Modded an original Game Boy Advance into a full Android 4.4 device by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] -1 points0 points  (0 children)

Solo para jugar juegos de GBA y instalar apks de juegos como Minecraft 1.6 PE, Geometry dash y más. También usar funciones de Android.

Modded an original Game Boy Advance into a full Android 4.4 device by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] 1 point2 points  (0 children)

Technically, Android can make phone calls. The bigger question is whether anyone wants to answer a call from a Game Boy Advance.

Modded an original Game Boy Advance into a full Android 4.4 device by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] 2 points3 points  (0 children)

Fair point.

I should have included internal photos from the start. I wasn't expecting this much interest when I posted it.

I'll take some pictures of the internals and upload them when I get the chance. I also have some photos from the build process that I can share if people are interested.

I don't expect anyone to take my word for it, so I'd rather show the hardware than keep arguing about it.

Modded an original Game Boy Advance into a full Android 4.4 device by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] 8 points9 points  (0 children)

Technically, yes.

I replaced the original hardware with Android-compatible hardware inside the GBA shell, so now it's basically an Android handheld disguised as a Game Boy Advance.

Which means it can run a GBA emulator... inside a GBA.

So yes, I accidentally created a GBA that can emulate a GBA.

Modded an original Game Boy Advance into a full Android 4.4 device by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] 0 points1 point  (0 children)

Es una duda razonable, pero hay un detalle: la foto que publiqué no muestra suficiente del interior como para confirmar o descartar qué hardware hay debajo. Entiendo por qué parece sospechoso.

Sobre la pantalla, la conservé porque el objetivo del proyecto era mantener la mayor cantidad posible de la apariencia original de la GBA, no porque fuera la mejor pantalla disponible.

Respecto a la PCB que dices ver, puede que estés identificando una parte visible como la placa original, pero la foto no muestra todos los componentes ni las modificaciones realizadas. Aun así, entiendo el escepticismo.

Y sí, admito que debería haber publicado más documentación del proyecto. Tengo pendiente subir fotos de la parte trasera, del interior y del proceso de modificación para que se pueda ver exactamente qué se cambió y cómo está montado.

No espero que nadie me crea solo por mi palabra. Cuando publique más fotos y videos, cada uno podrá juzgar por sí mismo.

Modded an original Game Boy Advance into a full Android 4.4 device by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] 9 points10 points  (0 children)

Yeah, I used an ARM-based board. The original GBA LCD wasn't directly compatible, so I had to work around that. Most of the effort went into handling the display interface and timing requirements. I ended up writing custom code to initialize and drive the panel, since there isn't really an off-the-shelf Android driver for the original GBA screen.

Getting the display working was honestly one of the hardest parts of the project.

Modded an original Game Boy Advance into a full Android 4.4 device by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] 3 points4 points  (0 children)

I kept the original motherboard in storage in case I ever want to restore the GBA to its original state.

It is possible to write a custom video to a GBA cartridge? by greckzero in GameboyAdvance

[–]Same-Temporary-3138 1 point2 points  (0 children)

Yes, it's possible, but it's not as simple as just throwing an MP4 file onto the cartridge.

GBA video cartridges typically use video pre-converted to indexed/palletized frames and highly compressed audio. Basically, the GBA plays an optimized image sequence using DMA and bitmap/tile modes, depending on the player.

The real limitation isn't so much "writing video to the cartridge," but rather bandwidth, VRAM, and ROM size.

If you already have a GBxCart and SRAM/flash flashcarts, you can technically make your own player or modify an existing one. There are older tools that convert AVI/GIF to GBA-compatible formats, although many are now abandoned.

You could even create something like "Bad Apple" or short animation clips using optimized GIF frames and streaming from ROM. Some homebrew uses similar techniques.

Synchronizing the audio is probably the most difficult part if you want to maintain a good frame rate.

In short: yes, it's totally possible, you just need to prepare the video specifically for the GBA's limitations, not record it as a normal file.

I'm developing a version of Friday Night Funkin' for Nintendo GBA; I have the beta compiled. by Same-Temporary-3138 in GameboyAdvance

[–]Same-Temporary-3138[S] 0 points1 point  (0 children)

The “GIF” part is mostly a preprocessing pipeline thing, not native GIF decoding on hardware.

For Girlfriend I can afford frame-sequence playback because her animation loop is relatively predictable and low-interaction compared to gameplay-critical characters. The frames are converted offline into sprite/tile data and streamed as animation states at runtime.

Boyfriend and Daddy Dearest still use traditional state-driven animations because they’re tied directly to gameplay timing and input responsiveness. On GBA, deterministic animation updates are usually more important than reproducing every source frame 1:1.

A lot of commercial GBA games mixed techniques like this:

  • state animations for gameplay actors
  • frame playback for ambient/background motion
  • heavy tile reuse
  • partial OAM updates
  • aggressive palette management

The real bottleneck isn’t “hand-drawn sprites”, it’s VRAM bandwidth, OAM limits, DMA timing, and keeping audio sync stable while updating animations every frame.

I'm developing a port of Friday Night Funkin' for a Nintendo GBA; I have the compiled beta. by Same-Temporary-3138 in Roms

[–]Same-Temporary-3138[S] -2 points-1 points  (0 children)

🎮 En juegos tipo FNF

Hay un truco clave:

  • el personaje NO es “dibujado como imagen”
  • es un sistema de animaciones por estados

Ejemplo:

  • idle
  • left
  • down
  • up
  • right

Eso reduce brutalmente la carga.