dmgtris/src/field.asm

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2023-10-21 15:28:38 +00:00
; 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(FIELD_ASM)
DEF FIELD_ASM EQU 1
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INCLUDE "globals.asm"
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DEF DELAY_STATE_DETERMINE_DELAY EQU 0
DEF DELAY_STATE_LINE_CLEAR EQU 1
DEF DELAY_STATE_LINE_PRE_CLEAR EQU 2
DEF DELAY_STATE_ARE EQU 3
DEF DELAY_STATE_PRE_ARE EQU 4
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SECTION "Field Variables", WRAM0
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wField:: ds (10*24)
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wBackupField:: ds (10*24)
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wShadowField:: ds (14*26)
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wDelayState: ds 1
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SECTION "High Field Variables", HRAM
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hPieceDataBase: ds 2
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hPieceDataBaseFast: ds 2
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hPieceDataOffset: ds 1
hCurrentLockDelayRemaining:: ds 1
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hDeepestY: ds 1
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hWantedTile: ds 1
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hWantedG: ds 1
hActualG: ds 1
hGravityCtr: ds 1
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hWantX: ds 1
hYPosAtStartOfFrame: ds 1
hWantRotation: ds 1
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hRemainingDelay:: ds 1
hClearedLines: ds 4
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hLineClearCt: ds 1
hComboCt: ds 1
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hLockDelayForce: ds 1
hDownFrames: ds 1
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hAwardDownBonus: ds 1
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hStalePiece: ds 1
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hBravo: ds 1
hShouldLockIfGrounded: ds 1
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SECTION "Field Functions", ROM0
FieldInit::
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xor a, a
ldh [hBravo], a
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ld a, 1
ldh [hComboCt], a
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ld hl, wField
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ld bc, 10*24
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ld d, 1
call UnsafeMemSet
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ld hl, wShadowField
ld bc, 14*26
ld d, $FF
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jp UnsafeMemSet
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FieldClear::
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ld hl, wField
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ld bc, 10*24
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ld d, TILE_FIELD_EMPTY
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jp UnsafeMemSet
ToBackupField::
ld hl, wBackupField
ld de, wField
ld bc, 10*24
jp UnsafeMemCopy
FromBackupField::
ld hl, wField
ld de, wBackupField
ld bc, 10*24
jp UnsafeMemCopy
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ToShadowField::
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ld hl, wField
ld de, wShadowField+2
ld c, 24
.outer
ld b, 10
.inner
ld a, [hl+]
ld [de], a
inc de
dec b
jr nz, .inner
inc de
inc de
inc de
inc de
dec c
jr nz, .outer
ret
FromShadowField:
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ld hl, wField
ld de, wShadowField+2
ld c, 24
.outer
ld b, 10
.inner
ld a, [de]
ld [hl+], a
inc de
dec b
jr nz, .inner
inc de
inc de
inc de
inc de
dec c
jr nz, .outer
ret
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; This routine will copy wField onto the screen.
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BlitField::
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; Hold on, are we on a gbc?
ld a, [wInitialA]
cp a, $11
jp z, GBCBlitField
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; What to copy
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ld de, wField + 40
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; Where to put it
ld hl, FIELD_TOP_LEFT
; How much to increment hl after each row
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ld bc, 32-10
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; The first 14 rows can be blitted without checking for vram access.
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REPT 14
REPT 10
ld a, [de]
ld [hl+], a
inc de
ENDR
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add hl, bc
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ENDR
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: ldh a, [rLY]
cp a, 0
jr nz, :-
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; The last 6 rows need some care.
REPT 6
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; Wait until start of drawing, then insert 35 nops.
: ldh a, [rSTAT]
and a, 3
cp a, 3
jr nz, :-
REPT 35
nop
ENDR
; Blit a line.
REPT 10
ld a, [de]
ld [hl+], a
inc de
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ENDR
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; Increment HL so that the next line can be blitted.
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add hl, bc
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ENDR
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; This has to finish just before the first LCDC interrupt of the frame or stuff will break in weird ways.
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jp EventLoop
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SetPieceData:
ldh a, [hCurrentPiece]
ld hl, sPieceRotationStates
ld de, 16
: cp a, 0
jr z, :+
add hl, de
dec a
jr :-
: ld a, l
ldh [hPieceDataBase], a
ld a, h
ldh [hPieceDataBase+1], a
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ldh a, [hCurrentPiece]
ld hl, sPieceFastRotationStates
ld de, 16
: cp a, 0
jr z, :+
add hl, de
dec a
jr :-
: ld a, l
ldh [hPieceDataBaseFast], a
ld a, h
ldh [hPieceDataBaseFast+1], a
ret
SetPieceDataOffset:
ldh a, [hCurrentPieceRotationState]
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sla a
sla a
ldh [hPieceDataOffset], a
ret
; Converts piece Y in B and a piece X in A to a pointer to the shadow field in HL.
XYToSFieldPtr:
ld hl, wShadowField
ld de, 14
inc a
inc b
: dec b
jr z, :+
add hl, de
jr :-
: dec a
ret z
inc hl
jr :-
ret
; Converts piece Y in B and a piece X in A to a pointer to the field in HL.
