Hey there, MrMr[iCE] here with a neat little christmas demo I whipped up on xmas eve.

In case your wondering what da hell this file is, its a Gameboy Advance rom file. In order to run it:

1) If you have a Gameboy Advance, and a special cable called the MBV2 (lik-sang.com sells them), you can
   upload the file directly to the unit and view the demo as it was intended.

2) Download an emulator. Visualboy Advance is my weapon of choice. http://vboy.emuhq.com/downloads.shtml, get
   the windows version.

If developing for the gameboy advance excites you, turns you on, gives you a woodie, whatever, come see me on irc,
#gbadev channel on any EFNet server. Before you take on any kind of gba development, please, do not bother me with 
C related questions. Knowledge of C, handling pointers, arrays, and some graphics programming experience is a must
if you plan on doing any serious development for this console. Theres also tons of information available online for 
gba development.

Good places to start learning the internals of the GBA:
     http://gbadev.org		<- Home of a big gba development community. Lots of public domain roms 
 				   and source code. Also host of a developers forum, and several user webpages.
     http://devrs.com/gba	<- Another repository for development, has a very good FAQ on compiling, 
				   dev kits, and hardware spec documents on the GBA
     http://thepernproject.com	<- excellent tutorial pages, most of what I've learned about the gba started here.


For gba devkits, theres:
   ARM SDT, which is not free (but supposedly the best compiler suited for ARM cpus)

   DevKit Advance, a gnu based package. This is what I used for the xmas demo, and all other projects I've worked
	on for the GBA. Theres even a page that shows how to integrate gcc projects with Visual Studio.

   Goldroad, a standalone assembler for gba roms. This compiles assembly code only, and it does not generate binaries
	compatible with GCC or arm sdt...only the hardcore, criminally insane coders use this.
