GBDK 2020 Docs  4.3.0
API Documentation for GBDK 2020
gb.h File Reference
#include <types.h>
#include <stdint.h>
#include <gbdk/version.h>
#include <gb/hardware.h>

Go to the source code of this file.

Data Structures

struct  joypads_t
 
struct  OAM_item_t
 

Macros

#define NINTENDO
 
#define SYSTEM_60HZ   0x00
 
#define SYSTEM_50HZ   0x01
 
#define GAMEBOY
 
#define J_UP   0x04U
 
#define J_DOWN   0x08U
 
#define J_LEFT   0x02U
 
#define J_RIGHT   0x01U
 
#define J_A   0x10U
 
#define J_B   0x20U
 
#define J_SELECT   0x40U
 
#define J_START   0x80U
 
#define M_DRAWING   0x01U
 
#define M_TEXT_OUT   0x02U
 
#define M_TEXT_INOUT   0x03U
 
#define M_NO_SCROLL   0x04U
 
#define M_NO_INTERP   0x08U
 
#define S_BANK   0x08U
 
#define S_PALETTE   0x10U
 
#define S_FLIPX   0x20U
 
#define S_FLIPY   0x40U
 
#define S_PRIORITY   0x80U
 
#define S_PAL(n)   n
 
#define EMPTY_IFLAG   0x00U
 
#define VBL_IFLAG   0x01U
 
#define LCD_IFLAG   0x02U
 
#define TIM_IFLAG   0x04U
 
#define SIO_IFLAG   0x08U
 
#define JOY_IFLAG   0x10U
 
#define DMG_BLACK   0x03
 
#define DMG_DARK_GRAY   0x02
 
#define DMG_LITE_GRAY   0x01
 
#define DMG_WHITE   0x00
 
#define DMG_PALETTE(C0, C1, C2, C3)   ((uint8_t)((((C3) & 0x03) << 6) | (((C2) & 0x03) << 4) | (((C1) & 0x03) << 2) | ((C0) & 0x03)))
 
#define SCREENWIDTH   DEVICE_SCREEN_PX_WIDTH
 
#define SCREENHEIGHT   DEVICE_SCREEN_PX_HEIGHT
 
#define MINWNDPOSX   DEVICE_WINDOW_PX_OFFSET_X
 
#define MINWNDPOSY   DEVICE_WINDOW_PX_OFFSET_Y
 
#define MAXWNDPOSX   (DEVICE_WINDOW_PX_OFFSET_X + DEVICE_SCREEN_PX_WIDTH - 1)
 
#define MAXWNDPOSY   (DEVICE_WINDOW_PX_OFFSET_Y + DEVICE_SCREEN_PX_HEIGHT - 1)
 
#define DMG_TYPE   0x01
 
#define MGB_TYPE   0xFF
 
#define CGB_TYPE   0x11
 
#define GBA_NOT_DETECTED   0x00
 
#define GBA_DETECTED   0x01
 
#define DEVICE_SUPPORTS_COLOR   (_cpu == CGB_TYPE)
 
#define IO_IDLE   0x00U
 
#define IO_SENDING   0x01U
 
#define IO_RECEIVING   0x02U
 
#define IO_ERROR   0x04U
 
#define CURRENT_BANK   _current_bank
 
#define BANK(VARNAME)   ( (uint8_t) & __bank_ ## VARNAME )
 
#define BANKREF(VARNAME)
 
#define BANKREF_EXTERN(VARNAME)   extern const void __bank_ ## VARNAME;
 
#define SWITCH_ROM(b)   (_current_bank = (b), rROMB0 = (b))
 
#define SWITCH_RAM(b)   (rRAMB = (b))
 
#define ENABLE_RAM   (rRAMG = 0x0A)
 
#define DISABLE_RAM   (rRAMG = 0x00)
 
#define SWITCH_ROM_MEGADUCK(b)   SWITCH_ROM(b)
 
#define SWITCH_ROM_MBC1(b)   SWITCH_ROM(b)
 
#define SWITCH_RAM_MBC1(b)   SWITCH_RAM(b)
 
#define ENABLE_RAM_MBC1   ENABLE_RAM
 
#define DISABLE_RAM_MBC1   DISABLE_RAM
 
#define SWITCH_16_8_MODE_MBC1   (*(volatile uint8_t *)0x6000 = 0x00)
 
#define SWITCH_4_32_MODE_MBC1   (*(volatile uint8_t *)0x6000 = 0x01)
 
#define SWITCH_ROM_MBC5(b)   (_current_bank = (b), rROMB1 = 0, rROMB0 = (b))
 
#define SWITCH_ROM_MBC5_8M(b)   (rROMB1 = ((uint16_t)(b) >> 8), rROMB0 = (b))
 
#define SWITCH_RAM_MBC5(b)   SWITCH_RAM(b)
 
#define ENABLE_RAM_MBC5   ENABLE_RAM
 
#define DISABLE_RAM_MBC5   DISABLE_RAM
 
#define DISPLAY_ON    LCDC_REG|=LCDCF_ON
 
#define DISPLAY_OFF    display_off();
 
#define HIDE_LEFT_COLUMN
 
#define SHOW_LEFT_COLUMN
 
#define SET_BORDER_COLOR(C)
 
#define SHOW_BKG    LCDC_REG|=LCDCF_BGON
 
#define HIDE_BKG    LCDC_REG&=~LCDCF_BGON
 
#define SHOW_WIN    LCDC_REG|=LCDCF_WINON
 
#define HIDE_WIN    LCDC_REG&=~LCDCF_WINON
 
#define SHOW_SPRITES    LCDC_REG|=LCDCF_OBJON
 
#define HIDE_SPRITES    LCDC_REG&=~LCDCF_OBJON
 
#define SPRITES_8x16    LCDC_REG|=LCDCF_OBJ16
 
#define SPRITES_8x8    LCDC_REG&=~LCDCF_OBJ16
 
#define COMPAT_PALETTE(C0, C1, C2, C3)   ((uint8_t)(((C3) << 6) | ((C2) << 4) | ((C1) << 2) | (C0)))
 
#define set_bkg_2bpp_data   set_bkg_data
 
#define set_tile_map   set_bkg_tiles
 
#define set_tile_submap   set_bkg_submap
 
#define set_tile_xy   set_bkg_tile_xy
 
#define set_attribute_xy   set_bkg_attribute_xy
 
#define set_sprite_2bpp_data   set_sprite_data
 
#define DISABLE_OAM_DMA    _shadow_OAM_base = 0
 
#define DISABLE_VBL_TRANSFER   DISABLE_OAM_DMA
 
#define ENABLE_OAM_DMA    _shadow_OAM_base = (uint8_t)((uint16_t)&shadow_OAM >> 8)
 
#define ENABLE_VBL_TRANSFER   ENABLE_OAM_DMA
 
#define MAX_HARDWARE_SPRITES   40
 
#define HARDWARE_SPRITE_CAN_FLIP_X   1
 
#define HARDWARE_SPRITE_CAN_FLIP_Y   1
 
#define fill_rect   fill_bkg_rect
 

Typedefs

typedef void(* int_handler) (void) NONBANKED
 
typedef struct OAM_item_t OAM_item_t
 

Functions

void remove_VBL (int_handler h)
 
void remove_LCD (int_handler h)
 
void remove_TIM (int_handler h)
 
void remove_SIO (int_handler h)
 
void remove_JOY (int_handler h)
 
void add_VBL (int_handler h)
 
void add_LCD (int_handler h)
 
void add_TIM (int_handler h)
 
void add_low_priority_TIM (int_handler h)
 
void add_SIO (int_handler h)
 
void add_JOY (int_handler h)
 
void nowait_int_handler (void)
 
void wait_int_handler (void)
 
uint8_t cancel_pending_interrupts (void)
 
void mode (uint8_t m)
 
uint8_t get_mode (void) PRESERVES_REGS(b
 
uint8_t get_system (void)
 
void send_byte (void)
 
void receive_byte (void)
 
void delay (uint16_t d) PRESERVES_REGS(h
 
uint8_t joypad (void) PRESERVES_REGS(b
 
uint8_t waitpad (uint8_t mask) PRESERVES_REGS(b
 
void waitpadup (void) PRESERVES_REGS(a
 
uint8_t joypad_init (uint8_t npads, joypads_t *joypads) OLDCALL
 
void joypad_ex (joypads_t *joypads) PRESERVES_REGS(b
 
void enable_interrupts (void) PRESERVES_REGS(a
 
void disable_interrupts (void) PRESERVES_REGS(a
 
void set_interrupts (uint8_t flags) PRESERVES_REGS(b
 
void reset (void)
 
void vsync (void) PRESERVES_REGS(b
 
void wait_vbl_done (void) PRESERVES_REGS(b
 
void display_off (void) PRESERVES_REGS(b
 
void refresh_OAM (void) PRESERVES_REGS(b
 
void hiramcpy (uint8_t dst, const void *src, uint8_t n) OLDCALL PRESERVES_REGS(b
 
void set_vram_byte (uint8_t *addr, uint8_t v) PRESERVES_REGS(b
 
uint8_t get_vram_byte (uint8_t *addr) PRESERVES_REGS(b
 
uint8_tget_bkg_xy_addr (uint8_t x, uint8_t y) OLDCALL PRESERVES_REGS(b
 
void set_2bpp_palette (uint16_t palette)
 
void set_1bpp_colors_ex (uint8_t fgcolor, uint8_t bgcolor, uint8_t mode) OLDCALL
 
void set_1bpp_colors (uint8_t fgcolor, uint8_t bgcolor)
 
void set_bkg_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void set_bkg_1bpp_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void get_bkg_data (uint8_t first_tile, uint8_t nb_tiles, uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void set_bkg_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles) OLDCALL PRESERVES_REGS(b
 
void set_bkg_based_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles, uint8_t base_tile)
 
void set_bkg_attributes (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles)
 
void set_bkg_submap (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w) OLDCALL
 
void set_bkg_based_submap (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w, uint8_t base_tile)
 
void set_bkg_submap_attributes (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w)
 
void get_bkg_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t *tiles) OLDCALL PRESERVES_REGS(b
 
uint8_tset_bkg_tile_xy (uint8_t x, uint8_t y, uint8_t t)
 
uint8_tset_bkg_attribute_xy (uint8_t x, uint8_t y, uint8_t a)
 
uint8_t get_bkg_tile_xy (uint8_t x, uint8_t y) OLDCALL PRESERVES_REGS(b
 
void move_bkg (uint8_t x, uint8_t y)
 
