romdevtools 0.28.0 → 0.29.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +51 -41
- package/CHANGELOG.md +46 -0
- package/README.md +3 -3
- package/examples/README.md +7 -7
- package/examples/atari2600/templates/platformer.asm +1225 -332
- package/examples/atari2600/templates/puzzle.asm +1056 -0
- package/examples/atari2600/templates/racing.asm +906 -275
- package/examples/atari2600/templates/shmup.asm +1031 -239
- package/examples/atari2600/templates/sports.asm +1135 -253
- package/examples/atari7800/templates/platformer.c +991 -156
- package/examples/atari7800/templates/puzzle.c +1091 -148
- package/examples/atari7800/templates/racing.c +952 -124
- package/examples/atari7800/templates/shmup.c +812 -134
- package/examples/atari7800/templates/sports.c +820 -184
- package/examples/c64/templates/platformer.c +879 -164
- package/examples/c64/templates/puzzle.c +855 -178
- package/examples/c64/templates/racing.c +873 -97
- package/examples/c64/templates/shmup.c +757 -161
- package/examples/c64/templates/sports.c +755 -100
- package/examples/gb/templates/platformer.c +841 -179
- package/examples/gb/templates/puzzle.c +986 -246
- package/examples/gb/templates/racing.c +754 -174
- package/examples/gb/templates/shmup.c +673 -175
- package/examples/gb/templates/sports.c +790 -159
- package/examples/gba/templates/platformer.c +626 -165
- package/examples/gba/templates/puzzle.c +519 -269
- package/examples/gba/templates/racing.c +511 -206
- package/examples/gba/templates/shmup.c +564 -179
- package/examples/gba/templates/sports.c +454 -174
- package/examples/gbc/templates/platformer.c +944 -180
- package/examples/gbc/templates/puzzle.c +363 -109
- package/examples/gbc/templates/racing.c +884 -180
- package/examples/gbc/templates/shmup.c +821 -185
- package/examples/gbc/templates/sports.c +870 -162
- package/examples/genesis/templates/platformer.c +747 -129
- package/examples/genesis/templates/puzzle.c +694 -261
- package/examples/genesis/templates/racing.c +726 -203
- package/examples/genesis/templates/shmup.c +535 -142
- package/examples/genesis/templates/sports.c +495 -158
- package/examples/gg/templates/platformer.c +880 -215
- package/examples/gg/templates/puzzle.c +875 -216
- package/examples/gg/templates/racing.c +915 -172
- package/examples/gg/templates/shmup.c +714 -191
- package/examples/gg/templates/sports.c +732 -129
- package/examples/lynx/templates/platformer.c +604 -69
- package/examples/lynx/templates/puzzle.c +498 -158
- package/examples/lynx/templates/racing.c +538 -102
- package/examples/lynx/templates/shmup.c +458 -131
- package/examples/lynx/templates/sports.c +496 -72
- package/examples/msx/platformer/main.c +649 -162
- package/examples/msx/puzzle/main.c +742 -240
- package/examples/msx/racing/main.c +669 -178
- package/examples/msx/shmup/main.c +460 -178
- package/examples/msx/sports/main.c +592 -126
- package/examples/nes/templates/platformer.c +589 -171
- package/examples/nes/templates/puzzle.c +563 -242
- package/examples/nes/templates/racing.c +502 -208
- package/examples/nes/templates/shmup.c +339 -145
- package/examples/nes/templates/sports.c +341 -183
- package/examples/pce/platformer/main.c +874 -205
- package/examples/pce/puzzle/main.c +802 -287
- package/examples/pce/racing/main.c +783 -208
- package/examples/pce/shmup/main.c +638 -212
- package/examples/pce/sports/main.c +586 -169
- package/examples/porting-across-platforms/README.md +1 -1
- package/examples/sms/templates/platformer.c +762 -177
- package/examples/sms/templates/puzzle.c +752 -212
- package/examples/sms/templates/racing.c +808 -145
- package/examples/sms/templates/shmup.c +599 -162
- package/examples/sms/templates/sports.c +630 -122
- package/examples/snes/templates/music_demo.c +7 -0
- package/examples/snes/templates/platformer-data.asm +123 -24
- package/examples/snes/templates/platformer-hdr.asm +57 -0
- package/examples/snes/templates/platformer.c +586 -165
- package/examples/snes/templates/puzzle-data.asm +116 -21
- package/examples/snes/templates/puzzle-hdr.asm +57 -0
- package/examples/snes/templates/puzzle.c +614 -235
- package/examples/snes/templates/racing-data.asm +390 -32
- package/examples/snes/templates/racing-hdr.asm +57 -0
- package/examples/snes/templates/racing.c +807 -196
- package/examples/snes/templates/shmup-data.asm +87 -29
- package/examples/snes/templates/shmup-hdr.asm +57 -0
- package/examples/snes/templates/shmup.c +459 -198
- package/examples/snes/templates/sports-data.asm +48 -2
- package/examples/snes/templates/sports-hdr.asm +57 -0
- package/examples/snes/templates/sports.c +414 -163
- package/package.json +1 -1
- package/src/host/LibretroHost.js +59 -1
- package/src/http/tool-registry.js +11 -11
- package/src/mcp/tools/cheats.js +2 -1
- package/src/mcp/tools/frame.js +3 -2
- package/src/mcp/tools/index.js +3 -3
- package/src/mcp/tools/input.js +5 -4
- package/src/mcp/tools/lifecycle.js +6 -4
- package/src/mcp/tools/platform-docs.js +1 -1
- package/src/mcp/tools/preview-tile.js +6 -2
- package/src/mcp/tools/project.js +1098 -130
- package/src/mcp/tools/rom-id.js +5 -1
- package/src/mcp/tools/run-until.js +4 -2
- package/src/mcp/tools/snippets.js +6 -6
- package/src/mcp/tools/sprite-pipeline.js +14 -2
- package/src/mcp/tools/state.js +2 -1
- package/src/mcp/tools/tile-inspect.js +8 -1
- package/src/mcp/tools/toolchain.js +12 -1
- package/src/mcp/tools/watch-memory.js +4 -3
- package/src/observer/bus.js +73 -0
- package/src/observer/livestream.html +4 -2
- package/src/observer/tool-wrap.js +17 -14
- package/src/platforms/atari7800/MENTAL_MODEL.md +5 -5
- package/src/platforms/atari7800/TROUBLESHOOTING.md +5 -5
- package/src/platforms/c64/MENTAL_MODEL.md +11 -4
