Initial Commit

This commit is contained in:
2020-07-11 08:41:14 -05:00
parent 55c0f7f3cd
commit 1478a597cf
176 changed files with 11933 additions and 0 deletions

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AS = lcc -c
CC = lcc -Wa-l -Wl-m
BIN = background.gb
OBJS = background.o
all: $(BIN)
%.s: %.ms
maccer -o $@ $<
$(BIN): $(OBJS)
$(CC) -o $(BIN) $(OBJS)
clean:
rm -rf *.o *.lst

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# Background
<div style="text-align: center"><img src="screenshot.png" alt="" /></div>
Renders a full-screen background image.
## Source
```c
#include <gb/gb.h>
#include "bg_data.c"
#include "bg_data.map"
void main() {
```
First load the tile patterns in the Background Tile Pattern table. This
means that we load all the 8x8 images that make up our picture (131 of them
to be exact).
```c
set_bkg_data(0, 131, tiledata);
VBK_REG = 1;
VBK_REG = 0;
```
Then we set the tile pattern in the background tile table. The variable
`tilemap` contains an array of tile numbers that reference to the the tiles
we loaded previously using `set_bkg_data`.
Our image is `20` tiles wide and `18` tiles high, thus having a total of 360
tiles. How is that possible when we only loaded `131` tiles?
Well, that is because some in the image are identical. So instead the tile
is only saved once in the `tiledata` variable and reused multiple times in
the `tilemap` variable.
```c
set_bkg_tiles(0, 0, 20, 18, tilemap);
```
In order for the background to actually show up we call `SHOW_BKG`.
```c
SHOW_BKG;
DISPLAY_ON;
}
```

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// # Background
// <div style="text-align: center"><img src="screenshot.png" alt="" /></div>
//
// Renders a full-screen background image.
//
// ## Source
#include <gb/gb.h>
#include "bg_data.c"
#include "bg_data.map"
void main() {
// First load the tile patterns in the Background Tile Pattern table. This
// means that we load all the 8x8 images that make up our picture (131 of them
// to be exact).
set_bkg_data(0, 131, tiledata);
VBK_REG = 1;
VBK_REG = 0;
// Then we set the tile pattern in the background tile table. The variable
// `tilemap` contains an array of tile numbers that reference to the the tiles
// we loaded previously using `set_bkg_data`.
//
// Our image is `20` tiles wide and `18` tiles high, thus having a total of 360
// tiles. How is that possible when we only loaded `131` tiles?
//
// Well, that is because some in the image are identical. So instead the tile
// is only saved once in the `tiledata` variable and reused multiple times in
// the `tilemap` variable.
set_bkg_tiles(0, 0, 20, 18, tilemap);
// In order for the background to actually show up we call `SHOW_BKG`.
SHOW_BKG;
DISPLAY_ON;
}

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/*
Advanced PCX to GameBoy converter v2.15
Tiles data
Original PCX File : "BG_DATA.PCX"
Number of Tiles : 131
TileMap Size : 20x18
*/
unsigned const char tiledata[] = {
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x3F,0x3F,0x0F,0x0F,0x01,0x01,0x00,0x00,0x00,0x00,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFE,0xFE,0xF8,0xF8,
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docco -t ../docs/res/readme_c.jst -o ./ background.c
mv background.html README.md

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