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build/ | ||
*.2bpp |
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[submodule "mgblib"] | ||
path = mgblib | ||
url = https://github.com/mattcurrie/mgblib |
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SRCDIR = src | ||
OBJDIR = build | ||
IMAGE_DEPS = img/footer.2bpp | ||
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SOURCES := $(wildcard $(SRCDIR)/*.asm) | ||
OBJECTS := $(SOURCES:$(SRCDIR)/%.asm=$(OBJDIR)/%.o) | ||
ROMS := $(SOURCES:$(SRCDIR)/%.asm=$(OBJDIR)/%.gb) | ||
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all: $(OBJDIR) $(ROMS) | ||
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%.2bpp: %.png | ||
rgbgfx -o $@ $< | ||
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$(OBJDIR): | ||
@echo "Creating $(directory)..." | ||
mkdir -p $@ | ||
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$(ROMS): $(OBJDIR)/%.gb : $(OBJDIR)/%.o | ||
rgblink -n $(basename $@).sym -m $(basename $@).map -o $@ $< | ||
rgbfix -t "DMG-ACID2" -v -p 255 $@ | ||
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-include $(OBJECTS:.o=.d) | ||
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$(OBJECTS): $(OBJDIR)/%.o : $(SRCDIR)/%.asm $(IMAGE_DEPS) | ||
rgbasm -i mgblib/ -M $(OBJDIR)/$*.d -o $@ $< | ||
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.PHONY: clean | ||
clean: | ||
rm -rf $(OBJDIR) | ||
rm img/*.2bpp |
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# dmg-acid2 | ||
😀 The Acid2 test, now for Game Boy! 😀 | ||
dmg-acid2 is a test for developers of Game Boy (DMG) emulators to verify their | ||
emulation of the Game Boy's Pixel Processing Unit (PPU). | ||
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[Download the ROM](https://github.com/mattcurrie/dmg-acid2/releases/download/v1.0/dmg-acid2.gb), | ||
or build using [RGBDS](https://github.com/rednex/rgbds): | ||
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||
``` | ||
git clone --recurse-submodules https://github.com/mattcurrie/dmg-acid2 | ||
cd dmg-acid2 && make | ||
``` | ||
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||
For testing the Game Boy Color you can try [cgb-acid2](https://github.com/mattcurrie/cgb-acid2). | ||
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## Reference Image | ||
An accurate DMG emulator should generate output identical to the image below: | ||
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![reference image](img/reference-dmg.png) | ||
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An accurate CGB emulator running in DMG mode should generate output identical | ||
to the image below: | ||
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![reference image](img/reference-cgb.png) | ||
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A DMG emulator should use these 8-bit values in greyscale images or in RGB | ||
components to ensure the images can be compared correctly: | ||
`$00`, `$55`, `$AA`, `$FF`. | ||
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When emulating a CGB running in DMG mode, you should use this formula to | ||
convert each 5-bit CGB palette component to 8-bit: | ||
`(r << 3) | (r >> 2)` | ||
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[Reference photo from DMG](https://github.com/mattcurrie/dmg-acid2/raw/master/img/photo-dmg.jpg) | ||
[Reference photo from CGB](https://github.com/mattcurrie/dmg-acid2/raw/master/img/photo-cgb.jpg) | ||
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## Emulator Requirements | ||
A simple line based renderer is sufficient to generate the correct output. This | ||
is NOT a [PPU timing torture test requiring T-cycle accuracy](https://github.com/mattcurrie/mealybug-tearoom-tests), | ||
and does NOT perform register writes during the PPU's mode 3. | ||
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The test uses LY=LYC coincidence interrupts to perform register writes on | ||
specific rows of the screen during mode 2 (OAM scan). | ||
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## Guide | ||
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### Hello World! | ||
The "Hello World" text is constructed from 10 objects, and the exclaimation | ||
mark is part of the background. There is also an additional solid white object | ||
where the exclaimation mark is. Due to the 10 object per line limit, the solid | ||
white object should not be drawn, allowing the background to show through. | ||
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### Hair | ||
The mohawk hair is not visible in the reference image. The hair tiles are | ||
