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Game Boy Port of Snake in Assembly

2 days ago
  • #Assembly Programming
  • #Snake Game
  • #Game Boy Development
  • Snake game is used as an example for learning Game Boy development.
  • Game structure includes three screens managed by a state machine: title, play, and game over.
  • Core systems include a ring buffer for snake body coordinates, an occupancy grid for collision detection, and dirty rendering.
  • Rendering uses background tiles instead of sprites to avoid sprite limits and simplify rendering.
  • Movement logic includes preventing reverse direction and handling tail chase edge case.
  • Random number generation uses a simple linear feedback shift register mixed with the DIV register.
  • VBlank-safe rendering ensures no screen tearing, using bulk writes with LCD off or dirty tile updates.
  • RAM usage is under 500 bytes, with largest allocations for occupancy grid and snake arrays.
  • Code demonstrates fundamental Game Boy techniques like state machines, polling input, and collision detection.