void scroll_bkg (int8_t x, int8_t y)
 
uint8_tget_win_xy_addr (uint8_t x, uint8_t y) OLDCALL PRESERVES_REGS(b
 
void set_win_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void set_win_1bpp_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void get_win_data (uint8_t first_tile, uint8_t nb_tiles, uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void set_win_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles) OLDCALL PRESERVES_REGS(b
 
void set_win_based_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles, uint8_t base_tile)
 
void set_win_submap (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w) OLDCALL
 
void set_win_based_submap (uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w, uint8_t base_tile)
 
void get_win_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t *tiles) OLDCALL PRESERVES_REGS(b
 
uint8_tset_win_tile_xy (uint8_t x, uint8_t y, uint8_t t)
 
uint8_t get_win_tile_xy (uint8_t x, uint8_t y) OLDCALL PRESERVES_REGS(b
 
void move_win (uint8_t x, uint8_t y)
 
void scroll_win (int8_t x, int8_t y)
 
void set_sprite_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void set_sprite_1bpp_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void get_sprite_data (uint8_t first_tile, uint8_t nb_tiles, uint8_t *data) OLDCALL PRESERVES_REGS(b
 
void SET_SHADOW_OAM_ADDRESS (void *address)
 
void set_sprite_tile (uint8_t nb, uint8_t tile)
 
uint8_t get_sprite_tile (uint8_t nb)
 
void set_sprite_prop (uint8_t nb, uint8_t prop)
 
uint8_t get_sprite_prop (uint8_t nb)
 
void move_sprite (uint8_t nb, uint8_t x, uint8_t y)
 
void scroll_sprite (uint8_t nb, int8_t x, int8_t y)
 
void hide_sprite (uint8_t nb)
 
void set_data (uint8_t *vram_addr, const uint8_t *data, uint16_t len)
 
void get_data (uint8_t *data, uint8_t *vram_addr, uint16_t len)
 
void vmemcpy (uint8_t *dest, uint8_t *sour, uint16_t len)
 
void set_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t *vram_addr, const uint8_t *tiles) OLDCALL
 
void set_tile_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data, uint8_t base) OLDCALL PRESERVES_REGS(b
 
void get_tiles (uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t *vram_addr, uint8_t *tiles) OLDCALL
 
void set_native_tile_data (uint16_t first_tile, uint8_t nb_tiles, const uint8_t *data)
 
void set_bkg_native_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data)
 
void set_sprite_native_data (uint8_t first_tile, uint8_t nb_tiles, const uint8_t *data)
 
void init_win (uint8_t c) OLDCALL PRESERVES_REGS(b
 
void init_bkg (uint8_t c) OLDCALL PRESERVES_REGS(b
 
void vmemset (void *s, uint8_t c, size_t n) OLDCALL PRESERVES_REGS(b
 
void fill_bkg_rect (uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t tile) OLDCALL PRESERVES_REGS(b
 
void fill_win_rect (uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t tile) OLDCALL PRESERVES_REGS(b
 

Variables

uint8_t c
 
uint8_t d
 
uint8_t e
 
uint8_t h
 
uint8_t l
 
uint8_t _cpu
 
uint8_t _is_GBA
 
volatile uint16_t sys_time
 
volatile uint8_t _io_status
 
volatile uint8_t _io_in
 
volatile uint8_t _io_out
 
__REG _current_bank
 
void b
 
uint16_t _current_1bpp_colors
 
uint8_t _map_tile_offset
 
uint8_t _submap_tile_offset
 
volatile struct OAM_item_t shadow_OAM []
 
__REG _shadow_OAM_base
 

Detailed Description

Gameboy specific functions.

Macro Definition Documentation

◆ NINTENDO

#define NINTENDO

◆ SYSTEM_60HZ

#define SYSTEM_60HZ   0x00

◆ SYSTEM_50HZ

#define SYSTEM_50HZ   0x01

◆ GAMEBOY

#define GAMEBOY

◆ J_UP

#define J_UP   0x04U

Joypad bits. A logical OR of these is used in the wait_pad and joypad functions. For example, to see if the B button is pressed try

uint8_t keys; keys = joypad(); if (keys & J_B) { ... }

See also
joypad

◆ J_DOWN

#define J_DOWN   0x08U

◆ J_LEFT

#define J_LEFT   0x02U

◆ J_RIGHT

#define J_RIGHT   0x01U

◆ J_A

#define J_A   0x10U

◆ J_B

#define J_B   0x20U

◆ J_SELECT

#define J_SELECT   0x40U

◆ J_START

#define J_START   0x80U

◆ M_DRAWING

#define M_DRAWING   0x01U

Screen modes. Normally used by internal functions only.

See also
mode()

◆ M_TEXT_OUT

#define M_TEXT_OUT   0x02U

◆ M_TEXT_INOUT

#define M_TEXT_INOUT   0x03U

◆ M_NO_SCROLL

#define M_NO_SCROLL   0x04U

Set this in addition to the others to disable scrolling

If scrolling is disabled, the cursor returns to (0,0)

See also
mode()

◆ M_NO_INTERP

#define M_NO_INTERP   0x08U

Set this to disable interpretation

See also
mode()

◆ S_BANK

#define S_BANK   0x08U

If this bit set clear, the tile from the second VRAM bank is used

See also
set_sprite_prop()

◆ S_PALETTE

#define S_PALETTE   0x10U

If this is set, sprite colours come from OBJ1PAL. Else they come from OBJ0PAL

See also
set_sprite_prop().

◆ S_FLIPX

#define S_FLIPX   0x20U

If set the sprite will be flipped horizontally.

See also
set_sprite_prop()

◆ S_FLIPY

#define S_FLIPY   0x40U

If set the sprite will be flipped vertically.

See also
set_sprite_prop()

◆ S_PRIORITY

#define S_PRIORITY   0x80U

If this bit is clear, then the sprite will be displayed on top of the background and window.

See also
set_sprite_prop()

◆ S_PAL

#define S_PAL (   n)    n

Defines how palette number is encoded in OAM. Required for the png2asset tool's metasprite output.

◆ EMPTY_IFLAG

#define EMPTY_IFLAG   0x00U

Disable calling of interrupt service routines

◆ VBL_IFLAG

#define VBL_IFLAG   0x01U

VBlank Interrupt occurs at the start of the vertical blank.

During this period the video ram may be freely accessed.

See also
set_interrupts(),
add_VBL

◆ LCD_IFLAG

#define LCD_IFLAG   0x02U

LCD Interrupt when triggered by the STAT register.

See also
set_interrupts(),
add_LCD

◆ TIM_IFLAG

#define TIM_IFLAG   0x04U

Timer Interrupt when the timer TIMA_REG overflows.

See also
set_interrupts(),
add_TIM

◆ SIO_IFLAG

#define SIO_IFLAG   0x08U

Serial Link Interrupt occurs when the serial transfer has completed.

See also
set_interrupts(),
add_SIO

◆ JOY_IFLAG

#define JOY_IFLAG   0x10U

Joypad Interrupt occurs on a transition of the keypad.

See also
set_interrupts(),
add_JOY

◆ DMG_BLACK

#define DMG_BLACK   0x03

◆ DMG_DARK_GRAY

#define DMG_DARK_GRAY   0x02

◆ DMG_LITE_GRAY

#define DMG_LITE_GRAY   0x01

◆ DMG_WHITE

#define DMG_WHITE   0x00

◆ DMG_PALETTE

#define DMG_PALETTE (   C0,
  C1,
  C2,
  C3 
)    ((uint8_t)((((C3) & 0x03) << 6) | (((C2) & 0x03) << 4) | (((C1) & 0x03) << 2) | ((C0) & 0x03)))

Macro to create a DMG palette from 4 colors

Parameters
C0Color for Index 0
C1Color for Index 1
C2Color for Index 2
C3Color for Index 3

The resulting format is four greyscale colors packed into a single unsigned byte.

Example:

__REG BGP_REG
Definition: hardware.h:299
#define DMG_WHITE
Definition: gb.h:139
#define DMG_DARK_GRAY
Definition: gb.h:137
#define DMG_LITE_GRAY
Definition: gb.h:138
#define DMG_PALETTE(C0, C1, C2, C3)
Definition: gb.h:159
#define DMG_BLACK
Definition: gb.h:136
See also
OBP0_REG, OBP1_REG, BGP_REG
DMG_BLACK, DMG_DARK_GRAY, DMG_LITE_GRAY, DMG_WHITE

◆ SCREENWIDTH

#define SCREENWIDTH   DEVICE_SCREEN_PX_WIDTH

Width of the visible screen in pixels.

◆ SCREENHEIGHT

#define SCREENHEIGHT   DEVICE_SCREEN_PX_HEIGHT

Height of the visible screen in pixels.

◆ MINWNDPOSX

#define MINWNDPOSX   DEVICE_WINDOW_PX_OFFSET_X

The Minimum X position of the Window Layer (Left edge of screen)

See also
move_win()

◆ MINWNDPOSY

#define MINWNDPOSY   DEVICE_WINDOW_PX_OFFSET_Y

The Minimum Y position of the Window Layer (Top edge of screen)

See also
move_win()

◆ MAXWNDPOSX

#define MAXWNDPOSX   (DEVICE_WINDOW_PX_OFFSET_X + DEVICE_SCREEN_PX_WIDTH - 1)

The Maximum X position of the Window Layer (Right edge of screen)

See also
move_win()

◆ MAXWNDPOSY

#define MAXWNDPOSY   (DEVICE_WINDOW_PX_OFFSET_Y + DEVICE_SCREEN_PX_HEIGHT - 1)

The Maximum Y position of the Window Layer (Bottom edge of screen)

See also
move_win()

◆ DMG_TYPE

#define DMG_TYPE   0x01

Hardware Model: Original GB or Super GB.

See also
_cpu

◆ MGB_TYPE

#define MGB_TYPE   0xFF

Hardware Model: Pocket GB or Super GB 2.

See also
_cpu

◆ CGB_TYPE

#define CGB_TYPE   0x11

Hardware Model: Color GB.

See also
_cpu

◆ GBA_NOT_DETECTED

#define GBA_NOT_DETECTED   0x00

Hardware Model: DMG, CGB or MGB.

See also
_cpu, _is_GBA

◆ GBA_DETECTED

#define GBA_DETECTED   0x01

Hardware Model: GBA.

