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General | |
Author | Damian Yerrick |
Type | Demos |
Version | 0.03 |
License | zlib |
System | CGB, DMG |
Last Updated | 2018/05/12 |
Links | |
Download | |
Website | |
Source | |
Support Author | |
This is a port of an NES sprite demo by Damian Yerrick to the Game Boy using RGBDS.
Screenshots
Compatibility
Tested by the author on mGBA 0.7-5026-1a6b47a2 and Game Boy Color with an EverDrive GB X5.
Changelog
v0.03 2018/05/12
- Switch to de facto standard hardware.inc (requested by gbdev Discord members).
- makefile: Use target name for rgbfix instead of hardcoding hello.gb.
- Hide BG and sprites before game loop to avoid sprite garbage (reported by nitro2k01).
- Use palette registers instead of LCDC to hide BG and sprites for GBC friendliness (requested by ISSOtm).
- Fade out Nintendo logo while detecting Super Game Boy on DMG.
- Add GBC palette approximating that used by nrom-template on NES.
v0.02 2018/03/27
- Split into separate files paralleling those of nrom-template.
- Use RLA SBC A sign extension idiom (suggested by ISSOtm).
- Remove unnecessary and broken OAM clearing.
- Add optional zealous memory clearing to satisfy BGB exceptions.
- Add doc comments to most subroutines.
- lcd_*: Don't push HL so much.
- Put global variables and the DMA routine's run address under SECTION control.
- Try RSSET/RB to allocate local variables, nearly but not fully eliminating EQU allocation.
- Display frame count and initial A, B contents at top.
- Change frame count in vblank IRQ, and HALT until it changes.
- Explicitly mark MMIO port and local variable accesses as LDH because RGBDS lacks a counterpart to ca65 .importzp. What is this, NESASM? Ref.
- Add indentation correction to the build process.
- Change padding value to $FF.
- makefile: Add BGB as secondary emulator for "make debug".
v0.01 2018/03/22
- Initial release.
External links
- NesDev forums - https://forums.nesdev.org/viewtopic.php?t=17174