XYToFieldPtr:
ld hl, wField-2
ld de, 10
inc a
inc b
: dec b
jr z, :+
add hl, de
jr :-
: dec a
ret z
inc hl
jr :-
ret
GetPieceData:
ldh a, [hPieceDataBase]
ld l, a
ldh a, [hPieceDataBase+1]
ld h, a
ldh a, [hPieceDataOffset]
ld c, a
xor a, a
ld b, a
add hl, bc
ret
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GetPieceDataFast:
ldh a, [hPieceDataBaseFast]
ld l, a
ldh a, [hPieceDataBaseFast+1]
ld h, a
ldh a, [hPieceDataOffset]
ld c, a
xor a, a
ld b, a
add hl, bc
ret
; Checks if the piece can fit at the current position, but fast.
; HL should point to the piece's rotation state data.
; DE should be pointing to the right place in the SHADOW field.
CanPieceFitFast:
ld a, [hl+]
add a, e
ld e, a
adc a, d
sub e
ld d, a
ld a, [de]
cp a, TILE_FIELD_EMPTY
jr z, :+
xor a, a
ret
: ld a, [hl+]
add a, e
ld e, a
adc a, d
sub e
ld d, a
ld a, [de]
cp a, TILE_FIELD_EMPTY
jr z, :+
xor a, a
ret
: ld a, [hl+]
add a, e
ld e, a
adc a, d
sub e
ld d, a
ld a, [de]
cp a, TILE_FIELD_EMPTY
jr z, :+
xor a, a
ret
: ld a, [hl+]
add a, e
ld e, a
adc a, d
sub e
ld d, a
ld a, [de]
cp a, TILE_FIELD_EMPTY
jr z, :+
xor a, a
ret
: ld a, $FF
ret
; Checks if the piece can fit at the current position.
; HL should point to the piece's rotation state data.
; DE should be pointing to the right place in the SHADOW field.
CanPieceFit:
xor a, a
ld b, a
; Row 1
bit 3, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 2, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 1, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 0, [hl]
jr z, .r1end
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
.r1end
REPT 11
inc de
ENDR
; Row 2
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inc b
inc hl
bit 3, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 2, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 1, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 0, [hl]
jr z, .r2end
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
.r2end
REPT 11
inc de
ENDR
; Row 3
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inc b
inc hl
bit 3, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 2, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 1, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 0, [hl]
jr z, .r3end
ld a, [de]
cp a, TILE_FIELD_EMPTY
ret nz
.r3end
REPT 11
inc de
ENDR
; Row 4
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inc b
inc hl
bit 3, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 2, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 1, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
: inc de
inc b
bit 0, [hl]
jr z, :+
ld a, [de]
cp a, TILE_FIELD_EMPTY
ld a, b
ret nz
; If we got here, the piece can fit.
: ld a, $FF
ret
ForceSpawnPiece::
call SetPieceData
call SetPieceDataOffset
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
call XYToFieldPtr
ld d, h
ld e, l
call GetPieceData
ld a, GAME_OVER_OTHER
ld b, a
push hl
push de
pop hl
pop de
jp DrawPiece
TrySpawnPiece::
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; Always reset these for a new piece.
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xor a, a
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ldh [hStalePiece], a
ldh [hDownFrames], a
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ldh [hAwardDownBonus], a
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ldh [hLockDelayForce], a
ldh [hShouldLockIfGrounded], a
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ldh a, [hCurrentLockDelay]
ldh [hCurrentLockDelayRemaining], a
ld a, 1
ldh [hGravityCtr], a
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ld a, $FF
ldh [hRemainingDelay], a
ld a, DELAY_STATE_DETERMINE_DELAY
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ld [wDelayState], a
; Point the piece data to the correct piece.
call SetPieceData
call SetPieceDataOffset
; Get the piece's spawn position.
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
call XYToSFieldPtr
; Check if the piece can spawn.
ld d, h
ld e, l
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call GetPieceDataFast
call CanPieceFitFast
; A will be $FF if the piece can fit.
cp a, $FF
ret z
; Otherwise check the rotation, and if it's not zero, try to reset it.
ldh a, [hCurrentPieceRotationState]
cp a, 0
ret z
; Reset the rotation.
xor a, a
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
call XYToSFieldPtr
ld d, h
ld e, l
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call GetPieceDataFast
jp CanPieceFitFast
; Draws the piece onto the field.
; B is the tile.
; DE should point to the piece's rotation state data.
; HL should be pointing to the right place in the NORMAL field.
DrawPiece:
ld a, [de]
inc de
bit 3, a
jr z, :+
ld [hl], b
: inc hl
bit 2, a
jr z, :+
ld [hl], b
: inc hl
bit 1, a
jr z, :+
ld [hl], b
: inc hl
bit 0, a
jr z, .r1end2
ld [hl], b
.r1end2
REPT 7
inc hl
ENDR
ld a, [de]
inc de
bit 3, a
jr z, :+
ld [hl], b
: inc hl
bit 2, a
jr z, :+
ld [hl], b
: inc hl
bit 1, a
jr z, :+
ld [hl], b
: inc hl
bit 0, a
jr z, .r2end2
ld [hl], b
.r2end2
REPT 7
inc hl
ENDR
ld a, [de]
inc de
bit 3, a
jr z, :+
ld [hl], b
: inc hl
bit 2, a
jr z, :+
ld [hl], b
: inc hl
bit 1, a
jr z, :+
ld [hl], b
: inc hl
bit 0, a
jr z, .r3end2
ld [hl], b
.r3end2
REPT 7
inc hl
ENDR
ld a, [de]
inc de
bit 3, a
jr z, :+
ld [hl], b
: inc hl
bit 2, a
jr z, :+
ld [hl], b
: inc hl
bit 1, a
jr z, :+
ld [hl], b
: inc hl
bit 0, a
ret z
ld [hl], b
ret
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FindMaxG:
; Find the deepest the piece can go.
