Developing for the Gameboy Advance (using open source tools)
Cross platform development is something that opensource tools tend to be very good at. Developing a game requires a slew of tools other than just a cross compiler. Are all of the neccesary tools available as open source software? As it turns out they are either available or they can be produced quickly and painlessly using open source tools and scripting languages.
This presentation will cover the lifecycle of developing a GBA console game under Debian GNU/Linux. Cross compilation with GCC, 3D modelling using Blender, graphical manipulation with GIMP, rolling your own mapping tool using Python and wxWindows, generating sound effects in Puredata, and tracking in the soundtrack with Soundtracker.
Chris McCormick is a hacker, musician, and 3d modelling hobbyist. He is the director of Pixelbox Networks Pty Ltd, a hosting company aimed at web developers, Hypercube Pty Ltd, a games development company, and works primarily doing freelance development work. He is lecturing five out of thirteen lectures for the unit 'Game design and programming' at Murdoch university this semester and tutoring the same course.
Previous speaking engagements include:
* Electrofringe festival in 2003 - talked about hacking game consoles to make music.
* Electrofringe festival in 2004 (end of this month) - will talk about chaos and complexity in audio feedback pathways.
* Independent game developers conference 2004 - Talked about 'looper advance' on the console hacking panel. Talked on the open source game engines panel. Talked on the gameboy advance development panel.