07_sample_programs.md (4579B)
1@page docs_example_programs Example Programs 2 3 4GBDK includes several example programs both in C and in assembly. They are located in the examples directory, and in its subdirectories. They can be built by typing `make` in the correnponding directory. 5 6 7# banks (various projects) 8There are several different projects showing how to use ROM banking with GBDK. 9 10 11# comm 12Illustrates how to use communication routines. 13 14 15# crash 16Demonstrates how to use the optional GBDK crash handler which dumps debug info to the Game Boy screen in the event of a program crash. 17 18 19# colorbar 20The colorbar program, written by Mr. N.U. of TeamKNOx, illustrates the use of colors on a Color GameBoy. 21 22 23# dscan 24Deep Scan is a game written by Mr. N.U. of TeamKNOx that supports the Color GameBoy. Your aim is to destroy the submarines from your boat, and to avoid the projectiles that they send to you. The game should be self-explanatory. The following keys are used: 25 26 RIGHT/LEFT : Move your boat 27 A/B : Send a bomb from one side of your boat 28 START : Start game or pause game 29 30 When game is paused: 31 32 SELECT : Invert A and B buttons 33 RIGHT/LEFT : Change speed 34 UP/DOWN : Change level 35 36 37# filltest 38Demonstrates various graphics routines. 39 40 41# fonts 42Examples of how to work with the built in font and printing features. 43 44 45# galaxy 46A C translation of the space.s assembly program. 47 48 49# gb-dtmf 50The gb-dtmf, written by Osamu Ohashi, is a Dual Tone Multi-Frequency (DTMF) generator. 51 52 53# gbdecompress 54Demonstrates using gbdecompress to load a compressed tile set into VRAM. 55 56 57# irq 58Illustrates how to install interrupt handlers. 59 60 61# large map 62Shows how to scroll with maps larger than 32 x 32 tiles using set_bkg_submap(). It fills rows and columns at the edges of the visible viewport (of the hardware Background Map) with the desired sub-region of the large map as it scrolls. 63 64 65# metasprites 66Demonstrates using the metasprite features to move and animate a large sprite. 67* Press A button to show / hide the metasprite 68* Press B button to cycle through the metasprite animations 69* Press SELECT button to cycle the metasprite through Normal / Flip-Y / Flip-XY / Flip-X 70* Up / Down / Left / Right to move the metasprite 71 72 73# lcd isr wobble 74An example of how to use the LCD ISR for visual special effects. 75 76 77# paint 78The paint example is a painting program. It supports different painting tools, drawing modes, and colors. At the moment, it only paints individual pixels. This program illustrates the use of the full-screen drawing library. It also illustrates the use of generic structures and big sprites. 79 80 Arrow keys : Move the cursor 81 SELECT : Display/hide the tools palette 82 A : Select tool 83 84 85# rand 86The rand program, written by Luc Van den Borre, illustrates the use of the GBDK random generator. 87 88 89# ram_fn 90The ram_fn example illustrates how to copy functions to RAM or HIRAM, and how to call them from C. 91 92 93# rpn 94A basic RPN calculator. Try entering expressions like 12 134* and then 1789+. 95 96 97# samptest 98Demonstration of playing a sound sample. 99 100 101# sgb (various) 102A collection of examples showing how to use the Super Game Boy API features. 103 104 105@anchor examples_sound_sample 106# sound 107The sound example is meant for experimenting with the sound generator of the GameBoy (to use on a real GameBoy). The four different sound modes of the GameBoy are available. It also demonstrates the use of bit fields in C (it's a quick hack, so don't expect too much from the code). The following keys are used: 108 109 UP/DOWN : Move the cursor 110 RIGHT/LEFT : Increment/decrement the value 111 RIGHT/LEFT+A : Increment/decrement the value by 10 112 RIGHT/LEFT+B : Set the value to maximum/minimum 113 START : Play the current mode's sound (or all modes if in control screen) 114 START+A : Play a little music with the current mode's sound 115 SELECT : Change the sound mode (1, 2, 3, 4 and control) 116 SELECT+A : Dump the sound registers to the screen 117 118 119# space 120The space example is an assembly program that demonstrates the use of sprites, window, background, fixed-point values and more. The following keys are used: 121 122 Arrow keys : Change the speed (and direction) of the sprite 123 Arrow keys + A : Change the speed (and direction) of the window 124 Arrow keys + B : Change the speed (and direction) of the background 125 START : Open/close the door 126 SELECT : Basic fading effect 127 128 129# templates 130Two basic template examples are provided as a starting place for writing your GBDK programs. 131