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* Test background scrolling with input controlBad Diode2021-04-222-8/+361
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* Fix DISP_STATUS and DISP_VCOUNT register sizeBad Diode2021-04-221-2/+2
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* Update button data to packed formatBad Diode2021-04-221-904/+519
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* Test loading packed 1bpp sprites to VRAMBad Diode2021-04-221-10/+43
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* Add more buttons to input testinput-demoBad Diode2021-04-212-20/+877
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* Cleanup sprite animation code in gba-buttonsBad Diode2021-04-212-22/+19
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* Experiment with enabling multiple animation statesBad Diode2021-04-212-21/+49
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* Move frame counter to end of main loopBad Diode2021-04-211-4/+4
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* Add alternative sprite loading schemeBad Diode2021-04-211-82/+48
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* Profile custom tile loader vs memcpyBad Diode2021-04-212-145/+173
| | | | Memcpy is much faster and should be preferred.
* Add GBA button sprites and test their animationsBad Diode2021-04-202-64/+309
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* Test sprites exported with my little toolBad Diode2021-04-191-18/+40
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* Add a bouncing animation for ASCII spritesBad Diode2021-04-181-66/+69
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* Test using fonts as sprites with a custom loaderBad Diode2021-04-181-16/+43
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* Try sprites with bitmap modes (MODE_3)Bad Diode2021-04-181-4/+6
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* Fix wrong masking of x coordinates to 9 bitsBad Diode2021-04-181-4/+4
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* Experiment with different sprite sizesBad Diode2021-04-181-7/+9
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* Fix rendering issue by hiding the sprites on initializationBad Diode2021-04-181-16/+22
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* Add initial sprite testsBad Diode2021-04-181-62/+129
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* Rename OAM_x to OBJ_x since they refer to objectsBad Diode2021-04-181-31/+31
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* Add access to OEM attributes with macrosBad Diode2021-04-171-0/+38
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* Rename DISP_CONTROL to DISP_CTRLBad Diode2021-04-172-7/+38
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* Implement key polling and example of usage for toggle and holdBad Diode2021-04-161-29/+42
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* Add initial input handlingBad Diode2021-04-161-34/+54
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* Update draw_line to fix offset errorBad Diode2021-04-161-26/+16
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* Update draw_line to improve performanceBad Diode2021-04-161-51/+55
| | | | | | | | | | | | | The new implementation is based on the one found in TONC. Instead of updating two variables to address the framebuffer as FRAMEBUFFER[y][x], we update the pointer that points to the target memory destination. Changing the return type of the function from `static inline void` to `static void` improves the performance significantly. Additionally, for some reason, if there is an if statement for horizontal and vertical lines, the performance once again improves. It may be due to the compiler knowing that there is no pointer aliasing, but I'm not sure about that.
* Test drawing 0xbadd10de logo using line primitivesBad Diode2021-04-161-30/+39
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* Add profiling code and test with m4 vs m3 drawingBad Diode2021-04-161-10/+72
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* Fix warningsBad Diode2021-04-152-5/+5
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* Add tests for page flipping on mode 4Bad Diode2021-04-151-11/+26
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* Update bd-fontBad Diode2021-04-151-1/+1
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* Add comment for clarificationBad Diode2021-04-151-0/+2
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* Add initial Mode4 tests, copied from the TONC tutorialBad Diode2021-04-151-28/+31
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* Fix compiler warningsBad Diode2021-04-151-10/+10
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* Try drawing different patternsBad Diode2021-04-151-37/+16
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* Minor changes to test codeBad Diode2021-04-151-1/+5
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* Add rectangle drawing routinesBad Diode2021-04-151-4/+71
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* Test Bresenham's algorithmBad Diode2021-04-151-14/+33
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* Update some commentsBad Diode2021-04-151-2/+2
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* Implement Bresenham's line drawing algorithmBad Diode2021-04-151-4/+88
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* Add function perform vsyncBad Diode2021-04-141-0/+13
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* An alternative way of putting pixels on the framebufferBad Diode2021-04-131-14/+16
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* Add initial text writing with bd-fontBad Diode2021-04-132-6/+287
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* Update initial example w/ utility macros/functionsBad Diode2021-04-132-7/+109
| | | | | | The initial implementation was very obtuse. Using macros for different areas of GBA memory and some other utilities will make it much easier to understand.
* Initial program exampleBad Diode2021-04-132-33/+12
| | | | | | Blit 3 pixels to the screen. source: https://www.coranac.com/tonc/text/first.htm
* Initial commit of gba template compilation with custom MakefileBad Diode2021-04-133-0/+106