Move documentation to this repository

Modified Makefile wwwman target to output files inside docs/.

Modified .gitignore to allow *.html files.

Update README.

Signed-off-by: Antonio Niño Díaz <antonio_nd@outlook.com>
This commit is contained in:
Antonio Niño Díaz
2018-01-23 21:28:10 +00:00
parent b55fead749
commit 292302c6d1
13 changed files with 4323 additions and 14 deletions

1
.gitignore vendored
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@@ -4,5 +4,4 @@ rgbfix
rgbgfx rgbgfx
*.o *.o
*.exe *.exe
*.html
.checkpatch-camelcase.* .checkpatch-camelcase.*

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@@ -169,15 +169,15 @@ checkpatch:
MANDOC := -Thtml -Ios=General -Oman=%N.%S.html -Ostyle=manual.css MANDOC := -Thtml -Ios=General -Oman=%N.%S.html -Ostyle=manual.css
wwwman: wwwman:
$Qmandoc ${MANDOC} src/rgbds.7 > rgbds.7.html $Qmandoc ${MANDOC} src/rgbds.7 > docs/gbds.7.html
$Qmandoc ${MANDOC} src/gbz80.7 > gbz80.7.html $Qmandoc ${MANDOC} src/gbz80.7 > docs/gbz80.7.html
$Qmandoc ${MANDOC} src/rgbds.5 > rgbds.5.html $Qmandoc ${MANDOC} src/rgbds.5 > docs/rgbds.5.html
$Qmandoc ${MANDOC} src/asm/rgbasm.1 > rgbasm.1.html $Qmandoc ${MANDOC} src/asm/rgbasm.1 > docs/rgbasm.1.html
$Qmandoc ${MANDOC} src/asm/rgbasm.5 > rgbasm.5.html $Qmandoc ${MANDOC} src/asm/rgbasm.5 > docs/rgbasm.5.html
$Qmandoc ${MANDOC} src/fix/rgbfix.1 > rgbfix.1.html $Qmandoc ${MANDOC} src/fix/rgbfix.1 > docs/rgbfix.1.html
$Qmandoc ${MANDOC} src/link/rgblink.1 > rgblink.1.html $Qmandoc ${MANDOC} src/link/rgblink.1 > docs/rgblink.1.html
$Qmandoc ${MANDOC} src/link/rgblink.5 > rgblink.5.html $Qmandoc ${MANDOC} src/link/rgblink.5 > docs/rgblink.5.html
$Qmandoc ${MANDOC} src/gfx/rgbgfx.1 > rgbgfx.1.html $Qmandoc ${MANDOC} src/gfx/rgbgfx.1 > docs/rgbgfx.1.html
# Targets for the project maintainer to easily create Windows exes. # Targets for the project maintainer to easily create Windows exes.
# This is not for Windows users! # This is not for Windows users!

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@@ -12,12 +12,11 @@ for the Game Boy and Game Boy Color. It consists of:
This is a fork of the original RGBDS which aims to make the programs more like This is a fork of the original RGBDS which aims to make the programs more like
other UNIX tools. other UNIX tools.
This toolchain is maintained on `GitHub <https://github.com/rednex/rgbds>`__, as This toolchain is maintained on `GitHub <https://github.com/rednex/rgbds>`__.
well as its `documentation <https://github.com/rednex/rednex.github.io>`__.
The documentation of this toolchain can be viewed online The documentation of this toolchain can be viewed online
`here <https://rednex.github.io/>`__, it is generated from the man pages found `here <https://rednex.github.io/rgbds/>`__, it is generated from the man pages
in this repository. found in this repository.
1. Installing RGBDS 1. Installing RGBDS
------------------- -------------------

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<style>
table.head, table.foot { width: 100%; }
td.head-rtitle, td.foot-os { text-align: right; }
td.head-vol { text-align: center; }
div.Pp { margin: 1ex 0ex; }
</style>
<link rel="stylesheet" href="manual.css" type="text/css" media="all"/>
<title>RGBDS(7)</title>
</head>
<body>
<table class="head">
<tr>
<td class="head-ltitle">RGBDS(7)</td>
<td class="head-vol">Miscellaneous Information Manual</td>
<td class="head-rtitle">RGBDS(7)</td>
</tr>
</table>
<div class="manual-text">
<h1 class="Sh" title="Sh" id="NAME"><a class="selflink" href="#NAME">NAME</a></h1>
<b class="Nm" title="Nm">rgbds</b> &#x2014; <span class="Nd" title="Nd">Rednex
Game Boy Development System</span>
<h1 class="Sh" title="Sh" id="EXAMPLES"><a class="selflink" href="#EXAMPLES">EXAMPLES</a></h1>
To get a working ROM image from a single assembly source file:
<div class="Pp"></div>
<div class="D1">$ rgbasm -o bar.o foo.asm</div>
<div class="D1">$ rgblink -o baz.gb bar.o</div>
<div class="D1">$ rgbfix -v -p 0 baz.gb</div>
<h1 class="Sh" title="Sh" id="SEE_ALSO"><a class="selflink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr" title="Xr">rgbasm(1)</a>, <a class="Xr" title="Xr">rgbfix(1)</a>,
<a class="Xr" title="Xr">rgblink(1)</a>,
<a class="Xr" title="Xr">rgbds(5)</a>, <a class="Xr" title="Xr">gbz80(7)</a>
<h1 class="Sh" title="Sh" id="HISTORY"><a class="selflink" href="#HISTORY">HISTORY</a></h1>
<dl class="Bl-ohang">
<dt class="It-ohang"></dt>
<dd class="It-ohang">1997, Carsten S&#x00F8;rensen (AKA SurfSmurf) writes
ASMotor as a general-purpose assembler/linker system for DOS/Win32.</dd>
<dt class="It-ohang"></dt>
<dd class="It-ohang">1999, Justin Lloyd (AKA Otaku no Zoku) adapts ASMotor to
read and produce GBZ80 assembly/machine code, and releases this version as
RGBDS.</dd>
<dt class="It-ohang"></dt>
<dd class="It-ohang">2009, Vegard Nossum adapts the code to be more UNIX-like
and releases this version as rgbds-linux on GitHub.</dd>
<dt class="It-ohang"></dt>
<dd class="It-ohang">2010, Anthony J. Bentley forks that repository. The fork
becomes the reference implementation of rgbds.</dd>
<dt class="It-ohang"></dt>
<dd class="It-ohang">2017, Bentley's repository is moved to a neutral name. It
is now maintained by a number of contributors at
<a class="Lk" title="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.</dd>
</dl>
</div>
<table class="foot">
<tr>
<td class="foot-date">April 17, 2017</td>
<td class="foot-os">RGBDS Manual</td>
</tr>
</table>
</body>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html;charset=UTF-8">
<title>General Information</title>
<link rel="stylesheet" type="text/css" href="./style.css">
</head>
<body>
<h1>RGBDS — Rednex Game Boy Development System</h1>
<h2>Table of Contents</h2>
<ul>
<li><a href="rgbds.7.html">RGBDS general information</a>
</ul>
<ul>
<li><a href="rgbasm.5.html">RGBASM language description</a>
