Namespace GB
Classes
- AssetAttribute
Converts an image into tiles at build time and places the result in ROM.
- Audio
The sound hardware, at register level.
- Background
The background layer: a 32x32 grid of tiles, of which 20x18 is on screen.
- BankAttribute
Places code or read-only data outside the resident 16 KB of the cartridge.
- Banking
The currently mapped ROM bank.
- BinaryAttribute
Copies a file into ROM unchanged.
- CapacityAttribute
The capacity of a fixed-capacity collection, fixed at compile time.
- Data
Reading a BinaryAsset.
- Display
The LCD controller.
- FontAttribute
Converts a font sheet into background tiles and a character-to-tile lookup at build time.
- Game
Frame timing and the machine itself.
- Hardware
The hardware, as values you can name.
- Input
The joypad, sampled at the point of use.
- MaxROMAttribute
The largest ROM image this game may produce, in bytes.
- MaxROMBanksAttribute
The most 16 KB ROM banks this game may occupy, counting bank 0.
- MaxWRAMAttribute
The most work RAM this game may use, in bytes.
- MetaspriteAttribute
Converts a sprite sheet into an animated hardware sprite, made of several sub-sprites, at build time.
- Metasprites
Drawing an animated hardware sprite made of several sub-sprites, from a
[Metasprite]asset.
- NativeAttribute
Maps a GB# member onto a C symbol in the target backend.
- NativeIdentityAttribute
Marks a member that exists only to give a value a name and a type, and that lowers to its own argument rather than to a call.
- Palettes
Colour, on both machines.
- SpriteAttribute
Converts a sprite sheet into hardware sprite tiles at build time.
- Tiles
Loading tile data into VRAM.
- Window
The window layer: a second tile map drawn on top of the background.
Structs
- BackgroundPaletteRef
One Game Boy Color background palette, by index.
- BackgroundPaletteTable
Indexed access to the Game Boy Color background palettes.
- BinaryAsset
Bytes in ROM, from a file. Holds no state.
- FixedArray<T>
A fixed-length array of
T.
- FixedList<T>
A fixed-capacity list: storage reserved up front, with a live count.
- FontAsset
A font's glyph tiles and character lookup, from a sheet. Holds no state.
- MetaspriteAsset
An animated hardware sprite's tiles and per-frame placements, from a sheet.
- SpriteAsset
Sprite tiles, from a sheet.
- SpritePaletteRef
One Game Boy Color sprite palette, by index.
- SpritePaletteTable
Indexed access to the Game Boy Color sprite palettes.
- SpriteRef
A reference to one hardware sprite by index.
- SpriteTable
Indexed access to OAM. Holds no state and occupies no memory.
- TileMap
Tiles and a map, from an image. Holds no state; the data is in ROM.
- TileSet
Tiles only, for code that builds its own maps.
Enums
- Button
Joypad bit masks, matching GBDK's
J_*constants.
- Channel
One of the four sound channels.
- Duty
How much of a square wave's period is spent high.
- Note
A pitch, as the value the frequency registers actually take.
- Shade
One of the four shades an original Game Boy can draw.
- SpriteFlags
The attribute bits on a hardware sprite.