; We cache this pointer, cause it otherwise takes too much time.
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
call XYToSFieldPtr
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push hl
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ld a, 1
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ldh [hActualG], a
.try
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ld de, 14
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pop hl
add hl, de
push hl
ld d, h
ld e, l
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call GetPieceDataFast
call CanPieceFitFast
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cp a, $FF
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jr nz, .found
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ldh a, [hActualG]
inc a
ldh [hActualG], a
jr .try
.found
pop hl
ldh a, [hActualG]
dec a
ldh [hActualG], a
ret
FieldProcess::
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; **************************************************************
; SETUP
; Wipe out the piece.
ldh a, [hCurrentPieceY]
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ldh [hYPosAtStartOfFrame], a
call FromShadowField
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; Cleanup from last frame.
ldh a, [hCurrentPieceX]
ldh [hWantX], a
ldh a, [hCurrentPieceRotationState]
ldh [hWantRotation], a
; Is this the first frame of the piece?
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.firstframe
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ldh a, [hStalePiece]
cp a, 0
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jr nz, .handleselect
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ld a, $FF
ldh [hStalePiece], a
jp .skipmovement
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; **************************************************************
; HANDLE SELECT
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; Check if we're about to hold. Return if so.
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.handleselect
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ldh a, [hSelectState]
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cp a, 1
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jr nz, .wantrotccw
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ldh a, [hHoldSpent]
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cp a, $FF
ret nz
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; **************************************************************
; HANDLE ROTATION
; Want rotate CCW?
.wantrotccw
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ld a, [wSwapABState]
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cp a, 0
jr z, .ldb1
.lda1
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ldh a, [hAState]
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jr .cp1
.ldb1
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ldh a, [hBState]
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.cp1
cp a, 1
jr nz, .wantrotcw
ldh a, [hWantRotation]
inc a
and a, $03
ldh [hWantRotation], a
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jr .tryrot
; Want rotate CW?
.wantrotcw
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ld a, [wSwapABState]
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cp a, 0
jr z, .lda2
.ldb2
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ldh a, [hBState]
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jr .cp2
.lda2
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ldh a, [hAState]
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.cp2
cp a, 1
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jp nz, .norot
ldh a, [hWantRotation]
dec a
and a, $03
ldh [hWantRotation], a
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; Try the rotation.
.tryrot
ldh a, [hCurrentPieceY]
ld b, a
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ldh a, [hCurrentPieceX]
call XYToSFieldPtr
ld d, h
ld e, l
ldh a, [hPieceDataBase]
ld l, a
ldh a, [hPieceDataBase+1]
ld h, a
ldh a, [hWantRotation]
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sla a
sla a
push bc
ld c, a
xor a, a
ld b, a
add hl, bc
pop bc
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call CanPieceFit ; This does have to be the "slow" version.
cp a, $FF
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jr nz, .maybekick
ldh a, [hWantRotation]
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
cp a, 1
jp nz, .norot
inc a
ldh [hLockDelayForce], a
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jp .norot
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; Try kicks if the piece isn't I or O. And in the case of J L and T, only if the blocked side is the left or right.
.maybekick
ld c, a
; No kicks for NES mode.
ld a, [wRotModeState]
cp a, ROT_MODE_NES
jp z, .norot
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ldh a, [hCurrentPiece]
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; O pieces never kick, obviously.
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cp a, PIECE_O
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jp z, .norot
; S/Z always kick.
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cp a, PIECE_S
jr z, .trykickright
cp a, PIECE_Z
jr z, .trykickright
2023-10-22 18:28:08 +00:00
; I piece only kicks in TGM3/TGW3/EASY/EAWY
cp a, PIECE_I
jr nz, :+
2023-10-23 10:16:16 +00:00
ld a, [wRotModeState]
cp a, ROT_MODE_ARSTI
jp nz, .norot
ldh a, [hWantRotation]
bit 0, a
jp nz, .checki
2023-10-22 18:28:08 +00:00
jr .trykickright
; T/L/J only kick if not through the middle axis.
: ld a, c
2023-10-20 06:40:34 +00:00
cp a, 1
jp z, .maybetgm3rot
2023-10-20 06:40:34 +00:00
cp a, 5
2023-10-22 18:28:08 +00:00
jr z, .maybetgm3rot
2023-10-20 06:40:34 +00:00
cp a, 9
2023-10-22 18:28:08 +00:00
jr z, .maybetgm3rot
2023-10-20 06:40:34 +00:00
2023-10-21 13:08:43 +00:00
; A step to the right.
