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Companion project to TransferBoy. The goal being to comprehensively test each SuperGameBoy command.

License: MIT License

Assembly 99.03% Shell 0.31% Makefile 0.37% Batchfile 0.29%
gameboy gameboy-development game-boy

supertestboy's Introduction

SuperTestBoy

Companion project to TransferBoy. The goal being to comprehensively test each SuperGameBoy command.

Testable Commands

  • PAL01, PAL23, PAL12, PAL03 - Set the seven colours per command by setting a high bits low libbles for the RGBs of each colour.
  • MASK_EN - Can choose whether to Freeze, Black-out or Colour-out the screen. Pressing any key after masking unmacks

In-progress Commands

  • MLT_REQ - Can send the command for 1, 2 or 4 player mode, but doesn't seem to be working properly in BGB. No way to test if command was succesful.
  • PCT_TRN - Sends the packets successfully, but haven't set up any data, so just overlays the screen with junk.
  • Initialisation packet - I can't recall what this does or if there's any way to test it, but I read somewhere that it's a thing, and SuperTestBoy will send it if you want it to.

Coming soon/next

  • ATTR_LIN - SO I can exercise all the palettes set up by the PALpq commands
  • PAL_PRI - Cos it should be easy

supertestboy's People

Contributors

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Stargazers

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Watchers

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supertestboy's Issues

Fix obvious performance pitfalls

  • Replace any rl A, rrc A type instructions with their intended counterparts rla, rrca

  • Possibly use $dfff as the stack base and HRAM for local vars?

Add a proper makefile

Eh?

all:
rgbasm -o main.o main.asm
rgblink -o SuperTestBoy.gb main.o
rgbfix -v -p 0 SuperTestBoy.gb

Improve main menu jump table pattern.

I wanted to avoid the callees jp-ing back to the the end of the table rather than using ret, which is why I have those calls and all that ugly padding. But I realised that I can still use ret as long as the right address is on the stack so something like:

ld HL, .return
push HL
jr regWithAddressInTable
; table start
    jp menuItem1
    jp menuItem2
.return
    ret

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