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Hello GB

From GameBrew
hello
Hellogb.png
General
AuthorDamian Yerrick
TypeDemos
Version0.03
Licensezlib
SystemCGB
Last Updated2018/05/12
Links
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Source
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This is a port of an NES sprite demo by Damian Yerrick to the Game Boy using RGBDS.

Screenshots

hellogb2.gif hellogb3.gif

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

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