2023-10-20 06:40:34 +00:00
.trykickright
ldh a, [hCurrentPieceY]
ld b, a
2023-10-21 13:08:43 +00:00
ldh a, [hCurrentPieceX]
2023-10-20 06:40:34 +00:00
inc a
call XYToSFieldPtr
ld d, h
ld e, l
2023-10-21 13:14:45 +00:00
ldh a, [hPieceDataBaseFast]
2023-10-20 06:40:34 +00:00
ld l, a
2023-10-21 13:14:45 +00:00
ldh a, [hPieceDataBaseFast+1]
2023-10-20 06:40:34 +00:00
ld h, a
ldh a, [hWantRotation]
2023-10-24 21:09:39 +00:00
sla a
sla a
2023-10-20 06:40:34 +00:00
push bc
ld c, a
xor a, a
ld b, a
add hl, bc
pop bc
2023-10-21 13:14:45 +00:00
call CanPieceFitFast
2023-10-20 06:40:34 +00:00
cp a, $FF
jr nz, .trykickleft
2023-10-21 13:08:43 +00:00
ldh a, [hCurrentPieceX]
2023-10-20 06:40:34 +00:00
inc a
ldh [hCurrentPieceX], a
ldh a, [hWantRotation]
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
cp a, 1
jp nz, .norot
inc a
ldh [hLockDelayForce], a
2023-10-22 18:28:08 +00:00
jp .norot
2023-10-20 06:40:34 +00:00
2023-10-21 13:08:43 +00:00
; And a step to the left.
2023-10-20 06:40:34 +00:00
.trykickleft
ldh a, [hCurrentPieceY]
ld b, a
2023-10-21 13:08:43 +00:00
ldh a, [hCurrentPieceX]
2023-10-20 06:40:34 +00:00
dec a
call XYToSFieldPtr
ld d, h
ld e, l
2023-10-21 13:14:45 +00:00
ldh a, [hPieceDataBaseFast]
2023-10-20 06:40:34 +00:00
ld l, a
2023-10-21 13:14:45 +00:00
ldh a, [hPieceDataBaseFast+1]
2023-10-20 06:40:34 +00:00
ld h, a
ldh a, [hWantRotation]
2023-10-24 21:09:39 +00:00
sla a
sla a
2023-10-20 06:40:34 +00:00
push bc
ld c, a
xor a, a
ld b, a
add hl, bc
pop bc
2023-10-21 13:14:45 +00:00
call CanPieceFitFast
2023-10-20 06:40:34 +00:00
cp a, $FF
2023-10-22 18:28:08 +00:00
jr nz, .maybetgm3rot
ldh a, [hCurrentPieceX]
dec a
ldh [hCurrentPieceX], a
ldh a, [hWantRotation]
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
cp a, 1
jp nz, .norot
inc a
ldh [hLockDelayForce], a
2023-10-22 18:28:08 +00:00
jp .norot
; In TGM3, TGW3, EASY, and EAWY modes, there are a few other kicks possible.
.maybetgm3rot
2023-10-23 10:16:16 +00:00
ld a, [wRotModeState]
cp a, ROT_MODE_ARSTI
jp nz, .norot
2023-10-22 18:28:08 +00:00
; In the case of a T piece, try the space above.
.checkt
ldh a, [hCurrentPiece]
cp a, PIECE_T
jr nz, .checki
ldh a, [hCurrentPieceY]
dec a
ld b, a
ldh a, [hCurrentPieceX]
call XYToSFieldPtr
ld d, h
ld e, l
ldh a, [hPieceDataBaseFast]
ld l, a
ldh a, [hPieceDataBaseFast+1]
ld h, a
ldh a, [hWantRotation]
2023-10-24 21:09:39 +00:00
sla a
sla a
2023-10-22 18:28:08 +00:00
push bc
ld c, a
xor a, a
ld b, a
add hl, bc
pop bc
call CanPieceFitFast
cp a, $FF
jp nz, .norot
ldh a, [hCurrentPieceY]
dec a
ldh [hCurrentPieceY], a
ldh a, [hWantRotation]
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hLockDelayForce] ; Set lock delay forcing to 1 if it's 0.
cp a, 0
jr nz, :+
inc a
ldh [hLockDelayForce], a
jp .norot
: cp a, 1 ; Or to 2 if it's 1.
jp nz, .norot
inc a
2023-10-22 18:28:08 +00:00
ldh [hLockDelayForce], a
jp .norot
; In the case of an I piece...
.checki
ldh a, [hCurrentPiece]
cp a, PIECE_I
jp nz, .norot
; What direction do we want to end up?
ldh a, [hWantRotation]
bit 0, a
jp z, .tryiright2 ; Flat? Sideways kicks are fine.
; Upright? Only up kicks.
; Are we grounded? Don't kick if we aren't.
2023-10-22 18:28:08 +00:00
ldh a, [hActualG]
cp a, 0
jp nz, .norot
2023-10-22 18:28:08 +00:00
; Try up once.
.tryiup1
ldh a, [hCurrentPieceY]
dec a
ld b, a
ldh a, [hCurrentPieceX]
call XYToSFieldPtr
ld d, h
ld e, l
ldh a, [hPieceDataBaseFast]
ld l, a
ldh a, [hPieceDataBaseFast+1]
ld h, a
ldh a, [hWantRotation]
2023-10-24 21:09:39 +00:00
sla a
sla a
2023-10-22 18:28:08 +00:00
push bc
ld c, a
xor a, a
ld b, a
add hl, bc
pop bc
call CanPieceFitFast
cp a, $FF
jr nz, .tryiup2
ldh a, [hCurrentPieceY]
dec a
ldh [hCurrentPieceY], a
ldh a, [hWantRotation]
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hLockDelayForce] ; Set lock delay forcing to 1 if it's 0.
cp a, 0
jr nz, :+
inc a
ldh [hLockDelayForce], a
jp .norot
: cp a, 1 ; Or to 2 if it's 1.
jp nz, .norot
inc a
2023-10-22 18:28:08 +00:00
ldh [hLockDelayForce], a
jp .norot
2023-10-22 18:28:08 +00:00
; Try up twice.