- package/src/platforms/c64/TROUBLESHOOTING.md +13 -0
- package/src/platforms/gb/MENTAL_MODEL.md +3 -3
- package/src/platforms/gb/TROUBLESHOOTING.md +61 -8
- package/src/platforms/gb/lib/c/README.md +10 -11
- package/src/platforms/gb/lib/c/gb_crt0.s +27 -3
- package/src/platforms/gb/lib/c/patch-header.js +13 -3
- package/src/platforms/gba/MENTAL_MODEL.md +4 -4
- package/src/platforms/gba/TROUBLESHOOTING.md +3 -3
- package/src/platforms/gba/lib/c/gba_sfx.c +40 -0
- package/src/platforms/gba/lib/c/gba_sfx.h +10 -0
- package/src/platforms/gbc/MENTAL_MODEL.md +4 -4
- package/src/platforms/gbc/TROUBLESHOOTING.md +4 -4
- package/src/platforms/gbc/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gbc/lib/c/README.md +10 -11
- package/src/platforms/gbc/lib/c/gb_crt0.s +26 -3
- package/src/platforms/gbc/lib/c/patch-header.js +13 -3
- package/src/platforms/genesis/MENTAL_MODEL.md +3 -3
- package/src/platforms/genesis/TROUBLESHOOTING.md +2 -2
- package/src/platforms/gg/MENTAL_MODEL.md +4 -4
- package/src/platforms/gg/TROUBLESHOOTING.md +3 -3
- package/src/platforms/gg/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gg/lib/c/joypad_read.c +29 -0
- package/src/platforms/lynx/MENTAL_MODEL.md +1 -1
- package/src/platforms/lynx/TROUBLESHOOTING.md +3 -3
- package/src/platforms/msx/MENTAL_MODEL.md +5 -5
- package/src/platforms/msx/TROUBLESHOOTING.md +2 -2
- package/src/platforms/msx/lib/c/msx_hw.h +1 -0
- package/src/platforms/msx/lib/c/msx_vdp.c +25 -0
- package/src/platforms/nes/MENTAL_MODEL.md +2 -2
- package/src/platforms/nes/lib/c/nes_runtime.c +149 -34
- package/src/platforms/nes/lib/c/nes_runtime.h +34 -1
- package/src/platforms/pce/MENTAL_MODEL.md +5 -5
- package/src/platforms/pce/TROUBLESHOOTING.md +1 -1
- package/src/platforms/pce/lib/c/pce_hw.h +11 -0
- package/src/platforms/pce/lib/c/pce_video.c +32 -0
- package/src/platforms/sms/MENTAL_MODEL.md +6 -6
- package/src/platforms/snes/MENTAL_MODEL.md +2 -2
- package/src/platforms/snes/TROUBLESHOOTING.md +40 -1
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.cfg +13 -8
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.crt0.s +58 -5
- package/src/toolchains/cc65/presets/nes/chr-rom.crt0.s +52 -3
- package/src/toolchains/cc65/presets/pce/rom32k.cfg +52 -0
- package/src/toolchains/index.js +27 -11
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@@ -174,7 +174,7 @@ pokes the BG map "whenever the state changes" will have SOME of those pokes
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land mid-frame and vanish: stale cells, a piece that visually lags the
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logical grid, glitches that move around as code timing shifts.
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The robust pattern (used by the bundled puzzle
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The robust pattern (used by the bundled puzzle example games):
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1. **COLLECT** — during the frame, don't touch VRAM. Append (addr, tile)
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pairs to a small RAM queue whenever game state changes a cell.
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land mid-frame and vanish: stale cells, a piece that visually lags the
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logical grid, glitches that move around as code timing shifts.
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The robust pattern (used by the bundled puzzle
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The robust pattern (used by the bundled puzzle example games):
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1. **COLLECT** — during the frame, don't touch VRAM. Append (addr, tile)
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pairs to a small RAM queue whenever game state changes a cell.
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If you must write outside that structure, turn the LCD off first (only
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acceptable during init/load screens — mid-game it flashes white).
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## "My HUD scrolls with the background" / "the window ate the bottom of my screen"
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The window layer (WX/WY + LCDC bit 5) is the GB's fixed-HUD mechanism: it has
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no scroll registers, always draws its own map from (0,0) pinned to the screen,
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on top of the BG. Three rules, all demonstrated in the shmup example
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(`examples/gb/templates/shmup.c`, "HARDWARE IDIOM: window-layer HUD"):
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- **WX is screen X plus 7.** `WX=7` is the left edge. WX 0-6 produces real
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DMG pixel-pipeline glitches; WX ≥ 167 pushes the window off-screen.
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- **The window has no height register.** From the first line it covers (WY)
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it owns EVERY line to the bottom of the frame, full width from WX. That's
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why GB HUDs live at the BOTTOM of the screen (`WY = 128` → lines 128-143 =
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HUD, lines 0-127 = scrolling playfield). A top HUD needs a mid-frame
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STAT/LYC interrupt to turn LCDC bit 5 back off — a different, fragile
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idiom; don't fall into it by accident by setting WY=0.