<li><a href="rgblink.5.html">RGBLINK linkerscript language description</a>
<li><a href="gbz80.7.html">GBZ80 CPU instruction set description</a>
</ul>
<ul>
<li><a href="rgbasm.1.html">RGBASM command-line usage</a>
<li><a href="rgblink.1.html">RGBLINK command-line usage</a>
<li><a href="rgbfix.1.html">RGBFIX command-line usage</a>
<li><a href="rgbgfx.1.html">RGBGFX command-line usage</a>
</ul>
<ul>
<li><a href="rgbds.5.html">RGBDS object file format</a>
</ul>
<h3 id="GitHub Repository">GitHub Repository:</h3>
<ul>
<li><a href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>
</ul>
</body>

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<style>
table.head, table.foot { width: 100%; }
td.head-rtitle, td.foot-os { text-align: right; }
td.head-vol { text-align: center; }
div.Pp { margin: 1ex 0ex; }
</style>
<link rel="stylesheet" href="manual.css" type="text/css" media="all"/>
<title>RGBASM(1)</title>
</head>
<body>
<table class="head">
<tr>
<td class="head-ltitle">RGBASM(1)</td>
<td class="head-vol">General Commands Manual</td>
<td class="head-rtitle">RGBASM(1)</td>
</tr>
</table>
<div class="manual-text">
<h1 class="Sh" title="Sh" id="NAME"><a class="selflink" href="#NAME">NAME</a></h1>
<b class="Nm" title="Nm">rgbasm</b> &#x2014; <span class="Nd" title="Nd">Game
Boy assembler</span>
<h1 class="Sh" title="Sh" id="SYNOPSIS"><a class="selflink" href="#SYNOPSIS">SYNOPSIS</a></h1>
<table class="Nm">
<tr>
<td><b class="Nm" title="Nm">rgbasm</b></td>
<td>[<span class="Op"><b class="Fl" title="Fl">-EhVvw</b></span>]
[<span class="Op"><b class="Fl" title="Fl">-b</b>
<var class="Ar" title="Ar">chars</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-D</b>
<var class="Ar" title="Ar">name</var>[<span class="Op">=<var class="Ar" title="Ar">value</var></span>]</span>]
[<span class="Op"><b class="Fl" title="Fl">-g</b>
<var class="Ar" title="Ar">chars</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-i</b>
<var class="Ar" title="Ar">path</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-M</b>
<var class="Ar" title="Ar">dependfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-o</b>
<var class="Ar" title="Ar">outfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-p</b>
<var class="Ar" title="Ar">pad_value</var></span>]
<var class="Ar" title="Ar">file</var></td>
</tr>
</table>
<h1 class="Sh" title="Sh" id="DESCRIPTION"><a class="selflink" href="#DESCRIPTION">DESCRIPTION</a></h1>
The <b class="Nm" title="Nm">rgbasm</b> program creates an object file from an
assembly source file. Its arguments are as follows:
<dl class="Bl-tag">
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#b"><b class="Fl" title="Fl" id="b">-b</b></a>
<var class="Ar" title="Ar">chars</var></dt>
<dd class="It-tag">Change the two characters used for binary constants. The
defaults are 01.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#D"><b class="Fl" title="Fl" id="D">-D</b></a>
<var class="Ar" title="Ar">name</var>[<span class="Op">=<var class="Ar" title="Ar">value</var></span>]</dt>
<dd class="It-tag">Add string symbol to the compiled source code. This is
equivalent to <var class="Ar" title="Ar">name</var>
<b class="Cm" title="Cm">EQUS</b>
&#x201C;<var class="Ar" title="Ar">value</var>&#x201D; in code. If a value
is not specified, a value of 1 is given.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#E"><b class="Fl" title="Fl" id="E">-E</b></a></dt>
<dd class="It-tag">Export all labels, including unreferenced and local
labels.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#g"><b class="Fl" title="Fl" id="g">-g</b></a>
<var class="Ar" title="Ar">chars</var></dt>
<dd class="It-tag">Change the four characters used for binary constants. The
defaults are 0123.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#h"><b class="Fl" title="Fl" id="h">-h</b></a></dt>
<dd class="It-tag">By default, <b class="Nm" title="Nm">rgbasm</b> inserts a
&#x2018;nop&#x2019; instruction immediately after any &#x2018;halt&#x2019;
instruction. The <b class="Fl" title="Fl">-h</b> option disables this
behavior.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#i"><b class="Fl" title="Fl" id="i">-i</b></a>
<var class="Ar" title="Ar">path</var></dt>
<dd class="It-tag">Add an include path.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#M"><b class="Fl" title="Fl" id="M">-M</b></a>
<var class="Ar" title="Ar">dependfile</var></dt>
<dd class="It-tag">Print <a class="Xr" title="Xr">make(1)</a> dependencies to
<var class="Ar" title="Ar">dependfile</var>.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#o"><b class="Fl" title="Fl" id="o">-o</b></a>
<var class="Ar" title="Ar">outfile</var></dt>
<dd class="It-tag">Write an object file to the given filename.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#p"><b class="Fl" title="Fl" id="p">-p</b></a>
<var class="Ar" title="Ar">pad_value</var></dt>
<dd class="It-tag">When padding an image, pad with this value. The default is
0x00.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#V"><b class="Fl" title="Fl" id="V">-V</b></a></dt>
<dd class="It-tag">Print the version of the program and exit.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#v"><b class="Fl" title="Fl" id="v">-v</b></a></dt>
<dd class="It-tag">Be verbose.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#w"><b class="Fl" title="Fl" id="w">-w</b></a></dt>
<dd class="It-tag">Disable warning output.</dd>
</dl>
<h1 class="Sh" title="Sh" id="EXAMPLES"><a class="selflink" href="#EXAMPLES">EXAMPLES</a></h1>
Assembling a basic source file is simple:
<div class="Pp"></div>
<div class="D1">$ rgbasm -o bar.o foo.asm</div>
<div class="Pp"></div>
The resulting object file is not yet a usable ROM image &#x2014; it must first
be run through <a class="Xr" title="Xr">rgblink(1)</a> and
<a class="Xr" title="Xr">rgbfix(1)</a>.
