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02_minimal_background_scroll.asm
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02_minimal_background_scroll.asm
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; semicolon precedes comments (this is a comment, for example)
include "gbhw.inc" ; holds references (variables) to many gameboy-specific
; memory addresses and game-logic
;----------- ROM ENTRY POINT ----------------
SECTION "ROM_entry_point", ROM0[$0100] ; ROM is given control from boot here
nop
jp code_begins
;------------- BEGIN ROM HEADER ----------------
; The gameboy reads this info (before handing control over to ROM)
SECTION "rom header", ROM0[$0104]
NINTENDO_LOGO ; nintendo logo is required here or gameboy will lock
; ROM HEADER BELOW HERE (info checked by gameboy before handing control of
; gameboy over to ROM)
; DB stands or "Define Byte" -- we tell RGBDS (the compiler) to store the
; following sequence of characters / numbers on a byte-by-byte basis
DB "Cart Name Here " ; Cart name - 15 characters / 15 bytes
DB 0 ; $143 - GBC support. $80 = both. $C0 = only gbc
DB 0,0 ; $144 - Licensee code (not important)
DB 0 ; $146 - SGB Support indicator
DB 0 ; $147 - Cart type / MBC type (0 => no mbc)
DB 0 ; $148 - ROM Size (0 => 32KB)
DB 0 ; $149 - RAM Size (0 => 0KB RAM on cartridge)
DB 1 ; $14a - Destination code
DB $33 ; $14b - Old licensee code
DB 0 ; $14c - Mask ROM version
DB 0 ; $14d - Complement check (important) rgbds-fixed
DW 0 ; $14e - Checksum (not important)
code_begins:
di ; disable interrupts
; background image is just the nintendo logo. Tile 0x19 is the (R).
.loop_until_line_144
ld a, [rLY] ; get lcd line number (which line# is drawn)
; Search rLY within gbhw.inc to learn more about rLY
cp 144
jp nz, .loop_until_line_144
.loop_until_line_145
ld a, [rLY]
cp 145
jp nz, .loop_until_line_145
ld a, [rSCX] ; "Scroll-X" search gbhw.inc to learn more
inc a
ld [rSCX], a
jp .loop_until_line_144 ; jump to '.loop...' label above
; ================ QUESTIONS FOR STUDENT ===========================
; can you make the background scroll the other way? What about up / down?
; (hint) search rSCY within gbhw.inc