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- **Sprites are NOT clipped by the window** — they draw on top of it. Despawn
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(or Y-clamp) everything before the HUD line, or your enemies fly across
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the score bar.
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Use a separate map for the window (LCDC bit 6 → $9C00) so it doesn't fight
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the BG's $9800 map.
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## "Hi-score doesn't persist" / save_ram is empty or all $FF
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Battery saves need BOTH halves:
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1. **The header must declare a battery cart.** The bundled `gb_crt0.s` emits
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`$0147 = $03` (MBC1+RAM+BATTERY) and `$0149 = $02` (8 KB) as real bytes,
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and the build's post-link header fix passes them through. The emulator
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sizes its SAVE_RAM region from those two bytes — type $00 (ROM-only)
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means no save_ram region at all, and writes to $A000 go nowhere.
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2. **Cart RAM is gated.** It boots DISABLED; writes are silently discarded
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until you write `$0A` to $0000-$1FFF (any address there — it's a mapper
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register, not memory). Write `$00` to the same range after saving
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(battery hygiene: an enabled RAM bank can corrupt at power-off on real
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hardware).
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Working pattern with magic + checksum (a fresh cart is $FF garbage — never
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trust raw bytes): shmup example, "HARDWARE IDIOM: battery SRAM". Verify
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headlessly: play to a score, force game over, `memory({op:'read',
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region:"save_ram"})` shows the record, and the hi-score still shows on the
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title after a hard reset (power cycle).
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## "Boot takes seconds" / a screen repaint visibly stalls the game
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The sm83 has no divide instruction. SDCC's software `%` / `/` costs ~700
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cycles per call — one `(r*7+c*5) % 11` in a 32×32 map fill is 2048 calls
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≈ 1.5 MILLION cycles ≈ a 1.5-second frozen boot (measured, not theoretical;
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the shmup example shipped exactly that for an hour). In any per-cell or
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per-frame loop, replace modulo patterns with running counters +
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subtract-on-overflow (see `paint_starfield` in the shmup example) and
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decimal score display with power-of-ten subtraction (`u16_to_tiles` there).
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A single `%` per event — e.g. per enemy spawn — is fine.
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## Debug recipes
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A few high-leverage tools you might not know exist:
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}
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```
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Cribbed from `examples/gbc/templates/tile_engine.c` —
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Cribbed from `examples/gbc/templates/tile_engine.c` — fork that
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example into a fresh game with:
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```js
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op: '
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template: "tile_engine",
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examples({
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op: 'fork',
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example: "gbc/tile_engine",
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name: "mygame",
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path: "/abs/path/to/dir",
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});
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# GB / GBC C runtime + headers
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These are the source files that back the GB/GBC C templates. They're
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**not** auto-injected at build time — `
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**not** auto-injected at build time — `examples({op:'fork', example:"gb/<name>" or
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"gbc/<name>", name, path})` copies them into your project directory so the
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project is self-describing. Build calls then point at your project's
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copy of these files via `sourcesPaths` / `includePaths` / `crt0Path`.
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Fixes up / overrides the header of an existing ROM on disk (title, cart
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type, ROM/RAM size, CGB flag, etc.).
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- `node patch-header.js out.gb` — standalone Node script, copied into
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every GB project by `
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every GB project by `examples({op:'fork'})`. Same logic, no MCP needed.
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- `rgbfix -v -p 0 out.gb` — what the build pipeline runs under the hood;
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RGBDS asm projects can invoke it directly.
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hardware, OAM DMA timing, joypad layout. Read this before your first
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GB/GBC project.
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##
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## Forking an example
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Bootstrap a working game-loop skeleton with `
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Bootstrap a working game-loop skeleton by forking an example with `examples({op:'fork'})`:
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```js
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op:
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path: "/abs/path",
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examples({
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op: 'fork',
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example: "gbc/tile_engine", // or "gbc/hello_sprite", or "gbc/default"
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name: "mygame",
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path: "/abs/path",
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})
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```
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nop
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jp init
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;; ─── Header bytes at $0104-$014F — host pipeline fills these
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;; ─── Header bytes at $0104-$014F — host pipeline fills most of these ─
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;; The logo / title / checksums are patched post-link (rgbfix in the
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;; build pipeline, or patch-header.js when rebuilding outside romdev).
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;; The CART TYPE and RAM SIZE bytes are DECLARED HERE as real bytes so
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;; the build's header fixup can read and preserve them:
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;;
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;; $0147 = $03 MBC1 + RAM + BATTERY
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;; $0149 = $02 8 KB external cart RAM at $A000-$BFFF
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;;
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;; This is what makes battery saves (persistent hi-scores) work: the
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;; emulator sizes its SAVE_RAM from these two bytes. The RAM is gated —
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;; games must write $0A to $0000-$1FFF before touching $A000 and write
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;; $00 after (see the SRAM idiom in the shmup example). Games that never
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;; touch $A000 are completely unaffected by the mapper declaration: a
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;; 32 KB image fits in MBC1 banks 0-1 exactly as it does in a ROM-only
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;; cart, and the MBC registers only react to ROM-area WRITES (which
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;;
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;; If you rebuild OUTSIDE romdev, keep these bytes: rgbfix flags are
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;; `-m 0x03 -r 0x02` (patch-header.js defaults to ROM-only — pass
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;; cartType/ramSize through patchGbHeader() if you script it).
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.area _HEADERe (ABS)
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.org 0x0104
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.