.tryiup2
ldh a, [hCurrentPieceY]
dec a
dec a
ld b, a
2023-10-21 13:08:43 +00:00
ldh a, [hCurrentPieceX]
2023-10-22 18:28:08 +00:00
call XYToSFieldPtr
ld d, h
ld e, l
ldh a, [hPieceDataBaseFast]
ld l, a
ldh a, [hPieceDataBaseFast+1]
ld h, a
ldh a, [hWantRotation]
2023-10-24 21:09:39 +00:00
sla a
sla a
2023-10-22 18:28:08 +00:00
push bc
ld c, a
xor a, a
ld b, a
add hl, bc
pop bc
call CanPieceFitFast
cp a, $FF
jr nz, .norot
2023-10-22 18:28:08 +00:00
ldh a, [hCurrentPieceY]
dec a
2023-10-20 06:40:34 +00:00
dec a
2023-10-22 18:28:08 +00:00
ldh [hCurrentPieceY], a
ldh a, [hWantRotation]
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hLockDelayForce] ; Set lock delay forcing to 1 if it's 0.
cp a, 0
jr nz, :+
inc a
2023-10-22 18:28:08 +00:00
ldh [hLockDelayForce], a
jp .norot
: cp a, 1 ; Or to 2 if it's 1.
jp nz, .norot
inc a
ldh [hLockDelayForce], a
jp .norot
2023-10-22 18:28:08 +00:00
; Try right twice.
.tryiright2
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
inc a
inc a
call XYToSFieldPtr
ld d, h
ld e, l
ldh a, [hPieceDataBaseFast]
ld l, a
ldh a, [hPieceDataBaseFast+1]
ld h, a
ldh a, [hWantRotation]
2023-10-24 21:09:39 +00:00
sla a
sla a
2023-10-22 18:28:08 +00:00
push bc
ld c, a
xor a, a
ld b, a
add hl, bc
pop bc
call CanPieceFitFast
cp a, $FF
jr nz, .norot
ldh a, [hCurrentPieceX]
inc a
inc a
ldh [hCurrentPieceX], a
ldh a, [hWantRotation]
ldh [hCurrentPieceRotationState], a
call SetPieceDataOffset
ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
cp a, 1
jp nz, .norot
inc a
ldh [hLockDelayForce], a
2023-10-22 18:28:08 +00:00
; **************************************************************
; HANDLE MOVEMENT
2023-10-21 13:08:43 +00:00
; Do we want to move left?
.norot
ldh a, [hLeftState]
cp a, 1
jr z, :+
ld b, a
ldh a, [hCurrentDAS]
ld c, a
ld a, b
cp a, c
jr c, .wantright
: ldh a, [hWantX]
dec a
ldh [hWantX], a
jr .trymove
2023-10-22 18:28:08 +00:00
; Do we want to move right?
2023-10-21 13:08:43 +00:00
.wantright
ldh a, [hRightState]
cp a, 1
jr z, :+
ld b, a
ldh a, [hCurrentDAS]
ld c, a
ld a, b
cp a, c
jr c, .donemanipulating
: ldh a, [hWantX]
inc a
ldh [hWantX], a
; Try the movement.
.trymove
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hWantX]
call XYToSFieldPtr
ld d, h
ld e, l
2023-10-21 13:14:45 +00:00
call GetPieceDataFast
call CanPieceFitFast
2023-10-21 13:08:43 +00:00
cp a, $FF
jr nz, .donemanipulating
ldh a, [hWantX]
ldh [hCurrentPieceX], a
2023-10-23 04:17:50 +00:00
; **************************************************************
; HANDLE MAXIMUM FALL
; This little maneuver is going to cost us 51 years.
.skipmovement
.donemanipulating
: call FindMaxG
; **************************************************************
; HANDLE UP
2023-10-25 20:42:30 +00:00
; Assume 1G or lower.
ld a, 1
ldh [hWantedG], a
2023-10-24 20:21:48 +00:00
; Is a hard/sonic drop requested? Skip if in 20G mode.
ldh a, [hCurrentIntegerGravity]
2023-10-24 20:21:48 +00:00
cp a, 20
jr z, .postdrop
2023-10-23 04:17:50 +00:00
ldh a, [hUpState]
cp a, 1
jr nz, .postdrop
2023-10-23 04:17:50 +00:00
; What kind, if any?
2023-10-23 10:16:16 +00:00
ld a, [wDropModeState]
cp a, DROP_MODE_NONE
2023-10-23 04:17:50 +00:00
jr z, .postdrop
cp a, DROP_MODE_LOCK
jr z, .harddrop
2023-10-23 10:16:16 +00:00
cp a, DROP_MODE_HARD
2023-10-23 04:17:50 +00:00
jr z, .harddrop
; Sonic drop.
.sonicdrop
ld a, [wDropModeState]
cp a, DROP_MODE_SNIC
jr z, :+
2023-10-24 20:21:48 +00:00
ld a, $FF
ldh [hShouldLockIfGrounded], a
: ld a, $FF
2023-10-24 20:21:48 +00:00
ldh [hAwardDownBonus], a
2023-10-23 04:17:50 +00:00
ld a, 20
ldh [hWantedG], a
ldh a, [hCurrentFractionalGravity]
ld b, a
ldh a, [hGravityCtr]
add a, b
ldh [hGravityCtr], a
jr c, .grav
ld a, 1
ldh [hGravityCtr], a
ld a, [wDropModeState]
cp a, DROP_MODE_SNIC
jr z, .grav
ld a, $FF
ldh [hShouldLockIfGrounded], a
2023-10-23 04:17:50 +00:00
jr .grav
; Hard drop.