See also
_cpu, _is_GBA

◆ DEVICE_SUPPORTS_COLOR

#define DEVICE_SUPPORTS_COLOR   (_cpu == CGB_TYPE)

Macro returns TRUE if device supports color

◆ IO_IDLE

#define IO_IDLE   0x00U

Serial Link IO is completed

◆ IO_SENDING

#define IO_SENDING   0x01U

Serial Link Sending data

◆ IO_RECEIVING

#define IO_RECEIVING   0x02U

Serial Link Receiving data

◆ IO_ERROR

#define IO_ERROR   0x04U

Serial Link Error

◆ CURRENT_BANK

#define CURRENT_BANK   _current_bank

◆ BANK

#define BANK (   VARNAME)    ( (uint8_t) & __bank_ ## VARNAME )

Obtains the bank number of VARNAME

Parameters
VARNAMEName of the variable which has a __bank_VARNAME companion symbol which is adjusted by bankpack

Use this to obtain the bank number from a bank reference created with BANKREF().

See also
BANKREF_EXTERN(), BANKREF()

◆ BANKREF

#define BANKREF (   VARNAME)
Value:
void __func_ ## VARNAME(void) __banked __naked { \
__asm \
.local b___func_ ## VARNAME \
___bank_ ## VARNAME = b___func_ ## VARNAME \
.globl ___bank_ ## VARNAME \
__endasm; \
}

Creates a reference for retrieving the bank number of a variable or function

Parameters
VARNAMEVariable name to use, which may be an existing identifier
See also
BANK() for obtaining the bank number of the included data.

More than one BANKREF() may be created per file, but each call should always use a unique VARNAME.

Use BANKREF_EXTERN() within another source file to make the variable and it's data accesible there.

◆ BANKREF_EXTERN

#define BANKREF_EXTERN (   VARNAME)    extern const void __bank_ ## VARNAME;

Creates extern references for accessing a BANKREF() generated variable.

Parameters
VARNAMEName of the variable used with BANKREF()

This makes a BANKREF() reference in another source file accessible in the current file for use with BANK().

See also
BANKREF(), BANK()

◆ SWITCH_ROM

#define SWITCH_ROM (   b)    (_current_bank = (b), rROMB0 = (b))

Makes default platform MBC switch the active ROM bank

Parameters
bROM bank to switch to (max 255)
  • When used with MBC1 the max bank is Bank 31 (512K).
  • When used with MBC5 the max bank is Bank 255 (4MB).
  • To use the full 8MB size of MBC5 see SWITCH_ROM_MBC5_8M().
  • For MBC1 some banks in it's range are unavailable (typically 0x20, 0x40, 0x60).
Note
Using SWITCH_ROM_MBC5_8M() should not be mixed with using SWITCH_ROM_MBC5() and SWITCH_ROM().
See also
SWITCH_ROM_MBC1, SWITCH_ROM_MBC5, SWITCH_ROM_MEGADUCK

◆ SWITCH_RAM

#define SWITCH_RAM (   b)    (rRAMB = (b))

Switches SRAM bank on MBC1 and other compatible MBCs

Parameters
bSRAM bank to switch to

Before switching SRAM banks enable it using ENABLE_RAM

See also
SWITCH_RAM_MBC1, SWITCH_RAM_MBC5

◆ ENABLE_RAM

#define ENABLE_RAM   (rRAMG = 0x0A)

Enables SRAM on MBC1 and other compatible MBCs

◆ DISABLE_RAM

#define DISABLE_RAM   (rRAMG = 0x00)

Disables SRAM on MBC1 and other compatible MBCs

◆ SWITCH_ROM_MEGADUCK

#define SWITCH_ROM_MEGADUCK (   b)    SWITCH_ROM(b)

Makes MEGADUCK MBC switch the active ROM bank

Parameters
bROM bank to switch to (max 3 for 64K, or 7 for 128K)

◆ SWITCH_ROM_MBC1

#define SWITCH_ROM_MBC1 (   b)    SWITCH_ROM(b)

Makes MBC1 and other compatible MBCs switch the active ROM bank

Parameters
bROM bank to switch to

For MBC1 some banks in it's range are unavailable (typically 0x20, 0x40, 0x60).

See pandocs for more details https://gbdev.io/pandocs/MBC1

◆ SWITCH_RAM_MBC1

#define SWITCH_RAM_MBC1 (   b)    SWITCH_RAM(b)

Switches SRAM bank on MBC1 and other compatible MBCs

Parameters
bSRAM bank to switch to

Before switching SRAM banks enable it using ENABLE_RAM

See also
SWITCH_RAM, SWITCH_RAM_MBC5

◆ ENABLE_RAM_MBC1

#define ENABLE_RAM_MBC1   ENABLE_RAM

Enables SRAM on MBC1

◆ DISABLE_RAM_MBC1

#define DISABLE_RAM_MBC1   DISABLE_RAM

Disables SRAM on MBC1

◆ SWITCH_16_8_MODE_MBC1

#define SWITCH_16_8_MODE_MBC1   (*(volatile uint8_t *)0x6000 = 0x00)

◆ SWITCH_4_32_MODE_MBC1

#define SWITCH_4_32_MODE_MBC1   (*(volatile uint8_t *)0x6000 = 0x01)

◆ SWITCH_ROM_MBC5

#define SWITCH_ROM_MBC5 (   b)    (_current_bank = (b), rROMB1 = 0, rROMB0 = (b))

Makes MBC5 switch to the active ROM bank

Parameters
bROM bank to switch to (max 255)

Supports up to ROM bank 255 (4 MB).

SWITCH_ROM_MBC5_8M may be used if the full 8MB size is needed.

Note
Using SWITCH_ROM_MBC5_8M() should not be mixed with using SWITCH_ROM_MBC5() and SWITCH_ROM().

Note the order used here. Writing the other way around on a MBC1 always selects bank 1

◆ SWITCH_ROM_MBC5_8M

#define SWITCH_ROM_MBC5_8M (   b)    (rROMB1 = ((uint16_t)(b) >> 8), rROMB0 = (b))

Makes MBC5 to switch the active ROM bank using the full 8MB size.

See also
CURRENT_BANK
Parameters
bROM bank to switch to

This is an alternate to SWITCH_ROM_MBC5 which is limited to 4MB.

Note:

Note the order used here. Writing the other way around on a MBC1 always selects bank 1

◆ SWITCH_RAM_MBC5

#define SWITCH_RAM_MBC5 (   b)    SWITCH_RAM(b)

Switches SRAM bank on MBC5

Parameters
bSRAM bank to switch to

Before switching SRAM banks enable it using ENABLE_RAM

◆ ENABLE_RAM_MBC5

#define ENABLE_RAM_MBC5   ENABLE_RAM

Enables SRAM on MBC5

◆ DISABLE_RAM_MBC5

#define DISABLE_RAM_MBC5   DISABLE_RAM

Disables SRAM on MBC5

◆ DISPLAY_ON

#define DISPLAY_ON    LCDC_REG|=LCDCF_ON

Turns the display back on.

See also
display_off, DISPLAY_OFF

◆ DISPLAY_OFF

#define DISPLAY_OFF    display_off();

Turns the display off

Waits until the VBL before turning the display off.

See also
display_off, DISPLAY_ON

◆ HIDE_LEFT_COLUMN

#define HIDE_LEFT_COLUMN

Does nothing for GB

◆ SHOW_LEFT_COLUMN

#define SHOW_LEFT_COLUMN

Does nothing for GB

◆ SET_BORDER_COLOR

#define SET_BORDER_COLOR (   C)

Does nothing for GB

◆ SHOW_BKG

#define SHOW_BKG    LCDC_REG|=LCDCF_BGON

Turns on the background layer. Sets bit 0 of the LCDC register to 1.

Doesn't work in CGB mode - the bit is reused to control sprite priority over background and window layers instead.

  • If 1 (SHOW_BKG), everything works as usual.
  • If 0 (HIDE_BKG), all sprites are always drawn over background and window, ignoring any other priority settings.

◆ HIDE_BKG

#define HIDE_BKG    LCDC_REG&=~LCDCF_BGON

Turns off the background layer. Sets bit 0 of the LCDC register to 0.

Doesn't work in CGB mode - the bit is reused to control sprite priority over background and window layers instead.

  • If 1 (SHOW_BKG), everything works as usual.
  • If 0 (HIDE_BKG), all sprites are always drawn over background and window, ignoring any other priority settings.

◆ SHOW_WIN

#define SHOW_WIN    LCDC_REG|=LCDCF_WINON

Turns on the Window layer Sets bit 5 of the LCDC register to 1.

This only controls Window visibility. If either the Background layer (which the window is part of) or the Display are not turned then the Window contents will not be visible. Those can be turned on using SHOW_BKG and DISPLAY_ON.

◆ HIDE_WIN

#define HIDE_WIN    LCDC_REG&=~LCDCF_WINON

Turns off the window layer. Clears bit 5 of the LCDC register to 0.

◆ SHOW_SPRITES

#define SHOW_SPRITES    LCDC_REG|=LCDCF_OBJON

Turns on the sprites layer. Sets bit 1 of the LCDC register to 1.

◆ HIDE_SPRITES

#define HIDE_SPRITES    LCDC_REG&=~LCDCF_OBJON

Turns off the sprites layer. Clears bit 1 of the LCDC register to 0.

See also
hide_sprite, hide_sprites_range

◆ SPRITES_8x16

#define SPRITES_8x16    LCDC_REG|=LCDCF_OBJ16

Sets sprite size to 8x16 pixels, two tiles one above the other. Sets bit 2 of the LCDC register to 1.

◆ SPRITES_8x8

#define SPRITES_8x8    LCDC_REG&=~LCDCF_OBJ16

Sets sprite size to 8x8 pixels, one tile. Clears bit 2 of the LCDC register to 0.