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.ds 0x43 ; $0104-$0146 logo/title/CGB flag/licensee/SGB (patched in)
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.org 0x0147
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.db 0x03 ; $0147 cart type: MBC1+RAM+BATTERY (see above)
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.db 0x00 ; $0148 ROM size (rgbfix -p recomputes)
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.db 0x02 ; $0149 RAM size: 8 KB
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.ds 0x06 ; $014A-$014F dest/licensee/version/checksums (patched in)
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;; ─── init: real boot code, lives in _CODE starting at $0150 ────────
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// runs a bundled rgbfix after every gb/gbc link — see the
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// "rgbfix (auto header fix)" line in build logs), so you only need this
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// script when rebuilding the project OUTSIDE romdev with stock SDCC and
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-
// no RGBDS installed. It's what keeps the
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+
// no RGBDS installed. It's what keeps the forked project self-contained.
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//
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// The bundled gb_crt0.s reserves $0100-$014F for the header window,
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// so the bytes patched in here land on actual cartridge-header
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const rom = new Uint8Array(readFileSync(inPath));
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-
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// Battery-cart passthrough: the bundled gb_crt0.s emits the cart-type and
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// RAM-size bytes EXPLICITLY ($0147=$03 MBC1+RAM+BATTERY, $0149=$02 8KB) so
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// battery hi-score saves work. Preserve a known battery-MBC declaration
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// instead of stomping it back to ROM-only; unknown/garbage bytes (a crt0
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// that left the header window as a .ds gap) still get the safe defaults.
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const BATTERY_TYPES = new Set([0x03, 0x06, 0x0F, 0x10, 0x13, 0x1B, 0x1E]);
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const declType = rom.length > 0x149 ? rom[0x147] : 0x00;
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const declRam = rom.length > 0x149 ? rom[0x149] : 0x00;
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const cartType = BATTERY_TYPES.has(declType) ? declType : 0x00;
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const ramSize = cartType !== 0x00 && declRam >= 0x01 && declRam <= 0x05 ? declRam : 0x00;
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patchGbHeader(rom, { cgb, cartType, ramSize });
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writeFileSync(outPath, rom);
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-
console.log(`patched ${inPath}${outPath !== inPath ? ` → ${outPath}` : ""} (${rom.length} bytes${cgb ? ", CGB" : ""})`);
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+
console.log(`patched ${inPath}${outPath !== inPath ? ` → ${outPath}` : ""} (${rom.length} bytes${cgb ? ", CGB" : ""}${cartType ? `, cart $${cartType.toString(16)}+RAM` : ""})`);
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}
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@@ -129,11 +129,11 @@ Sound FIFO states. See "MCP debug & inspection tooling" below for the rest of
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the live-debug loop (sprites / palette / background / cpu / breakpoint + the
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memory regions and disasm pipeline).
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-
**For
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+
**For starter-level sfx**, the libtonc runtime ships a minimal
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`gba_sfx.h` / `gba_sfx.c` pair (3 functions: `sfx_init`, `sfx_tone`,
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`sfx_noise`) that wraps the DMG-compatible APU directly. Same shape
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-
as the NES/GB
|
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-
the same. All 5 GBA genre
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+
as the NES/GB example sound API, so cross-platform game ports feel
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+
the same. All 5 GBA genre example games (shmup/platformer/puzzle/sports/
|
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racing) use it.
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138
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|
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## MCP debug & inspection tooling
|
|
@@ -210,7 +210,7 @@ the first call** (`irq_init(NULL)` + `irq_add(II_VBLANK, NULL)` with
|
|
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210
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libtonc — `irqInit(NULL)` + `irqEnable(IRQ_VBLANK)` with libgba).
|
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Without this, the BIOS halts the CPU forever waiting for an IRQ that
|
|
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never fires. ROM appears to compile + load but freezes on frame 1 —
|
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|
-
single most common GBA gotcha. Every bundled
|
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+
single most common GBA gotcha. Every bundled example does it; copy
|
|
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|
the pattern.
|
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215
215
|
|
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## Cart header format
|
|
@@ -36,7 +36,7 @@ installs the master handler + `irq_add(II_VBLANK, NULL)` registers a
|
|
|
36
36
|
no-op for vblank (just so the IRQ fires + the BIOS counter increments).
|
|
37
37
|
With libgba, `irqInit()` does both steps.
|
|
38
38
|
|
|
39
|
-
Every bundled R28
|
|
39
|
+
Every bundled R28 example (`tonc_hello`, `tonc_hello_sprite`, `shmup`,
|
|
40
40
|
`platformer`, `puzzle`, `sports`, `racing`) sets this up — copy the
|
|
41
41
|
pattern.
|
|
42
42
|
|
|
@@ -132,10 +132,10 @@ install promise but everything else still works.
|
|
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|
A deferred enhancement is to port libsysbase into our build so
|
|
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|
iprintf "just works."
|
|
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|
|
|
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|
-
## Adding sound to
|
|
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|
+
## Adding sound to your game
|
|
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136
|
|
|
137
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|
Both runtimes bundle `gba_sfx.h` + `gba_sfx.c` next to your `main.c`
|
|
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|
-
(courtesy of `
|
|
138
|
+
(courtesy of `examples({op:'fork'})`). The shape:
|
|
139
139
|
|
|
140
140
|
```c
|
|
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141
|
#include "gba_sfx.h"
|
|
@@ -76,6 +76,46 @@ void sfx_noise(u8 length_frames) {
|
|
|
76
76
|
REG_SND4FREQ = 0xC033;
|
|
77
77
|
}
|
|
78
78
|
|
|
79
|
+
/* ── background music: 16-step melody loop on channel 2 ─────────────
|
|
80
|
+
* Mirrors the Genesis/NES example pattern: games get continuous music
|
|
81
|
+
* for free by calling sfx_music_tick() once per frame. The melody is a
|
|
82
|
+
* gentle A-minor arpeggio at reduced envelope volume (0xA of 0xF) so
|
|
83
|
+
* one-shot SFX on channel 1 / noise on 4 read clearly over it.