part of the background. For rows 8-15, bit 0 of LCDC is reset, so the | ||
background should not be displayed, and instead color 0 from BGP should be | ||
drawn on the screen. | ||
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### Eyes | ||
The eyes consist of four background/window tiles, and objects overlapping color | ||
0 background pixels. | ||
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The left eye is drawn using the background, and the right eye is drawn using | ||
the window (and also the right edge of the head beside the right eye). At the | ||
bottom of the eye, the WX register is set to an off-screen value, so the window | ||
is hidden until the WX register is set again for drawing the right side of the | ||
chin. | ||
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The background/window tiles for the left half of both eyes have color 0 for the | ||
pupil region of the eye. There are two dark grey colored objects that overlap | ||
the left half of both eyes that have the OBJ-to-BG Priority (bit 7) set in the | ||
OAM flags, so the object will only show through color 0 of the background/ | ||
window tile and replaces the white color. | ||
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The top half of each eye uses tile data from the $8000-8fff region of VRAM. The | ||
bottom half of each eye uses tile data from the $8800-97ff region of VRAM. | ||
The bottom half of the eye uses tiles with index $a1 and $a2 to test that | ||
signed tile indexes are displayed correctly. | ||
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### Moles | ||
The moles are not visible in the reference image, but can be seen in the | ||
failure case images. | ||
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The mole beside the left eye is visible if the background tile data is read | ||
from $8000-8fff instead of $8800-97ff. | ||
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The mole left of the nose is not visible because a blank object with a lower | ||
X-coordinate has priority, even though it is defined later in OAM than the mole | ||
object. | ||
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The mole right of the nose is not visible because a blank object at the same X | ||
coordinate has priority because it occurs earlier in OAM than the mole object. | ||
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### Nose | ||
The nose consists of four objects using the same tile data that is flipped | ||
vertically and/or horizontally. The top left corner of the nose contains the | ||
unflipped tile. | ||
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### Mouth | ||
The mouth consists of eight 8x16 objects. The left and right edges of the mouth | ||
contain unflipped tile data, and other objects use vertically flipped tile | ||
data. | ||
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For the left side of the mouth, the objects specify tile index 12, and the right | ||
side of the mouth specify tile index 13. Because bit 0 of the tile index is | ||
ignored for 8x16 objects, the whole mouth effectively uses tile index 12. | ||
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### Chin | ||
The right side of the chin is drawn using the window. After the right eye was | ||
drawn, the window was hidden by setting WX to an off-screen value. For the | ||
right side of the chin, the WX value is restored to an on-screen value. After | ||
the chin has been drawn, the window is disabled using bit 5 of the LCDC | ||
register so the window does not cover the footer text. | ||
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For the right side of the chin, the window has been updated to use the tile map | ||
from the VRAM beginning at $9800. Because 16 rows of window have already been | ||
drawn for the eye, the right side of the chin is rendered starting from address | ||
$9840. | ||
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### Footer Text | ||
For the footer text, the background is set to use the $9c00-9fff region for | ||
the map data, and tile data is set to come from the $8800-97ff region. | ||
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## Failure Examples | ||
See the table below for some examples of incorrect behaviour and the | ||
corresponding attribute/flag. This is not intended to be an exhaustive list of | ||
all possible failures. | ||
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| Failure Example | Failure Description | Functionality Tested | | ||
| --------------- | ------------------- | -------------------- | | ||
| ![failure image](img/failures/obj-palette.png) | Nose missing | Object Palette (bit 4) | | ||