<h1 class="Sh" title="Sh" id="SEE_ALSO"><a class="selflink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr" title="Xr">rgbasm(5)</a>, <a class="Xr" title="Xr">rgbfix(1)</a>,
<a class="Xr" title="Xr">rgblink(1)</a>,
<a class="Xr" title="Xr">rgbds(5)</a>, <a class="Xr" title="Xr">rgbds(7)</a>,
<a class="Xr" title="Xr">gbz80(7)</a>
<h1 class="Sh" title="Sh" id="HISTORY"><a class="selflink" href="#HISTORY">HISTORY</a></h1>
<b class="Nm" title="Nm">rgbasm</b> was originally written by Carsten
S&#x00F8;rensen as part of the ASMotor package, and was later packaged in
RGBDS by Justin Lloyd. It is now maintained by a number of contributors at
<a class="Lk" title="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.</div>
<table class="foot">
<tr>
<td class="foot-date">April 17, 2017</td>
<td class="foot-os">RGBDS Manual</td>
</tr>
</table>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<style>
table.head, table.foot { width: 100%; }
td.head-rtitle, td.foot-os { text-align: right; }
td.head-vol { text-align: center; }
div.Pp { margin: 1ex 0ex; }
</style>
<link rel="stylesheet" href="manual.css" type="text/css" media="all"/>
<title>RGBDS(5)</title>
</head>
<body>
<table class="head">
<tr>
<td class="head-ltitle">RGBDS(5)</td>
<td class="head-vol">File Formats Manual</td>
<td class="head-rtitle">RGBDS(5)</td>
</tr>
</table>
<div class="manual-text">
<h1 class="Sh" title="Sh" id="NAME"><a class="selflink" href="#NAME">NAME</a></h1>
<b class="Nm" title="Nm">rgbds</b> &#x2014; <span class="Nd" title="Nd">object
file format documentation</span>
<h1 class="Sh" title="Sh" id="DESCRIPTION"><a class="selflink" href="#DESCRIPTION">DESCRIPTION</a></h1>
This is the description of the object files used by
<a class="Xr" title="Xr">rgbasm(1)</a> and
<a class="Xr" title="Xr">rgblink(1)</a>. Please, note that the specifications
may change. This toolchain is in development and new features may require
adding more information to the current format, or modifying some fields, which
would break compatibility with older versions.
<h1 class="Sh" title="Sh" id="FILE_STRUCTURE"><a class="selflink" href="#FILE_STRUCTURE">FILE
STRUCTURE</a></h1>
The following types are used:
<div class="Pp"></div>
<var class="Ar" title="Ar">LONG</var> is a 32&#x2010;bit integer stored in
little&#x2010;endian format (Intel). <var class="Ar" title="Ar">BYTE</var> is
an 8&#x2010;bit integer. <var class="Ar" title="Ar">STRING</var> is a
0&#x2010;terminated string of <var class="Ar" title="Ar">BYTE</var>.
<div class="Pp"></div>
<div class="Bd" style="margin-left: 0.00ex;">
<pre class="Li">
; Header
BYTE ID[4] ; &quot;RGB6&quot;
LONG NumberOfSymbols ; The number of symbols used in this file
LONG NumberOfSections ; The number of sections used in this file
; Symbols
REPT NumberOfSymbols ; Number of symbols defined in this object file.
STRING Name ; The name of this symbol. Local symbols are stored
; as &quot;Scope.Symbol&quot;.
BYTE Type ; 0 = LOCAL symbol only used in this file.
; 1 = IMPORT this symbol from elsewhere (unused).
; 2 = EXPORT this symbol to other objects.
IF Type != 1 ; If symbol is defined in this object file.
STRING FileName ; File where the symbol is defined.
LONG LineNum ; Line number in the file where the symbol is defined.
LONG SectionID ; The section number (of this object file) in which
; this symbol is defined.
LONG Value ; The symbols value. It's the offset into that
; symbol's section.
ENDC
ENDR
; Sections
REPT NumberOfSections
STRING Name ; Name of the section
LONG Size ; Size in bytes of this section
BYTE Type ; 0 = WRAM0
; 1 = VRAM
; 2 = ROMX
; 3 = ROM0
; 4 = HRAM
; 5 = WRAMX
; 6 = SRAM
; 7 = OAM
LONG Org ; Address to fix this section at. -1 if the linker should
; decide (floating address).
LONG Bank ; Bank to load this section into. -1 if the linker should
; decide (floating bank). This field is only valid for ROMX,
; VRAM, WRAMX and SRAM sections.
LONG Align ; Alignment of this section (expressed as number of low bits
; to leave as 0). -1 if not defined.
IF (Type == ROMX) || (Type == ROM0) ; Sections that can contain data.
BYTE Data[Size] ; Raw data of the section.
LONG NumberOfPatches ; Number of patches to apply.
; These types of sections may have patches
REPT NumberOfPatches
STRING SourceFile ; Name of the source file (for printing error
; messages).
LONG Line ; The line of the source file.
LONG Offset ; Offset into the section where patch should
; be applied (in bytes).
BYTE Type ; 0 = BYTE patch.
; 1 = little endian WORD patch.
; 2 = little endian LONG patch.
LONG RPNSize ; Size of the buffer with the RPN.
; expression.
BYTE RPN[RPNSize] ; RPN expression. Definition below.
ENDR
ENDC
ENDR
</pre>
</div>
<h2 class="Ss" title="Ss" id="RPN_DATA"><a class="selflink" href="#RPN_DATA">RPN
DATA</a></h2>
Expressions in the object file are stored as RPN. This is an expression of the
form &#x201C;2 5 +&#x201D;. This will first push the value &#x201C;2&#x201D;
to the stack. Then &#x201C;5&#x201D;. The &#x201C;+&#x201D; operator pops two
arguments from the stack, adds them, and then pushes the result on the stack,
effectively replacing the two top arguments with their sum. In the RGB format,
RPN expressions are stored as BYTEs with some bytes being special prefixes for
integers and symbols.
