Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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I just started in GB dev like 2 weeks ago.
Made a 2.5D proof of concept in GBDK 2020 - with 5 walls. "Map" is at the top.
Main challenge is to get a screen redraw, which I couldn't get a decent solution so far - only one which induces heavy flickering. Not tested on real HW only BGB.
Also I didn't implement viewport clipping as of now.
Any tips for screen update appreciated. Also feel free to get the code and use it for whatever you think its helpful.
https://github.com/sttng/gb-stuff/tree/main/shitty-25D
Warning: Heavy Flicker if you test it in BGB !! Be careful if you are known to have records of photosensitive epilepsy
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line drawing on the game boy is a heavy task, because it has specific architecture and rather little resources. so, if you expect making doom that way - no, that won't be playable.
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Thanks for the reply. I'm quite surprised how far I got honestly. Without redraw (and the wireframe just 'smearing' over the screen) in this simple scene the framerate is much better then I expected. Given that I actually never developed any serious C, C++ or Assembler and that I'm also not a 3D engine expert I am pleasantly happy with the current state after 2 weeks.
My "solution" so far is effectively draw the scene 2x. One time the original and the 2nd time overwriting in white color, to clear the the scene. So basically I waste half of the framerate.
Anyway even if it will lead to nothing, I'm gonna learn something. So from that perspective I wont fail (even without a playable game)
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Nice start but you really need switch to asm for better results / performance. Might want to check Jeff's APA Demo.
As for Doom, well... There's Tyrannosaurus Tex.
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Made some slight adjustments.
Can see some video here:
https://www.vrddit.com/?v=r/Gameboy/com … f_concept/
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Another small update. With some pseudo-clipping
https://www.vrddit.com/?v=r/Gameboy/com … itty_with/
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