gb: better skeleton preset

This commit is contained in:
Steven Hugg committed 2026-09-16 10:50:05 +02:00
1 parent 3be5f4a11d
commit 42c3cc0bc7
1 file changed
+28 -63
+28 -63
View File
@@ -1,78 +1,43 @@
/*
Hello world for Game Boy.
Set the BG palette, write a message to the tile map,
then turn on the LCD.
Ported from presets/nes/hello.c, using GBDK (gb/gb.h).
*/
//#link "gb/sfr.sgb"
//#link "gb/crt0.sgb"
//#resource "gb/global.sgb"
#include <stdint.h>
#include <string.h>
#include "gb/types.h"
#include "gb/hardware.h"
#include "gb/gb.h"
#include "gbtext.h"
#define NUM_TILES 46
// main function, run after console reset
void main(void) {
static const uint8_t font[NUM_TILES*16] = {
/*;;{w:8,h:8,bpp:1,count:46,brev:1,np:2,pofs:1,sl:2};;*/
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
,0x81,0x81,0x42,0x42,0x24,0x24,0x18,0x18,0x18,0x18,0x24,0x24,0x42,0x42,0x81,0x81
,0x00,0x00,0x24,0x24,0x00,0x00,0x00,0x00,0x24,0x24,0x18,0x18,0x00,0x00,0x00,0x00
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,0x00,0x00,0x00,0x00,0x08,0x08,0x04,0x04,0x7E,0x7E,0x04,0x04,0x08,0x08,0x00,0x00
,0x00,0x00,0x00,0x00,0x10,0x10,0x20,0x20,0x7E,0x7E,0x20,0x20,0x10,0x10,0x00,0x00
,0x00,0x00,0x10,0x10,0x38,0x38,0x54,0x54,0x10,0x10,0x10,0x10,0x10,0x10,0x00,0x00
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,0x00,0x00,0x1C,0x1C,0x04,0x04,0x0E,0x0E,0x04,0x04,0x04,0x04,0x04,0x04,0x00,0x00
,0x00,0x00,0x1C,0x1C,0x22,0x22,0x1C,0x1C,0x22,0x22,0x22,0x22,0x1C,0x1C,0x00,0x00
,0x00,0x00,0x1E,0x1E,0x12,0x12,0x1E,0x1E,0x02,0x02,0x02,0x02,0x02,0x02,0x00,0x00
,0x00,0x00,0x18,0x18,0x24,0x24,0x3C,0x3C,0x24,0x24,0x24,0x24,0x24,0x24,0x00,0x00
,0x00,0x00,0x38,0x38,0x24,0x24,0x38,0x38,0x24,0x24,0x24,0x24,0x38,0x38,0x00,0x00
,0x00,0x00,0x1C,0x1C,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x1C,0x1C,0x00,0x00
,0x00,0x00,0x38,0x38,0x24,0x24,0x24,0x24,0x24,0x24,0x24,0x24,0x38,0x38,0x00,0x00
,0x00,0x00,0x3C,0x3C,0x20,0x20,0x38,0x38,0x20,0x20,0x20,0x20,0x3C,0x3C,0x00,0x00
,0x00,0x00,0x3C,0x3C,0x20,0x20,0x38,0x38,0x20,0x20,0x20,0x20,0x20,0x20,0x00,0x00
,0x00,0x00,0x18,0x18,0x20,0x20,0x2C,0x2C,0x24,0x24,0x24,0x24,0x18,0x18,0x00,0x00
,0x00,0x00,0x24,0x24,0x24,0x24,0x3C,0x3C,0x24,0x24,0x24,0x24,0x24,0x24,0x00,0x00
,0x00,0x00,0x38,0x38,0x10,0x10,0x10,0x10,0x10,0x10,0x10,0x10,0x38,0x38,0x00,0x00
,0x00,0x00,0x3C,0x3C,0x04,0x04,0x04,0x04,0x04,0x04,0x04,0x04,0x38,0x38,0x00,0x00
,0x00,0x00,0x24,0x24,0x28,0x28,0x30,0x30,0x28,0x28,0x24,0x24,0x24,0x24,0x00,0x00
,0x00,0x00,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x38,0x38,0x00,0x00
,0x00,0x00,0x22,0x22,0x36,0x36,0x2A,0x2A,0x22,0x22,0x22,0x22,0x22,0x22,0x00,0x00
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,0x00,0x00,0x18,0x18,0x24,0x24,0x24,0x24,0x24,0x24,0x2C,0x2C,0x1C,0x1C,0x02,0x02
,0x00,0x00,0x38,0x38,0x24,0x24,0x38,0x38,0x24,0x24,0x24,0x24,0x24,0x24,0x00,0x00
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,0x00,0x00,0x24,0x24,0x24,0x24,0x24,0x24,0x24,0x24,0x24,0x24,0x18,0x18,0x00,0x00
,0x00,0x00,0x22,0x22,0x22,0x22,0x22,0x22,0x22,0x22,0x14,0x14,0x08,0x08,0x00,0x00
,0x00,0x00,0x22,0x22,0x22,0x22,0x22,0x22,0x22,0x22,0x2A,0x2A,0x14,0x14,0x00,0x00
,0x00,0x00,0x22,0x22,0x14,0x14,0x08,0x08,0x08,0x08,0x14,0x14,0x22,0x22,0x00,0x00
,0x00,0x00,0x22,0x22,0x14,0x14,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x00,0x00
,0x00,0x00,0x3C,0x3C,0x04,0x04,0x08,0x08,0x10,0x10,0x20,0x20,0x3C,0x3C,0x00,0x00
/*;;*/
};
void main(void)
{
// GB can only write VRAM while the LCD is off
DISPLAY_OFF;
memcpy(_VRAM8000, font, sizeof(font)); // copy tile data
memcpy(_SCRN0, font, 32*32); // copy garbage data to screen
BGP_REG = 0xe4; // palette
LCDC_REG = LCDCF_ON|LCDCF_BG8000|LCDCF_BG9800|LCDCF_BGON|LCDCF_OBJ16|LCDCF_OBJON|LCDCF_WIN9C00|LCDCF_WINOFF;
// background palette: color 0 = white, 1 = light, 2 = dark, 3 = black
BGP_REG = 0xE4;
OBP0_REG = OBP1_REG = 0xE4;
// copy the 8x8 font into BG tile data
font_init();
// write text to the tile map (tile index == ASCII code)
put_str(2, 2, "HELLO, WORLD!");
// enable the background layer, then the LCD
SHOW_BKG;
DISPLAY_ON;
// Loop forever
while(1) {
// Game main loop processing goes here
// Done processing, yield CPU and wait for start of next frame
// infinite loop
while (1) {
wait_vbl_done();
}
}