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Nomad Core v1.0.0 Stable
released this
2026-10-09 16:57:20 +02:00 | 0 commits to master since this releaseNomad Core v1.0.0
First release that renders exported P1XEL projects correctly end to end.
Fixed
- Background tiles did not render. The BG map byte conversion
((CHR + 128) & $FF) was the inverse of what signed$8800LCDC
addressing does; every exported cell pointed at the empty CHR range. Now
byte = CHR & $FFin the exporter (P1XEL >= 4.2), the engine font path
andP1XEL-CONTRACT.md. Re-export existing projects with the updated
P1XEL. - Input dead on BGB/hardware. Boot RAM is random there; game state was
never cleared, so the popup router swallowed all input.EngineInitnow
zeroes all of WRAM0.
Engine
abi.rgbinc: single engine/game ABI header;catalogcno longer mirrors
constants by hand.- Popup window on the hardware Window layer: camera-independent, dirty-flag
VRAM writes, no save/restore strip. LevelLoad: bank-correct addressing for up to 255 levels, field clamping,
camera reset,EngineFatalred screen on bad data.- Shared
CameraClamp,VideoBGMapBase; entity slot masking. - Macros:
OnTileGoto,Despawn,PADF_*masks, edge-triggered menus,
dpad repeat. - Reserved blank tile (CHR 383 / BG slot 255), zero-filled by the exporter.
Showcase game
Title (text, flipped frame tiles, palettes, static OAM, menu) -> 32x32
scrolling maze (solid tiles, P1XEL spawn markers, hunting enemy, camera,
pause popup, exit meta-tile) -> Win; About; Dead/RETRY. Regenerate the
project withpython tools/sample/make_sample.py.Tests
tools/test/selftest.pyboots with scribbled RAM and asserts VRAM map
bytes, CHR contents, window text, SCX/SCY and OAM (46 checks).Assets
the-game-boy-engine.gbc- CGB ROM (MBC5 + RAM + battery)project.p1x- the showcase project for P1XELthe-game-boy-engine.sym- symbols for BGB / debugging
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- Background tiles did not render. The BG map byte conversion