libgba-cpp
libgba-cpp copied to clipboard
C++ Library for Game Boy Advance Development
The idea is to help abstracting some pieces of game-code that are generic enough for any display mode, leaving display fine-grained optimizations per mode splitted from game logic.
your "API docs" contain pretty much the same as the readme and the link to the "API docs" inside it link to the same page again.
Even I find myself lost when I'm going to use this API after a long time without usage. Having small tutorials with simple tasks will not only be very cute...
## Scenery There is a [Mosaic-effect implementation](https://github.com/JPTIZ/libgba-cpp/blob/master/src/arch/display/effects.cpp#L39) with a [test game](https://github.com/JPTIZ/libgba-cpp/tree/master/tests/mosaic). Currently they're not working (**TODO**: describe what is not working). ## Where to start See codes linked above and...
## Scenary Currently all data must bem `const` to be placed in ROM. This is done this way because there is only 32KB in SRAM (+256KB in DRAM), and graphics...
## Scenery There is currently an implementation of Interrupt handling: - [include/libgba-cpp/arch/cpu/interrupts.h](https://github.com/JPTIZ/libgba-cpp/blob/master/include/libgba-cpp/arch/cpu/interrupts.h); - [include/libgba-cpp/arch/cpu/interrupts.cpp](https://github.com/JPTIZ/libgba-cpp/blob/master/src/arch/cpu/interrupts.cpp). **TODO**: describe what is not working.
## Scenery Currently there's no working SFX implementation. There are [some tests on a specific branch](https://github.com/JPTIZ/libgba-cpp/tree/test/sound). For music, #6 will be needed. ## Where to start One could read about...
## Scenery DMA (Direct Memory Access) helps transfering huge amounts of data while leaving CPU alone to do other things. This is necessary for playing music in proper ways, and...