gbdk-2020 | GameBoy Development Kit |
| download: https://git.y1.nz/archives/gbdk.tar.gz | |
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commit 623f0518ebf086b707d279f3d4a22324f78c0ca4 parent 638d966f26e77870c15bb20a31a344c772fd11aa Author: bbbbbr <bbbbbr@users.noreply.github.com> Date: Fri, 22 Dec 2023 01:42:13 -0800 Merge pull request #602 from bbbbbr/docs_4_2_next Docs: updates about debugging, typos Diffstat:
| M | docs/pages/02_links_and_tools.md | 14 | ++++++++------ |
| M | docs/pages/06_toolchain.md | 2 | +- |
| M | docs/pages/08_faq.md | 4 | ++-- |
3 files changed, 11 insertions(+), 9 deletions(-)
diff --git a/docs/pages/02_links_and_tools.md b/docs/pages/02_links_and_tools.md @@ -119,23 +119,25 @@ This is a brief list of useful tools and information. It is not meant to be comp @anchor tools_emulators # Emulators + - @anchor emulicious + __Emulicious__ + An accurate emulator with extensive tools including source level debugging. + https://emulicious.net/ + - @anchor bgb __BGB__ Accurate emulator, has useful debugging tools. http://bgb.bircd.org/ - - @anchor emulicious - __Emulicious__ - An accurate emulator with extensive tools including source level debugging. - https://emulicious.net/ - @anchor tools_debug # Debugging tools - @anchor Emulicious_debug __Emulicious debug adapter__ - Provides source-level debugging in VS Code that works with GBDK2020. + Provides source-level debugging in VS Code and Sublime Text that works with GBDK2020. https://marketplace.visualstudio.com/items?itemName=emulicious.emulicious-debugger + - If compiler optimization is making the program source hard to step through in the debugger then adding this flag to @ref lcc can help. Note that using this flag will likely reduce code performance and increase code size while enabled, so it is best to only use it temporarily. + - `-Wf--max-allocs-per-node0` - @anchor romusage __romusage__ diff --git a/docs/pages/06_toolchain.md b/docs/pages/06_toolchain.md @@ -231,7 +231,7 @@ Tool for converting PNGs into GBDK format MetaSprites and Tile Maps. - Convert single or multiple frames of graphics into metasprite structured data for use with the ...metasprite...() functions. - When `-map` is used, converts images into Tile Maps and matching Tile Sets -- Supports Game Boy 2bpp, GBC 4bpp, SGB 4bpp, and SMS/GG 4bpp +- Supports Game Boy / Color, SGB borders, SMS/GG, NES For detailed settings see @ref png2asset-settings For working with sprite properties (including cgb palettes), see @ref metasprite_and_sprite_properties diff --git a/docs/pages/08_faq.md b/docs/pages/08_faq.md @@ -92,9 +92,9 @@ # Debugging / Compiling / Toolchain - What flags should be enabled for debugging? - - You can use the @ref lcc_debug "lcc debug flag" `-debug`to turn on debug output. It covers most uses and removes the need to specify multiple flags such as `-Wa-l -Wl-m -Wl-j`. <!-- --> + - You can use the @ref lcc_debug "lcc debug flag" `-debug`to turn on debug output. It covers most uses and removes the need to specify multiple flags such as `-Wa-l -Wl-m -Wl-j`. Also see @ref tools_debug. <!-- --> - - Is it possible to generate a debug symbol file (`.sym`) compatible with the @ref bgb emulator? + - Is it possible to generate a debug symbol file (`.sym`) compatible with an emulator? - Yes, turn on `.noi` output (LCC argument: `-Wl-j` or `-debug` and then use `-Wm-yS` with LCC (or `-yS` with makebin directly). <!-- --> - How do I move the start of the `DATA` section and the `Shadow OAM` location?
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