Game Boy startup logo animation.
This is my first Game Boy project ever. The code is pure assembly and the art is hand-painted.
The demo consists of three separate scenes:
- Not licensed by dropping from above.
- ® falling down.
- Everything flying away.
- Game Boy Colour: B&W palette, multi-colour palettes for Not licensed by, gradient, fade-in, fade-out
- Super Game Boy: B&W palette, fade-in, fade-out
- DMG: grayscale palette for Not licensed by, fade-out
- DMG0: ® is invisible
- drop-only (scene 3 removed, much smaller ROM footprint)
The 10 sprite-per-scanline limitation is overcome in the third scene by rendering some of the elements separately:
- by and e on the background (causing them to share the vector of movement) and
- 2nd n on the window.
make
The intro provides numerous customisation hooks via defs.inc. Following is a non-exhaustive list:
INTRO_SONG: hUGETracker song descriptor.- Uncomment
src/intro/intro_song.oandsrc/hUGEDriver.oin Makefile (and then replaceintro_songwith your own song). INTRO_SONG_DELAY: song delay in ticks.
- Uncomment
INTRO_COLOR8: enable multi-coloured top letters on GBC/DMG.C_INTRO_TOP: default top letters' colour.C_INTRO_TOP_n: (0 <= n <= 7): n-th top letter colour.C_INTRO_BY: default by letters' colour.C_INTRO_BY1: b letter colour.C_INTRO_BY2: y letter colour.
INTRO_COLOR8_DMG:enable grayscale top letters on DMG.
INTRO_GRADIENT: enable background gradient on GBC.C_INTRO_GRADIENT_TOP: gradient's top colour.C_INTRO_GRADIENT_BOTTOM: gradient's bottom colour.
INTRO_FADEOUT: enable fadeout on GBC/SGB.INTRO_FADEOUT_DMG:enable fadeout on DMG.
EN_GB: display licenced instead of licensed.
Common colour values are defined in color.inc.
After changing Makefile make sure to execute
make clean all
Note: Uncommented lines that are part of a Makefile multi-line definition must not be preceded by commented-out ones.
- KULI
- Shlimazl (drop-only+EN_GB+colour+music)
- Still Got the Blues
- The Late Demo (full colour+music)
Feel free to use in your project (but consider dropping me a line).
- Code portions adapted from Simple GB ASM Examples by Dave VanEe
- SGB transfers adapted from Snek! by Zlago
- CI script adapted from ISSOtm's contribution to Simple GB ASM Examples
- hUGEDriver written by SuperDisk
- Audio sample adapted from Wild Pokemon Appear by Junichi Masuda
- nitro2k01 for the optimisations and for helping to fix the colour LUTs
- calc84maniac for the optimisations
- ku🐧 for helping to fix the colour LUTs
- ISSOtm for great optimisation ideas
- Rangi42 for her endless patience

