Good luck with your development!
Based on instructions I found on the internet:
1. Getting started with SDK
go to:
https://devkitpro.org/
Download: devkitPro pacman installer
In devkitPro MSYS2 terminal run:
sudo dkp-pacman -Syu
sudo dkp-pacman -S gp32-dev
Restart the terminal run the following to clone the repo with demo's:
git clone
https://github.com/devkitPro/gp32-examples
Build the demo files with this command:
cd gp32-examples/some_example && make
Some other sources:
https://dl.openhandhelds.org/cgi-bin/gp32.cgi?cat=19,0,0,0,19
2. Sprites from GIF
You cannot directly convert gif to sprites, but you can use Gimp to convert a GIF to a BMP: In GIMP select Image -> Decompose to layers.
For each frame resize to 32x32 pixels and export them as a 16-bit BMP.
In GP32 tools you can use bmp2bin or bin2c to binary or hex. There is some way to embed BMP in the FXE by using fxebuild.
Hello, I'm just starting coding for my GP32 which I love. But I'm getting stuck when I want to convert a BMP to C and then compile it with Mirko's SDK.
I've tried with Daltos' converter as follows
imageconverter -o fondo.c -h fondo.bmp
then I edit the Makefile and to the OBJ sectino add fondo.o but it's not working, I can't figure how to make that work, I hope anybody can help me. I couldnt' do it like ./bmp2raw because I'm using Windows.
It says Error Stray \255 , I've also tried doing that with the C option but it doesn't work.
Thanks to all for reading me, I hope somebody can...
How would i make some sprites and make them compatible with the gp32?
www.pyra-handheld.com
3. Sound
In libmirko are some audio functions:
//init audio
gp_initSound(44100, 16, 1); // freq, bits, stereo
//Sample
#define REF_NAME 0
extern u8 demoaudio[]; //generate with adpcmenc
extern u32 demoaudio_len;
gp_addSample(REF_NAME, demoaudio, shoot_adpcm_len, 44100, 16, 0);
gp_playSample(REF_NAME, 255, 128, 0); // volume=255, pan=128 (center)
//MOD
extern u8 music_mod[]; //convert .mod to array using raw2c or bin2c
extern u32 music_mod_len;
gp_startModfile(music_mod, music_mod_len, 1); // 1 = loop forever
//end
gp_stopMod();
gp_resetSound();