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I have an early-stage Game Boy Advance ROM that already boots and shows a proof-of-concept level. Now I’m ready to turn it into the full game I’ve envisioned. What I still need is solid programming work for all remaining gameplay systems plus the graphics/animation layer, and I want every routine structured so it can be inspected through a LUA console (e.g. mGBA/BizHawk scripting). Here is where you come in: • Expand and refine the core gameplay mechanics I’ve sketched out. Enemy AI, collision, item logic and level scripting still have to be built. • Integrate new sprite sheets, tile sets and animation frames that I will provide or commission during development, alongside brand-new character art and other assets. • Keep the codebase clean, well-commented in C / ASM (your choice), and expose hooks that a LUA script can access for debugging and modding. • Produce milestone builds on real hardware or accurate emulators so we can test performance early. I’m targeting a tight turnaround—ideally you can start right away and push frequent playable builds until we hit the final ROM. Alongside the compiled .gba file, I’ll need the full source, makefiles and a short read-me explaining the LUA entry points. If you have shipped or modded GBA titles before and are comfortable with toolchains like devkitARM, Tonc, or agbcc, let’s talk and get this rolling ASAP.
Project ID: 40745024
49 proposals
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Active 5 days ago
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49 freelancers are bidding on average $1,152 USD for this job

As an adept Electrical Engineer with a focus on firmware developments, my skills align perfectly with your project needs. I boast extensive experience in handling various microcontrollers and embedded systems including, but not limited to STM32, ESP32, TI Tiva, NXP LPC, Raspberry Pi, Arduino among others. This knowledge base will ensure that I handle the integration of various gameplay systems with absolute precision. Moreover, I have meticulous attention to detail that allows me to produce clean code documented in C/ASM. This is further enhanced by my familiarity with toolchains such as devkitARM, Tonc, and agbcc - an aspect of the project which you specifically mentioned. Furthermore, my experience in IoT product engineering speaks volumes about my ability to anticipate and solve problems; a trait which proves a hundred percent relevant when turning a proof-of-concept into a functional system. An additional strength I bring to the table is my capacity to deliver milestone builds on real hardware or emulators for comprehensive performance testing. It's paramount for us to analyze the functionality early on as we turn your vision into reality and I am fully equipped to make that happen.
$1,500 USD in 45 days
8.2
8.2

Hi, I understand you already have a GBA ROM with a working proof-of-concept level, and now need the remaining gameplay systems turned into a complete, playable game. I can work on enemy AI, collision, item logic, level scripting, sprite and animation integration, and keep the code clear and easy to inspect. I can structure routines in C or C++ and add LUA-accessible hooks for debugging and modding through mGBA or BizHawk. I will also provide frequent test builds, help check performance on hardware or an accurate emulator, and deliver the final .gba file with source code, makefiles, and a short README covering the LUA entry points. My approach is to first review the current ROM and toolchain, then build the systems in small tested milestones so problems are found early. Which devkit and source setup are you currently using, and which gameplay system should be completed first? I can start by reviewing the existing project structure, build process, and current proof-of-concept level.
$1,500 USD in 12 days
7.3
7.3

Hello, I have carefully reviewed your requirements for completing an early-stage Game Boy Advance ROM into a fully playable game. I will expand the gameplay systems, implement enemy AI, collision, item logic and level scripting, while integrating your sprites, tiles and animations with clean C/ASM code and Lua-accessible debugging hooks. You will get: 1. Complete gameplay systems and mechanics 2. Enemy AI, collision and item logic 3. Level scripting and progression 4. Sprite, tile and animation integration 5. Lua-accessible debugging/modding hooks 6. Clean, well-commented source code 7. Frequent playable milestone builds 8. Real hardware/emulator testing 9. Final .gba, source, makefiles and Lua documentation 10. Completed NDA & IP agreement I will discuss the existing ROM, toolchain, milestones and turnaround based on your requirements. Available to start immediately. Come inbox & let’s get started. Best regards, Sohaib Pasn Games
$2,500 USD in 35 days
6.8
6.8