◆ COMPAT_PALETTE

#define COMPAT_PALETTE (   C0,
  C1,
  C2,
  C3 
)    ((uint8_t)(((C3) << 6) | ((C2) << 4) | ((C1) << 2) | (C0)))

◆ set_bkg_2bpp_data

#define set_bkg_2bpp_data   set_bkg_data

◆ set_tile_map

#define set_tile_map   set_bkg_tiles

◆ set_tile_submap

#define set_tile_submap   set_bkg_submap

◆ set_tile_xy

#define set_tile_xy   set_bkg_tile_xy

◆ set_attribute_xy

#define set_attribute_xy   set_bkg_attribute_xy

◆ set_sprite_2bpp_data

#define set_sprite_2bpp_data   set_sprite_data

◆ DISABLE_OAM_DMA

#define DISABLE_OAM_DMA    _shadow_OAM_base = 0

◆ DISABLE_VBL_TRANSFER

#define DISABLE_VBL_TRANSFER   DISABLE_OAM_DMA

Disable OAM DMA copy each VBlank

◆ ENABLE_OAM_DMA

#define ENABLE_OAM_DMA    _shadow_OAM_base = (uint8_t)((uint16_t)&shadow_OAM >> 8)

◆ ENABLE_VBL_TRANSFER

#define ENABLE_VBL_TRANSFER   ENABLE_OAM_DMA

Enable OAM DMA copy each VBlank and set it to transfer default shadow_OAM array

◆ MAX_HARDWARE_SPRITES

#define MAX_HARDWARE_SPRITES   40

Amount of hardware sprites in OAM

◆ HARDWARE_SPRITE_CAN_FLIP_X

#define HARDWARE_SPRITE_CAN_FLIP_X   1

True if sprite hardware can flip sprites by X (horizontally)

◆ HARDWARE_SPRITE_CAN_FLIP_Y

#define HARDWARE_SPRITE_CAN_FLIP_Y   1

True if sprite hardware can flip sprites by Y (vertically)

◆ fill_rect

#define fill_rect   fill_bkg_rect

Typedef Documentation

◆ int_handler

typedef void(* int_handler) (void) NONBANKED

Interrupt handlers

◆ OAM_item_t

typedef struct OAM_item_t OAM_item_t

Sprite Attributes structure

Parameters
xX Coordinate of the sprite on screen
yY Coordinate of the sprite on screen
tileSprite tile number (see set_sprite_tile)
propOAM Property Flags (see set_sprite_prop)

Function Documentation

◆ remove_VBL()

void remove_VBL ( int_handler  h)

The remove functions will remove any interrupt handler.

A handler of NULL will cause bad things to happen if the given interrupt is enabled.

Removes the VBL interrupt handler.

See also
add_VBL()

Removes the VBL interrupt handler.

See also
add_VBL()

◆ remove_LCD()

void remove_LCD ( int_handler  h)

Removes the LCD interrupt handler.

See also
add_LCD(), remove_VBL()

◆ remove_TIM()

void remove_TIM ( int_handler  h)

Removes the TIM interrupt handler.

See also
add_TIM(), remove_VBL()

◆ remove_SIO()

void remove_SIO ( int_handler  h)

Removes the Serial Link / SIO interrupt handler.

See also
add_SIO(),
remove_VBL()

The default SIO ISR gets installed automatically if any of the standard SIO calls are used (send_byte(), receive_byte()).

Once installed the default SIO ISR cannot be removed. Only secondary chained SIO ISRs (added with add_SIO()) can be removed.

◆ remove_JOY()

void remove_JOY ( int_handler  h)

Removes the JOY interrupt handler.

See also
add_JOY(), remove_VBL()

◆ add_VBL()

void add_VBL ( int_handler  h)

Adds a Vertical Blanking interrupt handler.

Parameters
hThe handler to be called whenever a V-blank interrupt occurs.

Up to 4 handlers may be added, with the last added being called last.

Do not use the function definition attributes CRITICAL and INTERRUPT when declaring ISR functions added via add_VBL() (or LCD, etc). Those attributes are only required when constructing a bare jump from the interrupt vector itself (such as with ISR_VECTOR()).

ISR handlers added using add_VBL()/etc are instead called via the GBDK ISR dispatcher which makes the extra function attributes unecessary.

Note
The default GBDK VBL is installed automatically.
See also
ISR_VECTOR()

Adds a V-blank interrupt handler.

◆ add_LCD()

void add_LCD ( int_handler  h)

Adds a LCD interrupt handler.

Called when the LCD interrupt occurs.

Up to 3 handlers may be added, with the last added being called last.

There are various sources controlled by the STAT_REG register ($FF41) which can trigger this interrupt. Common examples include triggering on specific scanlines using LY_REG == LYC_REG. Another is applying graphics effects on a per-scanline basis such as modifying the X and Y scroll registers (SCX_REG / SCY_REG registers).

Note
LYC may not trigger with scanline 0 in the same way as other scanlines due to particular behavior with scanlines 153 and 0. Instead, using an add_VBL() interrupt handler for start of frame behavior may be more suitable.

Do not use the function definition attributes CRITICAL and INTERRUPT when declaring ISR functions added via add_VBL() (or LCD, etc). Those attributes are only required when constructing a bare jump from the interrupt vector itself (such as with ISR_VECTOR()).

ISR handlers added using add_VBL/LCD/etc are instead called via the GBDK ISR dispatcher which makes the extra function attributes unecessary.

If this ISR is to be called once per each scanline then make sure that the time it takes to execute is less than the duration of a scanline.

See also
add_VBL, nowait_int_handler, ISR_VECTOR()

Adds a LCD interrupt handler.

◆ add_TIM()

void add_TIM ( int_handler  h)

Adds a timer interrupt handler.

Can not be used together with add_low_priority_TIM

This interrupt occurs when the TIMA_REG register ($FF05) changes from $FF to $00.

Up to 4 handlers may be added, with the last added being called last.

See also
add_VBL
set_interrupts() with TIM_IFLAG, ISR_VECTOR()

◆ add_low_priority_TIM()

void add_low_priority_TIM ( int_handler  h)

Adds a timer interrupt handler, that could be interrupted by the other interrupts, as well as itself, if it runs too slow.

Can not be used together with add_TIM

This interrupt occurs when the TIMA_REG register ($FF05) changes from $FF to $00.

Up to 4 handlers may be added, with the last added being called last.

See also
add_VBL
set_interrupts() with TIM_IFLAG, ISR_VECTOR()

◆ add_SIO()

void add_SIO ( int_handler  h)

Adds a Serial Link transmit complete interrupt handler.

This interrupt occurs when a serial transfer has completed on the game link port.

Up to 4 handlers may be added, with the last added being called last.

The default SIO ISR gets installed automatically if any of the standard SIO calls are used (send_byte(), receive_byte()).

See also
send_byte, receive_byte(), add_VBL()
set_interrupts() with SIO_IFLAG

◆ add_JOY()

void add_JOY ( int_handler  h)

Adds a joypad button change interrupt handler.

This interrupt occurs on a transition of any of the keypad input lines from high to low, if the relevant P1_REG bits 4 or 5 are set.

For details about configuring flags or reading the data see: https://gbdev.io/pandocs/Interrupt_Sources.html#int-60&ndash;joypad-interrupt https://gbdev.io/pandocs/Joypad_Input.html#ff00&ndash;p1joyp-joypad

Due to the fact that keypad "bounce" is virtually always present, software should expect this interrupt to occur one or more times for every button press and one or more times for every button release.

Up to 4 handlers may be added, with the last added being called last.

An example use of this is allowing the user to trigger an exit from the lower-power STOP cpu state.

See also
joypad(), add_VBL(), IEF_HILO, P1F_5, P1F_4, P1F_3, P1F_2, P1F_1, P1F_0, P1F_GET_DPAD, P1F_GET_BTN, P1F_GET_NONE

◆ nowait_int_handler()

void nowait_int_handler ( void  )

Interrupt handler chain terminator that does not wait for .STAT

You must add this handler last in every interrupt handler chain if you want to change the default interrupt handler behaviour that waits for LCD controller mode to become 1 or 0 before return from the interrupt.

Example:

add_SIO(nowait_int_handler); // Disable wait on VRAM state before returning from SIO interrupt
}
#define CRITICAL
Definition: types.h:46
void nowait_int_handler(void)
void add_SIO(int_handler h)
See also
wait_int_handler()

◆ wait_int_handler()

void wait_int_handler ( void  )

Default Interrupt handler chain terminator that waits for

See also
STAT_REG and only returns at the BEGINNING of either Mode 0 or Mode 1.

Used by default at the end of interrupt chains to help prevent graphical glitches. The glitches are caused when an ISR interrupts a graphics operation in one mode but returns in a different mode for which that graphics operation is not allowed.

See also
nowait_int_handler()

◆ cancel_pending_interrupts()

uint8_t cancel_pending_interrupts ( void  )
inline

Cancel pending interrupts

◆ mode()

void mode ( uint8_t  m)

Set the current screen mode - one of M_* modes

Normally used by internal functions only.

See also
M_DRAWING, M_TEXT_OUT, M_TEXT_INOUT, M_NO_SCROLL, M_NO_INTERP

◆ get_mode()

uint8_t get_mode ( void  )

Returns the current mode

See also
M_DRAWING, M_TEXT_OUT, M_TEXT_INOUT, M_NO_SCROLL, M_NO_INTERP

◆ get_system()

uint8_t get_system ( void  )
inline

◆ send_byte()

void send_byte ( void  )

Serial Link: Send the byte in _io_out out through the serial port

Make sure to enable interrupts for the Serial Link before trying to transfer data.

See also
add_SIO(), remove_SIO()
set_interrupts() with SIO_IFLAG

◆ receive_byte()

void receive_byte ( void  )

Serial Link: Receive a byte from the serial port into _io_in

Make sure to enable interrupts for the Serial Link before trying to transfer data.

See also
add_SIO(), remove_SIO()
set_interrupts() with SIO_IFLAG

◆ delay()

void delay ( uint16_t  d)

Delays the given number of milliseconds. Uses no timers or interrupts, and can be called with interrupts disabled

◆ joypad()

uint8_t joypad ( void  )

Reads and returns the current state of the joypad. Follows Nintendo's guidelines for reading the pad. Return value is an OR of J_*

When testing for multiple different buttons, it's best to read the joypad state once into a variable and then test using that variable.

See also
J_START, J_SELECT, J_A, J_B, J_UP, J_DOWN, J_LEFT, J_RIGHT

◆ waitpad()

uint8_t waitpad ( uint8_t  mask)

Waits until at least one of the buttons given in mask are pressed.

Parameters
maskBitmask indicating which buttons to wait for

Normally only used for checking one key, but it will support many, even J_LEFT at the same time as J_RIGHT. :)

Note
Checks in a loop that doesn't HALT at all, so the CPU will be maxed out until this call returns.
See also
joypad
J_START, J_SELECT, J_A, J_B, J_UP, J_DOWN, J_LEFT, J_RIGHT

◆ waitpadup()

void waitpadup ( void  )

Waits for the directional pad and all buttons to be released.

Note
Checks in a loop that doesn't HALT at all, so the CPU will be maxed out until this call returns.

