Game Boy >> Assembly
Palette
參考資訊:
1. bgb
2. rgbds
3. gambatte
4. DMGreport
Game Boy支援4種色階並且有3個調色盤(1個Background、2個Object)可以使用,顏色的色階則是由CHR像素資料控制,色階對應的顏色則可以由調色盤控制
main.s
BGP equ $ff47 OBP0 equ $ff48 OBP1 equ $ff49 LCDC equ $ff40 LCDCF_OBJ8 equ %00000000 LCDCF_OBJON equ %00000010 LCDCF_ON equ %10000000 IE equ $ffff IEF_VBLANK equ %00000001 STAT equ $ff41 STATF_BUSY equ %00000010 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] and ~LCDCF_ON ld [LCDC], a ld d, 32 ld bc, tile ld hl, $8000 copy_tile: ld a, [bc] ld [hl+], a inc bc dec d jr nz, copy_tile ld hl, $9800 ld [hl], 1 ld a, %11100100 ld [BGP], a ld a, [LCDC] or LCDCF_ON ld [LCDC], a jp @ tile: db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %00000000 db %11111111 db %00000000 db %11111111 db %00000000 db %00000000 db %11111111 db %00000000 db %11111111 db %11111111 db %11111111 db %11111111 db %11111111
每個像素的色階由tile設定,因此,顯示一個8x8 Pixels,需要16 Bytes(1個Pixel由2個bits控制),色階對應的顏色則由BGP(Background)、OBP0(Object)、OBP1(Object)設定
完成