   Need Programmers for GBA Project
  My name is Mark Sumerix, a high school student interested in game development. I am starting a FREEWARE project called Net Warriors: Defenders of the Internet.I am the lead designer and programmer. I am looking for the follow people:Graphics ProgrammersAudio Programmer2D ArtistASM ProgrammerNet Warriors is a 2D scrolling RPG. When the player encounters a Virus, then it goes into pseudo-3D mode. Example: It looks like a 2D version of a shooter when the player is in fighting mode. A cross hair will appear, and the player can use the D-pad to move around and manually aim, or he/she can use the L-button to lock on to enemies.If you are interested, or have any questions please email me with "Net Warriors" in the subject line please. I look forward to working with you!   Mark Sumerix 
  Anyone here have some gum? ;  you sure you can handle a project like that?  GBA is a difficult platform to program for.  the game sounds thought out, but the implementation sounds like it''s not being considered at all.  i could be wrong and you may be just one bad-ass GBA programmer, but a little more info on how you plan to go about producing this and some examples of GBA programming expertice may help you sell this one.  hell, i''ll even help if you can show me some good original stuff.-anist ;  I have the complete 11-page game design document sitting on my desk. You can view samples of my work at http://neverworld.0catch.com. I know how to display images in the GBA, get input, and display and move sprites. Any help would be appreciated! Mark Sumerix ;  Yeah, but anyone can do that. It''s called HAM ;  FUCKING ALERTgoing to "gamedevers" website downloads a ad serving trojan virusdo not goto his link;  www.ice-d.comYou can check out my GBA stuff if you are interested.www.gbadev.orgGBA resources, demos and forums.The GBA isn''t a difficult platform to program for... But I guess it does depend on your opinion. Nothing is made for you, you are just messing with hardware all the time. Mostly manipulating registers. Its great fun though.The project sounds good though, and I wish you luck. if you run into any problems the forums at gbadev.org are a good place to find help. You could also drop me a line via my website. I have forums you can post at and discuss related topics. ;  i'm not trying to discourage GBA programming, i just taught a class on GBC programming and i wish more people would learn different platforms.On rereading the proposal, it sounds like the psuedo-3D section would not be that difficult to pull off.-anist [edited by - anist on January 17, 2004 5:31:35 PM];  A good example of the pseudo 3D I am planning to use is the Harry Potter series, when the player is doing the Quidditch levels. It''s funny you should mention gbadev.org, because that is how I first learned to program for the GBA. I agree, it is a wonderful site.   Mark Sumerix ;  Hello there,We have been doing multi-platform development for about ten years now. Recently we are working on a 3D engine for the GBA, written in pure assembly code. This 3D engine should be the first 3D engine featuring depthcueing, multicolored effects and more. If you have any questions, feel free to check for us at www.coyoteflux.nl. There is nothing to be found about our 3D game yet, but as soon as screenshots are available we will post them!We are looking for sponsors to be able to continue full time work on this 3D engine. However, additional projects would be welcome too so if you want we can work on your required assembly stuff as well. Just let us know if you are still looking for anybody.Check below for some more information on the 3D game engine.Best regards,Sharwin & Rakesh RaghoebardayalCoyote FluxPS:  Here are some more details concerning the mentioned 3D engine, codenamed ScapeTrazer GBA. - Gameboy Advance specific software design, makes use of all the bitmap layers, rotation, scaling and sprite hardware and is fully written in assembly language.- Fast, real 4DOF polygon rendering with rotation in any direction, multiple resolutions possible.- High speed polygon transformations with texture mapping.- Background image rendering.- High speed image calculations for "Low Detail Polygon Objects", low speed image calculations for "High Detail Polygon Objects". Both can be used independently to superimpose very detailed 3D objects in the scene by scrolling and recalculating them with 3D coordinates over several frames.- Pseudo 15-bits rendering by using multiple layered images. - Construction kit for compiling 3D models. Can import objects from Maxon Cinema.- 3D Special Effects layer for lighting effects, flares etc.- Depth cueing to allow difference in lighting when objects are closer/further away.- DMA based transfer engine for time critical operations. This is only required if Video memory is entirely full. In this case, the developer can add DMA objects/textures which are transferred on the fly into the 3D buffer. However, too many DMA objects may result in slowdown so it has to be used with care.- Optimized floor mapping for use when "flat" surfaces are being used. - Block-based mapping to save memory. This also allows the engine to map only that which is in sight and skip the sorting algorithms.