
xkobo port/rewrite/hack for Gameboy Advance

xboko's a great game for X that I thought would work perfectly as a Gameboy
Advance game. I also thought that it'd make a good first app for me, to learn
my way around the Gameboy Advance's CPU and hardware.

Current status:

Things are pretty far from being playable at the moment, but the beginnings
are there. I've taken the map generation code from xkobo, ported it to
straight C, and then hacked some sprite code on top for the ship, so you can
fly around the map that's generated. Frivolities like weapons, enemies, sound,
collision detection and gameplay remain to be implemented :)

It's all straight C at the moment - I use a gcc-based dev environment to do my
work, so you'll probably need something similar if you're going to compile
from source. I've tested this code on emulators (I use VisualBoyAdvance and
BoycottAdvance for my development) as well as on real hardware with a flash
linker and flash cart.

A lot of the credit for all of this should really go to the gba dev community,
because most of this is really just other people's examples strung together
with my own code - in particular, dooby's example project setups and the
gbajunkie tutorials and code have been very helpful.

This code is all licensed under the terms of the GNU General Public License
(GPL).

Leigh Dyer
lsd@linuxgamers.net

