A gameboy assembler as a rust crate library. Being a library instead of command line application, allows for an elegant combination of:
- raw bytes and instructions generated from rust code
- instructions read from *.asm files.
The RomBuilder is the core rust api of GGBASM.
RomBuilder::new()?
// Starts off in the first rom bank
// A simple example doesnt need to deal with interrupts and jumps, so generate a dummy
.add_basic_interrupts_and_jumps()?
// generate a header from data in the passed header struct
.add_header(header)?
// Add game code via an asm file
.add_asm_file("main.asm")?
// Add an image to the second rom bank
.advance_address(1, 0)?
.add_image("tiles.png", "GraphicsBinary", &colors_map)?
// Consume the RomBuilder and write the rom to disk
.write_to_disk("my_cool_game.gb")?;
Check out the examples folder and heartacheGB.
Comparison with RGBDS
- RGBDS requires only *.asm files, while GGBASM requires *.asm, and an entire rust crate.
- RGBDS needs to run
RGBDS -o main.obj src/main.asm; rgblink -m game.map -n game.sym -o out.gb main.obj; rgbfix -p 0 -v out.gb
to build the rom, while GGBASM usescargo run
to build the rom - RGBDS uses includes inside the *.asm files, while GGBASM uses rust to insert instructions and raw bytes at the correct location in the rom.
- GGBASM has helper functions for generating bytes such as: png_to_gb_sprite
- RGBDS has its own intel-like syntax, GGBASM syntax uses RGBDS syntax with a few additions. Changes from RGBDS are:
- hexadecimal can be represented as 0x2a as well as $2a
- uses
advance_address 0xYYYY
instead ofsection "FOO",$HOME[$YY]