|
|
84
|
+
* Note values are GBA 11-bit frequency codes: Hz = 131072/(2048-code),
|
|
85
|
+
* code = 2048 - 131072/Hz. 0 = rest. */
|
|
86
|
+
static const u16 music_code[16] = {
|
|
87
|
+
1452, 1548, 1651, 1750, /* A3 C4 E4 A4 */
|
|
88
|
+
1714, 1651, 1548, 0, /* G4 E4 C4 - */
|
|
89
|
+
1452, 1546, 1620, 1714, /* A3 C4 D4 G4 */
|
|
90
|
+
1651, 1548, 1452, 0, /* E4 C4 A3 - */
|
|
91
|
+
};
|
|
92
|
+
static u8 music_enabled = 1;
|
|
93
|
+
static u8 music_step, music_timer;
|
|
94
|
+
|
|
95
|
+
void sfx_music(u8 on) {
|
|
96
|
+
music_enabled = on;
|
|
97
|
+
music_step = 0;
|
|
98
|
+
music_timer = 0;
|
|
99
|
+
if (!on) REG_SND2CNT = 0x0000; /* zero envelope = silence now */
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
void sfx_music_tick(void) {
|
|
103
|
+
if (!music_enabled) return;
|
|
104
|
+
if (music_timer == 0) {
|
|
105
|
+
u16 code = music_code[music_step & 15];
|
|
106
|
+
if (code) {
|
|
107
|
+
/* vol 0xA, 50% duty, length 40/64 steps (~156ms) — the
|
|
108
|
+
* length-enable auto-silences before the next note so
|
|
109
|
+
* rests actually rest. */
|
|
110
|
+
REG_SND2CNT = (u16)(0xA080 | (64 - 40));
|
|
111
|
+
REG_SND2FREQ = (u16)(0xC000 | (code & 0x07FF));
|
|
112
|
+
}
|
|
113
|
+
music_step++;
|
|
114
|
+
}
|
|
115
|
+
music_timer++;
|
|
116
|
+
if (music_timer >= 10) music_timer = 0; /* 6 notes/sec at 60fps */
|
|
117
|
+
}
|
|
118
|
+
|
|
79
119
|
void sfx_off(void) {
|
|
80
120
|
REG_SNDSTAT = 0x0000;
|
|
81
121
|
}
|
|
@@ -42,6 +42,16 @@ void sfx_tone(u8 channel, u16 freq_period, u8 length_frames);
|
|
|
42
42
|
* length_frames: 1..63 (same scaling as sfx_tone). */
|
|
43
43
|
void sfx_noise(u8 length_frames);
|
|
44
44
|
|
|
45
|
+
/* ── background music ────────────────────────────────────────────────
|
|
46
|
+
* A 16-step square-wave melody loop on channel 2 (so keep one-shot SFX
|
|
47
|
+
* on channel 1 + noise on 4 and nothing fights for the channel).
|
|
48
|
+
* Call sfx_music_tick() once per frame from your main loop — it steps
|
|
49
|
+
* the melody. ON by default after sfx_init(); sfx_music(0) silences it.
|
|
50
|
+
* "No sound" feedback in playtests is nearly always a missing per-frame
|
|
51
|
+
* tick, not broken registers. */
|
|
52
|
+
void sfx_music(u8 on);
|
|
53
|
+
void sfx_music_tick(void);
|
|
54
|
+
|
|
45
55
|
/* Power down the APU. */
|
|
46
56
|
void sfx_off(void);
|
|
47
57
|
|
|
@@ -114,7 +114,7 @@ The CGB boot ROM checks header byte **`$0143`**:
|
|
|
114
114
|
- `$80` → CGB-enhanced mode (color works, DMG-compat fallback)
|
|
115
115
|
- `$C0` → CGB-only mode (refuses to boot on a DMG)
|
|
116
116
|
|
|
117
|
-
**Every bundled GBC
|
|
117
|
+
**Every bundled GBC example game is built with `$0143 = $80`** — `build({output:'rom'})`
|
|
118
118
|
/ `build({output:'run'})` set this automatically at build time when `platform:"gbc"`,
|
|
119
119
|
so a freshly built `.gbc` boots in color with no extra step. (Build it as
|
|
120
120
|
`platform:"gb"` instead and the flag stays `$00` → DMG green-shade mode,
|
|
@@ -197,12 +197,12 @@ inversion: `{a}`→A, `{b}`→B, `{start}`/`{select}`, plus the d-pad (spatial
|
|
|
197
197
|
east→A, west→B). So `input({op:'set', a: true})` presses GBC A as expected — unlike
|
|
198
198
|
the genesis_plus_gx platforms (Genesis/SMS/GG), there's no surprise here.
|
|
199
199
|
|
|
200
|
-
##
|
|
200
|
+
## Example games
|
|
201
201
|
|
|
202
|
-
All GB
|
|
202
|
+
All GB example games (`shmup`, `platformer`, `puzzle`, `sports`, `racing`,
|
|
203
203
|
`hello_sprite`, `tile_engine`) compile identically as GBC ROMs — the
|
|
204
204
|
bundled GB runtime is already CGB-aware (writes OCPD/OCPS for color).
|
|
205
|
-
The genre
|
|
205
|
+
The genre examples inherit from GB via `TEMPLATES.gbc = TEMPLATES.gb`;
|
|
206
206
|
the only differences at build time are:
|
|
207
207
|
|
|
208
208
|
- ROM extension: `.gbc` (vs `.gb`)
|
|
@@ -128,7 +128,7 @@ pokes the BG map "whenever the state changes" will have SOME of those pokes
|
|
|
128
128
|
land mid-frame and vanish: stale cells, a piece that visually lags the
|
|
129
129
|
logical grid, glitches that move around as code timing shifts.