<table class="Bl-column" style="margin-left: 6.00ex;">
<colgroup>
<col style="width: 15.00ex;"/>
<col style="min-width: 10.00ex;"/>
</colgroup>
<tr class="It-column">
<td class="It-column"><b class="Sy" title="Sy">Value</b></td>
<td class="It-column"><b class="Sy" title="Sy">Meaning</b></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$00"><code class="Li" id="$00">$00</code></a></td>
<td class="It-column"><a class="selflink" href="#+_operator"><code class="Li" id="+_operator">+
operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$01"><code class="Li" id="$01">$01</code></a></td>
<td class="It-column"><a class="selflink" href="#-_operator"><code class="Li" id="-_operator">-
operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$02"><code class="Li" id="$02">$02</code></a></td>
<td class="It-column"><a class="selflink" href="#*_operator"><code class="Li" id="*_operator">*
operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$03"><code class="Li" id="$03">$03</code></a></td>
<td class="It-column"><a class="selflink" href="#/_operator"><code class="Li" id="/_operator">/
operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$04"><code class="Li" id="$04">$04</code></a></td>
<td class="It-column"><a class="selflink" href="#%_operator"><code class="Li" id="%_operator">%
operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$05"><code class="Li" id="$05">$05</code></a></td>
<td class="It-column"><a class="selflink" href="#unary_-"><code class="Li" id="unary_-">unary
-</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$10"><code class="Li" id="$10">$10</code></a></td>
<td class="It-column">|
<a class="selflink" href="#operator"><code class="Li" id="operator">operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$11"><code class="Li" id="$11">$11</code></a></td>
<td class="It-column"><a class="selflink" href="#&amp;_operator"><code class="Li" id="&amp;_operator">&amp;
operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$12"><code class="Li" id="$12">$12</code></a></td>
<td class="It-column"><a class="selflink" href="#^_operator"><code class="Li" id="^_operator">^
operator</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$13"><code class="Li" id="$13">$13</code></a></td>
<td class="It-column"><a class="selflink" href="#unary_~"><code class="Li" id="unary_~">unary
~</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$21"><code class="Li" id="$21">$21</code></a></td>
<td class="It-column"><a class="selflink" href="#&amp;&amp;_comparison"><code class="Li" id="&amp;&amp;_comparison">&amp;&amp;
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$22"><code class="Li" id="$22">$22</code></a></td>
<td class="It-column"><a class="selflink" href="#||_comparison"><code class="Li" id="||_comparison">||
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$23"><code class="Li" id="$23">$23</code></a></td>
<td class="It-column"><a class="selflink" href="#unary"><code class="Li" id="unary">unary</code></a>!</td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$30"><code class="Li" id="$30">$30</code></a></td>
<td class="It-column"><a class="selflink" href="#==_comparison"><code class="Li" id="==_comparison">==
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$31"><code class="Li" id="$31">$31</code></a></td>
<td class="It-column"><a class="selflink" href="#!=_comparison"><code class="Li" id="!=_comparison">!=
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$32"><code class="Li" id="$32">$32</code></a></td>
<td class="It-column"><a class="selflink" href="#&gt;_comparison"><code class="Li" id="&gt;_comparison">&gt;
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$33"><code class="Li" id="$33">$33</code></a></td>
<td class="It-column"><a class="selflink" href="#&lt;_comparison"><code class="Li" id="&lt;_comparison">&lt;
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$34"><code class="Li" id="$34">$34</code></a></td>
<td class="It-column"><a class="selflink" href="#&gt;=_comparison"><code class="Li" id="&gt;=_comparison">&gt;=
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$35"><code class="Li" id="$35">$35</code></a></td>
<td class="It-column"><a class="selflink" href="#&lt;=_comparison"><code class="Li" id="&lt;=_comparison">&lt;=
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$40"><code class="Li" id="$40">$40</code></a></td>
<td class="It-column"><a class="selflink" href="#&lt;&lt;_comparison"><code class="Li" id="&lt;&lt;_comparison">&lt;&lt;
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$41"><code class="Li" id="$41">$41</code></a></td>
<td class="It-column"><a class="selflink" href="#&gt;&gt;_comparison"><code class="Li" id="&gt;&gt;_comparison">&gt;&gt;
comparison</code></a></td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$50"><code class="Li" id="$50">$50</code></a></td>
<td class="It-column"><a class="selflink" href="#BANK(symbol),"><code class="Li" id="BANK(symbol),">BANK(symbol),</code></a>
a <var class="Ar" title="Ar">LONG</var> Symbol ID follows.</td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$51"><code class="Li" id="$51">$51</code></a></td>
<td class="It-column"><a class="selflink" href="#BANK(section_name),"><code class="Li" id="BANK(section_name),">BANK(section_name),</code></a>
a null-terminated string follows.</td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$52"><code class="Li" id="$52">$52</code></a></td>
<td class="It-column"><a class="selflink" href="#Current_BANK()"><code class="Li" id="Current_BANK()">Current
BANK()</code></a>.</td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$60"><code class="Li" id="$60">$60</code></a></td>
<td class="It-column"><a class="selflink" href="#HRAMCheck."><code class="Li" id="HRAMCheck.">HRAMCheck.</code></a>
Check if the value is in HRAM, AND it with 0xFF.</td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$80"><code class="Li" id="$80">$80</code></a></td>
<td class="It-column"><var class="Ar" title="Ar">LONG</var> integer
follows.</td>
</tr>
<tr class="It-column">
<td class="It-column"><a class="selflink" href="#$81"><code class="Li" id="$81">$81</code></a></td>
<td class="It-column"><var class="Ar" title="Ar">LONG</var> Symbol ID
follows.</td>
</tr>
</table>
<h1 class="Sh" title="Sh" id="SEE_ALSO"><a class="selflink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr" title="Xr">rgbasm(1)</a>, <a class="Xr" title="Xr">rgblink(1)</a>,
<a class="Xr" title="Xr">rgbds(7)</a>, <a class="Xr" title="Xr">gbz80(7)</a>
<h1 class="Sh" title="Sh" id="HISTORY"><a class="selflink" href="#HISTORY">HISTORY</a></h1>
<b class="Nm" title="Nm">rgbds</b> was originally written by Carsten
S&#x00F8;rensen as part of the ASMotor package, and was later packaged in
RGBDS by Justin Lloyd. It is now maintained by a number of contributors at
<a class="Lk" title="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.</div>
<table class="foot">
<tr>
<td class="foot-date">January 7, 2018</td>
<td class="foot-os">RGBDS Manual</td>
</tr>
</table>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<style>
table.head, table.foot { width: 100%; }
