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Isbn 13: 9798191150000

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The Game Boy outsold consoles with a hundred times its horsepower on the strength of battery life, price, and a game catalog -- and a tile-based picture processing unit that turns out to be the perfect hardware for a grid of falling blocks.

Programming the Game Boy in C is Volume III of the Classic Systems in C series. It teaches C programmers, from zero prior console-hardware experience, to build real, compilable Game Boy games with GBDK-2020: the memory map, the tile-based PPU, hardware sprites and OAM, the four-channel APU, joypad input, fixed-point math without an FPU, and a Memory Bank Controller once a game outgrows 32 KB.

Starting from the machine's architecture, you will build real, compilable projects step by step: a tile-based background, animated sprites, a scrolling map, joypad input with auto-repeat, sound effects on real APU channels, and grid-based collision, then assemble them into a complete, playable Tetris clone with rotation, line clears, scoring, and a next-piece panel.

What you will learn:
- The Game Boy's memory map, PPU, APU, and joypad, and GBDK-2020's C API for each
- Tiles, the background and window layers, and hardware sprites with OAM
- Animation, scrolling, and a real PNG-to-tile art pipeline
- Input with edge detection, VBlank timing, and fixed-point math
- The four-channel APU: pulse, wave, and noise sound effects
- Grid-based collision and a game architecture built around a state machine
- A complete Tetris clone: rotation, line clears, scoring, and a next-piece panel

Toolchain: GBDK-2020, the actively maintained C compiler and library for Game Boy and Game Boy Color. No assembler required to get started, though a late chapter shows you when and how to reach for one.

Número de páginas :257
Isbn 13 :9798191150000
Encadernação Programming the Game Boy in C (Classic Systems in C):Capa Comum
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