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#rgbds

1 post1 participant0 posts today

New release of dev tool:
- Choose which bytes treated as empty for binary ROM files (improve usefulness for roughly finding empty space when patching ROMs)
- Allow filename to be any order in option arguments
- Added macOS ARM binaries

It's a small console app for Windows/Linux/macOS that measures free ROM & RAM space for games. Works with , , and plain ROM files.

github.com/bbbbbr/romusage/rel

I am officially bisectual.

I used #git bisect for the first time today when tracking down a breaking change in #RGBDS, a #GameBoy assembly language toolchain. I first caught it incorrectly overlapping ROM sections when building #240pTestSuite, and then I added tooling to another project (Libbet and the Magic Floor) that I could bisect more quickly.

Log at github.com/gbdev/rgbds/issues/
#gbdev

GitHubCheck .sym file reported addresses and sorting · Issue #1350 · gbdev/rgbdsBy Rangi42

Poll time!

What is the main way you play / Color games? (longer plays)

Curious for (unscientific) sense of what people use, since supporting blur and faded colors of OEM screens does take more effort for devs.

Happy New Year! And to kick it off... a new RGBDS update! 🎉
github.com/gbdev/rgbds/release

Version 0.7.0 introduces many bugfixes and incremental improvements to make it more enjoyable to use.
Thank you to everyone who contributed and aided with testing!

GitHubRelease v0.7.0 · gbdev/rgbdsStarting with this release, we now publish statically-linked Linux binaries! We also provide a Dockerfile to build RGBDS. Deprecated: Defining symbols without using DEF (use {interpolation} if you...
Continued thread

Steady progress on my assembly Gameboy game. It looks just the same in a screenshot, but the d-pad controls give the super smooth rotation animations I've been hoping for. Now working on movement. It's taken a lot of "unit tests" to get here but they're taking lots of the guesswork out.

Continued thread

While I feel like I'm getting the hang of #RGBDS assembly and the limitations of the hardware, I am also not used to holding this kind of logic in my mind and my confidence that the code is going to do what I want is quite low.

Couple this with having a large chunk of maths to get working before I get the player moving in the way I want. I don't want to write all that maths, find the game doesn't behave as expected and try to break down why.

The tests do look scarily like "normal" unit tests: