dmgtris/src/rng.asm

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; DMGTRIS
; Copyright (C) 2023 - Randy Thiemann <randy.thiemann@gmail.com>
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with this program. If not, see <https://www.gnu.org/licenses/>.
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IF !DEF(RNG_ASM)
DEF RNG_ASM EQU 1
INCLUDE "globals.asm"
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SECTION "High RNG Variables", HRAM
hRNGSeed: ds 4
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hPieceHistory: ds 4
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hNextPiece:: ds 1
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hUpcomingPiece1:: ds 1
hUpcomingPiece2:: ds 1
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SECTION "TGM3 RNG Variables", WRAM0
wTGM3Bag: ds 35
wTGM3Droughts: ds 7
wTGM3GeneratedIdx: ds 1
wTGM3WorstDroughtIdx: ds 1
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section "RNG Functions", ROM0
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; Snapshots the initial seed for a game, then initializes the history and piece queue.
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RNGInit::
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; Do some bit fuckery on the seed using the gameboy's free-running timers.
ldh a, [rDIV]
xor a, [hl]
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ldh [hRNGSeed], a
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ldh a, [rTIMA]
xor a, [hl]
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ldh [hRNGSeed+1], a
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ldh a, [rDIV]
xor a, [hl]
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ldh [hRNGSeed+2], a
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ldh a, [rTIMA]
xor a, [hl]
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ldh [hRNGSeed+3], a
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; TGM3 vars
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ld b, BANK_GAMEPLAY
rst RSTSwitchBank
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ld de, sTGM3Bag
ld hl, wTGM3Bag
ld bc, 35
call UnsafeMemCopy
ld de, sTGM3Droughts
ld hl, wTGM3Droughts
ld bc, 7
call UnsafeMemCopy
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rst RSTRestoreBank
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; Start with a random non-S/Z piece held.
: call Next7Piece
cp a, PIECE_Z
jr z, :-
cp a, PIECE_S
jr z, :-
ldh [hHeldPiece], a
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; If we're in HELL mode, we don't care about anything but a random piece to start with.
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ld a, [wRNGModeState]
cp a, RNG_MODE_HELL
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jr nz, .complexinit
call Next7Piece
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ld [hUpcomingPiece2], a
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ret
; Otherwise do complex init.
.complexinit
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ld a, PIECE_Z
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ldh [hPieceHistory], a
ldh [hPieceHistory+1], a
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ldh [hPieceHistory+2], a
ldh [hPieceHistory+3], a
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ld a, [wRNGModeState]
cp a, RNG_MODE_TGM1
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jr z, :+
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ld a, PIECE_S
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ldh [hPieceHistory+2], a
ldh [hPieceHistory+3], a
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; Get the first piece and make sure it's not Z, S or O.
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: call Next7Piece
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cp a, PIECE_Z
jr z, :-
cp a, PIECE_S
jr z, :-
cp a, PIECE_O
jr z, :-
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; Save the generated piece and put it in the history.
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ldh [hPieceHistory], a
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ld [hUpcomingPiece2], a
; Generate the next 2 to fill up the queue.
call GetNextPiece
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jp GetNextPiece
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; Shift the generated piece into the history and save it.
ShiftHistory:
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ld b, a
ldh a, [hUpcomingPiece1]
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ldh [hNextPiece], a
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ldh a, [hUpcomingPiece2]
ldh [hUpcomingPiece1], a
ld a, b
ldh [hUpcomingPiece2], a
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ldh a, [hPieceHistory+2]
ldh [hPieceHistory+3], a
ldh a, [hPieceHistory+1]
ldh [hPieceHistory+2], a
ldh a, [hPieceHistory]
ldh [hPieceHistory+1], a
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ldh a, [hUpcomingPiece2]
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ldh [hPieceHistory], a
ret
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; A random piece. Get fucked.
GetNextHellPiece:
call Next7Piece
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jr ShiftHistory
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; 4 history, 4 rerolls.
GetNextTGM1Piece:
ld a, 5
ld e, a
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: dec e
jr z, :+
call Next7Piece
ld hl, hPieceHistory
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
: jr ShiftHistory
; 4 history, 6 rerolls.
GetNextTGM2Piece:
ld a, 7
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ld e, a
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: dec e
jr z, :+
call Next7Piece
ld hl, hPieceHistory
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
: jr ShiftHistory
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; 1 history, 1 reroll.
GetNextNesPiece:
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call Next7Piece
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ld hl, hPieceHistory
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cp a, [hl]
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jr nz, ShiftHistory
call Next7Piece
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jr ShiftHistory
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; TGM3 mode... It's complex.
