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Binx/README.md
ISSOtm 06ea1ea0fa Overhaul boilerplate
Fix occasional build issues, which turned out to be improper use of multiple targets
Update links to point to current URLs for resources
Improve formatting where applicable
Switch to recursively scanning for assembly files, as this has proven to scale better
2023-11-05 11:55:48 +01:00

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# gb-boilerplate
A minimal, customizable, ready-to-compile boilerplate for Game Boy RGBDS projects.
## Downloading
You can simply clone the repository using Git, or if you just want to download this, click the `Clone or download` button up and to the right of this. This repo is also usable as a GitHub template for creating new repositories.
## Setting up
Make sure you have [RGBDS](https://github.com/rednex/rgbds), at least version 0.4.0, and GNU Make installed. Python 3 is required for the PB16 compressor bundled as a usage example, but that script is optional.
## Customizing
Edit `project.mk` to customize most things specific to the project (like the game name, file name and extension, etc.).
Everything has accompanying doc comments.
Everything in the `src` directory is the source, and can be freely modified however you want.
Any `.asm` files in that directory (and its sub-directories, recursively) will be individually assembled, automatically.
If you need some files not to be assembled directly (because they are only meant to be `INCLUDE`d), you can either rename them (typically, to `.inc`), or move them outside of `src` (typically, to a directory called `include`).
The file at `src/assets/build_date.asm` is compiled individually to include a build date in your ROM.
Always comes in handy.
If you want to add resources, I recommend using the `src/assets` directory.
Add rules in the Makefile; an example is provided for compressing files using PB16 (a variation of [PackBits](https://wiki.nesdev.com/w/index.php/Tile_compression#PackBits)).
## Compiling
Simply open you favorite command prompt / terminal, place yourself in this directory (the one the Makefile is located in), and run the command `make`.
This should create a bunch of things, including the output in the `bin` directory.
Pass the `-s` flag to `make` if it spews too much input for your tastes.
Päss the `-j <N>` flag to `make` to build more things in parallel, replacing `<N>` with however many things you want to build in parallel; your number of (logical) CPU cores is often a good pick (so, `-j 8` for me), run the command `nproc` to obtain it.
If you get errors that you don't understand, try running `make clean`.
If that gives the same error, try deleting the `assets` directory.
If that still doesn't work, try deleting the `bin` and `obj` directories as well.
If that still doesn't work, feel free to ask for help.
## See also
If you want something less barebones, already including some "base" code, check out [gb-starter-kit](https://github.com/ISSOtm/gb-starter-kit).
Perhaps [a gbdev style guide](https://gbdev.io/guides/asmstyle) may be of interest to you?
I recommend the [BGB](https://bgb.bircd.org) emulator for developing ROMs on Windows and, via Wine, Linux and macOS (64-bit build available for Catalina).
[SameBoy](https://github.com/LIJI32/SameBoy) is more accurate, but has a more lackluster interface outside of macOS.
### Libraries
- [Variable-width font engine](https://github.com/ISSOtm/gb-vwf)
- [Structs in RGBDS](https://github.com/ISSOtm/rgbds-structs)