Game Boy >> Assembly
Character RAM(Tile)
參考資訊:
1. bgb
2. rgbds
3. gambatte
4. DMGreport
每個像素使用2bits表示(上下bit)
main.s
LCDC equ $ff40 LCDCF_OBJ8 equ %00000000 LCDCF_OBJON equ %00000010 IE equ $ffff IEF_VBLANK equ %00000001 section "vblank", rom0[$0040] reti section "lcdc", rom0[$0048] reti section "timer", rom0[$0050] reti section "serial", rom0[$0058] reti section "joypad", rom0[$0060] reti section "entry", rom0[$0100] nop jp _start section "header", rom0[$0104] db $ce, $ed, $66, $66, $cc, $0d, $00, $0b, $03, $73, $00, $83, $00, $0c, $00, $0d db $00, $08, $11, $1f, $88, $89, $00, $0e, $dc, $cc, $6e, $e6, $dd, $dd, $d9, $99 db $bb, $bb, $67, $63, $6e, $0e, $ec, $cc, $dd, $dc, $99, $9f, $bb, $b9, $33, $3e db "0123456789abcde" db 0 db 0, 0 db 0 db 0 db 0 db 0 db 1 db $33 db 0 db 0 dw 0 _start: di ld sp, $ffff ld a, IEF_VBLANK ld [IE], a ei halt halt ld a, [LCDC] or LCDCF_OBJON or LCDCF_OBJ8 ld [LCDC], a ld d, 16 ld bc, tile ld hl, $8000 copy_tile: ld a, [bc] ld [hl+], a inc bc dec d jr nz, copy_tile jp @ tile: db %11111111 db %11111111 db %01111110 db %01111110 db %00111100 db %00111100 db %00011000 db %00011000 db %00011000 db %00011000 db %00111100 db %00111100 db %01111110 db %01111110 db %11111111 db %11111111
每個像素使用2bits表示(上下bit),因此,一個8x8的CHR需要複製16Bytes
完成