◆ joypad_init()

uint8_t joypad_init ( uint8_t  npads,
joypads_t joypads 
)

Initializes joypads_t structure for polling multiple joypads (for the GB and ones connected via SGB)

Parameters
npadsnumber of joypads requested (1, 2 or 4)
joypadspointer to joypads_t structure to be initialized

Only required for joypad_ex, not required for calls to regular joypad()

Returns
number of joypads avaliable
See also
joypad_ex(), joypads_t

◆ joypad_ex()

void joypad_ex ( joypads_t joypads)

Polls all avaliable joypads (for the GB and ones connected via SGB)

Parameters
joypadspointer to joypads_t structure to be filled with joypad statuses, must be previously initialized with joypad_init()
See also
joypad_init(), joypads_t

◆ enable_interrupts()

void enable_interrupts ( void  )
inline

Enables unmasked interrupts

Note
Use CRITICAL {...} instead for creating a block of of code which should execute with interrupts temporarily turned off.
See also
disable_interrupts, set_interrupts, CRITICAL

◆ disable_interrupts()

void disable_interrupts ( void  )
inline

Disables interrupts

Note
Use CRITICAL {...} instead for creating a block of of code which should execute with interrupts temporarily turned off.

This function may be called as many times as you like; however the first call to enable_interrupts will re-enable them.

See also
enable_interrupts, set_interrupts, CRITICAL

◆ set_interrupts()

void set_interrupts ( uint8_t  flags)

Clears any pending interrupts and sets the interrupt mask register IO to flags.

Parameters
flagsA logical OR of *_IFLAGS
Note
This disables and then re-enables interrupts so it must be used outside of a critical section.
See also
enable_interrupts(), disable_interrupts()
VBL_IFLAG, LCD_IFLAG, TIM_IFLAG, SIO_IFLAG, JOY_IFLAG

◆ reset()

void reset ( void  )

Performs a soft reset.

For the Game Boy and related it does this by jumping to address 0x0150 which is in crt0.s (the c-runtime that executes before main() is called).

This performs various startup steps such as resetting the stack, clearing WRAM and OAM, resetting initialized variables and some display registers (scroll, window, LCDC), etc.

This is not the same a hard power reset.

◆ vsync()

void vsync ( void  )

HALTs the CPU and waits for the vertical blank interrupt and then returns when all registered VBL ISRs have completed.

This is often used in main loops to idle the CPU at low power until it's time to start the next frame. It's also useful for syncing animation with the screen re-draw.

Warning: If the VBL interrupt is disabled, this function will never return. If the screen is off this function returns immediately.

◆ wait_vbl_done()

void wait_vbl_done ( void  )

Obsolete. This function has been replaced by vsync(), which has identical behavior.

◆ display_off()

void display_off ( void  )

Turns the display off.

Waits until the VBL before turning the display off.

See also
DISPLAY_ON

◆ refresh_OAM()

void refresh_OAM ( void  )

Copies data from shadow OAM to OAM

◆ hiramcpy()

void hiramcpy ( uint8_t  dst,
const void *  src,
uint8_t  n 
)

Copies data from somewhere in the lower address space to part of hi-ram.

Parameters
dstOffset in high ram (0xFF00 and above) to copy to.
srcArea to copy from
nNumber of bytes to copy.

◆ set_vram_byte()

void set_vram_byte ( uint8_t addr,
uint8_t  v 
)

Set byte in vram at given memory location

Parameters
addraddress to write to
vvalue

◆ get_vram_byte()

uint8_t get_vram_byte ( uint8_t addr)

Get byte from vram at given memory location

Parameters
addraddress to read from
Returns
read value
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

◆ get_bkg_xy_addr()

uint8_t* get_bkg_xy_addr ( uint8_t  x,
uint8_t  y 
)

Get address of X,Y tile of background map

◆ set_2bpp_palette()

void set_2bpp_palette ( uint16_t  palette)
inline

Sets palette for 2bpp color translation for GG/SMS, does nothing on GB

◆ set_1bpp_colors_ex()

void set_1bpp_colors_ex ( uint8_t  fgcolor,
uint8_t  bgcolor,
uint8_t  mode 
)

Sets the Foreground and Background colors used by the set_*_1bpp_*() functions

Parameters
fgcolorForeground color
bgcolorBackground color
modeDraw Mode

See set_1bpp_colors for details.

◆ set_1bpp_colors()

void set_1bpp_colors ( uint8_t  fgcolor,
uint8_t  bgcolor 
)
inline

Sets the Foreground and Background colors used by the set_*_1bpp_*() functions

Parameters
fgcolorForeground color to use
bgcolorBackground color to use

The default colors are:

  • Foreground: DMG_BLACK
  • Background: DMG_WHITE

Example:

// Use DMG_BLACK as the Foreground color and DMG_LITE_GRAY
// as the Background color when loading 1bpp tile data.
void set_1bpp_colors(uint8_t fgcolor, uint8_t bgcolor)
Definition: gb.h:1026
See also
DMG_BLACK, DMG_DARK_GRAY, DMG_LITE_GRAY, DMG_WHITE
set_bkg_1bpp_data, set_win_1bpp_data, set_sprite_1bpp_data

◆ set_bkg_data()

void set_bkg_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)

Sets VRAM Tile Pattern data for the Background / Window

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to (2 bpp) source tile data

Writes nb_tiles tiles to VRAM starting at first_tile, tile data is sourced from data. Each Tile is 16 bytes in size (8x8 pixels, 2 bits-per-pixel).

Note
Sprite Tiles 128-255 share the same memory region as Background Tiles 128-255.

GBC only: VBK_REG determines which bank of tile patterns are written to.

See also
set_win_data, set_tile_data

◆ set_bkg_1bpp_data()

void set_bkg_1bpp_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)

Sets VRAM Tile Pattern data for the Background / Window using 1bpp source data

Parameters
first_tileIndex of the first Tile to write
nb_tilesNumber of Tiles to write
dataPointer to (1bpp) source Tile Pattern data

Similar to set_bkg_data, except source data is 1 bit-per-pixel which gets expanded into 2 bits-per-pixel.

For a given bit that represent a pixel:

  • 0 will be expanded into the Background color
  • 1 will be expanded into the Foreground color

See set_1bpp_colors for details about setting the Foreground and Background colors.

See also
SHOW_BKG, HIDE_BKG, set_bkg_tiles
set_win_1bpp_data, set_sprite_1bpp_data

◆ get_bkg_data()

void get_bkg_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
uint8_t data 
)

Copies from Background / Window VRAM Tile Pattern data into a buffer

Parameters
first_tileIndex of the first Tile to read from
nb_tilesNumber of Tiles to read
dataPointer to destination buffer for Tile Pattern data
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

Copies nb_tiles tiles from VRAM starting at first_tile, Tile data is copied into data.

Each Tile is 16 bytes, so the buffer pointed to by data should be at least nb_tiles x 16 bytes in size.

See also
get_win_data, get_data

◆ set_bkg_tiles()

void set_bkg_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t tiles 
)

Sets a rectangular region of Background Tile Map.

Parameters
xX Start position in Background Map tile coordinates. Range 0 - 31
yY Start position in Background Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 1 - 32
hHeight of area to set in tiles. Range 1 - 32
tilesPointer to source tile map data

Entries are copied from map at tiles to the Background Tile Map starting at x, y writing across for w tiles and down for h tiles.

Use set_bkg_submap() instead when:

  • Source map is wider than 32 tiles.
  • Writing a width that does not match the source map width and more than one row high at a time.

One byte per source tile map entry.

Writes that exceed coordinate 31 on the x or y axis will wrap around to the Left and Top edges.

Note
Patterns 128-255 overlap with patterns 128-255 of the sprite Tile Pattern table.

GBC only: VBK_REG determines whether Tile Numbers or Tile Attributes get set.

GBC Tile Attributes are defined as:

  • Bit 7 - Priority flag. When this is set, it puts the tile above the sprites with colour 0 being transparent.
    0: Below sprites
    1: Above sprites
    Note: SHOW_BKG needs to be set for these priorities to take place.
  • Bit 6 - Vertical flip. Dictates which way up the tile is drawn vertically.
    0: Normal
    1: Flipped Vertically
  • Bit 5 - Horizontal flip. Dictates which way up the tile is drawn horizontally.
    0: Normal
    1: Flipped Horizontally
  • Bit 4 - Not used
  • Bit 3 - Character Bank specification. Dictates from which bank of Background Tile Patterns the tile is taken.
    0: Bank 0
    1: Bank 1
  • Bit 2 - See bit 0.
  • Bit 1 - See bit 0.
  • Bit 0 - Bits 0-2 indicate which of the 7 BKG colour palettes the tile is assigned.
See also
SHOW_BKG
set_bkg_data, set_bkg_submap, set_win_tiles, set_tiles

◆ set_bkg_based_tiles()

void set_bkg_based_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t tiles,
uint8_t  base_tile 
)
inline

Sets a rectangular region of Background Tile Map. The offset value in base_tile is added to the tile ID for each map entry.

Parameters
xX Start position in Background Map tile coordinates. Range 0 - 31
yY Start position in Background Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 1 - 32
hHeight of area to set in tiles. Range 1 - 32
tilesPointer to source tile map data
base_tileOffset each tile ID entry of the source map by this value. Range 1 - 255

This is identical to set_bkg_tiles() except that it adds the base_tile parameter for when a tile map's tiles don't start at index zero. (For example, the tiles used by the map range from 100 -> 120 in VRAM instead of 0 -> 20).

See also
set_bkg_tiles for more details

◆ set_bkg_attributes()

void set_bkg_attributes ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t tiles 
)
inline

Sets a rectangular region of Background Tile Map Attributes.

Parameters
xX Start position in Background Map tile coordinates. Range 0 - 31
yY Start position in Background Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 1 - 32
hHeight of area to set in tiles. Range 1 - 32
tilesPointer to source tile map attribute data

Entries are copied from map at tiles to the Background Tile Map starting at x, y writing across for w tiles and down for h tiles.

Use set_bkg_submap_attributes() instead when:

  • Source map is wider than 32 tiles.
  • Writing a width that does not match the source map width and more than one row high at a time.

One byte per source tile map entry.

Writes that exceed coordinate 31 on the x or y axis will wrap around to the Left and Top edges.

