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Author Topic: Now I know a little bit about gbz80 assembly.  (Read 254 times)

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joshuarpl2

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Now I know a little bit about gbz80 assembly.
« on: December 04, 2018, 10:22:32 am »
I now know how to change an address in Assembly, It goes like this

Loading a value into A! ld   a,<value>
Loading A's value into an address! ld   (<adress>),a
But i have no idea how to increment or decrement values, but at least what I know now is a start to programming.
However I have a problem with this https://eldred.fr/gbz80toitems3/
Whenever I use ld   (<adress>),a It says Line <Line number> : <address> is badly formatted hexadecimal !
How do I fix this?  :-\

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Re: Now I know a little bit about gbz80 assembly.
« Reply #1 on: December 04, 2018, 10:28:48 am »
ld a,$<value> and ld ($<address>),a should work. Hope this helps.

The converter can be really picky with certain things. Let me know if there are any other errors and I'll try to resolve them for you.

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joshuarpl2

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Re: Now I know a little bit about gbz80 assembly.
« Reply #2 on: December 04, 2018, 10:42:22 am »
Oh, hey, thanks! I was just forgetting the $! Thanks for fixing it for me, I was scared there for a second.

ISSOtm

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Re: Now I know a little bit about gbz80 assembly.
« Reply #3 on: December 04, 2018, 01:21:34 pm »
If you want to learn GB ASM, I made a tutorial.
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joshuarpl2

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Re: Now I know a little bit about gbz80 assembly.
« Reply #4 on: December 04, 2018, 04:49:59 pm »
2 questions

How do you display a textbox with you're own text?
How do you do a delay?

ISSOtm

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Re: Now I know a little bit about gbz80 assembly.
« Reply #5 on: December 05, 2018, 12:34:53 am »
Displaying a textbox is fairly complicated... I'm not sure, especially considering that there's already text on-screen when an item is used.

I'm not sure what you mean by "a delay". If you want to wait for the next frame, you can call the DelayFrame function; if you just want to wait, there's the SGB wait function (waits four frames or so), or you can just make your own time-wasting loop
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joshuarpl

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Re: Now I know a little bit about gbz80 assembly.
« Reply #6 on: December 20, 2018, 06:52:52 pm »
So, someone banned my alt account, huh? Well, Guess i'll have to work towards getting rid of my WPM!
By "delay" I mean like, how do you delay for an amount of seconds?
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ISSOtm

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Re: Now I know a little bit about gbz80 assembly.
« Reply #7 on: December 21, 2018, 01:33:05 am »
You can call `DelayFrames`. But what do you need this for?
"THOU SHALL NOT PASS !!"  RIVAL's effect, Gandalf.

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Here is an online tool to build 8F setups : GBz80 to Items !

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joshuarpl

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Re: Now I know a little bit about gbz80 assembly.
« Reply #8 on: December 29, 2018, 04:21:29 pm »
In Blockland, 1000 milliseconds is a single second!
I wonder if this works the same way?
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Parzival

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Re: Now I know a little bit about gbz80 assembly.
« Reply #9 on: December 29, 2018, 07:27:17 pm »
1000 milliseconds to 1 second is the standard metric conversion, yes. The system runs at something like 59.8338FPS constant iirc, so one frame is 1/59.8338, or 16.852 milliseconds a frame. Also, isn't Blockland a PC game? How does that have any bearing on this?
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joshuarpl

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Re: Now I know a little bit about gbz80 assembly.
« Reply #10 on: February 07, 2019, 03:10:13 pm »
1000 milliseconds to 1 second is the standard metric conversion, yes. The system runs at something like 59.8338FPS constant iirc, so one frame is 1/59.8338, or 16.852 milliseconds a frame. Also, isn't Blockland a PC game? How does that have any bearing on this?

I know it's a PC game (Blockland), but does Pokemon Blue/Red/Yellow also see 1000 milliseconds as a single second?
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Re: Now I know a little bit about gbz80 assembly.
« Reply #11 on: February 07, 2019, 03:21:22 pm »
1000 milliseconds to 1 second is the standard metric conversion, yes. The system runs at something like 59.8338FPS constant iirc, so one frame is 1/59.8338, or 16.852 milliseconds a frame. Also, isn't Blockland a PC game? How does that have any bearing on this?

I know it's a PC game (Blockland), but does Pokemon Blue/Red/Yellow also see 1000 milliseconds as a single second?

I think if it is 16.852 milliseconds a frame, then 16.852 x 59.834 gives you the number of milliseconds for one second on a Game Boy game, which is about 1008.32 milliseconds. ✿

(Image © Sanrio, Nintendo, HAL Laboratory)

✿ Hi! I'm Evie. I'm a transgender woman, but any pronouns are fine. She/her preferred. ✿ 🦋

Nature: Passive, kind, but a little shy sometimes in public though warms up. Sensitive, however brave. I have a hidden protective side to me. Liberal feminist.

War is the birth of new love, love is the birth of new war. Having died once, lived twice. Together alone we are together.

Thank you for this lovely artwork Nyapon! :3

Parzival

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Re: Now I know a little bit about gbz80 assembly.
« Reply #12 on: February 07, 2019, 08:25:16 pm »
1000 milliseconds to 1 second is the standard metric conversion, yes. The system runs at something like 59.8338FPS constant iirc, so one frame is 1/59.8338, or 16.852 milliseconds a frame. Also, isn't Blockland a PC game? How does that have any bearing on this?

I know it's a PC game (Blockland), but does Pokemon Blue/Red/Yellow also see 1000 milliseconds as a single second?

I think if it is 16.852 milliseconds a frame, then 16.852 x 59.834 gives you the number of milliseconds for one second on a Game Boy game, which is about 1008.32 milliseconds. ✿
1008.3191976 milliseconds, without rounding, yeah.
Ask me about betrayal.
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Ask me about death.
Ask me about destruction.
Ask me about hardship.
I've been through s**t.
If you need to talk to someone, my PM inbox is always open.