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inpinobatch/libbet (press backspace or delete to remove)

RGBASM 0.8.0 -h must be removed (it may have been removed in 0.7.0). diff --git a/makefile b/makefile index ccfc9d1..ba14638 100644 --- a/makefile +++ b/makefile @@ -85,10 +85,10 @@ $(title).gb: $(objlisto) ...
  • Rangi42
  • 1
  • Opened 
    on Aug 5, 2024
  • #19

RGBDS now verifies that libbet.gb matches the expected ROM hash. All of our CI builds produce the same 8bf954a61cd31fa665ad0abb7cea14561919a12c SHA-1 hash for libbet.gb, and output d9640000ff4bca00000000000000000000000000000000000000000000000000 ...
  • Rangi42
  • 2
  • Opened 
    on Mar 29, 2024
  • #18

Showing the sequence of shades in the demo would probably read better bgb00003
  • pinobatch
  • Opened 
    on Nov 27, 2022
  • #17

Some suggestions from the Pan Docs list of SGB sounds: - Roll: $2F, pitch 2 - Jump: $18, pitch 2 - land: $0B, pitch 2 - Fall in hole hole: $03, pitch 3 - Get point: $01, pitch 3 - Get quota: ...
enhancement
  • pinobatch
  • Opened 
    on May 31, 2021
  • #15

User rondnelson99 in gbdev Discord managed to generate this fifth floor that has holes in both top center cells. I instructed the user to get 100% and jump into the hole. 30011302 32230002 22200112 11213013 ...
  • pinobatch
  • Opened 
    on Mar 12, 2021
  • #14

Gikkman on Twitch played Libbet and got frustrated with bonking (inputting an invalid move) when pressing diagonally. Because this is a 4-way game, the game should treat a diagonal press as if the Control ...
  • pinobatch
  • 2
  • Opened 
    on Nov 17, 2020
  • #13

- [x] Convert cell images - [x] Replace border wall tiles - [ ] Calculate and upload fade steps - [ ] Use fade steps when fading - [ ] Send attributes to SGB Tile data changes We want Libbet ...
  • pinobatch
  • Opened 
    on Apr 22, 2020
  • #12

Make landing more impactful while muted by kicking up a bit of dust.
enhancement
  • pinobatch
  • Opened 
    on Oct 21, 2019
  • #11

If the suggested move changes, either from none or from another move, and the new move is invalid, and the combo is 0, buzz to indicate that the move is invalid.
  • pinobatch
  • Opened 
    on Oct 21, 2019
  • #10

Tests with the Motion blur activity of 144p Test Suite show that flickering is an effective way to create intermediate gray levels on the slow LCD of a Game Boy (DMG) or Game Boy pocket (MGB). We can use ...
  • pinobatch
  • Opened 
    on Jul 26, 2019
  • #9
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