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gbdk-2020

GameBoy Development Kit
download: https://git.y1.nz/archives/gbdk.tar.gz
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commit dc77b3553579939e0735e76c862a1a65f830aa2d
parent d5f16c367e3f18980d0a14610a85ec4860afa171
Author: Michel Iwaniec <46843052+michel-iwaniec@users.noreply.github.com>
Date:   Sun, 30 Jul 2023 00:12:23 +0200

NES: Update docs

* Try to use "NES/Famicom" instead of just NES in key places
* Update hardware summary with technical information
* Change description of logo example to refer to set_bkg_native_data instead set_native_tile_data
Diffstat:
Mdocs/pages/06b_supported_consoles.md29++++++++++++++++++-----------
1 file changed, 18 insertions(+), 11 deletions(-)

diff --git a/docs/pages/06b_supported_consoles.md b/docs/pages/06b_supported_consoles.md @@ -13,7 +13,7 @@ As of version `4.2.0` GBDK includes support for other consoles in addition to th - Sega Master System (SMS) - Sega Game Gear (GG) - - NES (NES) + - NES/Famicom (NES) - MSX DOS (MSXDOS) (partial support) @@ -155,7 +155,7 @@ They also show how to build for multiple target consoles with a single build com ## Cross Platform Asset Example The cross-platform `Logo` example project shows how assets can be managed for multiple different console targets together. -In the example @ref utility_png2asset is used to generate assets in the native format for each console at compile-time from separate source PNG images. The Makefile is set to use the source PNG folder which matches the current console being compiled, and the source code uses @ref set_native_tile_data() to load the assets tiles in native format. +In the example @ref utility_png2asset is used to generate assets in the native format for each console at compile-time from separate source PNG images. The Makefile is set to use the source PNG folder which matches the current console being compiled, and the source code uses @ref set_bkg_native_data() to load the assets tiles in native format to the tile memory used for background tiles on that platform. # Hardware Summaries @@ -192,16 +192,23 @@ SMS/GG - Screen: 160 x 144 - Hardware Map: 256 x 224 -NES +NES/Famicom - Sprites: - - ... -- Background: 512 tiles (upper 256 are shared with sprites) - - ... -- Window "layer": - - ... -- Screen: ... -- Hardware Map: ... - + - 8x8 or 8x16 + - 256 tiles + - tile flipping/mirroring: yes + - 64 total, max 8 per line + - 4 x 4 color palette (color 0 transparent) +- Background: 256 tiles + - tile flipping/mirroring: no + - 4 x 4 color palette (color 0 same for all sub-palettes) +- Window "layer": not available +- Screen: 256 x 240 +- Hardware Map: Depends on mirroring mode + - 256 x 240 (single-screen mirroring) + - 512 x 240 (vertical mirroring / horizontal scrolling) + - 256 x 480 (horizontal mirroring / vertical scrolling) + - 512 x 480 (4-screen layout. Requires additional RAM on cartridge) @anchor docs_consoles_safe_display_controller_access ## Safe VRAM / Display Controller Access

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