Library for writing Game Boy Advance games in Rust
.priority()
, .set_priority()
and .is_visible()
to RegularMap
, AffineMap
and InfiniteScrolledMap
..show()
and .hide()
with .set_visible()
in RegularMap
, AffineMap
and InfiniteScrolledMap
..into_inner()
to InfiniteScrolledMap
to get the map back once you are done using it in the InfiniteScrolledMap
..hflip()
, .vflip()
, .priority()
, .position()
to ObjectUnmanaged
and Object
.num::Num
from the num
crate.Default
implementations for RandomNumberGenerator
, InitOnce
and RawMutex
.Vector<u16>
now accept an impl Into<Vector2D<u16>>
instead.agb-tracker
crate).Num<i16, 8>
rather than Num<i16, 4>
for improved precision and sound quality.include_background_gfx!
now produces tile sets and tile settings directly.A post GMTK update! The key feature being that there is no need for the binutils and agb can be used with only nightly rust.
include_palette
macro for including every colour in an image as a u16
slice.DynamicSprite
has a new API which changes the constructor and adds a set_pixel
and clear
methods.agb
, you now only need to install rust nightly.include_gfx!
with the toml file. Instead, use include_background_gfx
. See the documentation for usage.agb-hashmap
. There is no change in API, but you can now use this for interop between non-agb code and agb codegbafix
implementation which can take the elf file produced by cargo build
directly, removing the need for the objcopy step.include_gfx!()
even when transparent_colour
is absent.#[agb::entry]
macro now reports errors better.regular()
and affine()
to Tiled1
which made Tiled1
impossible to use.setup_interrupt_handler
or after_vblank
calls to the mixer.wait_for_vblank
, then next call will immediately return.