Architecture of the Game Boy Advance
copetti.org
copetti.org
Had rechargeable batteries that you could charge by plugging in (back in those days, as a kid, it was a game changer), played all your existing library of game boy games, amazing folding mechanism and portable, small size and of course a great library as well.
Perfection.
And as I say that, the Switch has proven to be an amazing challenger to the crown as well. I’m old and don’t use it as much, but I recognize it’s ergonomics and ease of use. Very well done.
Ripping video games and playing them on other consoles or emulating them is no different than ripping CDs and playing them on your phone. Does any of this seem illegal? More importantly, does any of this seem to violate the agreement of purchasing and ownership?
I’m super contused at this post. This was just a tongue-in-cheek way of talking about emulators and ROMs (most people aren’t ripping their own carts, they’re downloading them from somewhere and probably never bought the original game)
I’m not making a value judgement, and like I’ve played a lot of stuff on emulators
I’ve never seen a single ROM homebrew or console hacking community that supports piracy. If users are savvy enough to be able to work with ROMs then they likely know how to rip game carts. Piracy draws legal action from big companies that wish to remove rights. As the niche grows ever smaller, behaving well becomes ever more existentially important.
I guess that design philosophy was scrapped when the Playstation 3 discontinued its PS2 compatibility mid-life by removing the PS2 chipset from their design.
I don't remember that. You sure you weren't using one of those battery packs or some such?
The amount of batteries I went through as a kid … yikes.
[1] There were some issues with unofficial docks/adapters bricking consoles, but they seem to be sorted out in the current gen third-party accessories.
Its perfect for portable gaming.
I had an original purple GBA as a kid and I had a great time on it with ALTTP, Mario Kart, Breath of Fire, and so on, but it having an unlit screen was what eventually killed it for me— I wonder if it's still in a box somewhere in my parents'. There's hardly any point now with having an Odroid portable that plays all the same games, but it'd be neat to see it working again.
It would also rub me in the wrong way to use an aftermarket display instead of the one that came with the device, even if it wasn't so destructive.
I can honestly recommend buying another GBA and modding it. The panel is 4x upsampled, which brings a very cool look to many classic GBA games. It's also a fun experience hacking around in it.
I have it when playing GBA games on my Powkiddy RGB10 (also 480x320 native resolution), and I think it looks great, especially when compared to the 95 PPI display on my other handheld, a New 3DS XL.
Not surprisingly, others came up with plenty of mods to try to remedy it:
https://en.wikipedia.org/wiki/Afterburner_(modification_kit)
Back then, it felt so futuristic to have an entire library of games in one cartridge on the go.
Just have a look at what a decent cart for a Genesis, SNES or NeoGeo will cost.
https://www.deadpanrobot.co.uk/everdrive-gba-x5-mini-for-gam...
Cons:
- It was the size of a brick.
- It was designed with oddly skewed angles.
- It didn't have room for batteries inside, so they had to be shoved in a little pack that clipped on to it.
Pros:
- It was a handheld Sega Genesis.
- You could connect it to your TV.
- You could connect a second controller.
- You could run it off A/C power.
- Ergo it's also a console! In a roundabout, not-all-peripherals-supported kind of way.
The screen ghosts something awful...
It's mostly a cool gimick to show your friends who are Sega fans; akin to owning a working CDX or Activator.
I may just be proving your point, though.
> Gunstar Heroes
I was so close to listing that game as a bullet point in its own right.
Also, the screen suffers from terrible ghosting. I can barely bring myself to play sonic on it.
Still, the Nomad is a neat piece of kit.
It's a game console compatibility lineage that stretches 30 years from the first GameBoy in 1989 to the end of the 3DS in 2020.
It's a remarkable achievement for a game console platform. It only happens with incredible foresight, planning, and strict software controls.
That along with the capability to emulate up to SNES games makes my 3DS something that still makes its way into my travel backpack. I leave the switch and GBA SP at home. They’re too big for what they offer.
I think GS 1+2 must be the last great 2D JRPGs - nothing after the SNES era comes close in my book.
Unfortunately the much more grim and depressing "Days of Ruin" sold poorly and the studio has seemingly drifted away from making another AW game
Competitors like Tiny Metal or WarGroove just don't scratch the same itch either unfortunately
Have tried Wargroove (it was in a recent Humble Bundle) and it was fun, but agree that it's just not quite the same.
I have hands large enough to find the original xbox controller to be comfortable and preferable to the S, but even still the Micro with its superior display and larger shoulder buttons is preferable to the SP. I feel a bit like I'm balancing it on my fingertips, but nevertheless, it's the pinnacle of mobile gaming.
I've bought myself a modded original Gameboy Advance with a modern backlit IPS screen and it's a marvel, absolutely love this thing. Spent a small fortune re-buying all my childhood games for it just so I can play them again. And yes, the form factor is nearly perfect.
Otherwise agreed, it was a fantastic console.
Apart from web stuff, ARM C on the GBA was my primary early programming experience after dabbling around with QBASIC and GB(C) z80 C as a kid. There were a lot of community-made dev tools, example code and guides online that were reasonably approachable for a curious 12-year-old.
I owe a lot to the GBA homebrew community.
It's powerful enough that you can write your whole game in C++, but not so powerful that you should rely on the system allocator for anything.
It's in a lovely sweet spot for a particular dialect of zero-overhead C++ that's really fun to write.
As a simple example, I had a little class library of data types that were crafted to exactly map to the hardware registers of the GBA. The whole thing inlined away to nothing.
The tooling doesn't seem to have changed all that much from back in the day, which isn't a bad thing: the best way to get music on the GBA is still to compose something in an old-fashioned tracker and using Maxmod to import it. Sprite conversion tools haven't changed that much.
Programming it is just so lovely bare-metal: poking/prodding registers, writing backgrounds and sprites into memory regions.. Really fun stuff.
I definitely recommend Aseprite for pixel art, it's really good.
[1] https://m.slashdot.org/story/24564
[2] http://web.archive.org/web/20020801000000*/fivemouse.com