GBC Tile Attributes are defined as:

  • Bit 7 - Priority flag. When this is set, it puts the tile above the sprites with colour 0 being transparent.
    0: Below sprites
    1: Above sprites
    Note: SHOW_BKG needs to be set for these priorities to take place.
  • Bit 6 - Vertical flip. Dictates which way up the tile is drawn vertically.
    0: Normal
    1: Flipped Vertically
  • Bit 5 - Horizontal flip. Dictates which way up the tile is drawn horizontally.
    0: Normal
    1: Flipped Horizontally
  • Bit 4 - Not used
  • Bit 3 - Character Bank specification. Dictates from which bank of Background Tile Patterns the tile is taken.
    0: Bank 0
    1: Bank 1
  • Bit 2 - See bit 0.
  • Bit 1 - See bit 0.
  • Bit 0 - Bits 0-2 indicate which of the 7 BKG colour palettes the tile is assigned.
See also
SHOW_BKG
set_bkg_data, set_bkg_submap_attributes, set_win_tiles, set_tiles
Note
On the Game Boy this is only usable in Game Boy Color mode

◆ set_bkg_submap()

void set_bkg_submap ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t map,
uint8_t  map_w 
)
inline

Sets a rectangular area of the Background Tile Map using a sub-region from a source tile map. Useful for scrolling implementations of maps larger than 32 x 32 tiles.

Parameters
xX Start position in both the Source Tile Map and hardware Background Map tile coordinates. Range 0 - 255
yY Start position in both the Source Tile Map and hardware Background Map tile coordinates. Range 0 - 255
wWidth of area to set in tiles. Range 1 - 255
hHeight of area to set in tiles. Range 1 - 255
mapPointer to source tile map data
map_wWidth of source tile map in tiles. Range 1 - 255

Entries are copied from map to the Background Tile Map starting at x, y writing across for w tiles and down for h tiles, using map_w as the rowstride for the source tile map.

The x and y parameters are in Source Tile Map tile coordinates. The location tiles will be written to on the hardware Background Map is derived from those, but only uses the lower 5 bits of each axis, for range of 0-31 (they are bit-masked: x & 0x1F and y & 0x1F). As a result the two coordinate systems are aligned together.

In order to transfer tile map data in a way where the coordinate systems are not aligned, an offset from the Source Tile Map pointer can be passed in: (map_ptr + x + (y * map_width)).

For example, if you want the tile id at 1,2 from the source map to show up at 0,0 on the hardware Background Map (instead of at 1,2) then modify the pointer address that is passed in: map_ptr + 1 + (2 * map_width)

Use this instead of set_bkg_tiles when the source map is wider than 32 tiles or when writing a width that does not match the source map width.

One byte per source tile map entry.

Writes that exceed coordinate 31 on the x or y axis will wrap around to the Left and Top edges.

See set_bkg_tiles for setting CGB attribute maps with VBK_REG.

See also
SHOW_BKG
set_bkg_data, set_bkg_tiles, set_win_submap, set_tiles

◆ set_bkg_based_submap()

void set_bkg_based_submap ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t map,
uint8_t  map_w,
uint8_t  base_tile 
)
inline

Sets a rectangular area of the Background Tile Map using a sub-region from a source tile map. The offset value in base_tile is added to the tile ID for each map entry.

Parameters
xX Start position in both the Source Tile Map and hardware Background Map tile coordinates. Range 0 - 255
yY Start position in both the Source Tile Map and hardware Background Map tile coordinates. Range 0 - 255
wWidth of area to set in tiles. Range 1 - 255
hHeight of area to set in tiles. Range 1 - 255
mapPointer to source tile map data
map_wWidth of source tile map in tiles. Range 1 - 255
base_tileOffset each tile ID entry of the source map by this value. Range 1 - 255

This is identical to set_bkg_submap() except that it adds the base_tile parameter for when a tile map's tiles don't start at index zero. (For example, the tiles used by the map range from 100 -> 120 in VRAM instead of 0 -> 20).

See also
set_bkg_submap for more details

◆ set_bkg_submap_attributes()

void set_bkg_submap_attributes ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t map,
uint8_t  map_w 
)
inline

Sets a rectangular area of the Background Tile Map Attributes using a sub-region from a source tile attribute map. Useful for scrolling implementations of maps larger than 32 x 32 tiles.

Parameters
xX Start position in both the Source Tile Map and hardware Background Map tile coordinates. Range 0 - 255
yY Start position in both the Source Tile Map and hardware Background Map tile coordinates. Range 0 - 255
wWidth of area to set in tiles. Range 1 - 255
hHeight of area to set in tiles. Range 1 - 255
mapPointer to source tile map attribute data
map_wWidth of source tile map in tiles. Range 1 - 255

Entries are copied from map to the Background Tile Map starting at x, y writing across for w tiles and down for h tiles, using map_w as the rowstride for the source tile map.

The x and y parameters are in Source Tile Map tile coordinates. The location tiles will be written to on the hardware Background Map is derived from those, but only uses the lower 5 bits of each axis, for range of 0-31 (they are bit-masked: x & 0x1F and y & 0x1F). As a result the two coordinate systems are aligned together.

In order to transfer tile map data in a way where the coordinate systems are not aligned, an offset from the Source Tile Map pointer can be passed in: (map_ptr + x + (y * map_width)).

For example, if you want the tile id at 1,2 from the source map to show up at 0,0 on the hardware Background Map (instead of at 1,2) then modify the pointer address that is passed in: map_ptr + 1 + (2 * map_width)

Use this instead of set_bkg_tiles when the source map is wider than 32 tiles or when writing a width that does not match the source map width.

One byte per source tile map entry.

Writes that exceed coordinate 31 on the x or y axis will wrap around to the Left and Top edges.

See set_bkg_tiles for setting CGB attribute maps with VBK_REG.

See also
SHOW_BKG
set_bkg_data, set_bkg_attributes, set_win_submap, set_tiles
Note
On the Game Boy this is only usable in Game Boy Color mode

◆ get_bkg_tiles()

void get_bkg_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
uint8_t tiles 
)

Copies a rectangular region of Background Tile Map entries into a buffer.

Parameters
xX Start position in Background Map tile coordinates. Range 0 - 31
yY Start position in Background Map tile coordinates. Range 0 - 31
wWidth of area to copy in tiles. Range 0 - 31
hHeight of area to copy in tiles. Range 0 - 31
tilesPointer to destination buffer for Tile Map data
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

Entries are copied into tiles from the Background Tile Map starting at x, y reading across for w tiles and down for h tiles.

One byte per tile.

The buffer pointed to by tiles should be at least x x y bytes in size.

See also
get_win_tiles, get_bkg_tile_xy, get_tiles, get_vram_byte

◆ set_bkg_tile_xy()

uint8_t* set_bkg_tile_xy ( uint8_t  x,
uint8_t  y,
uint8_t  t 
)

Set single tile t on background layer at x,y

Parameters
xX-coordinate
yY-coordinate
ttile index
Returns
returns the address of tile, so you may use faster set_vram_byte() later

◆ set_bkg_attribute_xy()

uint8_t* set_bkg_attribute_xy ( uint8_t  x,
uint8_t  y,
uint8_t  a 
)
inline

Set single attribute data a on background layer at x,y

Parameters
xX-coordinate
yY-coordinate
atile attributes
Returns
returns the address of tile attribute, so you may use faster set_vram_byte() later
Note
On the Game Boy this is only usable in Game Boy Color mode

◆ get_bkg_tile_xy()

uint8_t get_bkg_tile_xy ( uint8_t  x,
uint8_t  y 
)

Get single tile t on background layer at x,y

Parameters
xX-coordinate
yY-coordinate
Returns
returns tile index
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

◆ move_bkg()

void move_bkg ( uint8_t  x,
uint8_t  y 
)
inline

Moves the Background Layer to the position specified in x and y in pixels.

Parameters
xX axis screen coordinate for Left edge of the Background
yY axis screen coordinate for Top edge of the Background

0,0 is the top left corner of the GB screen. The Background Layer wraps around the screen, so when part of it goes off the screen it appears on the opposite side (factoring in the larger size of the Background Layer versus the screen size).

The background layer is always under the Window Layer.

See also
SHOW_BKG, HIDE_BKG

◆ scroll_bkg()

void scroll_bkg ( int8_t  x,
int8_t  y 
)
inline

Moves the Background relative to it's current position.

Parameters
xNumber of pixels to move the Background on the X axis
Range: -128 - 127
yNumber of pixels to move the Background on the Y axis
Range: -128 - 127
See also
move_bkg

◆ get_win_xy_addr()

uint8_t* get_win_xy_addr ( uint8_t  x,
uint8_t  y 
)

Get address of X,Y tile of window map

◆ set_win_data()

void set_win_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)

Sets VRAM Tile Pattern data for the Window / Background

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to (2 bpp) source Tile Pattern data.

This is the same as set_bkg_data, since the Window Layer and Background Layer share the same Tile pattern data.

See also
set_bkg_data
set_win_tiles, set_bkg_data, set_data
SHOW_WIN, HIDE_WIN

◆ set_win_1bpp_data()

void set_win_1bpp_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)

Sets VRAM Tile Pattern data for the Window / Background using 1bpp source data

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to (1bpp) source Tile Pattern data

This is the same as set_bkg_1bpp_data, since the Window Layer and Background Layer share the same Tile pattern data.

For a given bit that represent a pixel:

  • 0 will be expanded into the Background color
  • 1 will be expanded into the Foreground color

See set_1bpp_colors for details about setting the Foreground and Background colors.

See also
set_bkg_data, set_win_data, set_1bpp_colors
set_bkg_1bpp_data, set_sprite_1bpp_data

◆ get_win_data()

void get_win_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
uint8_t data 
)

Copies from Window / Background VRAM Tile Pattern data into a buffer

Parameters
first_tileIndex of the first Tile to read from
nb_tilesNumber of Tiles to read
dataPointer to destination buffer for Tile Pattern Data
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

This is the same as get_bkg_data, since the Window Layer and Background Layer share the same Tile pattern data.

See also
get_bkg_data, get_data

◆ set_win_tiles()

void set_win_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t tiles 
)

Sets a rectangular region of the Window Tile Map.

Parameters
xX Start position in Window Map tile coordinates. Range 0 - 31
yY Start position in Window Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 1 - 32
hHeight of area to set in tiles. Range 1 - 32
tilesPointer to source tile map data

Entries are copied from map at tiles to the Window Tile Map starting at x, y writing across for w tiles and down for h tiles.

Use set_win_submap() instead when:

  • Source map is wider than 32 tiles.
  • Writing a width that does not match the source map width and more than one row high at a time.

One byte per source tile map entry.

Writes that exceed coordinate 31 on the x or y axis will wrap around to the Left and Top edges.

Note
Patterns 128-255 overlap with patterns 128-255 of the sprite Tile Pattern table.

GBC only: VBK_REG determines whether Tile Numbers or Tile Attributes get set.

For more details about GBC Tile Attributes see set_bkg_tiles.

