Simple CLI for converting Tiled maps to data the Game Boy Advance understands. Special thanks to Jasper Vijn for providing a great tutorial on GBA development!
You can download binary releases here.
Tiled2GBA can generate both compilable C code and appendable binary data. The latter is recommended (no need to recompile your project for changes in assets), and can be used with GBFS in order to access it.
Simply call Tiled2GBA from your command prompt, and provide a map.tmx and map.c map.h as
input and output parameters respectively.
For example, Tiled2GBA assets/map.tmx src/map.c src/map.h would output compilable C code
into the src folder.
Call Tiled2GBA from your command prompt with the --binary option, and provide a map.tmx and map.bin as
input and output parameters respectively.
For example, Tiled2GBA assets/map.tmx assets/map.bin --binary would output appendable binary data
into the assets folder.
You can use the --help command for more information.
This project is divided in two subfolders: converter for converting Tiled files, and player for playing the converted maps on the GBA.
The converter comes with a handy CMake file. Building the converter is done by going into the converter folder and executing the following commands:
mkdir buildcd buildcmake ..make
This should result in a cute little Tiled2GBA binary.
The player contains a gbaMap library in its lib folder, which you can use for your own gba projects. Both the player as the library come with a handy make file. Builing the player and its libraries is done by going into the player folder and executing one of the two commands:
make no-contentto make the player without any map data.maketo make the player with map data in thedatafolder appended.
You should have a GBA rom now.
Contributions are always welcome! You can make a contribution by:
- Creating an issue, be sure your contribution has not been claimed by somebody else!
- Forking the project.
- Creating a pull-request to merge your solution back into the develop branch of this repository.
The develop branch is meant for in-development unstable releases, whilst the master branch is meant for stable production-ready releases.
All source files are protected under the MIT Licence, except for the included external libraries. The used libraries are open-source, but please read their included licenses for their specific terms and conditions.