td.head-rtitle, td.foot-os { text-align: right; }
td.head-vol { text-align: center; }
div.Pp { margin: 1ex 0ex; }
</style>
<link rel="stylesheet" href="manual.css" type="text/css" media="all"/>
<title>RGBFIX(1)</title>
</head>
<body>
<table class="head">
<tr>
<td class="head-ltitle">RGBFIX(1)</td>
<td class="head-vol">General Commands Manual</td>
<td class="head-rtitle">RGBFIX(1)</td>
</tr>
</table>
<div class="manual-text">
<h1 class="Sh" title="Sh" id="NAME"><a class="selflink" href="#NAME">NAME</a></h1>
<b class="Nm" title="Nm">rgbfix</b> &#x2014; <span class="Nd" title="Nd">Game
Boy checksum fixer</span>
<h1 class="Sh" title="Sh" id="SYNOPSIS"><a class="selflink" href="#SYNOPSIS">SYNOPSIS</a></h1>
<table class="Nm">
<tr>
<td><b class="Nm" title="Nm">rgbfix</b></td>
<td>[<span class="Op"><b class="Fl" title="Fl">-CcjsVv</b></span>]
[<span class="Op"><b class="Fl" title="Fl">-i</b>
<var class="Ar" title="Ar">game_id</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-k</b>
<var class="Ar" title="Ar">licensee_str</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-l</b>
<var class="Ar" title="Ar">licensee_id</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-m</b>
<var class="Ar" title="Ar">mbc_type</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-n</b>
<var class="Ar" title="Ar">rom_version</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-p</b>
<var class="Ar" title="Ar">pad_value</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-r</b>
<var class="Ar" title="Ar">ram_size</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-t</b>
<var class="Ar" title="Ar">title_str</var></span>]
<var class="Ar" title="Ar">file</var></td>
</tr>
</table>
<h1 class="Sh" title="Sh" id="DESCRIPTION"><a class="selflink" href="#DESCRIPTION">DESCRIPTION</a></h1>
The <b class="Nm" title="Nm">rgbfix</b> program changes headers of Game Boy ROM
images. It also performs other filetype operations, such as truncation. The
arguments are as follows:
<dl class="Bl-tag">
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#C"><b class="Fl" title="Fl" id="C">-C</b></a></dt>
<dd class="It-tag">Set the Game Boy Color&#x2013;only flag:
<i class="Ad">0x143</i> = 0xC0. If both this and the
<b class="Fl" title="Fl">-c</b> flag are set, this takes precedence.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#c"><b class="Fl" title="Fl" id="c">-c</b></a></dt>
<dd class="It-tag">Set the Game Boy Color&#x2013;compatible flag:
<i class="Ad">0x143</i> = 0x80. If both this and the
<b class="Fl" title="Fl">-C</b> flag are set,
<b class="Fl" title="Fl">-C</b> takes precedence.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#i"><b class="Fl" title="Fl" id="i">-i</b></a>
<var class="Ar" title="Ar">game_id</var></dt>
<dd class="It-tag">Set the game ID string
(<i class="Ad">0x13F</i>&#x2013;<i class="Ad">0x142</i>) to a given string
of exactly 4 characters. If both this and the title are set, the game ID
will overwrite the overlapping portion of the title.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#j"><b class="Fl" title="Fl" id="j">-j</b></a></dt>
<dd class="It-tag">Set the non-Japanese region flag: <i class="Ad">0x14A</i> =
1.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#k"><b class="Fl" title="Fl" id="k">-k</b></a>
<var class="Ar" title="Ar">licensee_str</var></dt>
<dd class="It-tag">Set the new licensee string
(<i class="Ad">0x144</i>&#x2013;<i class="Ad">0x145</i>) to a given
string, truncated to at most two characters.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#l"><b class="Fl" title="Fl" id="l">-l</b></a>
<var class="Ar" title="Ar">licensee_id</var></dt>
<dd class="It-tag">Set the old licensee code, <i class="Ad">0x14B</i>, to a
given value from 0 to 0xFF. This value is deprecated and should be set to
0x33 in all new software.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#m"><b class="Fl" title="Fl" id="m">-m</b></a>
<var class="Ar" title="Ar">mbc_type</var></dt>
<dd class="It-tag">Set the MBC type, <i class="Ad">0x147</i>, to a given value
from 0 to 0xFF.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#n"><b class="Fl" title="Fl" id="n">-n</b></a>
<var class="Ar" title="Ar">rom_version</var></dt>
<dd class="It-tag">Set the ROM version, <i class="Ad">0x14C</i>, to a given
value from 0 to 0xFF.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#p"><b class="Fl" title="Fl" id="p">-p</b></a>
<var class="Ar" title="Ar">pad_value</var></dt>
<dd class="It-tag">Pad the image to a valid size with a given pad value from 0
to 0xFF. <b class="Nm" title="Nm">rgbfix</b> will automatically pick a
size from 32KiB, 64KiB, 128KiB, ..., 8192KiB and give a warning
thereafter. The cartridge size byte (<i class="Ad">0x148</i>) will be
changed to reflect this new size.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#r"><b class="Fl" title="Fl" id="r">-r</b></a>
<var class="Ar" title="Ar">ram_size</var></dt>
<dd class="It-tag">Set the RAM size, <i class="Ad">0x149</i>, to a given value
from 0 to 0xFF.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#s"><b class="Fl" title="Fl" id="s">-s</b></a></dt>
<dd class="It-tag">Set the SGB flag: <i class="Ad">0x146</i> = 3.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#t"><b class="Fl" title="Fl" id="t">-t</b></a>
<var class="Ar" title="Ar">title</var></dt>
<dd class="It-tag">Set the title string
(<i class="Ad">0x134</i>&#x2013;<i class="Ad">0x143</i>) to a given
string, truncated to at most 16 characters. It is recommended to use 15
characters instead, to avoid clashing with the CGB flag
(<b class="Fl" title="Fl">-c</b> or <b class="Fl" title="Fl">-C</b>). If
both this and the game ID are set, the game ID will overwrite the
overlapping portion of the title.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#V"><b class="Fl" title="Fl" id="V">-V</b></a></dt>
<dd class="It-tag">Print the version of the program and exit.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#v"><b class="Fl" title="Fl" id="v">-v</b></a></dt>
<dd class="It-tag">Validate the header and fix checksums: the Nintendo
character area (<i class="Ad">0x104</i>&#x2013;<i class="Ad">0x133</i>),
the header checksum (<i class="Ad">0x14D</i>), and the global checksum
(<i class="Ad">0x14E</i>&#x2013;<i class="Ad">0x14F</i>).</dd>
</dl>
<h1 class="Sh" title="Sh" id="EXAMPLES"><a class="selflink" href="#EXAMPLES">EXAMPLES</a></h1>
Most values in the ROM header are only cosmetic. The bare minimum requirements
for a workable image are checksums, the Nintendo logo, and (if needed) the
CGB/SGB flags. It is a good idea to pad the image to a valid size as well
(&#x201C;valid&#x201D; meaning a multiple of 32KiB).
<div class="Pp"></div>
The following will make a plain, no-color Game Boy game without checking for a
valid size:
<div class="Pp"></div>
<div class="D1">$ rgbfix -v foo.gb</div>
<div class="Pp"></div>
The following will make a SGB-enabled, color-enabled game with a title of
&#x201C;foobar&#x201D;, and pad it to a multiple of 32KiB. (The Game Boy
itself does not use the title, but some emulators or ROM managers might.)