See also
SHOW_WIN, HIDE_WIN, set_win_submap, set_bkg_tiles, set_bkg_data, set_tiles

◆ set_win_based_tiles()

void set_win_based_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t tiles,
uint8_t  base_tile 
)
inline

Sets a rectangular region of the Window Tile Map. The offset value in base_tile is added to the tile ID for each map entry.

Parameters
xX Start position in Window Map tile coordinates. Range 0 - 31
yY Start position in Window Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 1 - 32
hHeight of area to set in tiles. Range 1 - 32
tilesPointer to source tile map data
base_tileOffset each tile ID entry of the source map by this value. Range 1 - 255

This is identical to set_win_tiles() except that it adds the base_tile parameter for when a tile map's tiles don't start at index zero. (For example, the tiles used by the map range from 100 -> 120 in VRAM instead of 0 -> 20).

See also
set_win_tiles for more details

◆ set_win_submap()

void set_win_submap ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t map,
uint8_t  map_w 
)
inline

Sets a rectangular area of the Window Tile Map using a sub-region from a source tile map.

Parameters
xX Start position in both the Source Tile Map and hardware Window Map tile coordinates. Range 0 - 255
yY Start position in both the Source Tile Map and hardware Window Map tile coordinates. Range 0 - 255
wWidth of area to set in tiles. Range 1 - 255
hHeight of area to set in tiles. Range 1 - 255
mapPointer to source tile map data
map_wWidth of source tile map in tiles. Range 1 - 255

Entries are copied from map to the Window Tile Map starting at x, y writing across for w tiles and down for h tiles, using map_w as the rowstride for the source tile map.

The x and y parameters are in Source Tile Map tile coordinates. The location tiles will be written to on the hardware Background Map is derived from those, but only uses the lower 5 bits of each axis, for range of 0-31 (they are bit-masked: x & 0x1F and y & 0x1F). As a result the two coordinate systems are aligned together.

In order to transfer tile map data in a way where the coordinate systems are not aligned, an offset from the Source Tile Map pointer can be passed in: (map_ptr + x + (y * map_width)).

For example, if you want the tile id at 1,2 from the source map to show up at 0,0 on the hardware Background Map (instead of at 1,2) then modify the pointer address that is passed in: map_ptr + 1 + (2 * map_width)

Use this instead of set_win_tiles when the source map is wider than 32 tiles or when writing a width that does not match the source map width.

One byte per source tile map entry.

Writes that exceed coordinate 31 on the x or y axis will wrap around to the Left and Top edges.

GBC only: VBK_REG determines whether Tile Numbers or Tile Attributes get set.

See set_bkg_tiles for details about CGB attribute maps with VBK_REG.

See also
SHOW_WIN, HIDE_WIN, set_win_tiles, set_bkg_submap, set_bkg_tiles, set_bkg_data, set_tiles

◆ set_win_based_submap()

void set_win_based_submap ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
const uint8_t map,
uint8_t  map_w,
uint8_t  base_tile 
)
inline

Sets a rectangular area of the Window Tile Map using a sub-region from a source tile map. The offset value in base_tile is added to the tile ID for each map entry.

Parameters
xX Start position in both the Source Tile Map and hardware Window Map tile coordinates. Range 0 - 255
yY Start position in both the Source Tile Map and hardware Window Map tile coordinates. Range 0 - 255
wWidth of area to set in tiles. Range 1 - 255
hHeight of area to set in tiles. Range 1 - 255
mapPointer to source tile map data
map_wWidth of source tile map in tiles. Range 1 - 255
base_tileOffset each tile ID entry of the source map by this value. Range 1 - 255

This is identical to set_win_submap() except that it adds the base_tile parameter for when a tile map's tiles don't start at index zero. (For example, the tiles used by the map range from 100 -> 120 in VRAM instead of 0 -> 20).

See also
set_win_submap for more details

◆ get_win_tiles()

void get_win_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
uint8_t tiles 
)

Copies a rectangular region of Window Tile Map entries into a buffer.

Parameters
xX Start position in Window Map tile coordinates. Range 0 - 31
yY Start position in Window Map tile coordinates. Range 0 - 31
wWidth of area to copy in tiles. Range 0 - 31
hHeight of area to copy in tiles. Range 0 - 31
tilesPointer to destination buffer for Tile Map data
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

Entries are copied into tiles from the Window Tile Map starting at x, y reading across for w tiles and down for h tiles.

One byte per tile.

The buffer pointed to by tiles should be at least x x y bytes in size.

See also
get_bkg_tiles, get_bkg_tile_xy, get_tiles, get_vram_byte

◆ set_win_tile_xy()

uint8_t* set_win_tile_xy ( uint8_t  x,
uint8_t  y,
uint8_t  t 
)

Set single tile t on window layer at x,y

Parameters
xX-coordinate
yY-coordinate
ttile index
Returns
returns the address of tile, so you may use faster set_vram_byte() later

◆ get_win_tile_xy()

uint8_t get_win_tile_xy ( uint8_t  x,
uint8_t  y 
)

Get single tile t on window layer at x,y

Parameters
xX-coordinate
yY-coordinate
Returns
returns the tile index
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

◆ move_win()

void move_win ( uint8_t  x,
uint8_t  y 
)
inline

Moves the Window to the x, y position on the screen.

Parameters
xX coordinate for Left edge of the Window (actual displayed location will be X - 7)
yY coordinate for Top edge of the Window

7,0 is the top left corner of the screen in Window coordinates. The Window is locked to the bottom right corner.

The Window is always over the Background layer.

See also
SHOW_WIN, HIDE_WIN

◆ scroll_win()

void scroll_win ( int8_t  x,
int8_t  y 
)
inline

Move the Window relative to its current position.

Parameters
xNumber of pixels to move the window on the X axis
Range: -128 - 127
yNumber of pixels to move the window on the Y axis
Range: -128 - 127
See also
move_win

◆ set_sprite_data()

void set_sprite_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)

Sets VRAM Tile Pattern data for Sprites

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to (2 bpp) source Tile Pattern data

Writes nb_tiles tiles to VRAM starting at first_tile, tile data is sourced from data. Each Tile is 16 bytes in size (8x8 pixels, 2 bits-per-pixel).

Note
Sprite Tiles 128-255 share the same memory region as Background Tiles 128-255.

GBC only: VBK_REG determines which bank of tile patterns are written to.

◆ set_sprite_1bpp_data()

void set_sprite_1bpp_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)

Sets VRAM Tile Pattern data for Sprites using 1bpp source data

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to (1bpp) source Tile Pattern data

Similar to set_sprite_data, except source data is 1 bit-per-pixel which gets expanded into 2 bits-per-pixel.

For a given bit that represent a pixel:

  • 0 will be expanded into the Background color
  • 1 will be expanded into the Foreground color

See set_1bpp_colors for details about setting the Foreground and Background colors.

See also
SHOW_SPRITES, HIDE_SPRITES, set_sprite_tile
set_bkg_1bpp_data, set_win_1bpp_data

◆ get_sprite_data()

void get_sprite_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
uint8_t data 
)

Copies from Sprite VRAM Tile Pattern data into a buffer

Parameters
first_tileIndex of the first tile to read from
nb_tilesNumber of tiles to read
dataPointer to destination buffer for Tile Pattern data
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

Copies nb_tiles tiles from VRAM starting at first_tile, tile data is copied into data.

Each Tile is 16 bytes, so the buffer pointed to by data should be at least nb_tiles x 16 bytes in size.

◆ SET_SHADOW_OAM_ADDRESS()

void SET_SHADOW_OAM_ADDRESS ( void *  address)
inline

Enable OAM DMA copy each VBlank and set it to transfer any 256-byte aligned array

◆ set_sprite_tile()

void set_sprite_tile ( uint8_t  nb,
uint8_t  tile 
)
inline

Sets sprite number nb__in the OAM to display tile number __tile.

Parameters
nbSprite number, range 0 - 39
tileSelects a tile (0 - 255) from memory at 8000h - 8FFFh
In CGB Mode this could be either in VRAM Bank
0 or 1, depending on Bit 3 of the OAM Attribute Flag
(see set_sprite_prop)

In 8x16 mode:

  • The sprite will also display the next tile (tile + 1) directly below (y + 8) the first tile.
  • The lower bit of the tile number is ignored: the upper 8x8 tile is (tile & 0xFE), and the lower 8x8 tile is (tile | 0x01).
  • See: SPRITES_8x16

◆ get_sprite_tile()

uint8_t get_sprite_tile ( uint8_t  nb)
inline

Returns the tile number of sprite number nb in the OAM.

Parameters
nbSprite number, range 0 - 39
See also
set_sprite_tile for more details

◆ set_sprite_prop()

void set_sprite_prop ( uint8_t  nb,
uint8_t  prop 
)
inline

Sets the OAM Property Flags of sprite number nb to those defined in prop.

Parameters
nbSprite number, range 0 - 39
propProperty setting (see bitfield description)

The bits in prop represent:

  • Bit 7 - Priority flag. When this is set the sprites appear behind the background and window layer.
    0: infront
    1: behind
  • Bit 6 - Vertical flip. Dictates which way up the sprite is drawn vertically.
    0: normal
    1:upside down
  • Bit 5 - Horizontal flip. Dictates which way up the sprite is drawn horizontally.
    0: normal
    1:back to front
  • Bit 4 - DMG/Non-CGB Mode Only. Assigns either one of the two b/w palettes to the sprite.
    0: OBJ palette 0
    1: OBJ palette 1
  • Bit 3 - GBC only. Dictates from which bank of Sprite Tile Patterns the tile is taken.
    0: Bank 0
    1: Bank 1
  • Bit 2 - See bit 0.
  • Bit 1 - See bit 0.
  • Bit 0 - GBC only. Bits 0-2 indicate which of the 7 OBJ colour palettes the sprite is assigned.

It's recommended to use GBDK constants (eg: S_FLIPY) to configure sprite properties as these are crossplatform.

// Load palette data into the first palette
set_sprite_palette(4, 1, exampleSprite_palettes)
// Set the OAM value for the sprite
// These flags tell the sprite to flip both vertically and horizontally.
#define S_FLIPY
Definition: gb.h:96
void set_sprite_prop(uint8_t nb, uint8_t prop)
Definition: gb.h:1933
#define S_FLIPX
Definition: gb.h:92
#define set_sprite_palette(first_palette, nb_palettes, rgb_data)
Definition: msx.h:550
See also
S_PALETTE, S_FLIPX, S_FLIPY, S_PRIORITY

◆ get_sprite_prop()

uint8_t get_sprite_prop ( uint8_t  nb)
inline

Returns the OAM Property Flags of sprite number nb.