.harddrop
2023-10-24 20:21:48 +00:00
ld a, $FF
ldh [hAwardDownBonus], a
2023-10-23 04:17:50 +00:00
ld a, 20
ld b, a
ldh a, [hActualG]
cp a, b
jr nc, :+
ld b, a
: ldh a, [hCurrentPieceY]
add a, b
ldh [hCurrentPieceY], a
xor a, a
ldh [hCurrentLockDelayRemaining], a
ldh a, [hCurrentIntegerGravity]
2023-10-24 11:35:51 +00:00
cp a, 1
jp nz, .draw
2023-10-23 04:17:50 +00:00
call SFXKill
ld a, SFX_LOCK
call SFXEnqueue
jp .draw
; If we press down, we want to do a soft drop.
.postdrop
ldh a, [hDownState]
cp a, 0
jr z, :+
ldh a, [hDownFrames]
inc a
ldh [hDownFrames], a
ld a, $FF
ldh [hGravityCtr], a
ld a, [wDropModeState]
cp a, DROP_MODE_HARD
jr nz, :+
ld a, $FF
ldh [hShouldLockIfGrounded], a
2023-10-23 04:17:50 +00:00
; Gravity?
: ldh a, [hCurrentFractionalGravity]
ld b, a
ldh a, [hGravityCtr]
add a, b
ldh [hGravityCtr], a
jr nc, .nograv
ldh a, [hCurrentIntegerGravity]
2023-10-23 04:17:50 +00:00
ldh [hWantedG], a
; Can we drop the full requested distance?
.grav
ldh a, [hWantedG]
ld b, a
ldh a, [hActualG]
cp a, b
jr c, .smallg
; Yes. Do it.
.bigg
ldh a, [hWantedG]
ld b, a
ldh a, [hCurrentPieceY]
add a, b
ldh [hCurrentPieceY], a
jr .postgrav
; No. Smaller distance.
.smallg
ldh a, [hActualG]
ld b, a
ldh a, [hCurrentPieceY]
add a, b
ldh [hCurrentPieceY], a
2023-10-22 18:28:08 +00:00
; **************************************************************
; HANDLE LOCKING
2023-10-20 10:46:55 +00:00
; Are we grounded?
2023-10-23 04:17:50 +00:00
.postgrav
.nograv
2023-10-20 10:46:55 +00:00
ldh a, [hCurrentPieceY]
inc a
ld b, a
ldh a, [hCurrentPieceX]
call XYToSFieldPtr
ld d, h
ld e, l
2023-10-21 13:14:45 +00:00
call GetPieceDataFast
call CanPieceFitFast
2023-10-20 10:46:55 +00:00
cp a, $FF
jp z, .notgrounded
2023-10-20 10:46:55 +00:00
; We're grounded.
2023-10-23 04:17:50 +00:00
.grounded
2023-10-20 10:46:55 +00:00
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hYPosAtStartOfFrame]
cp a, b
2023-10-23 04:17:50 +00:00
jr z, .postcheckforfirmdropsound ; Never play the sound if we didn't change rows.
2023-10-20 14:28:11 +00:00
ldh a, [hDownState]
cp a, 0
2023-10-23 04:17:50 +00:00
jr nz, .postcheckforfirmdropsound ; Don't play the sound if we're holding down.
2023-10-23 06:40:59 +00:00
; Play the firm drop sound, and also reset the lock delay since the piece stepped down.
2023-10-23 04:17:50 +00:00
.playfirmdropsound
2023-10-23 06:40:59 +00:00
ldh a, [hCurrentLockDelay]
ldh [hCurrentLockDelayRemaining], a
ldh a, [hCurrentIntegerGravity]
2023-10-24 11:35:51 +00:00
cp a, 1
jr nz, .postcheckforfirmdropsound
call SFXKill
2023-10-24 11:35:51 +00:00
ld a, SFX_LAND
2023-10-20 10:46:55 +00:00
call SFXEnqueue
2023-10-23 04:17:50 +00:00
2023-10-20 10:46:55 +00:00
; If the down button is held, lock.
2023-10-23 04:17:50 +00:00
.postcheckforfirmdropsound
ldh a, [hDownState]
2023-10-20 10:46:55 +00:00
cp a, 0
jr z, .neutralcheck
; Don't lock on down for hard drop mode immediately.
ld a, [wDropModeState]
cp a, DROP_MODE_HARD
jr nz, :+
ld a, $FF
ldh [hShouldLockIfGrounded], a
jr .dontforcelock
; Lock on down in modes <20G.
: ldh a, [hCurrentIntegerGravity]
2023-10-24 08:59:02 +00:00
cp a, 20
jr nz, .forcelock
; In 20G mode, only lock if down has been pressed for exactly 1 frame.
2023-10-24 08:59:02 +00:00
ldh a, [hDownState]
cp a, 1
jr z, .forcelock
jr .dontforcelock
; If the down button is not held, check if we're neutral and if that should lock.
