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  • I made a tileset and make a tilemap using DarthTME (NTME works as well) then I insert the tileset and the raw at UNLZ and edit the pallete of the background.
    I can't use yours! never! I could use the 2nd row of houses or the trees but I can never use the mart etc etc.
    xWhyNotx try making your own designs? I like the trees in crono. Those in this video are nice too:
    7_ft98HbKds
    maybe sometime in the near future, I could use those that you haven't used. I especially like your newly added trees, but I prefer 6-blocked ones. Could you make a series of them for me? :D
    DevKitARM, a subdivision of DevKitPro, is a good compiler that is widely supported for general GBA development, and as such, works great for compiling ASM. You can find a good guide to installation here. It's cross-platform, so it runs on Linux and Mac as well. Or you can use the assembler in my ZIP attachment for my tutorial.

    As for debugging, your best tools are VBA-SDL-H, as described in Hackmew's ASM Tutorial, and the VBA memory viewer/decompiler. For advanced decompiling, you could attempt to get your hands on IDA Pro. (I believe older versions are free, don't ask me for specifics though, I'm not sure.), and knizz has a great compilation of routines in his IDA file.
    It is alright, buddy! :] Seems like you're new to PC. Welcome. Hope you have tons of fun here! ;]
    Please use the 'pixel art' section and not the 'art gallery' section to post any work related to sprites and variations of pixel art from now onward. ;p
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