Parameters
nbSprite number, range 0 - 39
See also
set_sprite_prop for property bitfield settings

◆ move_sprite()

void move_sprite ( uint8_t  nb,
uint8_t  x,
uint8_t  y 
)
inline

Moves sprite number nb to the x, y position on the screen.

Parameters
nbSprite number, range 0 - 39
xX Position. Specifies the sprites horizontal position on the screen (minus 8).
An offscreen value (X=0 or X>=168) hides the sprite, but the sprite still affects the priority ordering - a better way to hide a sprite is to set its Y-coordinate offscreen.
yY Position. Specifies the sprites vertical position on the screen (minus 16).
An offscreen value (for example, Y=0 or Y>=160) hides the sprite.

Moving the sprite to 0,0 (or similar off-screen location) will hide it.

◆ scroll_sprite()

void scroll_sprite ( uint8_t  nb,
int8_t  x,
int8_t  y 
)
inline

Moves sprite number nb relative to its current position.

Parameters
nbSprite number, range 0 - 39
xNumber of pixels to move the sprite on the X axis
Range: -128 - 127
yNumber of pixels to move the sprite on the Y axis
Range: -128 - 127
See also
move_sprite for more details about the X and Y position

◆ hide_sprite()

void hide_sprite ( uint8_t  nb)
inline

Hides sprite number nb by moving it to zero position by Y.

Parameters
nbSprite number, range 0 - 39
See also
hide_sprites_range, HIDE_SPRITES

◆ set_data()

void set_data ( uint8_t vram_addr,
const uint8_t data,
uint16_t  len 
)

Copies arbitrary data to an address in VRAM without taking into account the state of LCDC bits 3 or 4.

Parameters
vram_addrPointer to destination VRAM Address
dataPointer to source buffer
lenNumber of bytes to copy

Copies len bytes from a buffer at data to VRAM starting at vram_addr.

GBC only: VBK_REG determines which bank of tile patterns are written to.

See also
set_bkg_data, set_win_data, set_bkg_tiles, set_win_tiles, set_tile_data, set_tiles

◆ get_data()

void get_data ( uint8_t data,
uint8_t vram_addr,
uint16_t  len 
)

Copies arbitrary data from an address in VRAM into a buffer without taking into account the state of LCDC bits 3 or 4.

Parameters
vram_addrPointer to source VRAM Address
dataPointer to destination buffer
lenNumber of bytes to copy
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

Copies len bytes from VRAM starting at vram_addr into a buffer at data.

GBC only: VBK_REG determines which bank of tile patterns are written to.

See also
get_bkg_data, get_win_data, get_bkg_tiles, get_win_tiles, get_tiles

◆ vmemcpy()

void vmemcpy ( uint8_t dest,
uint8_t sour,
uint16_t  len 
)

Copies arbitrary data from an address in VRAM into a buffer

Parameters
destPointer to destination buffer (may be in VRAM)
sourPointer to source buffer (may be in VRAM)
lenNumber of bytes to copy

Copies len bytes from or to VRAM starting at sour into a buffer or to VRAM at dest.

GBC only: VBK_REG determines which bank of tile patterns are written to.

◆ set_tiles()

void set_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
uint8_t vram_addr,
const uint8_t tiles 
)

Sets a rectangular region of Tile Map entries at a given VRAM Address without taking into account the state of LCDC bit 3.

Parameters
xX Start position in Map tile coordinates. Range 0 - 31
yY Start position in Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 1 - 32
hHeight of area to set in tiles. Range 1 - 32
vram_addrPointer to destination VRAM Address
tilesPointer to source Tile Map data

Entries are copied from tiles to Tile Map at address vram_addr starting at x, y writing across for w tiles and down for h tiles.

One byte per source tile map entry.

There are two 32x32 Tile Maps in VRAM at addresses 9800h-9BFFh and 9C00h-9FFFh.

GBC only: VBK_REG determines whether Tile Numbers or Tile Attributes get set.

See also
set_bkg_tiles, set_win_tiles

◆ set_tile_data()

void set_tile_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data,
uint8_t  base 
)

Sets VRAM Tile Pattern data starting from given base address without taking into account the state of LCDC bit 4.

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to (2 bpp) source Tile Pattern data.
baseMSB of the destination address in VRAM (usually 0x80 or 0x90 which gives 0x8000 or 0x9000)
See also
set_bkg_data, set_win_data, set_data

◆ get_tiles()

void get_tiles ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
uint8_t vram_addr,
uint8_t tiles 
)

Copies a rectangular region of Tile Map entries from a given VRAM Address into a buffer without taking into account the state of LCDC bit 3.

Parameters
xX Start position in Background Map tile coordinates. Range 0 - 31
yY Start position in Background Map tile coordinates. Range 0 - 31
wWidth of area to copy in tiles. Range 0 - 31
hHeight of area to copy in tiles. Range 0 - 31
vram_addrPointer to source VRAM Address
tilesPointer to destination buffer for Tile Map data
Note
In general avoid reading from VRAM since that memory is not accessible at all times. It is also not supported by GBDK on the NES platform. See coding guidelines for more details.

Entries are copied into tiles from the Background Tile Map starting at x, y reading across for w tiles and down for h tiles.

One byte per tile.

There are two 32x32 Tile Maps in VRAM at addresses 9800h - 9BFFh and 9C00h - 9FFFh.

The buffer pointed to by tiles should be at least x x y bytes in size.

See also
get_bkg_tiles, get_win_tiles

◆ set_native_tile_data()

void set_native_tile_data ( uint16_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)
inline

Sets VRAM Tile Pattern data in the native format

Parameters
first_tileIndex of the first tile to write (0 - 511)
nb_tilesNumber of tiles to write
dataPointer to source Tile Pattern data.

When first_tile is larger than 256 on the GB/AP, it will write to sprite data instead of background data.

The bit depth of the source Tile Pattern data depends on which console is being used:

  • Game Boy/Analogue Pocket: loads 2bpp tiles data
  • SMS/GG: loads 4bpp tile data

◆ set_bkg_native_data()

void set_bkg_native_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)
inline

Sets VRAM Tile Pattern data for the Background / Window in the native format

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to source tile data

Writes nb_tiles tiles to VRAM starting at first_tile, tile data is sourced from data.

GBC only: VBK_REG determines which bank of tile patterns are written to.

See also
set_win_data, set_tile_data

◆ set_sprite_native_data()

void set_sprite_native_data ( uint8_t  first_tile,
uint8_t  nb_tiles,
const uint8_t data 
)
inline

Sets VRAM Tile Pattern data for Sprites in the native format

Parameters
first_tileIndex of the first tile to write
nb_tilesNumber of tiles to write
dataPointer to source tile data

Writes nb_tiles tiles to VRAM starting at first_tile, tile data is sourced from data.

GBC only: VBK_REG determines which bank of tile patterns are written to.

◆ init_win()

void init_win ( uint8_t  c)

Initializes the entire Window Tile Map with Tile Number c

Parameters
cTile number to fill with
Note
This function avoids writes during modes 2 & 3

◆ init_bkg()

void init_bkg ( uint8_t  c)

Initializes the entire Background Tile Map with Tile Number c

Parameters
cTile number to fill with
Note
This function avoids writes during modes 2 & 3

◆ vmemset()

void vmemset ( void *  s,
uint8_t  c,
size_t  n 
)

Fills the VRAM memory region s of size n with Tile Number c

Parameters
sStart address in VRAM
cTile number to fill with
nSize of memory region (in bytes) to fill
Note
This function avoids writes during modes 2 & 3

◆ fill_bkg_rect()

void fill_bkg_rect ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
uint8_t  tile 
)

Fills a rectangular region of Tile Map entries for the Background layer with tile.

Parameters
xX Start position in Background Map tile coordinates. Range 0 - 31
yY Start position in Background Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 0 - 31
hHeight of area to set in tiles. Range 0 - 31
tileFill value

◆ fill_win_rect()

void fill_win_rect ( uint8_t  x,
uint8_t  y,
uint8_t  w,
uint8_t  h,
uint8_t  tile 
)

Fills a rectangular region of Tile Map entries for the Window layer with tile.

Parameters
xX Start position in Window Map tile coordinates. Range 0 - 31
yY Start position in Window Map tile coordinates. Range 0 - 31
wWidth of area to set in tiles. Range 0 - 31
hHeight of area to set in tiles. Range 0 - 31
tileFill value

Variable Documentation

◆ c

void c

◆ d

void d

◆ e

void e

◆ h

void h

◆ l

void l
Initial value:
{
__asm__("ei")

◆ _cpu

uint8_t _cpu
extern

◆ _is_GBA

uint8_t _is_GBA
extern

GBA detection

See also
GBA_DETECTED, GBA_NOT_DETECTED, _cpu

◆ sys_time

volatile uint16_t sys_time
extern

Global Time Counter in VBL periods (60Hz)

Increments once per Frame

Will wrap around every ~18 minutes (unsigned 16 bits = 65535 / 60 / 60 = 18.2)

◆ _io_status

volatile uint8_t _io_status
extern

Serial Link: Current IO Status. An OR of IO_*

◆ _io_in

volatile uint8_t _io_in
extern

Serial Link: Byte just read after calling receive_byte()

◆ _io_out

volatile uint8_t _io_out
extern

Serial Link: Write byte to send here before calling send_byte()

◆ _current_bank

__REG _current_bank

Tracks current active ROM bank

In most cases the CURRENT_BANK macro for this variable is recommended for use instead of the variable itself.

The active bank number is not tracked by _current_bank when SWITCH_ROM_MBC5_8M is used.

This variable is updated automatically when you call SWITCH_ROM_MBC1 or SWITCH_ROM_MBC5, SWITCH_ROM(), or call a BANKED function.

See also
SWITCH_ROM_MBC1(), SWITCH_ROM_MBC5(), SWITCH_ROM()

◆ b

void b

◆ _current_1bpp_colors

uint16_t _current_1bpp_colors
extern

◆ _map_tile_offset

uint8_t _map_tile_offset
extern

◆ _submap_tile_offset

uint8_t _submap_tile_offset
extern

◆ shadow_OAM

volatile struct OAM_item_t shadow_OAM[]
extern

Shadow OAM array in WRAM, that is DMA-transferred into the real OAM each VBlank

◆ _shadow_OAM_base

__REG _shadow_OAM_base

MSB of shadow_OAM address is used by OAM DMA copying routine