Yes! (Sorry for the very late reply!)
grimmrobegames
Creator of
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Thanks for your comment!
Yeah, I have the plugin open sourced as well but it does take a bit of messing around to get it working. My plan is to tidy up the plugin (and also make it a real plugin since right now it just overwrites the point and click scene) to make it more user friendly. I tried to do that as I went but I ended up hacking things up trying to get the game finished.
The smoothness comes from building the background/view from all the pieces off-screen and then doing a big copy from that "buffer" into the VRAM's on-screen space. An even better way would be to draw off-screen and then move the whole background like a swap for an instant update, but I didn't manage to get that working in the GB Studio context during the jam.
Hi everyone (but probably mostly Shallan),
I'm looking at the amazing examples Shallan shared on their Github and learning a lot!
I am confused about one particular thing in the Nybble Mode example and I was hoping for some illumination. On lines 189, 206, and 211 there's instructions followed by variables but then a colon (:) and an additional hex value. For example, on 189:
ldz rowsToDraw:#$02
At first I thought it was maybe a pseudocommand for ldz from the version of KickAssembler that's needed for the MEGA65 support, but then it's also used with ora and lda which are standard 6502 instructions.
Thoughts?
-Mike