|
|
130
130
|
|
|
131
|
-
The robust pattern (used by the bundled puzzle
|
|
131
|
+
The robust pattern (used by the bundled puzzle example games):
|
|
132
132
|
|
|
133
133
|
1. **COLLECT** — during the frame, don't touch VRAM. Append (addr, tile)
|
|
134
134
|
pairs to a small RAM queue whenever game state changes a cell.
|
|
@@ -149,7 +149,7 @@ sound channels or extra waveforms.
|
|
|
149
149
|
|
|
150
150
|
## "ROM size > 32 KB needed"
|
|
151
151
|
|
|
152
|
-
The bundled GBC
|
|
152
|
+
The bundled GBC example games all fit in 32 KB (single bank, no MBC).
|
|
153
153
|
For larger projects use an MBC (memory bank controller). MBC1 / MBC3
|
|
154
154
|
work in gambatte; set the `$0147` cartridge type byte accordingly.
|
|
155
155
|
romPatch({op:'gbHeader'}) doesn't set this — you write it from your asm/C.
|
|
@@ -159,11 +159,11 @@ romPatch({op:'gbHeader'}) doesn't set this — you write it from your asm/C.
|
|
|
159
159
|
Default GBC speed is the same as DMG (~4 MHz Z80). Double-speed mode
|
|
160
160
|
via KEY1 ($FF4D) doubles CPU but halves audio sample rate + breaks
|
|
161
161
|
cycle-counted code. Most homebrew leaves it off; if you need the
|
|
162
|
-
extra clocks, change the GB
|
|
162
|
+
extra clocks, change the GB example pattern to:
|
|
163
163
|
|
|
164
164
|
```c
|
|
165
165
|
KEY1 = 1; /* request speed switch */
|
|
166
166
|
__asm__("stop"); /* arm the switch (compiler-specific syntax) */
|
|
167
167
|
```
|
|
168
168
|
|
|
169
|
-
Not bundled in any
|
|
169
|
+
Not bundled in any example — use only if you've measured a need.
|
|
@@ -3,7 +3,7 @@
|
|
|
3
3
|
GBC shares its toolchain (SDCC sm83) + emulator (gambatte) + most
|
|
4
4
|
of the runtime (`gb_runtime.c`, `gb_crt0.s`, `patch-header.js`,
|
|
5
5
|
hUGEDriver) with DMG. The CGB tree (`src/platforms/gbc/`) holds
|
|
6
|
-
the color-aware
|
|
6
|
+
the color-aware example games; everything below is in lockstep with
|
|
7
7
|
the GB tree.
|
|
8
8
|
|
|
9
9
|
CGB-specific:
|
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
# GB / GBC C runtime + headers
|
|
2
2
|
|
|
3
3
|
These are the source files that back the GB/GBC C templates. They're
|
|
4
|
-
**not** auto-injected at build time — `
|
|
5
|
-
|
|
4
|
+
**not** auto-injected at build time — `examples({op:'fork', example:"gb/<name>" or
|
|
5
|
+
"gbc/<name>", name, path})` copies them into your project directory so the
|
|
6
6
|
project is self-describing. Build calls then point at your project's
|
|
7
7
|
copy of these files via `sourcesPaths` / `includePaths` / `crt0Path`.
|
|
8
8
|
|
|
@@ -32,7 +32,7 @@ didn't produce, or to override a field:
|
|
|
32
32
|
Fixes up / overrides the header of an existing ROM on disk (title, cart
|
|
33
33
|
type, ROM/RAM size, CGB flag, etc.).
|
|
34
34
|
- `node patch-header.js out.gb` — standalone Node script, copied into
|
|
35
|
-
every GB project by `
|
|
35
|
+
every GB project by `examples({op:'fork'})`. Same logic, no MCP needed.
|
|
36
36
|
- `rgbfix -v -p 0 out.gb` — what the build pipeline runs under the hood;
|
|
37
37
|
RGBDS asm projects can invoke it directly.
|
|
38
38
|
|
|
@@ -46,17 +46,16 @@ didn't produce, or to override a field:
|
|
|
46
46
|
hardware, OAM DMA timing, joypad layout. Read this before your first
|
|
47
47
|
GB/GBC project.
|
|
48
48
|
|
|
49
|
-
##
|
|
49
|
+
## Forking an example
|
|
50
50
|
|
|
51
|
-
Bootstrap a working game-loop skeleton with `
|
|
51
|
+
Bootstrap a working game-loop skeleton by forking an example with `examples({op:'fork'})`:
|
|
52
52
|
|
|
53
53
|
```js
|
|
54
|
-
|
|
55
|
-
op:
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
path: "/abs/path",
|
|
54
|
+
examples({
|
|
55
|
+
op: 'fork',
|
|
56
|
+
example: "gbc/tile_engine", // or "gbc/hello_sprite", or "gbc/default"
|
|
57
|
+
name: "mygame",
|
|
58
|
+
path: "/abs/path",
|
|
60
59
|
})
|
|
61
60
|
```
|
|
62
61
|
|
|
@@ -86,11 +86,34 @@
|
|
|
86
86
|
nop
|
|
87
87
|
jp init
|
|
88
88
|
|
|
89
|
-
;; ─── Header bytes at $0104-$014F — host pipeline fills these
|
|
89
|
+
;; ─── Header bytes at $0104-$014F — host pipeline fills most of these ──
|
|
90
90
|
.area _HEADERe (ABS)
|
|
91
91
|
.org 0x0104
|
|
92
|
-
;;
|
|
93
|
-
|
|
92
|
+
;; Nintendo logo ($0104-$0133, 48 bytes) + title/manufacturer/CGB
|
|
93
|
+
;; flag ($0134-$0143) + licensee/SGB ($0144-$0146): left as a gap —
|
|
94
|
+
;; the post-link header fix (bundled rgbfix, or patch-header.js when
|
|
95
|
+
;; rebuilding outside romdev) writes the canonical logo, the CGB
|
|
96
|
+
;; flag, and both checksums.
|
|
97
|
+
.ds 0x43
|
|
98
|
+
;; Cartridge TYPE + RAM size ($0147-$0149) are emitted EXPLICITLY so
|
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+
;; the post-link fix can preserve them (it reads these bytes and
|
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+
;; passes them through; unknown/garbage values fall back to ROM-only).
