Re:SNES Development Part 1: Getting Started
by ant6n on Friday February 11, 2022 @06:19PM
(#30308188)
This could probably work with GBA. One issue is the small 240x160 resolution, meaning the design has to be compressed. Also, you probably wont be able to use sprites for everything, it doesnt support that many. But you could probably use 8bit backgrounds. GBA allows multiple tile-based background layers, with mode 0 or mode 1 you could implement a lot of effects when using sprites on top (https://problemkaputt.de/gbatek.htm#gbalcdvideocontroller).
Either use a clever way to map your game board to 8x8 tiles, or use a large number (4/8 bit paletted color) tiles so that you can just draw arbitray images (like a bitmap, but its set up in tiles). Or just give up on trying to exactly match the hardware and just draw the hole thing using a bit map mode (e.g. mode 4, with 256 color palette and double buffering) - but that also means implementing the parallax effect by hand (since theres only one layer).
https://youtu.be/Yqe0hS7AvOE
I'm also currently working on a new version for desktop and hopefully eventually consoles that uses 3D models, larger maps, 8 team local support, map editor, hopefully either a campaign or challenge mode (eventually, maybe not on first release), and hoping to add support for up to 150-ish stream viewers to join various teams and play on one of the 8 teams (where they vote for moves kind of like in Twitch Plays Pokemon).
Here's a year old video when I was just starting the project, I desperately need to make a newer video (hopefully this weekend finally):
https://youtu.be/0IAx9fsBuus
But I still would love to have a weekend project at some point of making a retro version.