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You will find here a circle drawing demonstration. It is a succession of tests of the core
functions developed in our graphic library regarding circles drawing, and displays for each test a score value to
make some benchmarks. The algorithm used is a modified 'Brensenham algorithm', and the modification helps to have
a smooth circle (ie. the steps are linked together with one pixel). You will find here a circle clipping demonstration. It is a succession of tests of the core
functions developed in our graphic library regarding circle clipping, and displays for each test a score value to
make some benchmarks. The algorithm used has been designed from scratch to fit our needs, due in fact of a lack of
circle clipping algorithms. The arc drawing method is not perfect for the moment, but as soon as we will improved
it, we will have a perfect circle clipping set of functions. You will find here an events based implementation demonstration. An interruption function
has been implemented, based on the LCD-V count with a fixed value of 0, which correspond to an approximate 59Hz
frequency. The interrupt function check for any keypad changes and send an event corresponding to the changes. You will find here a font drawing demonstration. It is a succession of tests of the core
functions developed in our graphic library regarding font drawing, and displays for each test a score value to
make some benchmarks. The font used as been processed with imgfont,
and it shows simple string drawing all over the screen. You will find here a font clippinging demonstration. It is a succession of tests of the core
functions developed in our graphic library regarding font drawing, and displays for each test a score value to
make some benchmarks. The font used as been processed with imgfont,
and it shows simple string drawing all over the screen. logo is one of our first try on the GBA scene. Nothing really esoteric ;), but you have to go through first. The image has been transformed from a BMP file to a RAW array (thanks to imgconverter ... also a gamma correction of 3 has been applied to compensate the dark GBA screen). This little prod is using block copy with the help of the DMA You will find here a line drawing demonstration. It is a succession of tests of the core
functions developed in our graphic library regarding lines drawing, and displays for each test a score value to
make some benchmarks. The algorithm used is a 'Symmetric line drawing algorithm', which is twice faster than a
classic 'Brensenham algorithm'. You will find here a lines clipping demonstration. It is a succession of tests of the core
functions developed in our graphic library regarding lines clipping, and displays for each test a score value to
make some benchmarks. The algorithm used is a in-house one, which does not affect clipped parallel lines. readbios is used to make a dump image of the GameBoy Advance ROM BIOS to the SRAM of the cartridge.
After executing it, the screen will become dark to let you know that the dump has been done.
Then, you can get the first 16Kbytes of the SRAM saving, and use it as you like.
starfield2d is our second production on the GBA scene. It displays 360 stars on three different planes, with a parallax scrolling from left to right. Also, to have a much better visibility of the stars, the black background has been gamma corrected (as you know that the GBA screen is too dark). |
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