Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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Just wondering... what project are you working on currently (if any)?
Also, favorite gameboy homebrew game?
Currently just started working on a top-down style adventure game (currently code named: superhappyfunbubbletime). Pretty excited for it, but worried about the long road ahead.
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Right now I'm just trying various stuff for training I guess, don't have a lot of free time to spend on it though.
I have another project in mind but it will be (way) later.
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I made a program in RGBDS assembler
that was meant to count from 1 to 9 in a loop
and it instead counts from 3 to 7 in a loop
what a time we live in!
*i also made a decent tile editor XD
http://gbdev.gg8.se/forums/viewtopic.php?id=291
Last edited by a cat (2015-09-03 18:52:41)
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"Currently just started working on a top-down style adventure game (currently code named: superhappyfunbubbletime). Pretty excited for it, but worried about the long road ahead."
great!
what dev tools are you using?
RGBDS or GBDK?
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I'm using RGBDS/assembly. Working on an emacs mode for GB Z80 assembly, but will start this weekend. =]
If you post code, I can help you with your 1-9 problem. =]
Xephyr, are you doing GBDK or RGBDS or something else?
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Thanks here the code:
http://92.19.232.58:82/files/Counter.tar.xz
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I'm using mostly GBDK right now, what I have in mind doesn't require a lot more. Maybe some assembly in the future, I'll see.
Never tried RGBDS though, is it worth?
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Xephyr wrote:
I'm using mostly GBDK right now, what I have in mind doesn't require a lot more. Maybe some assembly in the future, I'll see.
Never tried RGBDS though, is it worth?
RGBDS is an assembler for the assembly language (RGBDS == assembly). The other popular assembler is WLA, so they have some slight differences, but overall I've really enjoyed learning assembly so far. It's definitely helped me in my overall understanding of computers in general as well as other languages.
But, to each their own!
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I attempted pong on the gameboy a little while ago.
Now I'm just kinda messing around with whatever.
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I haven't even thought of beginning the project yet, because I don't know code.
But it will be an emulator which should be accurate and fast (C++).
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a cat wrote:
Thanks here the code:
http://92.19.232.58:82/files/Counter.tar.xz
Hey a cat!
Sorry it took me so long to look at this. =]
Your counter skips numbers because you're trying to write to the BG map outside of VBlank. It only does some numbers, because it's calling the DrawingNumbers function accidently during a VBlank.
In your main loop, you have:
call delay call DrawingNumbers call IncrementNumber
Change that to:
call delay call WaitVBlank call DrawingNumbers call IncrementNumber
...and it'll work. =] Because the DrawingNumbers subroutine is so short, you can leave the LCD on and not worry about the Gameboy leaving VBlank. If it were longer, then you'd have to turn the LCD off.
As an aside, are you using BGB or No$GMB as your emulator/debugger? I just learned how to use .map and .sym files, and it's changing my code debugging life.
Last edited by l0k1 (2015-09-20 19:01:23)
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Thanks a lot it works now!
heres the working code:
http://pastebin.com/NCFf8fJ7
i use visualboyadvance and on occasion a real gameboy
i know bgb is a more accurate emulator but its non-free software as no source code is available so i do not use it
due to ethical and security issues
Last edited by a cat (2015-09-21 15:37:29)
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My current project is here: https://github.com/l0k1/superhappyfunbubbletime. Open source, GPL-v2, contributions, critiques, code theft, and forking are welcome. =]
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when compiling i get this error:
ERROR: src/main.asm(182) :
Macro 'SECTOIN' not defined
make: *** [src/main.o] Error 5
any ideas?
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a cat wrote:
Macro 'SECTOIN' not defined
Seems there's a typo error, didn't you write "SECTOIN" instead of "SECTION" somewhere?
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Gah! Thought I had put a fix up for that... one sec...
Typo fixed.
There's still a lot of debugging to do. And I haven't even really done any gameplay yet... so yeah. Assembly is hard.
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Assembly is I heard hard, but it proves to be a good programming though (look at zsnes and nocash emulators for a good idea).
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It has been a year since my last post in the forum. Since then I have spent most of my time developing homebrew for other platforms like GBA, NDS and PSP.
My last post was to announce my PONG clone developed for gameboy ( http://gbdev.gg8.se/forums/viewtopic.php?id=239 ). And now I can say I have opened two new projects for this system.
A tetris clone that will be soon available (trailer): https://www.youtube.com/watch?v=DzAnpQb_5G4
A dungeons labyrinth game where the player has to move from level to another avoiding traps and enemies. It has no specific release date, but hope to have it finished this year.
Greetings.
Last edited by Ryoga (2016-03-16 09:18:12)
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