Nonogram game with 108 puzzles for the GBA
Download gba file from here and run in an emulator (mGBA recommended) or on an actual GBA
Tip
- Use nonogram_advance_v0.9.5_sram.gba on SRAM carts or things like EverDrive, or emulators
- Use nonogram_advance_v0.9.5_flash64.gba on 512KBit/64K Flash carts
https://shop.insidegadgets.com/product/gba-32mb-512kbit-flash-save-flash-cart/
First follow instructions at https://agbrs.dev/book/setup/getting_started.html
cargo run
(runs in mGBA)
cargo test
(runs in mGBA)
agb-gbafix target/thumbv4t-none-eabi/release/nonogram_advance -o nonogram_advance.gba
- agb
- https://agbrs.dev/
- Framework for running rust on GBA
- mGBA
- https://mgba.io/
- Testing
- aseprite
- https://www.aseprite.org/
- Creating backgrounds and sprites
- abyssbox
- https://choptop84.github.io/abyssbox-app/
- Creating music and sound effects
- audacity
- https://www.audacityteam.org/
- Editing/encoding music
- Nongram solver
- https://cirociampaglia.altervista.org/UPLOADS/nonogram_solver.html
- Used to verify correctness of puzzles
- Macros (
include_aseprite,include_wav, etc) should be in a separate module as they seriously affect IDE syntax checking/linting speed - The sum of row clues should generally match the sum of column clues
- Small puzzles (6x6, 8x8) have their sprites doubled, but this allows for 'subpixel' detailing (see 8x8 potion)
- Don't make diagonal puzzles
- Scene management
- enum of scenes instead of box
- Stack of scenes
- Issues: vram gets used up, solution might be to create backgrounds/sprites on init and drop backgrounds when backgrounded
- Save structure
- BGM across multiple scenes
- Less repetitive sound setting checks (global sfx enabled check?)
- Unit testing without needing mgba
- How palettes are generated
- Buzzing on music


