From 2a338f2a81ed72dae6023b97b0f2cb64649490e2 Mon Sep 17 00:00:00 2001 From: ISSOtm Date: Sat, 16 Feb 2019 11:04:36 +0100 Subject: [PATCH] Improve description of the boilerplate's contents --- README.md | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/README.md b/README.md index d55dead..653faa8 100644 --- a/README.md +++ b/README.md @@ -17,6 +17,17 @@ The file at `src/res/build_date.asm` is compiled individually to include a build If you want to add resources, I recommend using the `res` folder: create one folder per resource, create a `Makefile` inside, and have it explain how to generate the needed resource. (Most likely a binary file.) If file `foo.bar` exists, a built-in rule exists to generate `foo.bar.pb16`, by compressing the file using PB16 (a variation of [PackBits](https://wiki.nesdev.com/w/index.php/Tile_compression#PackBits)). +### Default contents + +By default, the boilerplate contains a few files that are technically not required, but should come in handy to most GB devs: +* A collection of common routines in `home/utils.asm` +* Some more common routines in the RST vectors as well as a fairly simple VBlank handler in `home/vectors.asm` +* A PB16 decompressor by @PinoBatch in `unpb16.asm` +* SGB routines in `sgb.asm` +* A small but sufficient init code, including a completely unnecessary but nice-looking Nintendo logo fade-out in `home/header.asm` +* A complete and very useful for debugging error handler in `engine/error_handler.asm` +Of course, all of those can be removed if you don't care about them. + ## Compiling Simply put yourself in the root directory of this project, and run the command `make`. This should create a bunch of things, including the output in the `bin` folder.