I programmed Temple Run for the Game Boy and Game Boy Color systems in assembly using the Rednex Game Boy Development System. The Game Boy, first released in 1989, runs of a custom SoC known as the DMG CPU, with its core SM83 being based off the Intel 8080 and Zilog Z80. It has 8KB of WRAM, 8KB of VRAM, along with various I/O and a 160x144px LCD display. Through clever use of the hardware, the Game Boy can display 4 different shades of "gray" (filtered green through the LCD). Later in 1998, the Game Boy Color was released and featured a new SoC known as the CGB CPU. It featured a CPU capable of running at up to double the DMG's clock speed (at the expense of using more battery power), increased the system's built in WRAM to 32KB, and VRAM to 16KB (Also moving VRAM directly into the SoC package). Try Temple Run for the Game Boy: https://notin.tokyo/gameboy/temple Try Rock Paper Scissors for the Game Boy: https://notin.tokyo/gameboy/RPS.html Hardware Analysis: https://www.copetti.org/writings/consoles/game-boy/ The Game Boy is programmed using RGBASM, which is based on Z80 assembly syntax. Development resources are found below: Game Boy PAN Docs: https://gbdev.io/pandocs/ RGBDS GitHub: https://github.com/gbdev/rgbds Assembly Programming Guide: https://gbdev.io/gb-asm-tutorial/ RGBASM Instructions: https://rgbds.gbdev.io/docs/v0.4.2/gbz80.7 BGR555 color tool: https://orangeglo.github.io/BGR555/
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