| ![failure image](img/failures/obj-horizontal-flip.png) | Nose tiles flipped, right eyelash flipped | Object Horizontal Flip (bit 5) | | ||
| ![failure image](img/failures/obj-vertical-flip.png) | Nose tiles filpped, mouth straight, eye whites bottom left wrong | Object Vertical Flip (bit 6) | | ||
| ![failure image](img/failures/obj-to-bg-priority.png) | Eye whites left half wrong | Object to Background Priority (bit 7) | | ||
| ![failure image](img/failures/bg-enable.png) | Hair visible | Background Enable (bit 0) | | ||
| ![failure image](img/failures/obj-enable.png) | Tongue visible | Object Enable (bit 1) | | ||
| ![failure image](img/failures/obj-size.png) | Half of mouth missing | Object Size (bit 2) | | ||
| ![failure image](img/failures/bg-map.png) | Footer missing | Background Tile Map (bit 3) | | ||
| ![failure image](img/failures/tile-sel.png) | Eye whites top left quadrant wrong | Background/Window Tile Data (bit 4) | | ||
| ![failure image](img/failures/win-enable.png) | Half of footer missing | Window Enable (bit 5) | | ||
| ![failure image](img/failures/win-map.png) | Right chin missing | Window Tile Map (bit 6) | | ||
| ![failure image](img/failures/obj-priority-lower-x.png) | Left mole visible | Object Priority Lower X Coordinate | | ||
| ![failure image](img/failures/obj-priority-same-x.png) | Right mole visible | Object Priority Same X Coordinate | | ||
| ![failure image](img/failures/10-obj-limit.png) | Hello World missing exclaimation mark (!) | 10 object per line limit | | ||
| ![failure image](img/failures/8x16-obj-tile-index-bit-0.png) | Half of mouth missing | Bit 0 of tile index for 8x16 objects should be ignored | | ||
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||
## Credits | ||
Håkon Wium Lie and Ian Hickson for creation of the original | ||
[Acid2](http://www.acidtests.org/) web standards compliance test. |
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BackgroundMap:: | ||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "!", 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, $10, $10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 1, 2, 2, 3, $a0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 1, 9, 2, $a1, $a2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
db 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 | ||
.end: |
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OAMData:: | ||
; nose - use OBP1 palette | ||
db $50, $50, $4, $10 | ||
db $50, $58, $4, $30 | ||
db $58, $50, $4, $50 | ||
db $58, $58, $4, $70 | ||
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; left eye - overlapping background color 0 only, so fills in the whites of the eyes | ||
db $38, $40, $a3, $90 | ||
db $40, $40, $a3, $d0 | ||
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; right eye - overlapping window color 0 only, so fills in the whites of the eyes | ||
db $38, $60, $a3, $90 | ||
db $40, $60, $a3, $d0 | ||
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; hello world | ||
db $10, $28, "H", 0 | ||
db $10, $30, "e", 0 | ||
db $10, $38, "l", 0 | ||
db $10, $40, "l", 0 | ||
db $10, $48, "o", 0 | ||
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db $10, $58, "W", 0 | ||
db $10, $60, "o", 0 | ||
db $10, $68, "r", 0 | ||
db $10, $70, "l", 0 | ||
db $10, $78, "d", 0 | ||
db $10, $80, 1, $10 ; this solid white box shouldn't display - 10 sprite limit per line | ||
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; mouth | ||
db $68, $38, 12, $00 ; sprite size is 8x16 when these sprites are rendered | ||
db $68, $40, 12, $40 ; y-flipped 8x16 sprite | ||
db $68, $48, 12, $40 | ||
db $68, $50, 12, $40 | ||
db $68, $58, 13, $40 ; specify tile 13, but bit 0 of tile index is ignored in 8x16 tile mode | ||
db $68, $60, 13, $40 | ||
db $68, $68, 13, $40 | ||
db $68, $70, 13, $00 | ||
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db $52, $3d, 9, $00 ; mole | ||
db $52, $3c, 10, $00 ; light grey square - lower x-coordinate so has priority over the mole | ||
; even though the mole has a lower index in OAM | ||
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db $52, $6c, 10, $00 ; light grey square - same x-coordinate so tile with lower index in OAM | ||
; has priority | ||
db $52, $6c, 9, $00 ; mole | ||
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db $38, $3a, 5, $00 ; left eyelash top | ||
db $40, $3a, 6, $00 ; left eyelash bottom | ||
db $38, $6e, 5, $20 ; right eyelash top | ||
db $40, $6e, 6, $20 ; right eyelash bottom | ||
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db $78, $54, 15, $00 ; tongue | ||
.end: |
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