GBA starter kit

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GBA starter kit
by on (#140545)
In this post, Espozo wrote:
Does anyone know a good equivalent of the SNES starter kit for the GBA, written in ASM?

You could always install devkitARM and use .s files instead of .c files. I'll admit that some members of NESdev BBS might think a full GNU toolchain (which is what devkitARM is) is overkill. You could take the GBA examples written in C and pass the -S flag to have GCC write the assembly language to disk instead of piping it into the assembler.
Re: GBA starter kit
by on (#140547)
You could always do it like I did: just use a hex editor and a little bit of elbow grease ;) And no, I'm not joking, I actually did some programming on the GBA like that (but yes, it is ridiculous).
Re: GBA starter kit
by on (#140678)
Doing it by hand with a hex editor is fine for about 4 hours, after that you should never do it again.
Re: GBA starter kit
by on (#140679)
Real programmers latch in individual words using toggle switches and a deposit key. If you haven't memorized your program by now then what are you even doing?
Re: GBA starter kit
by on (#140684)
Dwedit wrote:
Doing it by hand with a hex editor is fine for about 4 hours, after that you should never do it again.


It actually isn't bad the way I had it setup. I eventually started writing larger functions by hand and came up with a base "template" ROM so I wouldn't have to keep re-writing stuff. Though for making actual games, a hex editor is a trial in madness. Thankfully I only made small demos to test hardware functionality comparison on an actual GBA vs. emulators. It's a shame though, I have some common THUMB opcodes memorized in hexadecimal.