# Game Boy Development Progress ## Recent Achievements (November 2025) ### 🎯 KidLisp Compiler - Complete with Splash Screen βœ… **Date:** November 18, 2025 Built a complete KidLisp β†’ Game Boy ROM compiler with custom splash screens! **Syntax:** ```kidlisp wipe black ink white line 50 50 100 100 box 10 10 70 70 circle 80 80 30 melody "ceg" ``` **Features:** - Simple command-per-line format (no s-expressions) - Graphics commands: `wipe`, `ink`, `line`, `box`, `circle` - Custom splash screen for every ROM with: - AESTHETIC.COMPUTER branding - ROM name display - Source code listing (auto-truncated) - 1px progress bar animation (160 frames) - Auto-start (no button press needed) - Music: `melody "notes"` with direct sound register control - Full pipeline: `.lisp` β†’ C β†’ GBDK β†’ `.gb` ROM - Integrated build system - Browser testing: `ac gameboy~romname` **Technical:** - Compiler: Node.js (`kidlisp-to-gb.mjs`) - Graphics: GBDK drawing.h (line, box, circle primitives) - Color inversion mapping: KidLisp black β†’ GB WHITE (0), KidLisp white β†’ GB BLACK (3) - Scene transition: Background tile map clearing critical for textβ†’graphics mode - Music: Direct GB sound registers (NR10-NR14, Channel 1 square wave) - Output: 32KB DMG ROM **Critical Bug Fix:** - **Problem**: White screen after splash instead of KidLisp graphics - **Cause**: gprintf() uses background tile map, conflicts with drawing.h functions - **Solution**: Clear BG tile map with `fill_bkg_rect(0, 0, 20, 18, 0)` after splash - **Pattern learned from**: GBDK examples (hblank_copy, dscan, galaxy) **Files:** - `compiler/kidlisp-to-gb.mjs` - Main compiler - `examples/linetest.lisp` - Simple line test - `examples/boxtest.lisp` - Box drawing test - `examples/shapes.lisp` - Combined shapes demo - `examples/lines.lisp` - Grid pattern demo - `KIDLISP-COMPILER.md` - Documentation **Dependencies:** - GBDK with drawing.h (line, box, circle) - RGBDS (already in Dockerfile) - Replaced hUGEDriver with custom sound system ### 🎡 Melody ROM Development βœ… - **Status**: COMPLETE - Fully functional Game Boy ROM - **Features**: - Hardware-accurate 4-channel audio system - Real-time animation synchronized to music - Custom sprite graphics (melody notes, staff lines) - Interactive melody visualization - Works on real hardware and emulators ### πŸ› οΈ Build System & Tooling βœ… - **Auto-launch integration**: ROMs automatically trigger `ac gameboy~melody` after build - **Cross-platform builds**: Fish and Bash scripts for Linux/macOS/Windows - **GBDK integration**: Full C development workflow - **Sprite generation**: Automated sprite compilation pipeline ### 🎯 VSCode Extension Integration βœ… - **Implemented Option E**: Extension now connects as WebSocket client to session server - **Published v1.194.0**: Live on VS Code Marketplace - **Eliminates initialization delays**: Panel loads directly with piece URL - **Robust ac command**: Shows connection status, works in all environments ### 🎨 Graphics & Animation System βœ… - **Sprite management**: Efficient tile loading and animation - **VBlank synchronization**: Smooth 60 FPS animation - **Hardware optimization**: Uses Game Boy's native capabilities - **Visual feedback**: Real-time response to audio channels ## Current Status ### βœ… Completed 1. **Melody ROM** - Full interactive music visualization 2. **Build toolchain** - Automated compilation and testing 3. **VSCode integration** - Seamless development workflow 4. **Audio system** - 4-channel Game Boy sound 5. **Graphics pipeline** - Sprite rendering and animation 6. **ac command robustness** - WebSocket-based architecture ### πŸ”„ Active Development - KidLisp compiler fully functional with splash screens - All graphics primitives working (line, box, circle) - Custom sound system operational - Scene transition bugs resolved ### 🎯 Next Phase: Advanced KidLisp Features - More graphics primitives (filled shapes, pixels, text) - Input handling (buttons, movement) - Sprite support - Background scrolling - Advanced sound (multiple channels, effects) ## Architecture Insights ### Audio-Visual Synchronization The melody ROM demonstrates perfect sync between Game Boy's 4-channel audio and visual animation through: - VBlank interrupt handling - Hardware register monitoring - Efficient sprite management - Real-time channel visualization ### Development Workflow ``` Edit C code β†’ Build (build.sh) β†’ Auto-launch (ac gameboy~melody) β†’ VSCode panel opens β†’ Test on hardware ``` This creates a seamless edit-compile-test cycle for Game Boy development. ## Files Structure ``` kidlisp-gameboy/ β”œβ”€β”€ src/melody_main.c # Main ROM logic β”œβ”€β”€ src/melody_sprites.c # Sprite definitions β”œβ”€β”€ src/melody_audio.c # Audio system β”œβ”€β”€ build.sh # Build automation β”œβ”€β”€ melody.gb # Final ROM output └── PROGRESS.md # This file ``` ## Key Learnings 1. **Hardware constraints drive optimization** - Game Boy's limitations force elegant solutions 2. **VBlank is critical** - All graphics updates must respect 60 FPS timing 3. **WebSocket architecture** - Direct extension communication is superior to CLI workarounds 4. **Build automation** - Seamless tooling makes iteration fast and enjoyable ## Future Roadmap ### Short Term - [ ] KidLisp parser implementation - [ ] Basic graphics primitives compiler - [ ] Live coding integration ### Long Term - [ ] Advanced Game Boy features (scrolling, sprites, etc.) - [ ] Multi-ROM project support - [ ] Hardware debugging tools - [ ] Community ROM sharing platform --- **Last Updated**: November 18, 2025 **Status**: KidLisp compiler complete with splash screens, all core features working