So without further ado, lets get started. If you require a working example of the code covered in this article, feel free to check out my most recent homebrew game Exeman on github, which I wrote for Ludumdare 38. Using the all-mighty Gameboy pandoc as a reference, I recommend you do the same. And various reverse-engineering tools such as Radare2, to disassemble the Megaman rom. The tools used are gb-convert, my own tool to convert images to data supported by the Gameboy. The code in this article is written specifically for RGBASM. Should anyone feel stuck or confused about anything, feel free to contact me on IRC or twitter and I will help to the best of my ability. Many topics are only glanced at because teaching them is out of the scope of this article, other such articles exist and I recommend doing your research beforehand. This article does not cover the basics of Gameboy homebrew, and it assumes you have at least a little understanding of assembly and/or the Gameboy, etc. By the end of this article you should have a strong understanding of not only what a DMA transfer is, but how to use them in your own homebrew games. We will be going over some assembly code examples, as well as a bit of disassembled code from one of my favorite Gameboy games, Megaman. The purpose of this article is to explain DMA transfers on the Gameboy, specifically how to use them.
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