<div class="Pp"></div>
<div class="D1">$ rgbfix -vcs -l 0x33 -p 0 -t foobar baz.gb</div>
<div class="Pp"></div>
The following will duplicate the header (sans global checksum) of the game
&#x201C;Survival Kids&#x201D;:
<div class="Pp"></div>
<div class="D1">$ rgbfix -cjsv -k A4 -l 0x33 -m 0x1B -p 0xFF -r 3 -t
SURVIVALKIDAVKE SurvivalKids.gbc</div>
<h1 class="Sh" title="Sh" id="SEE_ALSO"><a class="selflink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr" title="Xr">rgbasm(1)</a>, <a class="Xr" title="Xr">rgblink(1)</a>,
<a class="Xr" title="Xr">rgbds(7)</a>
<h1 class="Sh" title="Sh" id="HISTORY"><a class="selflink" href="#HISTORY">HISTORY</a></h1>
<b class="Nm" title="Nm">rgbfix</b> was originally released by Carsten
S&#x00F8;rensen as a standalone program called gbfix, and was later packaged
in RGBDS by Justin Lloyd. It is now maintained by a number of contributors at
<a class="Lk" title="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.</div>
<table class="foot">
<tr>
<td class="foot-date">April 17, 2017</td>
<td class="foot-os">RGBDS Manual</td>
</tr>
</table>
</body>
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<style>
table.head, table.foot { width: 100%; }
td.head-rtitle, td.foot-os { text-align: right; }
td.head-vol { text-align: center; }
div.Pp { margin: 1ex 0ex; }
</style>
<link rel="stylesheet" href="manual.css" type="text/css" media="all"/>
<title>RGBGFX(1)</title>
</head>
<body>
<table class="head">
<tr>
<td class="head-ltitle">RGBGFX(1)</td>
<td class="head-vol">General Commands Manual</td>
<td class="head-rtitle">RGBGFX(1)</td>
</tr>
</table>
<div class="manual-text">
<h1 class="Sh" title="Sh" id="NAME"><a class="selflink" href="#NAME">NAME</a></h1>
<b class="Nm" title="Nm">rgbgfx</b> &#x2014; <span class="Nd" title="Nd">Game
Boy graphics converter</span>
<h1 class="Sh" title="Sh" id="SYNOPSIS"><a class="selflink" href="#SYNOPSIS">SYNOPSIS</a></h1>
<table class="Nm">
<tr>
<td><b class="Nm" title="Nm">rgbgfx</b></td>
<td>[<span class="Op"><b class="Fl" title="Fl">-DfFhPTVv</b></span>]
[<span class="Op"><b class="Fl" title="Fl">-o</b>
<var class="Ar" title="Ar">outfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-d</b>
<var class="Ar" title="Ar">depth</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-p</b>
<var class="Ar" title="Ar">palfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-t</b>
<var class="Ar" title="Ar">mapfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-x</b>
<var class="Ar" title="Ar">tiles</var></span>]
<var class="Ar" title="Ar">file</var></td>
</tr>
</table>
<h1 class="Sh" title="Sh" id="DESCRIPTION"><a class="selflink" href="#DESCRIPTION">DESCRIPTION</a></h1>
The <b class="Nm" title="Nm">rgbgfx</b> program converts PNG images into the
Nintendo Game Boy's planar tile format. The arguments are as follows:
<dl class="Bl-tag">
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#D"><b class="Fl" title="Fl" id="D">-D</b></a></dt>
<dd class="It-tag">Debug features are enabled.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#f"><b class="Fl" title="Fl" id="f">-f</b></a></dt>
<dd class="It-tag">Fix the input PNG file to be a correctly indexed
image.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#F"><b class="Fl" title="Fl" id="F">-F</b></a></dt>
<dd class="It-tag">Same as <b class="Fl" title="Fl">-f</b>, but additionally,
the input PNG file is fixed to have its parameters match the command
line's parameters.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#d"><b class="Fl" title="Fl" id="d">-d</b></a>
<var class="Ar" title="Ar">depth</var></dt>
<dd class="It-tag">The bitdepth of the output image (either 1 or 2). By
default, the bitdepth is 2 (two bits per pixel).</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#h"><b class="Fl" title="Fl" id="h">-h</b></a></dt>
<dd class="It-tag">Lay out tiles horizontally rather than vertically.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#o"><b class="Fl" title="Fl" id="o">-o</b></a>
<var class="Ar" title="Ar">outfile</var></dt>
<dd class="It-tag">The name of the output file.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#p"><b class="Fl" title="Fl" id="p">-p</b></a>
<var class="Ar" title="Ar">palfile</var></dt>
<dd class="It-tag">Raw bytes (8 bytes for two bits per pixel, 4 bytes for one
bit per pixel) containing the RGB15 values in the little-endian byte order
and then ordered from lightest to darkest.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#P"><b class="Fl" title="Fl" id="P">-P</b></a></dt>
<dd class="It-tag">Same as <b class="Fl" title="Fl">-p</b>, but the pallete
file output name is made by taking the input filename, removing the file
extension, and appending <i class="Pa" title="Pa">.pal</i>.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#t"><b class="Fl" title="Fl" id="t">-t</b></a>
<var class="Ar" title="Ar">mapfile</var></dt>
<dd class="It-tag">If any tiles are the same, don't place the repeat tiles in
the output file, and make a tilemap file.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#T"><b class="Fl" title="Fl" id="T">-T</b></a></dt>
<dd class="It-tag">Same as <b class="Fl" title="Fl">-t</b>, but the tilemap
file output name is made by taking the input filename, removing the file
extension, and appending <i class="Pa" title="Pa">.tilemap</i>.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#u"><b class="Fl" title="Fl" id="u">-u</b></a></dt>
<dd class="It-tag">Truncate repeated tiles. Useful with tilemaps.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#V"><b class="Fl" title="Fl" id="V">-V</b></a></dt>
<dd class="It-tag">Print the version of the program and exit.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#v"><b class="Fl" title="Fl" id="v">-v</b></a></dt>
<dd class="It-tag">Verbose. Print errors when the command line parameters and
the parameters in the PNG file don't match.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#x"><b class="Fl" title="Fl" id="x">-x</b></a>
<var class="Ar" title="Ar">tiles</var></dt>
<dd class="It-tag">Trim the end of the output file by this many tiles.</dd>
</dl>
<h1 class="Sh" title="Sh" id="EXAMPLES"><a class="selflink" href="#EXAMPLES">EXAMPLES</a></h1>
The following will take a PNG file with a bitdepth of 1, 2, or 8, and output
planar 2bpp data:
<div class="Pp"></div>
<div class="D1">$ rgbgfx -o out.2bpp in.png</div>
