cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

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