I very much appreciate this and your last video a lot on setting everything up in a very clear way. For this video explaining how things work in an example is good and there's so much good information. However, I feel like a "how to" video should show you how to start from an empty project and develop into a finished (or really, just functional) one. Seeing the steps in the chronological process of creation I think helps people think about how to approach their own development and knowing what is important to establish early. It would be much longer though, and I understand why that would be much more difficult to produce.
This tutorial is a real gem. GBA development is such a niche topic and it's so nice to see somebody take the time to make a well explained beginners tutorial for it. Hope to see more tutorials from you about this. You really know how to teach!
I had to edit the makefile (removing reference to nonexistent dmg_audio directory) but otherwise it builds and I appreciate all the comments! Thank you
Strange. I'm getting an error when I try to run the makefile: FileNotFoundError: [Errno 2] No such file or directory: 'dmg_audio' Investigating the issue it seems to be a python error. Python can't locate the files. I did have an issue with Python during install but I managed to compile varoom-3d with no problems.
Thank you for making this tutorial. It was a great way to get started with the engine. Just as a note, who was your intended audience for this? Because writing a homebrew game for a vintage console is not really an entry level programming project. Presumably, somebody attempting this would already have substantial programming knowledge, so the explanations about the modulo operator & vector data structure etc. seem a bit out of place.
Great question. I have no idea how to give a programming tutorial, so I basically made this for where I was when I began GBA programming. I'll continue to make better videos in the future as I figure out how best to teach.
not really expecting anyone to respond but figured I ask anyway; when it comes to using Gimp to export assets, say you wanted to export a bunch of assets at once, is there any way to do that either with gimp or some other software/add-on? TLDR context: I'm trying to make something similar to a GBA video cart, I've already converted the video into a series of images and converted them in the same way I had my test image which worked in the rom, but I keep getting this invalid header size: 124 error regardless of what I do outside of using gimp to export an image, however, gimp only allows one image to be exported at a time so unless I want to spend an eternity exporting images I've been trying to find a way to mass export them, the closest I've gotten is using bimp, an add on that allows for batch processing in gimp, but it seems to not have a mass exporting feature. I'm still looking for ways to do this but figured I ask here since this is how I started developing this side project.
There are a few different ways. You could swap it out for a different sprite size, as long as it's a power of 2, divisible by 8. Alternatively, you can check out the set_scale() function in Butano.
@@cineminttechtips Wouldn't using a smaller mess up the collision detection (unless power of 8)? I'm actually coding in assembly but I like to learn the techniques used. It should be very similar with c++ and asm (the technique should be the same).
Don't know if you see this but I'm trying to rotate a 16x16 pixel sprite by 270 degrees. For some reason it shifts the whole sprite one pixel to the right and cuts off the rightmost pixels. Does anybody know how to fix this without creating a spereate image for a rotated version
Sounds like it's just how the graphics chip works, then. It's a bit glitchy. You may need to make another sprite if pixel accuracy is what you're going for.
Like this comment to dislike the video
Make sure you indeed keep the comment pinned, else it would sink to the bottom of the commentlist :)
If I really enjoyed your video, is there a pinned comment to like it?
I very much appreciate this and your last video a lot on setting everything up in a very clear way. For this video explaining how things work in an example is good and there's so much good information. However, I feel like a "how to" video should show you how to start from an empty project and develop into a finished (or really, just functional) one. Seeing the steps in the chronological process of creation I think helps people think about how to approach their own development and knowing what is important to establish early. It would be much longer though, and I understand why that would be much more difficult to produce.
You are absolutely right!
This tutorial is a real gem. GBA development is such a niche topic and it's so nice to see somebody take the time to make a well explained beginners tutorial for it. Hope to see more tutorials from you about this. You really know how to teach!
These videos are wonderful, keep up the good work!
Your videos are great! Thank you for your hard work!
Love these guides, man.
I had to edit the makefile (removing reference to nonexistent dmg_audio directory) but otherwise it builds and I appreciate all the comments! Thank you
Thank you for making this awesome video! I hope you make another Butano tutorial!
If you ever want to do an updated video, we think it would be really neat!
Not a bad idea! I'll get to that.
@@cineminttechtips Please! We support your project!
Strange. I'm getting an error when I try to run the makefile:
FileNotFoundError: [Errno 2] No such file or directory: 'dmg_audio'
Investigating the issue it seems to be a python error. Python can't locate the files. I did have an issue with Python during install but I managed to compile varoom-3d with no problems.
if you havent fixed it, you just need to add an empty folder called "dmg_audio" in the folder "pong". Then it should work
This is an awesome guide, excited to give this a try!
Part 3 PLEASEEEEEEEEEEEEEEEE
Thank you for making this tutorial. It was a great way to get started with the engine. Just as a note, who was your intended audience for this? Because writing a homebrew game for a vintage console is not really an entry level programming project. Presumably, somebody attempting this would already have substantial programming knowledge, so the explanations about the modulo operator & vector data structure etc. seem a bit out of place.
Great question. I have no idea how to give a programming tutorial, so I basically made this for where I was when I began GBA programming. I'll continue to make better videos in the future as I figure out how best to teach.
not really expecting anyone to respond but figured I ask anyway; when it comes to using Gimp to export assets, say you wanted to export a bunch of assets at once, is there any way to do that either with gimp or some other software/add-on?
TLDR context: I'm trying to make something similar to a GBA video cart, I've already converted the video into a series of images and converted them in the same way I had my test image which worked in the rom, but I keep getting this invalid header size: 124 error regardless of what I do outside of using gimp to export an image, however, gimp only allows one image to be exported at a time so unless I want to spend an eternity exporting images I've been trying to find a way to mass export them, the closest I've gotten is using bimp, an add on that allows for batch processing in gimp, but it seems to not have a mass exporting feature.
I'm still looking for ways to do this but figured I ask here since this is how I started developing this side project.
How can you make the ball smaller?
There are a few different ways. You could swap it out for a different sprite size, as long as it's a power of 2, divisible by 8. Alternatively, you can check out the set_scale() function in Butano.
@@cineminttechtips Wouldn't using a smaller mess up the collision detection (unless power of 8)? I'm actually coding in assembly but I like to learn the techniques used. It should be very similar with c++ and asm (the technique should be the same).
Yes, the collision detection would be altered slightly. Messing with the values until it "feels" right is a winning strategy.
Don't know if you see this but I'm trying to rotate a 16x16 pixel sprite by 270 degrees. For some reason it shifts the whole sprite one pixel to the right and cuts off the rightmost pixels. Does anybody know how to fix this without creating a spereate image for a rotated version
That's a great question. Are you using a particular emulator, or are you testing the ROM on real hardware?
I'm using mGBA but I am occasionally testing on a flash cart as well@@cineminttechtips
Sounds like it's just how the graphics chip works, then. It's a bit glitchy. You may need to make another sprite if pixel accuracy is what you're going for.
Will you ever do NDS Development?
I would love modern high quality nds programming videos, especially using sprites and grids like Pokémon