gb-asm-tutorial
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Part II, Lesson 2
This lesson should focus on OBJs, starting to display the paddle as an application of such.
Again, since the name of the game is simplicity, OAM will be modified directly (no DMA), and no single paddle position shall be used (OBJs will be moved directly). The paddle will get some kind of automatic movement (e.g. moving right 1 pixel at a time). This will be done in an "uncapped" loop, which will allow introducing the need for pacing, and the Game Boy's refresh rate.
OAM accessibility will be glossed over, as explaining the concept of VBlank is a bit of a rabbit hole, and doing the update just after the "pacing wait" will mask that problem. Similarly, the problem of inc reg16 in OAM range will not be touched upon; the tutorial must thus instruct the reader to disable all "exceptions" in BGB [TODO: unless this conflicts with what has been said in Part I. That must be amended if so.] so as not to confuse the reader.
I can take care of this one again :3 just finished writing the source code for this lesson so I should have a draft PR soon.