<div class="Pp"></div>
The following creates a planar 2bpp file with only unique tiles, and its tilemap
<i class="Pa" title="Pa">out.tilemap</i>:
<div class="Pp"></div>
<div class="D1">$ rgbgfx -T -u -o out.2bpp in.png</div>
<div class="Pp"></div>
The following will do nothing:
<div class="Pp"></div>
<div class="D1">$ rgbgfx in.png</div>
<h1 class="Sh" title="Sh" id="SEE_ALSO"><a class="selflink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr" title="Xr">rgbds(7)</a>, <a class="Xr" title="Xr">rgbasm(1)</a>,
<a class="Xr" title="Xr">rgblink(1)</a>,
<a class="Xr" title="Xr">rgbfix(1)</a>, <a class="Xr" title="Xr">gbz80(7)</a>
<h1 class="Sh" title="Sh" id="HISTORY"><a class="selflink" href="#HISTORY">HISTORY</a></h1>
<b class="Nm" title="Nm">rgbgfx</b> was created by
<span class="An" title="An">stag019</span> to be included in RGBDS. It is now
maintained by a number of contributors at
<a class="Lk" title="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.</div>
<table class="foot">
<tr>
<td class="foot-date">April 17, 2017</td>
<td class="foot-os">RGBDS Manual</td>
</tr>
</table>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<style>
table.head, table.foot { width: 100%; }
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</style>
<link rel="stylesheet" href="manual.css" type="text/css" media="all"/>
<title>RGBLINK(1)</title>
</head>
<body>
<table class="head">
<tr>
<td class="head-ltitle">RGBLINK(1)</td>
<td class="head-vol">General Commands Manual</td>
<td class="head-rtitle">RGBLINK(1)</td>
</tr>
</table>
<div class="manual-text">
<h1 class="Sh" title="Sh" id="NAME"><a class="selflink" href="#NAME">NAME</a></h1>
<b class="Nm" title="Nm">rgblink</b> &#x2014; <span class="Nd" title="Nd">Game
Boy linker</span>
<h1 class="Sh" title="Sh" id="SYNOPSIS"><a class="selflink" href="#SYNOPSIS">SYNOPSIS</a></h1>
<table class="Nm">
<tr>
<td><b class="Nm" title="Nm">rgblink</b></td>
<td>[<span class="Op"><b class="Fl" title="Fl">-dtVw</b></span>]
[<span class="Op"><b class="Fl" title="Fl">-m</b>
<var class="Ar" title="Ar">mapfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-n</b>
<var class="Ar" title="Ar">symfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-O</b>
<var class="Ar" title="Ar">overlayfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-o</b>
<var class="Ar" title="Ar">outfile</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-p</b>
<var class="Ar" title="Ar">pad_value</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-s</b>
<var class="Ar" title="Ar">symbol</var></span>]
[<span class="Op"><b class="Fl" title="Fl">-l</b>
<var class="Ar" title="Ar">linkerscript</var></span>]
<var class="Ar" title="Ar">file ...</var></td>
</tr>
</table>
<h1 class="Sh" title="Sh" id="DESCRIPTION"><a class="selflink" href="#DESCRIPTION">DESCRIPTION</a></h1>
The <b class="Nm" title="Nm">rgblink</b> program links objects created by
<a class="Xr" title="Xr">rgbasm(1)</a> into a single Game Boy ROM file.
<div class="Pp"></div>
By default, ROM0 sections created by the assembler are placed in the 16KiB bank
0, and ROMX sections are placed in any bank except bank 0. If your ROM will
only be 32KiB, you can use the <b class="Fl" title="Fl">-t</b> option to
override this.
<div class="Pp"></div>
Similarly, WRAM0 sections are placed in the first 4KiB of WRAM bank 0 and WRAMX
sections are placed in any bank except bank 0. If your ROM doesn't use banked
WRAM you can use option <b class="Fl" title="Fl">-w</b> option to override
this.
<div class="Pp"></div>
Also, if your ROM is designed for DMG, you can make sure that you don't use any
prohibited section by using the option <b class="Fl" title="Fl">-d</b>, which
implies <b class="Fl" title="Fl">-w</b> but also prohibits the use of VRAM
bank 1.
<div class="Pp"></div>
The arguments are as follows:
<dl class="Bl-tag">
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#m"><b class="Fl" title="Fl" id="m">-m</b></a>
<var class="Ar" title="Ar">mapfile</var></dt>
<dd class="It-tag">Write a mapfile to the given filename.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#n"><b class="Fl" title="Fl" id="n">-n</b></a>
<var class="Ar" title="Ar">symfile</var></dt>
<dd class="It-tag">Write a symbol file to the given filename.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#O"><b class="Fl" title="Fl" id="O">-O</b></a>
<var class="Ar" title="Ar">overlayfile</var></dt>
<dd class="It-tag">The ROM image to overlay sections over. When an overlay ROM
is provided, all sections must be fixed. This may be used to patch an
existing binray.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#o"><b class="Fl" title="Fl" id="o">-o</b></a>
<var class="Ar" title="Ar">outfile</var></dt>
<dd class="It-tag">Write ROM image to the given filename.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#p"><b class="Fl" title="Fl" id="p">-p</b></a>
<var class="Ar" title="Ar">pad_value</var></dt>
<dd class="It-tag">When padding an image, pad with this value. The default is
0x00.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#s"><b class="Fl" title="Fl" id="s">-s</b></a>
<var class="Ar" title="Ar">symbol</var></dt>
<dd class="It-tag">???</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#w"><b class="Fl" title="Fl" id="w">-w</b></a></dt>
<dd class="It-tag">Expand the WRAM0 section size from 4KiB to the full 8KiB
assigned to WRAM and prohibit the use of WRAMX sections.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#d"><b class="Fl" title="Fl" id="d">-d</b></a></dt>
<dd class="It-tag">Enable DMG mode. Prohibit the use of sections that doesn't
exist on a DMG, such as WRAMX and VRAM bank 1. This option automatically
enables <b class="Fl" title="Fl">-w</b>.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#t"><b class="Fl" title="Fl" id="t">-t</b></a></dt>
<dd class="It-tag">Expand the ROM0 section size from 16KiB to the full 32KiB
assigned to ROM and prohibit the use of ROMX sections. Useful for ROMs
that fit in 32 KiB.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#l"><b class="Fl" title="Fl" id="l">-l</b></a>
<var class="Ar" title="Ar">linkerscript</var></dt>
<dd class="It-tag">Specify a linkerscript file that tells the linker how
sections must be placed in the ROM. This file has priority over the
attributes assigned in the source code, but they have to be consistent.
