VM_RTC_START
is a GBVM instruction used to start or stop the Game Boy Color’s (GBC) Real-Time Clock (RTC).
Purpose:
While the RTC typically runs continuously, there might be specific scenarios where you need to pause or resume its operation. VM_RTC_START
provides this control. It is essential for:
When VM_RTC_START
is called, it sends a command to the RTC hardware to either begin counting time or to halt its counting. This affects the progression of seconds, minutes, hours, and days.
Syntax:
VM_RTC_START START
START
: A constant that specifies whether the RTC should start or stop:
.RTC_STOP
: Halts the RTC. The time will no longer progress..RTC_START
: Resumes the RTC. The time will continue to progress from where it left off.Usage Example: Pausing In-Game Time During a Pause Menu
Imagine your game has a pause menu. When the player pauses the game, you want to stop all time-based events (like a day/night cycle or a timed quest) by pausing the RTC. When they unpause, the RTC should resume.
; In your game's pause menu script:
; RTC control constants
.RTC_STOP:
.R_INT8 0 ; Example value for stopping RTC
.RTC_START:
.R_INT8 1 ; Example value for starting RTC
PAUSE_GAME_ROUTINE:
; Stop the RTC when the game is paused
VM_RTC_START .RTC_STOP
VM_LOAD_TEXT TEXT_GAME_PAUSED
VM_DISPLAY_TEXT
VM_INPUT_WAIT .INPUT_START ; Wait for Start button to unpause
; Start the RTC when the game is unpaused
VM_RTC_START .RTC_START
VM_LOAD_TEXT TEXT_GAME_UNPAUSED
VM_DISPLAY_TEXT
VM_IDLE 30
VM_RET
TEXT_GAME_PAUSED:
.TEXT "Game Paused"
.TEXT_END
TEXT_GAME_UNPAUSED:
.TEXT "Game Resumed"
.TEXT_END
In this example, VM_RTC_START .RTC_STOP
is called when the pause menu is activated, effectively freezing the in-game time. When the player unpauses, VM_RTC_START .RTC_START
is called to resume the RTC, allowing time-based events to continue their progression. This provides a consistent and expected behavior for pausing a game with time-sensitive elements.
Analogy to Game Boy Development: This is a direct interface with the Game Boy Color’s Real-Time Clock hardware. In modern programming, it’s analogous to pausing or resuming a timer or a system clock. It provides a way to control the flow of time within your game, which is crucial for mechanics that rely on real-world time progression.