself or find somebody else to do it.
The objective of the player is to get in and out of each level without
being seen, collecting as much swag as possible. The artwork has been
collected from all sorts of places and just happens to have a medieval
look because most of it comes from Japanese RPGs.
This should work on real hardware, but I have only tested it with
The game engine has some nice features such as LUA scripting,
pathfinding and a scheduler with runtime profiling. (At the time I was not
aware that there is an eCos port for the GBA.) Feel free to take a look. The code,
as far as written by myself, is licensed under the terms of the GNU
Public License v2.
How to build a binary from source
Being easy to build was definitely not a design goal in this project.
Expect to lose some hair if you try to tackle this. My development
system is Linux/x86, and you can probably just forget about getting
this to work on anything else.
A working HAM development kit, WineX 3.1 (regular WINE does
ImageMagick, twm, gfx2gba, rfbplaymacro, rfbproxy, vncviewer, Xvnc,
Mappy for Win32 version 1.3.18 (other versions are unlikely
to work), the LUA compiler version
4.0.1 with the yield
mmv and SDL.
GBACrusher and Mappy have to be installed in such a way that they can
be executed with
winex3 GBACrusherCL and
mapwin. The level maps are converted using the Win32 GUI version
of Mappy and a VNC macro. You will probably have to recreate this macro
recordoo.sh script if you change either the
Mappy or the WineX version.
Copy the files in the
toham directory to the appropriate
Back to the software page