Having almost a decade of experience in the software development realm, I am excited to bring my expertise to the creation of your Game Boy Advance ROM. My adeptness in C and C++ programming languages, alongside my extensive background in game development will prove invaluable as we expand and refine your gameplay mechanics. Your core needs such as enemy AI, collision detection, item logic and level scripting are areas where I have proven my mettle many times over. Moreover, I not only understand the importance but also excel at clean and well-commented code. Your LUA console request is something that few candidates can fulfill, but having already worked with several popular interfaces like mGBA and BizHawk scripting, this won't be an issue for me. I can guarantee you a lucidly documented codebase with sensible hooks for easy debugging and potential modding. On top of that, my previous experience with GBA titles and comfort using toolchains including devkitARM, Tonc and agbcc ensure an efficient turnaround time for your project. And let's not forget about my ability to produce milestone builds on real hardware or accurate emulators to test performance early on. So let's collaborate! With me leading the technical front, you'll quickly see your vision realized through a robust game that not only delivers at the fundamental level but also leaves room for future revisions.
$1,001 USD in 4 days
6.2
6.2

Hi, I can extend the existing GBA ROM from its current proof-of-concept into a structured gameplay codebase, covering enemy AI, collision, items, level scripting, sprite/tile integration and animation while keeping performance suitable for the hardware. I’d use C with devkitARM where practical, with ASM only where low-level optimisation is justified, and expose stable memory/state hooks that can be inspected through mGBA Lua scripting. mGBA supports Lua access to emulator memory, registers and frame callbacks, which fits the requested debugging workflow. Question 1: Can you provide the current ROM/source repository and confirm which GBA toolchain the existing project uses? Question 2: What are the first gameplay systems and level milestones you want implemented from the current prototype? Regards, Houssame.
$750 USD in 15 days
5.6
5.6

I’d begin by defining a stable WRAM debug map and Lua-facing hooks for mGBA/BizHawk, so enemy state, collision flags, item data, and level-script events are inspectable from the first playable build. I can take the existing booting ROM through the remaining gameplay systems and graphics/animation integration in C with focused ARM/Thumb ASM only where profiling warrants it. The delivery in 30 days is a playable final .gba ROM, complete source, makefiles, and a concise README covering the Lua entry points. I’ll build the engine in milestones: collision/entity framework first, then AI, items and scripted levels, followed by tiles, sprites, animation, and performance passes on mGBA plus hardware-accurate emulation. Is the current proof-of-concept ROM already built with devkitARM/Tonc, or does it use another toolchain? Muhammad Saad
$750 USD in 30 days
5.5
5.5

I can help turn your bootable GBA proof of concept into a complete, testable game while keeping the codebase maintainable and inspection-friendly. I’ll implement the remaining gameplay systems, including enemy AI, collision, item logic, level scripting, and state management, then integrate your sprite sheets, tilesets, animation frames, and new assets into the ROM pipeline. I can structure routines in C, ASM, or a practical combination, with clear comments and Lua-accessible hooks for debugging, runtime inspection, and modding through tools such as mGBA or BizHawk. Development can proceed through frequent playable milestone builds, tested in accurate emulators and, where available, on real GBA hardware. Alongside the final .gba build, I’ll provide the complete source, makefiles, and concise documentation covering the Lua entry points and build workflow. I’ll prioritize a clean architecture from the existing prototype so new systems remain easy to test, extend, and tune throughout production.
$1,250 USD in 4 days
5.2
5.2

Transforming your proof-of-concept into a full Game Boy Advance game requires a structured approach to expand your gameplay mechanics. My experience with GBA development, particularly in refining enemy AI and collision systems, aligns perfectly with your needs. I prioritize clean, well-documented code in C, ensuring every routine is accessible through a LUA console for debugging and modding. I’ll work closely with the assets you provide, integrating new sprite sheets and animations seamlessly. Regular milestone builds will allow us to test performance on real hardware, ensuring we stay on track for your tight turnaround. What specific gameplay mechanics are you most eager to refine first? Junaid
$750 USD in 7 days
4.0
4.0