See <a class="Xr" title="Xr">rgblink(5)</a> for more information about its
format.</dd>
<dt class="It-tag">&#x00A0;</dt>
<dd class="It-tag">&#x00A0;</dd>
<dt class="It-tag"><a class="selflink" href="#V"><b class="Fl" title="Fl" id="V">-V</b></a></dt>
<dd class="It-tag">Print the version of the program and exit.</dd>
</dl>
<h1 class="Sh" title="Sh" id="EXAMPLES"><a class="selflink" href="#EXAMPLES">EXAMPLES</a></h1>
All you need for a basic ROM is an object file, which can be made into a ROM
image like so:
<div class="Pp"></div>
<div class="D1">$ rgblink -o bar.gb foo.o</div>
<div class="Pp"></div>
The resulting bar.gb will not have correct checksums (unless you put them in the
assembly source). You should use <a class="Xr" title="Xr">rgbfix(1)</a> to fix
these so that the program will actually run in a Game Boy:
<div class="Pp"></div>
<div class="D1">$ rgbfix -v bar.gb</div>
<h1 class="Sh" title="Sh" id="SEE_ALSO"><a class="selflink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr" title="Xr">rgbasm(1)</a>, <a class="Xr" title="Xr">rgblink(5)</a>,
<a class="Xr" title="Xr">rgbfix(1)</a>, <a class="Xr" title="Xr">rgbds(5)</a>,
<a class="Xr" title="Xr">rgbds(7)</a>
<h1 class="Sh" title="Sh" id="HISTORY"><a class="selflink" href="#HISTORY">HISTORY</a></h1>
<b class="Nm" title="Nm">rgblink</b> was originally written by Carsten
S&#x00F8;rensen as part of the ASMotor package, and was later packaged in
RGBDS by Justin Lloyd. It is now maintained by a number of contributors at
<a class="Lk" title="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.</div>
<table class="foot">
<tr>
<td class="foot-date">April 17, 2017</td>
<td class="foot-os">RGBDS Manual</td>
</tr>
</table>
</body>
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div.Pp { margin: 1ex 0ex; }
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<link rel="stylesheet" href="manual.css" type="text/css" media="all"/>
<title>RGBLINK(5)</title>
</head>
<body>
<table class="head">
<tr>
<td class="head-ltitle">RGBLINK(5)</td>
<td class="head-vol">File Formats Manual</td>
<td class="head-rtitle">RGBLINK(5)</td>
</tr>
</table>
<div class="manual-text">
<h1 class="Sh" title="Sh" id="NAME"><a class="selflink" href="#NAME">NAME</a></h1>
<b class="Nm" title="Nm">rgblink</b> &#x2014;
<span class="Nd" title="Nd">linkerscript file format</span>
<h1 class="Sh" title="Sh" id="DESCRIPTION"><a class="selflink" href="#DESCRIPTION">DESCRIPTION</a></h1>
The linkerscript is an external file that allows the user to specify the order
of sections without the need for doing so before assembling each object file.
<div class="Pp"></div>
The placement of sections specified in the linkerscript is done before the
sections whose placement is defined in the source code.
<div class="Pp"></div>
A linkerscript consists on a series of banks followed by a list of sections and,
optionally, commands. They can be lowercase or uppercase, it is ignored. Any
line can contain a comment starting with
&#x2018;<code class="Li">;</code>&#x2019; that ends at the end of the line:
<div class="Pp"></div>
<div class="Bd" style="margin-left: 5.00ex;">
<pre class="Li">
ROMX $F ; This is a comment
&quot;Functions to read array&quot;
ALIGN 8
&quot;Array aligned to 256 bytes&quot;
WRAMX 2
&quot;Some variables&quot;
</pre>
</div>
<div class="Pp"></div>
Numbers can be in decimal or hexadecimal format (the prefix is
&#x2018;<code class="Li">$</code>&#x2019;). It is an error if any bank or
command is found before setting a bank.
<div class="Pp"></div>
Files can be included by using the <var class="Ar" title="Ar">INCLUDE</var>
keyword followed by a string with the path of the file that has to be
included.
<div class="Pp"></div>
The possible bank types are: <b class="Sy" title="Sy">ROM0</b>,
<b class="Sy" title="Sy">ROMX</b>, <b class="Sy" title="Sy">VRAM</b>,
<b class="Sy" title="Sy">WRAM0</b>, <b class="Sy" title="Sy">WRAMX</b>,
<b class="Sy" title="Sy">OAM</b> and <b class="Sy" title="Sy">HRAM</b>. Types
<b class="Sy" title="Sy">ROMX</b>, <b class="Sy" title="Sy">VRAM</b>,
<b class="Sy" title="Sy">WRAMX</b> and <b class="Sy" title="Sy">SRAM</b> are
banked, which means that it is needed to specify a bank after the type.
<div class="Pp"></div>
When a new bank statement is found, sections found after it will be placed right
from the beginning of that bank. If the linkerscript switches to a different
bank and then it comes back to the previous one it will continue from the last
address that was used.
<div class="Pp"></div>
The only two commands are <var class="Ar" title="Ar">ORG</var> and
<var class="Ar" title="Ar">ALIGN</var>:
<ul class="Bl-bullet">
<li class="It-bullet"><var class="Ar" title="Ar">ORG</var> sets the address in
which new sections will be placed. It can not be lower than the current
address.</li>
<li class="It-bullet"><var class="Ar" title="Ar">ALIGN</var> will increase the
address until it is aligned to the specified boundary (it tries to set to
0 the number of bits specified after the command:
<b class="Sy" title="Sy">ALIGN 8</b> will align to $100).</li>
</ul>
<div class="Pp"></div>
Note: The bank, alignment, address and type of sections can be specified both in
the source code and in the linkerscript. For a section to be able to be placed
with the linkerscript the bank must be left unassigned in the source code or
be the same as the one specified in the linkerscript. The address and
alignment musn't be set.
<h1 class="Sh" title="Sh" id="SEE_ALSO"><a class="selflink" href="#SEE_ALSO">SEE
ALSO</a></h1>
<a class="Xr" title="Xr">rgbasm(1)</a>, <a class="Xr" title="Xr">rgblink(1)</a>,
<a class="Xr" title="Xr">rgbfix(1)</a>, <a class="Xr" title="Xr">rgbds(5)</a>,
<a class="Xr" title="Xr">rgbds(7)</a>
<h1 class="Sh" title="Sh" id="HISTORY"><a class="selflink" href="#HISTORY">HISTORY</a></h1>
<b class="Nm" title="Nm">rgblink</b> was originally written by Carsten
S&#x00F8;rensen as part of the ASMotor package, and was later packaged in
RGBDS by Justin Lloyd. It is now maintained by a number of contributors at
<a class="Lk" title="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.</div>
<table class="foot">
<tr>
<td class="foot-date">April 17, 2017</td>
<td class="foot-os">RGBDS Manual</td>
</tr>
</table>
</body>
</html>