_____ __ ____ ____ ___ ./_ /_ ./_/_. __ \__ )_. _\__.\ ___ / /_| ' /_/_| \/ |/ )_ / |_\_ | \/ /_ \_ | _/_) | _| / \ |_ ' | _/ _/ |__) \, |___) _/___\___/ |_/\__) \____|--|_____|--/____)----diP|_____|dS!---> - 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. - -\/-------------------------------\/- -