Hi- basically I want to create a 'practice' rom for some games, the most notable function being injecting a save-state/load-state function into the rom. The idea is that the game can be played on a real console via flash cart, and someone can save & load at will to practice certain parts over and over. Many others have done this for other consoles (NES/SNES games in particular), but GBA is uncharted territory. I am sure it's doable, I just don't think anyone has sifted through the requirements.
The concept, at least for all the other consoles' save & load hacks, is pretty basic - find an unused section of the ROM/RAM banks, and implement hooks on button presses to flush SRAM & VRAM values on demand. Does anyone have any thoughts, any insights or recommendations for plan of attack that I would benefit from?
As someone newer to the process of assembling code specific to GBA, I have sifted through a few resources (Tonc's page on GBA, and the GBATek resource have helped my understand tremendously.) I'm now familiar with the compilers (namely 'arm-none-eabi'), and am trying to figure out what setup is best, either compiling directly with arm-none-eabi, using DKP or to use something like xkas (which I've gathered has THUMB capability). The reason I'm here is to leverage any input from anyone here- What I'm trying to do really isn't super complicated right, I don't want to create custom GBA content, I just want to implement a functionality, for which I have a pretty decent idea (I have code designed for the SNES that replicates pretty much what I want to do). The hangup is the syntax specific to GBA & the compiling of a GBA rom effort.
The big question is, how far into the rabbit hole do I have to go? If I have to learn everything about GBA and assembly then I will, but I don't think that's the case. I just want to be able to import a pre-existing romfile, make some code changes and clever hooks/use of dead ROM/RAM space, implement save/load and be done with it. Thanks a lot, any help is much appreciated.
The concept, at least for all the other consoles' save & load hacks, is pretty basic - find an unused section of the ROM/RAM banks, and implement hooks on button presses to flush SRAM & VRAM values on demand. Does anyone have any thoughts, any insights or recommendations for plan of attack that I would benefit from?
As someone newer to the process of assembling code specific to GBA, I have sifted through a few resources (Tonc's page on GBA, and the GBATek resource have helped my understand tremendously.) I'm now familiar with the compilers (namely 'arm-none-eabi'), and am trying to figure out what setup is best, either compiling directly with arm-none-eabi, using DKP or to use something like xkas (which I've gathered has THUMB capability). The reason I'm here is to leverage any input from anyone here- What I'm trying to do really isn't super complicated right, I don't want to create custom GBA content, I just want to implement a functionality, for which I have a pretty decent idea (I have code designed for the SNES that replicates pretty much what I want to do). The hangup is the syntax specific to GBA & the compiling of a GBA rom effort.
The big question is, how far into the rabbit hole do I have to go? If I have to learn everything about GBA and assembly then I will, but I don't think that's the case. I just want to be able to import a pre-existing romfile, make some code changes and clever hooks/use of dead ROM/RAM space, implement save/load and be done with it. Thanks a lot, any help is much appreciated.