Hi, there. "GBA FULL GAME DEVELOPMENT" - you already have a bootable proof of concept, so the priority is turning it into a complete, testable game with solid gameplay systems, graphics integration and Lua-accessible debugging hooks. I can extend the existing C/ASM codebase with enemy AI, collision, item logic and level scripting, while integrating your sprite sheets, tilesets, animations and new assets. I will keep the routines modular and documented, expose useful state/functions through the mGBA/BizHawk Lua workflow, and provide frequent playable builds for emulator and hardware testing. Final delivery will include the .gba ROM, complete source, makefiles and Lua entry-point documentation. Can you share the current source tree and proof-of-concept ROM so I can assess the existing architecture before development? Looking forward to working with you.
$750 USD in 7 days
3.2
3.2

I understand you want your Game Boy Advance proof of concept turned into a full game, with enemy AI, collision, items and level scripting built out, your new sprites, tiles and animations added in, clean commented code with hooks a Lua script in mGBA or BizHawk can read for debugging and modding, and frequent playable builds until the final ROM. I have experience on GBA homebrew in C with devkitARM and libtonc, building sprite and tile engines with OAM and DMA, fixed-point collision and enemy state machines, and exposing game state at fixed memory addresses with symbol maps so Lua scripts can watch and change it easily, tested on mGBA and real hardware. I can start work right away and contact me to discuss more details. Thanks. Smit
$750 USD in 7 days
2.6
2.6

Hello there, I’m excited about the opportunity to help develop your Game Boy Advance ROM into the full game you envision. I have a strong background in programming for retro platforms, including GBA, and have experience working with devkitARM and related toolchains. My previous projects involved refining gameplay mechanics, implementing enemy AI, and creating smooth collision systems, which aligns perfectly with your needs. I will ensure the codebase remains clean and well-commented, exposing LUA hooks for easy debugging and modding. Incorporating your sprite sheets and animations is something I’m eager to tackle, as I understand the importance of visual fidelity in your game. I can produce milestone builds quickly so we can test performance and gameplay regularly on both real hardware and emulators. Let’s discuss your vision in detail and outline the project scope together. I’m ready to start right away and push frequent playable builds to keep the momentum going. Thank you for your time, Ihsan.
$1,125 USD in 7 days
2.4
2.4

Making every routine readable from a Lua console in mGBA or BizHawk is something I'd plan for from the first line of gameplay code, not add at the end. I'd start by reading your proof-of-concept level and getting one enemy with collision running, with its state exposed to Lua. From there I'd push playable builds often so you can test performance early, then add items and level scripting on the same structure, with fixes along the way and support after handover. Is your project set up with devkitARM and C, or is the current code mostly assembly? Send the ROM and source over here whenever suits you and I'll look it over. Sela
$950 USD in 7 days
0.0
0.0

Hi there! The main challenge is taking the existing GBA proof of concept and turning it into a complete playable game with stable gameplay, graphics, animation, and debugging support. Frequent builds are also important so performance issues can be caught early. I have experience with C, C++, Lua, game programming, gameplay systems, collision logic, AI, animation, and debugging workflows. I can work with retro game development concepts and structured code designed for testing and future expansion. I will build the remaining gameplay systems including enemy AI, collision, item logic, and level scripting. I will integrate the supplied sprites, tiles, and animations while keeping the code clean and documented. I will also expose useful Lua-accessible hooks for debugging and modding, and provide regular emulator or hardware test builds. check our work https://www.freelancer.com/u/ayesha86664 Are you currently using devkitARM, agbcc, or another GBA toolchain? Let me know if you’re interested & we can discuss it. Best Regards Ayesha
$750 USD in 3 days
0.0
0.0

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