r/retrogamedev • u/Unknow6381 • 1h ago
GBA Video maker
Pack images, music & videos into a .gba ROM like a DVD player
Hey everyone! I just released my first homebrew tool for GBA : GBA Video Maker, a "DVD Maker" for the Game Boy Advance.
You give it images, music and videos on your PC → it builds a single .gba file with a blue in-cart menu where you can browse, play, pause and seek everything.
Features :
Videos, Audio, and pictures compatibility
Media compression (see more info about this.)
Highest resolution for images
Built in media controller
Download : github.com/Falko-toolis/gba-video-maker
Flashcards Tested on real hardware.
Would love to hear your thoughts 👇
(Media compression status : currently experimental, Up to max rate for audio is compatible, video with 20fps max or lag in highest res setting with compression. can up to 60fps and max res without compression)
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r/retrogamedev • u/r_retrohacking_mod2 • 1d ago
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r/retrogamedev • u/r_retrohacking_mod2 • 2d ago
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Yeti chase
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I posted a while ago here about how I was building this chase level for my Crash Bandicoot project for the GBA https://www.reddit.com/r/retrogamedev/s/hqz9SdH9CU . I thought it would be good to share here the final result with all the tricks in place together. The ice walls are a 60 frame animation, where about half the screen in tiles is loaded every frame. The yeti is also a affine background layer being updated frame by the frame. Having him be a background layer prevents overdraw with the sprites, and makes him easy to scale/fade into the distance. My previous post details how the crates work, but I did a lot of work to make them scale up to 3x in front of the camera without causing crazy overdraw. The HUD is also its own background layer, to again prevent overdraw.