Getting started¶
This section takes you from nothing to your own game running on the VGC Zero. It takes four steps:
- Install the tools: a C++ compiler, CMake, the 32blit Python tools, and for the console the Arm compiler and the Pico SDK.
- Create your first game from the ChiliChip game template, and learn what each file in it does.
- Run it on your computer. The desktop build opens a 128×128 window, the same size as the console's screen, so you can work fast and use a normal debugger.
- Run it on the console. Build a
.blitfile, copy it onto the console's USB drive, and play it from the home screen.
What you need¶
- A computer running Linux, macOS or Windows. Linux, or Windows with WSL, is the smoothest route for console builds.
- Some C++. The SDK uses plain C++17: structs, functions and the standard library. You don't need to know templates or anything advanced.
- For console builds: a VGC Zero with ChiliChip OS and a USB-C data cable. A console that doesn't have the OS yet can be set up with the factory image.
How a game is put together¶
Every game is one CMake project that links against the SDK. You write three functions:
| Function | When it runs | What it's for |
|---|---|---|
init() |
once, at start-up | load assets, set the screen mode, set up state |
update(time) |
100 times a second | read input, move things, game logic |
render(time) |
once per frame | draw everything to screen |
The same source builds for several targets, picked when you run CMake:
| Target | Output | Use it for |
|---|---|---|
| Desktop (SDL2) | an executable | everyday development and debugging |
VGC Zero .blit |
game.blit |
the normal way to ship: install it from the console's USB drive |
| VGC Zero standalone | game.uf2 |
quick hardware tests and debugging over SWD (replaces ChiliChip OS) |
| Web (Emscripten) | .html + .wasm |
playable demos in a browser |
Once your game runs, the tutorials show how to use each part of the SDK.