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Version 1.5: Fixes some links
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Martin Ahrnbom committed Oct 16, 2020
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\noindent
The book is available for download for free here: \url{https://teamlampoil.se/book/gbasmdev.pdf}. You can also find it at \url{https://github.com/ahrnbom/gbapfomgd/releases}.
The book is available for download for free here: \url{https://github.com/ahrnbom/gbapfomgd/releases}.
}

\tableofcontents
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This book assumes that the reader is familiar with game development on some other platform. It also assumes experience with some modern programming language. When comparing assembler code to "modern" code, the latter will be written in Python, so basic understanding of Python's syntax helps. Such examples will however be quite few.

\section{Why write this?}
There is plenty of documentation on how to make Game Boy games, including Nintendo's own programming manual (available here \url{https://archive.org/download/GameBoyProgManVer1.1/GameBoyProgManVer1.1.pdf}), and the Pan Docs (available here \url{http://gbdev.gg8.se/wiki/articles/Pan_Docs}). Such sources however expect the reader to already be familiar with 80s style assembler programming. There are also guides that try to explain the basics of assembler programming, without going into sufficient detail to be allow the user to make full games. This book tries to explain things detailed enough to get people started in making actual games, but without too many details to bore the reader. It is not intended as a complete documentation, and it only briefly mentions many things that I do not consider necessary to make games. For example, things that are implemented in the GingerBread library (which was made alongside this book and used many times) are usually not explained in further detail than how to use the functionality in the library. Once the reader is finished with this book, they should have the skills and understanding to look for more information on topics that might interest them. Because of this, I sincerely believe this book wastes the reader's time as little as possible.
There is plenty of documentation on how to make Game Boy games, including Nintendo's own programming manual (available here \url{https://archive.org/download/GameBoyProgManVer1.1/GameBoyProgManVer1.1.pdf}), and the Pan Docs (available here \url{https://gbdev.io/pandocs/}). Such sources however expect the reader to already be familiar with 80s style assembler programming. There are also guides that try to explain the basics of assembler programming, without going into sufficient detail to be allow the user to make full games. This book tries to explain things detailed enough to get people started in making actual games, but without too many details to bore the reader. It is not intended as a complete documentation, and it only briefly mentions many things that I do not consider necessary to make games. For example, things that are implemented in the GingerBread library (which was made alongside this book and used many times) are usually not explained in further detail than how to use the functionality in the library. Once the reader is finished with this book, they should have the skills and understanding to look for more information on topics that might interest them. Because of this, I sincerely believe this book wastes the reader's time as little as possible.

There are two main reasons for writing this book.

Expand Down Expand Up @@ -1482,6 +1482,7 @@ \chapter{Version history}
\item Version 1.2: Fixed errors in multiplication examples, charmaps. Removed some incorrect backslashes. Fixed Sections header, which ironically wasn't a Latex section. Thanks ISSOtm!
\item Version 1.3: Fixed a minor error about |xor| usage. Thanks u/insta\_\_mash! Also fixed a typo on page 17. Thanks kwdiggs!
\item Version 1.4: Fixes several errors found by JL2210. Thanks!
\item Version 1.5: Fixes some links, including one pointed out by JL2210. Thanks!
\end{itemize}

\end{document}

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