Game Boy Color >> 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(4個顏色)
main.s
LCDC equ $ff40 LCDCF_ON equ %10000000 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 $80 db 0, 0 db 0 db 0 db 0 db 0 db 1 db $33 db 0 db 0 dw 0 _start: di ld d, 16 ld bc, tile ld hl, $8000 copy_tile: ld a, [bc] ld [hl+], a inc bc dec d jr nz, copy_tile ld b, 0 ld hl, color copy_palette: ld a, b ld [$ff68], a ld a, [hl] ld [$ff69], a inc hl inc b ld a, b cp 8 jr nz, copy_palette jp @ color: dw $7fff dw $001f dw $03e0 dw $7c00 tile: db %00000000 db %00000000 db %11111111 db %00000000 db %00000000 db %11111111 db %11111111 db %11111111 db %00000000 db %00000000 db %11111111 db %00000000 db %00000000 db %11111111 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