lowercasify, grammar corrections, and minor license fixes.
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COPYING
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COPYING
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This project is dual-licensed under the Unlicense and MIT licenses.
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This project is dual-licensed under the Unlicense and MIT licenses.
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You may use this code under the terms of either license.
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See UNLICENSE for a copy of the Unlicense text, and LICENSE_MIT for a copy of the MIT License text.
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4
Makefile
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Makefile
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# Identical to the DevKitARM template makefile, but uses tonclib instead of libgba
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# identical to the devkitarm template makefile, but uses tonclib instead of libgba
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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@ -8,7 +8,7 @@ ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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# Use this abomination because the makefile re-calls make using -f, so I have
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# use this abomination because the makefile re-calls make using -f, so i have
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# to get makefile directory, not CURDIR
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include $(dir $(abspath $(lastword $(MAKEFILE_LIST))))/gba_rules.mak
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10
README.md
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README.md
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# *untitled* — a game boy advance game
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currently under development, with very few current updates here. see my
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[blog][1] for updates (mirrored on [gemini][2] and [gopher][3], with all
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game-related posts under the heading `making-a-gba-game`).
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[blog][1] for updates (mirrored on gemini
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(<gemini://tilde.team/~nytpu/blog/>) and gopher
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(<gopher://tilde.team:70/1/~nytpu/blog>), with all game-related posts under the
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heading `making-a-gba-game`).
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will update readme when more progress is made.
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@ -11,12 +13,10 @@ will update readme when more progress is made.
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in-depth and useful [tonc tutorial][stt-3]. without these tools and
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references, i would have been totally unable to make anything like this.
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* [devkitpro][stt-4] for their amazing [devkitarm][stt-5] toolchain, complete
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with an custom `libc` and `gcc`, without which i wouldn't have even
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with a custom `libc` and `gcc`, without which i wouldn't have even
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thought of attempting anything with the gba.
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[1]: https://tilde.team/~nytpu/blog/tag_gbagame.html
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[2]: gemini://tilde.team/~nytpu/blog/
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[3]: gopher://tilde.team:70/1/~nytpu/blog
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[stt-1]: http://www.coranac.com/
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[stt-2]: http://www.coranac.com/projects/tonc/
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# Adopted from $DEVKTIARM/gba_rules but uses libtonc instead of libgba
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# adopted from $DEVKTIARM/gba_rules but uses libtonc instead of libgba
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ifeq ($(strip $(DEVKITPRO)),)
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$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>devkitPro)
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// uncomment to use production headers
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//#define PRODUCTION
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#ifndef PRODUCTION
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// include all tonc functions, better to only include files you're using
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#include <tonc.h>
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#else
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// trim these down to only what you're using. if you use all of these,
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// just use tonc.h
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#include <tonc_types.h> // define useful data types and macros (almost required)
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#include <tonc_memdef.h> // register/memory locations & register macros
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#include <tonc_bios.h> // bios control flags & registers (includes compression)
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#include <tonc_core.h> // many useful functions
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#include <tonc_input.h> // key checking and polling functions
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#include <tonc_irq.h> // used for managing interrupts
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#include <tonc_math.h> // math macros and luts
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#include <tonc_oam.h> // manage oam attributes (including affines)
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#include <tonc_tte.h> // tonc text engine
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#include <tonc_video.h> // macros, functions, & defines for various video modes
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#include <tonc_surface.h> // create and manage surfaces
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#include <tonc_nocash.h> // nocash debugging functions
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#endif // PRODUCTION
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int main(void) {
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// wait for vsync (necessary for this? probably not, but good practice)
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vid_vsync();
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// bitmap mode 3, enable bg2 (bitmap layer)
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REG_DISPCNT = DCNT_MODE3 | DCNT_BG2;
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// plot rgb points
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m3_plot(119, 80, RGB15(31, 0, 0)); // Red
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m3_plot(120, 80, RGB15(0, 31, 0)); // Green
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m3_plot(121, 80, RGB15(0, 0, 31)); // Blue
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while (1); // loop so you don't get nasal demons
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return 0;
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// Uncomment to use production headers
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//#define PRODUCTION
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#ifndef PRODUCTION
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// Include all tonc functions, better to only include files you're using
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#include <tonc.h>
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#else
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// Trim these down to only what you're using. If you use all of these,
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// just use tonc.h
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#include <tonc_types.h> // Define useful data types and macros (almost required)
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#include <tonc_memdef.h> // Register/memory locations & register macros
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#include <tonc_bios.h> // BIOS control flags & registers (includes compression)
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#include <tonc_core.h> // Many useful functions
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#include <tonc_input.h> // Key checking and polling functions
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#include <tonc_irq.h> // Used for managing interrupts
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#include <tonc_math.h> // Math macros and LUTs
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#include <tonc_oam.h> // Manage OAM attributes (including affines)
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#include <tonc_tte.h> // Tonc Text Engine
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#include <tonc_video.h> // Macros, functions, & defines for various video modes
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#include <tonc_surface.h> // Create and manage surfaces
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#include <tonc_nocash.h> // NoCash Debugging functions
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#endif // PRODUCTION
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int main(void) {
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// Wait for vsync (necessary for this? probably not, but good practice)
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vid_vsync();
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// Bitmap mode 3, enable BG2 (bitmap layer)
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REG_DISPCNT = DCNT_MODE3 | DCNT_BG2;
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// Plot RGB points
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m3_plot(119, 80, RGB15(31, 0, 0)); // Red
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m3_plot(120, 80, RGB15(0, 31, 0)); // Green
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m3_plot(121, 80, RGB15(0, 0, 31)); // Blue
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while (1); // Loop so you don't get nasal demons
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return 0;
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}
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