Software
all Win32 software works in 98 through Vista
Development Tools
category |
OS |
supported in class |
name/link |
description/notes |
Assembler/Linker |
Win32 |
yes |
RGBDS original site copy |
Rednex GameBoy Development System |
Assembler/Linker |
OSX |
|
Rednex GameBoy Development System |
|
Assembler/Linker |
Linux |
|
Rednex GameBoy Development System |
|
batch script |
Win32 |
yes |
simple DOS script to automatically assemble and link code. Requires makelnk.bat |
|
batch script |
Win32 |
yes |
make a .lnk file, required by assemble.bat |
|
bash script |
Linux |
|
simple BASH script to automatically assemble and link code. Requires makelnk.sh |
|
bash script |
Linux |
|
make a .lnk file, required by assemble.sh |
Emulators
OS |
supported in class |
name/link |
description/notes |
Win32 |
yes |
nocash gameboy emulator/debugger for dos/windows. Also runs well in Wine under Linux. |
|
Linux and others |
|
no debugger, and doesn't run as well as no$gmb, even on Linux. |
GameBoy Design Utilities
OS |
supported in class |
name/link |
description/notes |
Win32 |
limited |
Design tiles and export them. Works with GameBoy Map Builder |
|
Win32 |
limited |
Design background maps |
|
Win32 |
|
make MOD files playable on the GB by the Lemon Player |
Editors
OS |
supported in class |
name/link |
description/notes |
Win32/Linux |
|
nice open-source editor which can be run from one executable --- works well with removable media |
|
Win32 |
|
nice, simple editor. Appears to be no longer maintained. |
Source Code
supported in class |
name/link |
description/notes |
last update |
yes |
Example "hello world" assembler code for the GameBoy. Requires gbhw.inc, ibmpc1.inc, memory.asm, (all from GALP v1.0) |
|
|
yes |
Same GameBoy Assembly source code as the "hello world" example above, but with many tutorial comments taken from GALP v1.0. Requires gbhw.inc, ibmpc1.inc, memory.asm, (all also from GALP) |
|
|
yes |
GameBoy Assembly source code introducing sprites and assembler commands. This version does not use interrupts. Look at it first as your sprite example. Requires gbhw.inc, ibmpc1.inc, memory.asm, hello-sprite.inc |
|
|
yes |
GameBoy Assembly source code introducing sprites, interrupts, and assembler commands. Look at it second as your sprite example. Requires gbhw.inc, ibmpc1.inc, memory.asm, sprite.inc |
2008-May-01 |
|
yes |
GameBoy Assembly source code introducing sprites, interrupts, and assembler commands. This version uses interrupts and the built-in GameBoy timer to make a delay which is constant regardless of the speed of the GameBoy CPU. Look at it third as your sprite example. Requires gbhw.inc, ibmpc1.inc, memory.asm, hello-sprite-good-delay.inc |
|
|
yes |
Include file for hello-sprite.asm |
2008-Mar-23 |
|
yes |
Justin Bollig's 32x16 pixel (4x2 sprite) powercat tiles. Used in hello-bs.asm |
2008-Apr-15 |
|
yes |
GameBoy hardware defs (assembler code), taken from GALP v1.0. |
|
|
yes |
ASCII character set as tiles/assembler for the GameBoy, taken from GALP v1.0. |
|
|
yes |
memory manipulation library for the GameBoy, taken from GALP v1.0. |
|
|
yes |
increment and decrement the 16 bit register pairs without trashing the GameBoy sprite RAM by using these macros |
|
|
yes |
play 4-bit audio samples at 8192Hz. Yowsa! Requires gbhw-snd.inc and gbhw.inc. Choose with or without tutorial comments. |
|
|
yes |
binary raw audio sample, GameBoy format. Used by hello-noise.asm |
|
|
|
Source code and Dos/Linux conversion utilities to play music on the GameBoy |
|
Source code Libraries
name |
demo code |
description/notes |
dependencies for demo code |
last update |
increment and decrement the 16 bit register pairs without trashing the GameBoy sprite RAM by using these macros |
gbhw.inc, ibmpc1.inc, standard-defs.inc, gbrandom.asm, memory.asm, print-number.asm, keypad.asm |
|
||
print a nibble, byte or word in hex or bcd |
gbhw.inc, ibmpc1.inc, standard-defs.inc, gbrandom.asm, memory.asm, print-number.asm, keypad.asm |
2008-Apr-8 |
||
define byte and word variables, ROM header, and other things that every program seems to need and isn't included in gbhw.inc |
gbhw.inc, ibmpc1.inc, standard-defs.inc, gbrandom.asm, memory.asm, print-number.asm, keypad.asm |
2008-Mar-31 |
||
generate 16 bit random numbers given an initial seed |
gbhw.inc, ibmpc1.inc, standard-defs.inc, gbrandom.asm, memory.asm, print-number.asm, keypad.asm |
2008-Apr-20 |
||
get keypad input, test for key, etc. |
gbhw.inc, ibmpc1.inc, standard-defs.inc, gbrandom.asm, memory.asm, print-number.asm, keypad.asm |
2008-Mar-31 |
||
move a sprite in any direction using a sine lookup table |
gbhw.inc, ibmpc1.inc, standard-defs.inc, sprite.inc, memory.asm, keypad.asm, |
2008-May-01 |
||
the BigSprite library. Supports manipulation of groups of sprites as one as well as collision detection of sprites and background tiles. |
sprite.inc, powercat.z80, memory.asm, gbhw.inc, ibmpc1.inc, standard-defs.inc, keypad.asm, print-number.asm |
2008-Apr-15 |
||
GameBoy sound demo of all four sound circuits. |
memory.asm, gbhw.inc, gbhw-snd.inc, ibmpc1.inc, standard-defs.inc, snd-playback.asm TEST8BIT.GBW. |
2008-Apr-1 |
||
|
integer math routines. Currently only supports 16bit/16bit divide. |
2008-Apr-8 |
||
A simple generic way to keep track of and display the score |
standard-defs.inc, memory.asm, ibmpc1.inc, gbhw.inc, print-number.asm, keypad.asm |
2008-May-01 |
More demo code
demo code |
description/notes |
dependencies for demo code |
last update |
A modification of hello-angle.asm to show how windows work on the GB |
gbhw.inc, ibmpc1.inc, standard-defs.inc, sprite.inc, memory.asm, keypad.asm, |
2008-Apr-1 |
ROMS
category |
supported in class |
name/link |
description/notes |
public domain game |
|
GBC, public domain version, distributed by now-defunct Bung Enterprises |
|
music |
|
Music editor which runs on Game Boy Color |