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Karloff by Spectrox

                                                                               
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                               - K A R L O F F -


                              a gruesome GBA Demo
                       by Spectrox at MountainBytes 2026



                   Code, Logo, Font ............... Olympian
                   Graphics  ....................... Grimnir
                   Music ........................... Virgill
                   ASCII ......................... Dipswitch



                This is our small contribution to MountainBytes
                2026 and this year's horror theme.

                It is my  (Olympian's)  first attempt at coding
                some  simple stuff on the Gameboy Advance and I
                had lots of fun with it :)
                Greets to  Heaven / DESiRE  for giving  me some
                pointers!

                I  also  designed  the  title  logo,  which was
                heavily inspired  by the  "Splatterhouse 2" box
                art.

                Many thanks to  Grimnir for  the fantastic work
                on  the  main graphics!  And of  course,  a big
                thank-you to  Virgill  for  delivering  another
                banger soundtrack!

                As always, you can find all the source code and
                assets  on  GitHub: https://github.com/olymp14n


                                      ...


                # spectrox-karloff-real.gba

                Intended for  real hardware.  Best played on  a
                GBA SP  with a  backlit AGS-101  screen or on a
                Nintendo DS / DS Lite.
                Original GBA and AGS-001 GBA SP models  are not
                recommended due to low screen brightness.


                # spectrox-karloff-emu.gba

                Intended  for  emulation.   I  found  that  the
                timings were a bit off when playing the demo on
                emulators, probably because of the audio buffer
                settings.  So I tried to compensate for that in
                this  version.  It  is  only  a  best guess. In
                mGBA an  audio  buffer of 1024  seems  to  work
                fine. In  VisualBoyAdvance-M  I  got  the  best
                results by setting the number  of sound buffers
                to 2.

                Tested on Windows with mGBA, VisualBoyAdvance-M
                NanoBoyAdvance and no$gba.


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