dmgtris/src/state_title.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(STATE_TITLE_ASM)
DEF STATE_TITLE_ASM EQU 1
INCLUDE "globals.asm"
SECTION "Title Functions", ROM0
SwitchToTitle::
; Turn the screen off if it's on.
ldh a, [rLCDC]
and LCDCF_ON
jr z, :+ ; Screen is already off.
wait_vram
xor a, a
ldh [rLCDC], a
; Load the gameplay tilemap.
: ld de, TitleScreenTilemap
ld hl, $9800
ld bc, TitleScreenTilemapEnd - TitleScreenTilemap
call UnsafeMemCopy
; Clear OAM.
call ClearOAM
call SetNumberSpritePositions
; Set up the palettes.
ld a, PALETTE_INVERTED
set_bg_palette
set_obj0_palette
set_obj1_palette
; Install the event loop handlers.
ld a, 0
ldh [hGameState], a
; And turn the LCD back on before we start.
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BLK01
ldh [rLCDC], a
; Make sure the first game loop starts just like all the future ones.
wait_vblank
wait_vblank_end
ret
TitleEventLoopHandler::
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; Start game?
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ldh a, [hStartState]
ld b, a
ldh a, [hAState]
ld c, a
ldh a, [hBState]
or a, b
or a, c
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cp a, 1
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jr nz, :+
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call SwitchToGameplay
jp EventLoopPostHandler
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; Toggle A/B?
: ldh a, [hLeftState]
ld b, a
ldh a, [hRightState]
or a, b
cp a, 1
jr nz, :+
ldh a, [hSwapAB]
cpl
ldh [hSwapAB], a
jp EventLoopPostHandler
; Start level up?
: ldh a, [hUpState]
cp a, 1
jr nz, :+
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jp IncrementLevel
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jp EventLoopPostHandler
; Start level down?
: ldh a, [hDownState]
cp a, 1
jr nz, :+
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jp DecrementLevel
: jp EventLoopPostHandler
DecrementLevel:
; Decrement
ldh a, [hStartSpeed]
ld l, a
ldh a, [hStartSpeed+1]
ld h, a
ld bc, -12
add hl, bc
ld a, l
ldh [hStartSpeed], a
ld a, h
ldh [hStartSpeed+1], a
jp CheckLevelRange
IncrementLevel:
; Increment
ldh a, [hStartSpeed]
ld l, a
ldh a, [hStartSpeed+1]
ld h, a
ld bc, 12
add hl, bc
ld a, l
ldh [hStartSpeed], a
ld a, h
ldh [hStartSpeed+1], a
jp CheckLevelRange
CheckLevelRange:
; At end?
ld bc, sSpeedCurveEnd
ldh a, [hStartSpeed]
cp a, c
jr nz, .notatend
ldh a, [hStartSpeed+1]
cp a, b
jr nz, .notatend
ld hl, sSpeedCurve
ld a, l
ldh [hStartSpeed], a
ld a, h
ldh [hStartSpeed+1], a
.notatend
ld bc, sSpeedCurve-12
ldh a, [hStartSpeed]
cp a, c
jr nz, .notatstart
ldh a, [hStartSpeed+1]
cp a, b
jr nz, .notatstart
ld hl, sSpeedCurveEnd-12
ld a, l
ldh [hStartSpeed], a
ld a, h
ldh [hStartSpeed+1], a
.notatstart
jp EventLoopPostHandler
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TitleVBlankHandler::
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; Draw level.
ldh a, [hStartSpeed]
ld l, a
ldh a, [hStartSpeed+1]
ld h, a
ld a, [hl]
swap a
and a, $0F
ld b, a
ld a, TILE_0
add a, b
ld hl, TITLE_LEVEL+2
ld [hl], a
ldh a, [hStartSpeed]
ld l, a
ldh a, [hStartSpeed+1]
ld h, a
ld a, [hl]
and a, $0F
ld b, a
ld a, TILE_0
add a, b
ld hl, TITLE_LEVEL+3
ld [hl], a
ldh a, [hStartSpeed]
ld l, a
ldh a, [hStartSpeed+1]
ld h, a
inc hl
ld a, [hl]
swap a
and a, $0F
ld b, a
ld a, TILE_0
add a, b
ld hl, TITLE_LEVEL+0
ld [hl], a
ldh a, [hStartSpeed]
ld l, a
ldh a, [hStartSpeed+1]
ld h, a
inc hl
ld a, [hl]
and a, $0F
ld b, a
ld a, TILE_0
add a, b
ld hl, TITLE_LEVEL+1
ld [hl], a
; Draw A/B
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ldh a, [hSwapAB]
cp a, 0
jr nz, :+
ld hl, TITLE_A
ld a, TILE_A
ld [hl+], a
inc hl
inc a
ld [hl], a
wait_vblank_end
jp EventLoop
: ld hl, TITLE_A
ld a, TILE_B
ld [hl+], a
inc hl
dec a
ld [hl], a
wait_vblank_end
jp EventLoop
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ENDC