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32blit Examples

A collection of example projects demonstrating features of the 32blit SDK.

To get started writing your own game, you should use the 32blit boilerplate - https://github.com/32blit/32blit-boilerplate/

Contents

Audio Test

Demonstrates the configuration of multiple synth channels and playing a multi-channel melody.

Audio Wave

Demonstrate playing a raw, headerless, 22,050Hz wave file using 32blit's wave_buffer_callback.

DOOM Fire

A demo implementation of "Doom Fire", as documented by Fabien Sanglard: http://fabiensanglard.net/doom_fire_psx/

Fizzlefade

A demo implementation of the fizzle-fade transition, as documented by Fabien Sanglard: https://fabiensanglard.net/fizzlefade/

Uses a linear-feedback shift-register to produce random-looking values for pixel locations, making the screen "fizzle" from one colour to another, pixel-by-pixel in an apparently random order.

Flight

An example of a flight simulator using mode7 style graphics.

Geometry

A playable game of asteroids.

JPEG

Shows how to decode a JPEG image and display it on the screen.

Logo

The 32blit logo being animated on-screen as swirling particles.

Matrix Test

Wat?

Metadata Test

Demonstrates the reading back of ".blit" metadata in an application.

MP3

Demonstrates playing a 22,050Hz, mono .mp3 file loaded from the SD card.

Multiplayer

A basic demonstration of the 32blit multiplayer functionality.

If you're using 32blit handhelds you will need a microUSB to microUSB OTG cable. For example: https://www.amazon.co.uk/gp/product/B00RX1H9ZS/

Palette Cycle

The classic palette cycling technique, combining a static sprite with a rotating set of colours in the palette in order to give the appearance of animation.

Palette Swap

Another classic technique, recoloring sprites on the fly by swapping their palette before they are drawn.

Particle

A demonstration of various particle effects.

Piano

A mini sequencer.

  • DPad Left/Right: Move cursor
  • DPad Up/Down: Change note (and play preview)
  • A: Play/Pause
  • B: Mute/Unmute note
  • Y: Return to start

Platformer

A tile-based platformer demo.

  • DPad Left/Right: Move player
  • DPad Up/Down: Climb ladder or swim up/down
  • A: Jump

Profiler Test

A demonstration of the 32blit profiler showing the time taken to run various drawing functions.

  • DPad Left/Right: Switch page
  • DPad Up/Down: Increase/decrease profiler rows
  • A: Enable/disable graph
  • B: Enable/disable labels
  • Y: Change time base
  • Home: Log to CDC

Raycaster (Ray Caster)

A playable raycasting-based bug-zapper game.

  • DPad Left/Right: Turn player
  • DPad Up/Down: Walk forwards/backwards
  • A: Use bug spray

Rotozoom

A basic example of the rotozoom effect.

Saves

A basic demo of the save/load functionality.

Scrolly Tile (Rainbow Ascent)

A playable jumping game. Outrun the rising water.

  • DPad Left/Right: Move left/right, cling to walls
  • DPad Up/Down: Climb up
  • A: Jump

Serial Debug

A basic demo of serial debug.

SHMUP

Some messy Shoot 'em Up sprites and graphics that never became a working game.

Sprite Test

A basic demo of loading and displaying sprites at different scales.

Text

A basic demo of text rendering showing clipping, wrapping, and alignment.

Tilemap Test

A series of scanline-rendering effects applied to a tilemap.

  • DPad Up/Down: Switch effect.

Tilt

A tilt-sensing sand demo. Requires hardware with a tilt sensor.

Timer Test

A basic demo of timer functionality, illustrating a timer callback.

Tunnel

A vertical scanline rendered zooming tunnel effect.

Tween Demo

A visual demo of various animation easing functions.

  • DPad Left/Right: Select previous/next function
  • A: Start/pause animation

Tween Test

A simple demo of multiple tweening functions used on an object.

Voxel

A complete streaming Voxel rendering engine.

  • DPad Up/Down: Move forwards/backwards
  • Joystick: Move
  • A: Switch map

Waveform Demo

A basic demo of the built-in audio waveforms.

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