Главная
Study mode:
on
1
Bitmap graphics and Palette definitions on GameBoy Advance (16 bit - 32768 colors) Arm ASM Lesson P2
2
Bitmap graphics and Palette definitions on GameBoy Advance (8 bit - 256 colors) - Arm ASM Lesson P3
3
Bitmap graphics and Palette definitions on the Nintendo DS (16 bit - 32768 colors) Arm ASM Lesson P4
4
Joypad & Pen on the GBA / NDS ... Key reading on Risc OS - Arm Lesson P5
5
Lesson P6 - Sound on the Gameboy Advance
6
Programming Sound on the Nintendo DS - Lesson P7 - ARM Assembly
7
16 color Tilemap on the Gameboy Advance and Nintendo DS - ARM Assembly Lesson P8
8
Hardware Sprites on the Gameboy Advance and Nintendo DS! - ARM Assembly Lesson P9
9
Hello World on the GameBoy Advance - ARM Assembly Lesson H2
10
Hello World on the Nintendo DS - ARM Assembly Lesson H3
11
Sprite moving on the GameBoy Advance - Arm Assembly Lesson S2
12
Lesson SuckShoot3 - SuckShoot NDS Graphics code
13
Hello World on the GameBoy Advance with ARM Thumb Assembly - Lesson H4
Description:
Dive into ARM Assembly programming for GameBoy Advance and Nintendo DS in this comprehensive video tutorial series. Learn to create bitmap graphics, define palettes, handle user input, generate sound, implement tilemaps, and manipulate hardware sprites. Explore the intricacies of both 8-bit and 16-bit color modes, and discover how to craft "Hello World" programs for both platforms. Progress through practical lessons, including moving sprites on the GameBoy Advance and developing graphics code for the Nintendo DS. Gain hands-on experience with ARM and ARM Thumb Assembly languages while mastering the unique hardware features of these iconic handheld gaming systems.

Gameboy Advance and Nintendo DS - ARM Assembly

Add to list