.neutralcheck
ldh a, [hShouldLockIfGrounded]
cp a, 0
jr z, .dontforcelock
; Check for neutral.
ldh a, [hUpState]
cp a, 0
jr nz, .dontforcelock
ldh a, [hLeftState]
cp a, 0
jr nz, .dontforcelock
ldh a, [hRightState]
cp a, 0
2023-10-24 08:59:02 +00:00
jr nz, .dontforcelock
; Lock on neutral for a few modes.
ld a, [wDropModeState]
cp a, DROP_MODE_FIRM
jr z, .forcelock
cp a, DROP_MODE_HARD
jr z, .forcelock
jr .dontforcelock
2023-10-23 04:17:50 +00:00
; Set the lock delay to 0 and save it.
.forcelock
xor a, a
2023-10-20 10:46:55 +00:00
ldh [hCurrentLockDelayRemaining], a
jr .dolock
2023-10-23 04:17:50 +00:00
; Load the lock delay.
; Decrement it by one and save it.
.dontforcelock
ldh a, [hCurrentLockDelayRemaining]
2023-10-20 10:46:55 +00:00
dec a
ldh [hCurrentLockDelayRemaining], a
2023-10-23 04:17:50 +00:00
; Are we out of lock delay?
.checklockdelay
2023-10-20 10:46:55 +00:00
cp a, 0
2023-10-23 04:17:50 +00:00
jr nz, .checkfortgm3lockexception ; If not, check if the TGM3 exception applies.
jr .dolock ; Otherwise, lock!
2023-10-22 18:28:08 +00:00
; TGM3 sometimes forces a piece to immediately lock.
2023-10-23 04:17:50 +00:00
.checkfortgm3lockexception
2023-10-22 18:28:08 +00:00
ldh a, [hLockDelayForce]
cp a, 2
2023-10-23 04:17:50 +00:00
jr nz, .draw ; It's not forced, so go to drawing.
xor a, a ; It is forced, so force it!
2023-10-22 18:28:08 +00:00
ldh [hCurrentLockDelayRemaining], a
2023-10-23 04:17:50 +00:00
; Play the locking sound and draw the piece.
.dolock
ldh a, [hCurrentIntegerGravity]
2023-10-24 11:35:51 +00:00
cp a, 1
jr nz, .draw
call SFXKill
2023-10-20 10:46:55 +00:00
ld a, SFX_LOCK
call SFXEnqueue
jr .draw
2023-10-22 18:28:08 +00:00
; If we weren't grounded, reset the lock delay.
2023-10-20 10:46:55 +00:00
.notgrounded
ldh a, [hCurrentLockDelay]
ldh [hCurrentLockDelayRemaining], a
xor a, a
ldh [hShouldLockIfGrounded], a
2023-10-22 18:28:08 +00:00
; **************************************************************
; HANDLE DRAWING
; Draw the piece.
.draw
; If the piece is locked, skip the ghost piece.
ldh a, [hCurrentLockDelayRemaining]
cp a, 0
2023-10-24 08:59:02 +00:00
jr z, .postghost
2023-10-20 14:28:11 +00:00
; If the gravity is <= 1G, draw a ghost piece.
ldh a, [hWantedG]
cp a, 1
2023-10-24 08:59:02 +00:00
jr nz, .postghost
ld a, [wInitialA]
cp a, $11
jr z, .ghost
2023-10-20 14:28:11 +00:00
ldh a, [hEvenFrame]
cp a, 1
2023-10-24 20:21:48 +00:00
jr nz, .postghost
2023-10-20 14:28:11 +00:00
2023-10-24 08:59:02 +00:00
.ghost
2023-10-20 14:28:11 +00:00
ldh a, [hYPosAtStartOfFrame]
ld b, a
ldh a, [hActualG]
add a, b
ld b, a
ldh a, [hCurrentPieceX]
call XYToFieldPtr
ld d, h
ld e, l
call GetPieceData
2023-10-21 09:15:38 +00:00
ld a, TILE_GHOST
2023-10-20 14:28:11 +00:00
ld b, a
push hl
push de
pop hl
pop de
call DrawPiece
2023-10-24 08:59:02 +00:00
.postghost
2023-10-24 20:21:48 +00:00
; If the lock delay is at the highest value, draw the piece normally.
2023-10-24 08:59:02 +00:00
ldh a, [hCurrentPiece]
2023-10-20 10:46:55 +00:00
ld b, TILE_PIECE_0
add a, b
ldh [hWantedTile], a
ldh a, [hCurrentLockDelay]
ld b, a
ldh a, [hCurrentLockDelayRemaining]
cp a, b
jr z, .drawpiece
; If the lock delay is 0, draw the piece in the final color.
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0+7
add a, b
ldh [hWantedTile], a
ldh a, [hCurrentLockDelayRemaining]
cp a, 0
2023-10-24 20:21:48 +00:00
jr z, .drawpiece
2023-10-20 10:46:55 +00:00
; Otherwise, look it up.
