gbdev/gb-asm-tutorial

Add a simple Title Screen to Part 2

Opened this issue · 4 comments

This lesson will introduce a title screen. The intent is to introduce separate "scenes", and the transitions between them.

Pressing a certain button on the title screen will begin the game, and a Game Over will kick back to the title screen.

  • First, please propose an implementation, and send it in as a draft pull request (see step 6 of this guide for how to do so). (Maintainers can mark it as draft themselves afterwards, so don't worry.)
  • The PR will be reviewed by one or more people, and you may have to modify your implementation based on their feedback.
  • After a maintainer has greenlit your implementation, you can start writing the tutorial text, which describes the implementation.
  • Once the description is fully written, please mark the PR as "ready to review" to signify as much.

I think we should do a palette rotate before switching scenes

You must write the code that the explanation will rely on, so you should probably start with that.

zlago commented

so, 'scenes', what about em? is it just .loop: halt, poll input, compare input with PADF_START, then jr z, .loop followed by jp Main, repeat for game over?

Are we wanting something along the lines of part 3 title screen (game states and whatnot), or just loading an image, polling for input, and transitioning into gameplay?

Pressing a certain button on the title screen will begin the game, and a Game Over will kick back to the title screen. Score tracking, and a "Game Over" screen presenting it, should be left as an exercise to the reader.
This entry makes it seem like the latter but I figured I'd check before beginning.