23 lines
488 B
NASM
23 lines
488 B
NASM
INCLUDE "game/text.asm"
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SECTION "Game Loop", ROM0
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GameLoop:
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.wait
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ld a, [rLY] ; Load the current vertical line being rendered
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cp 144 ; Check if we're past VBlank (1 to 144 = carry bit set)
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jr c, .wait ; Jump back to waitVBlank if rLY is less than 144
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ld de, HelloWorldStr
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call StartText
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.mainloop
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; Start our game loop
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call DrawActiveText
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call WaitVBlank
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jr .mainloop
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Section "Hello wrold string", ROM0
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HelloWorldStr:
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db "Hello, Worl'd.!?", 0
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