GetNextTGM3Piece:
ld a, 7
ld e, a
: dec e
jr z, :+
; Get a random index into the 35bag
call Next35Piece
ld [wTGM3GeneratedIdx], a
; Fetch the piece from the 35bag.
ld c, a
xor a, a
ld b, a
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ld hl, wTGM3Bag
add hl, bc
ld a, [hl]
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; Is it in the history?
ld hl, hPieceHistory
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
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jr z, :-
inc hl
cp a, [hl]
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jr z, :-
inc hl
cp a, [hl]
jr z, :-
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; We have a piece. Save it.
: call ShiftHistory
; Increment all drought counters.
: ld hl, wTGM3Droughts
inc [hl]
inc hl
inc [hl]
inc hl
inc [hl]
inc hl
inc [hl]
inc hl
inc [hl]
inc hl
inc [hl]
inc hl
inc [hl]
; Set the drought of our most recently drawn piece to 0.
: ldh a, [hCurrentPiece]
ld c, a
xor a, a
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ld b, a
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ld hl, wTGM3Droughts
add hl, bc
ld [hl], a
; We pick an arbitrary piece to have the worst drought.
: call Next7Piece
ld [wTGM3WorstDroughtIdx], a
; And then save that drought in e.
ld c, a
xor a, a
ld b, a
ld hl, wTGM3Droughts
add hl, bc
ld e, [hl]
; Is idx 0 worse?
: ld hl, wTGM3Droughts
ld a, [hl+]
cp a, e
jr z, :+ ; Same.
jr c, :+ ; Nope.
ld e, a
ld a, 0
ld [wTGM3WorstDroughtIdx], a
; Is idx 1 worse?
: ld a, [hl+]
cp a, e
jr z, :+ ; Same.
jr c, :+ ; Nope.
ld e, a
ld a, 1
ld [wTGM3WorstDroughtIdx], a
; Is idx 2 worse?
: ld a, [hl+]
cp a, e
jr z, :+ ; Same.
jr c, :+ ; Nope.
ld e, a
ld a, 2
ld [wTGM3WorstDroughtIdx], a
; Is idx 3 worse?
: ld a, [hl+]
cp a, e
jr z, :+ ; Same.
jr c, :+ ; Nope.
ld e, a
ld a, 3
ld [wTGM3WorstDroughtIdx], a
; Is idx 4 worse?
: ld a, [hl+]
cp a, e
jr z, :+ ; Same.
jr c, :+ ; Nope.
ld e, a
ld a, 4
ld [wTGM3WorstDroughtIdx], a
; Is idx 5 worse?
: ld a, [hl+]
cp a, e
jr z, :+ ; Same.
jr c, :+ ; Nope.
ld e, a
ld a, 5
ld [wTGM3WorstDroughtIdx], a
; Is idx 6 worse?
: ld a, [hl+]
cp a, e
jr z, :+ ; Same.
jr c, :+ ; Nope.
ld e, a
ld a, 6
ld [wTGM3WorstDroughtIdx], a
; We now have the worst drought index as well as the slot in the bag that needs to be replaced.
: ld a, [wTGM3GeneratedIdx]
ld c, a
xor a, a
ld b, a
ld hl, wTGM3Bag
add hl, bc
ld a, [wTGM3WorstDroughtIdx]
; Replace that slot.
ld [hl], a
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ret
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; Gets the next piece depending on RNG mode.
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GetNextPiece::
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ld hl, .nextpiecejumps
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ld a, [wRNGModeState]
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ld b, 0
ld c, a
add a, c
add a, c
ld c, a
add hl, bc
jp hl
.nextpiecejumps
jp GetNextTGM1Piece
jp GetNextTGM2Piece
jp GetNextTGM3Piece
jp GetNextHellPiece
jp GetNextNesPiece
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; Tries generating bytes until it gets one in [0; 35)
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Next35Piece:
: call NextByte
and a, $3F
cp a, 35
jr nc, :-
ret
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; Tries generating bytes until it gets one in [0; 7)
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Next7Piece:
: call NextByte
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and a, $07
cp a, 7
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jr nc, :-
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ret
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; Cyrcles the RNG returning a random byte in a.
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NextByte:
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; Load seed
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ld hl, hRNGSeed+3
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ld a, [hl-]
ld b, a
ld a, [hl-]
ld c, a
ld a, [hl-]
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; Multiply by 0x01010101
add [hl]
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ld d, a
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adc c
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ld c, a
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adc b
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ld b, a
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; Add 0x31415927 and write back
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ld a, [hl]
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add $27
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ld [hl+], a
ld a, d
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adc $59
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ld [hl+], a
ld a, c
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adc $41
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ld [hl+], a
ld c, a
ld a, b
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adc $31
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ld [hl], a
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ret
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ENDC