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+
;; This is the GB equivalent of the NES crt0's iNES BATTERY bit:
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102
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+
;; declaring the cart in the boot file makes battery saves part of
|
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+
;; the project source, not a build flag someone has to remember.
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+
;;
|
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105
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+
;; $0147 = $03 MBC1 + RAM + BATTERY → the core exposes the 8KB
|
|
106
|
+
;; at $A000-$BFFF as persistent SAVE_RAM (.srm).
|
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107
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+
;; Writes only stick after the $0A enable sequence —
|
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108
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+
;; see the SRAM HARDWARE IDIOM in the puzzle example.
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109
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+
;; $0148 = $00 32 KB ROM (2 banks — no banking needed)
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110
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+
;; $0149 = $02 8 KB cart RAM (one bank at $A000)
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+
.org 0x0147
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+
.db 0x03 ; cart type: MBC1+RAM+BATTERY
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+
.db 0x00 ; ROM size: 32 KB
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+
.db 0x02 ; RAM size: 8 KB
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+
;; $014A-$014F (destination/licensee/version/checksums): host fills.
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+
.ds 0x06
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117
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95
118
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;; ─── init: real boot code, lives in _CODE starting at $0150 ────────
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.area _CODE
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@@ -13,7 +13,7 @@
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13
13
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// runs a bundled rgbfix after every gb/gbc link — see the
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14
14
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// "rgbfix (auto header fix)" line in build logs), so you only need this
|
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15
15
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// script when rebuilding the project OUTSIDE romdev with stock SDCC and
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16
|
-
// no RGBDS installed. It's what keeps the
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16
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+
// no RGBDS installed. It's what keeps the forked project self-contained.
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17
17
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//
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18
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// The bundled gb_crt0.s reserves $0100-$014F for the header window,
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19
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// so the bytes patched in here land on actual cartridge-header
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|
@@ -151,7 +151,17 @@ if (isCli) {
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151
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const rom = new Uint8Array(readFileSync(inPath));
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// Auto-detect CGB based on file extension.
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|
const cgb = /\.gbc$/i.test(inPath) || /\.gbc$/i.test(outPath);
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|
-
|
|
154
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+
// Battery-cart passthrough: the bundled gb_crt0.s emits the cart-type and
|
|
155
|
+
// RAM-size bytes EXPLICITLY ($0147=$03 MBC1+RAM+BATTERY, $0149=$02 8KB) so
|
|
156
|
+
// battery hi-score saves work. Preserve a known battery-MBC declaration
|
|
157
|
+
// instead of stomping it back to ROM-only; unknown/garbage bytes (a crt0
|
|
158
|
+
// that left the header window as a .ds gap) still get the safe defaults.
|
|
159
|
+
const BATTERY_TYPES = new Set([0x03, 0x06, 0x0F, 0x10, 0x13, 0x1B, 0x1E]);
|
|
160
|
+
const declType = rom.length > 0x149 ? rom[0x147] : 0x00;
|
|
161
|
+
const declRam = rom.length > 0x149 ? rom[0x149] : 0x00;
|
|
162
|
+
const cartType = BATTERY_TYPES.has(declType) ? declType : 0x00;
|
|
163
|
+
const ramSize = cartType !== 0x00 && declRam >= 0x01 && declRam <= 0x05 ? declRam : 0x00;
|
|
164
|
+
patchGbHeader(rom, { cgb, cartType, ramSize });
|
|
155
165
|
writeFileSync(outPath, rom);
|
|
156
|
-
console.log(`patched ${inPath}${outPath !== inPath ? ` → ${outPath}` : ""} (${rom.length} bytes${cgb ? ", CGB" : ""})`);
|
|
166
|
+
console.log(`patched ${inPath}${outPath !== inPath ? ` → ${outPath}` : ""} (${rom.length} bytes${cgb ? ", CGB" : ""}${cartType ? `, cart $${cartType.toString(16)}+RAM` : ""})`);
|
|
157
167
|
}
|
|
@@ -178,7 +178,7 @@ software mistake, not a hardware limit:
|
|
|
178
178
|
> burst or a per-frame DMA), you overrun vblank, drop frames, and the
|
|
179
179
|
> scroll judders. **Paint the planes ONCE at setup; the loop only nudges
|
|
180
180
|
> scroll registers and re-stages sprites.** Use the
|
|
181
|
-
> `
|
|
181
|
+
> `two_plane_parallax` example as the known-good shape.
|
|
182
182
|
|
|
183
183
|
### Hardware scroll, the whole loop
|
|
184
184
|
|
|
@@ -241,7 +241,7 @@ if (newTileCol != lastTileCol) {
|
|
|
241
241
|
```
|
|
242
242
|
|
|
243
243
|
That's ~28 tile writes per 8 px of travel, not a 1792-cell plane redraw.
|
|
244
|
-
The `
|
|
244
|
+
The `platformer` example scrolls within one plane (no
|
|
245
245
|
streaming); add the column-stream above to go wider. (Real Sonic also
|
|
246
246
|
splits the screen with H-blank raster effects for independent strips —
|
|
247
247
|
that's an IRQ/raster topic, see the `asm` template.)
|
|
@@ -481,7 +481,7 @@ build pipeline computes the checksum on link.
|
|
|
481
481
|
|
|
482
482
|
## Where the SDK lives (and how to read it)
|
|
483
483
|
|
|
484
|
-
`
|
|
484
|
+
`examples({op:'fork'})` (any Genesis example) ships the full SGDK include
|
|
485
485
|
tree into the new project at `vendor/sgdk/`. So when your code does
|
|
486
486
|
`#include <genesis.h>`, those headers come from
|
|
487
487
|
`vendor/sgdk/include/`:
|
|
@@ -239,8 +239,8 @@ Genesis scrolls in HARDWARE — moving the world is two register writes
|
|
|
239
239
|
plane every frame (a `VDP_fillTileMapRect` / `VDP_loadTileMap` / big
|
|
240
240
|
`DMA_*` each frame), you overrun the vblank DMA budget and drop frames →
|
|
241
241
|
judder. Fix: paint the planes ONCE at setup; the loop only nudges scroll
|
|
242
|
-
registers + re-stages sprites. The `
|
|
243
|
-
|
|
242
|
+
registers + re-stages sprites. The `two_plane_parallax`
|
|
243
|
+
example is the known-good shape.
|
|
244
244
|
|
|
245
245
|
Diagnose it without guessing (no core rebuild):
|
|
246
246
|
|
|
@@ -14,7 +14,7 @@ $E000-$FFFB Work RAM mirror
|
|
|
14
14
|
$FFFC-$FFFF Mapper control registers
|
|
15
15
|
```
|
|
16
16
|
|
|
17
|
-
Most 32 KB
|
|
17
|
+
Most 32 KB example games fit in banks 0+1 and never touch the mapper.
|
|
18
18
|
|
|
19
19
|
## VDP (display)
|
|
20
20
|
|
|
@@ -36,7 +36,7 @@ GG VDP = SMS VDP in Mode 4, smaller visible viewport.
|
|
|
36
36
|
OR draw the text via the BG name table (no per-line limit).
|
|
37
37
|
|
|
38
38
|
**Always render gameplay content inside (48, 24)..(207, 167)** so it's
|
|
39
|
-
visible on real hardware. The bundled
|
|
39
|
+
visible on real hardware. The bundled example games work without this
|
|
40
40
|
because gpgx shows the full framebuffer.
|
|
41
41
|
|
|
42
42
|
### Sprite coords are hardware-space, NOT visible-space
|
|
@@ -78,9 +78,9 @@ on its own anymore.
|
|
|
78
78
|
`gg_vdp_init()` sets R6 = 0xFF. R6 bit 2 is the SA13 select for
|
|
79
79
|
sprite tile data — bit 2 is **SET** in 0xFF, so sprite tiles read
|
|
80
80
|
from `$2000-$3FFF`, in their **own bank** separate from BG tiles at
|
|
81
|
-
$0000. This is the baseline because every bundled
|
|
81
|
+
$0000. This is the baseline because every bundled example uploads
|
|
82
82
|
its sprite tiles to `$2000` (`gg_load_tiles(0x2000, …)`) — the
|
|
83
|
-
default and the
|
|
83
|
+
default and the examples match, so sprites Just Show Up.
|
|
84
84
|
|
|
85
85
|
Watch the bit: 0xFB has SA13 **CLEAR** = sprite tiles at $0000
|
|
86
86
|
(sharing the BG bank). If you ever set R6=0xFB you MUST also upload
|
|
@@ -16,7 +16,7 @@ Anything you draw outside `(48, 24)..(207, 167)` is in the border —
|
|
|
16
16
|
visible in headless emulator screenshots (gpgx shows the whole frame)
|
|
17
17
|
but invisible on real hardware.
|
|
18
18
|
|
|
19
|
-
The bundled
|
|
19
|
+
The bundled example games are direct ports of the SMS examples and target
|
|
20
20
|
the full 256×192 area. Works fine for development under gpgx; for
|
|
21
21
|
shipping to a real GG, reposition sprite + tilemap content to the
|
|
22
22
|
visible center.
|
|
@@ -28,7 +28,7 @@ active low), separate from the D-pad/A/B which are on `$DC` like
|
|
|
28
28
|
SMS. `gg_joypad_read()` already merges them — START shows up in bit 7
|
|
29
29
|
of the returned byte (`JOY_START` mask).
|
|
30
30
|
|
|
31
|
-
If you copied an SMS
|
|
31
|
+
If you copied an SMS example that uses PAUSE-as-START semantics
|
|
32
32
|
(SMS pause button is at port $DD bit 4 IIRC), it won't work on GG;
|
|
33
33
|
swap to JOY_START.
|
|
34
34
|
|
|
@@ -85,7 +85,7 @@ two-byte little-endian CRAM entry.
|
|
|
85
85
|
|
|
86
86
|
## "Linking error: undefined reference to sms_joypad_read_p2"
|
|
87
87
|
|
|
88
|
-
GG only has one controller. The SMS
|
|
88
|
+
GG only has one controller. The SMS examples use `sms_joypad_read_p2`
|
|
89
89
|
for the two-controller patterns (Pong, 2P shmup). When porting, drop
|
|
90
90
|
the P2 read + force `p2 = 0` so the AI fallback always engages.
|
|
91
91
|
|
|
@@ -3,7 +3,7 @@
|
|
|
3
3
|
GG shares its toolchain (SDCC z80) + emulator (genesis_plus_gx) +
|
|
4
4
|
most of the runtime with SMS (`sms_crt0.s` ≡ `gg_crt0.s` byte-for-
|
|
5
5
|
byte; PSG protocol identical). The GG tree at `src/platforms/gg/`
|
|
6
|
-
holds the GG-specific
|
|
6
|
+
holds the GG-specific example games and runtime helpers; SMS docs apply
|
|
7
7
|
for everything else.
|
|
8
8
|
|
|
9
9
|
GG-specific:
|