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call GetTileShade
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.drawpiece
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
call XYToFieldPtr
ld d, h
ld e, l
call GetPieceData
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ldh a, [hWantedTile]
ld b, a
push hl
push de
pop hl
pop de
call DrawPiece
ret
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GetTileShade:
; Possible values for tile delay:
; 30, 25, 20, 18, 16, 14, 12, 10, 8, 6, 4, 2, 1
; We don't need to handle the 1 case.
ld a, 0
ld b, a
: ldh a, [hCurrentLockDelay]
cp a, 30
jr z, .max30
: cp a, 25
jr z, .max25
: cp a, 20
jr z, .max20
: cp a, 18
jp z, .max18
: cp a, 16
jp z, .max16
: cp a, 14
jp z, .max14
: cp a, 12
jp z, .max12
: cp a, 10
jp z, .max10
: cp a, 8
jp z, .max8
: cp a, 6
jp z, .max6
: cp a, 4
jp z, .max4
: cp a, 2
jp z, .max2
ret
.max30
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 4
ret c
cp a, 8
jp c, .s6
cp a, 12
jp c, .s5
cp a, 16
jp c, .s4
cp a, 20
jp c, .s3
cp a, 24
jp c, .s2
cp a, 28
jp c, .s1
jp .s0
.max25
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 3
ret c
cp a, 6
jp c, .s6
cp a, 9
jp c, .s5
cp a, 12
jp c, .s4
cp a, 15
jp c, .s3
cp a, 18
jp c, .s2
cp a, 21
jp c, .s1
jp .s0
.max20
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
ret c
cp a, 5
jp c, .s6
cp a, 7
jp c, .s5
cp a, 10
jp c, .s4
cp a, 12
jp c, .s3
cp a, 15
jp c, .s2
cp a, 17
jp c, .s1
jp .s0
.max18
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
ret c
cp a, 4
jp c, .s6
cp a, 6
jp c, .s5
cp a, 9
jp c, .s4
cp a, 11
jp c, .s3
cp a, 13
jp c, .s2
cp a, 15
jp c, .s1
jp .s0
.max16
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
ret c
cp a, 4
jp c, .s6
cp a, 6
jp c, .s5
cp a, 8
jp c, .s4
cp a, 10
jp c, .s3
cp a, 12
jp c, .s2
cp a, 14
jp c, .s1
jp .s0
.max14
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
ret c
cp a, 4
jp c, .s6
cp a, 6
jp c, .s5
cp a, 7
jp c, .s4
cp a, 9
jp c, .s3
cp a, 11
jp c, .s2
cp a, 13
jp c, .s1
jp .s0
.max12
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
ret c
cp a, 3
jp c, .s6
cp a, 4
jp c, .s5
cp a, 6
jp c, .s4
cp a, 7
jp c, .s3
cp a, 9
jp c, .s2
cp a, 10
jp c, .s1
jp .s0
.max10
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
ret c
cp a, 2
jp c, .s6
cp a, 3
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jr c, .s5
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cp a, 5
jr c, .s4
cp a, 6
jr c, .s3
cp a, 7
jr c, .s2
cp a, 8
jr c, .s1
jr .s0
.max8
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
ret c
cp a, 2
jr c, .s6
cp a, 3
jr c, .s5
cp a, 4
jr c, .s4
cp a, 5
jr c, .s3
cp a, 6
jr c, .s2
cp a, 7
jr c, .s1
jr .s0
.max6
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
ret c
cp a, 2
jr c, .s5
cp a, 3
jr c, .s3
cp a, 4
jr c, .s2
cp a, 5
jr c, .s1
jr .s0
.max4
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
ret c
cp a, 2
jr c, .s4
jr .s0
.max2
jr .s4
.s0
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0
add a, b
ldh [hWantedTile], a
ret
.s1
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0+(2*7)
add a, b
ldh [hWantedTile], a
ret
.s2
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0+(3*7)
add a, b
ldh [hWantedTile], a
ret
.s3
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0+(4*7)
add a, b
ldh [hWantedTile], a
ret
.s4
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0+(5*7)
add a, b
ldh [hWantedTile], a
ret
.s5
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0+(6*7)
add a, b
ldh [hWantedTile], a
ret
.s6
ldh a, [hCurrentPiece]
ld b, TILE_PIECE_0+(7*7)
add a, b
ldh [hWantedTile], a
ret
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FieldDelay::
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; Switch on the delay state.
ld a, [wDelayState]
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cp DELAY_STATE_DETERMINE_DELAY
jr z, .determine
cp DELAY_STATE_LINE_PRE_CLEAR
jr z, .prelineclear
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cp DELAY_STATE_LINE_CLEAR
jp z, .lineclear
cp DELAY_STATE_PRE_ARE
jp z, .preare
jp .are
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; Check if there were line clears.
; If so, we need to do a line clear delay.
; Otherwise, we skip to ARE delay.
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.determine
; Increment bravo by 4.
ldh a, [hBravo]
add a, 4
ldh [hBravo], a
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; Are there line clears?
call ToShadowField
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call FindClearedLines
ldh a, [hClearedLines]
ld b, a
ldh a, [hClearedLines+1]
ld c, a
ldh a, [hClearedLines+2]
ld d, a
ldh a, [hClearedLines+3]
and a, b
and a, c
and a, d
cp a, $FF
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jr z, .skip
ld a, DELAY_STATE_LINE_PRE_CLEAR ; If there were line clears, do a line clear delay, then an ARE delay.
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ld [wDelayState], a
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ldh a, [hCurrentLineClearDelay]
ldh [hRemainingDelay], a
call MarkClear
jp .prelineclear
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.skip
ld a, DELAY_STATE_PRE_ARE ; If there were no line clears, do an ARE delay.
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ld [wDelayState], a
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ldh a, [hCurrentARE]
ldh [hRemainingDelay], a
jp .preare
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; Pre-line clear delay.
; If we had line clears, immediately hand out the score and the levels.
.prelineclear:
ld a, DELAY_STATE_LINE_CLEAR
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ld [wDelayState], a
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ldh a, [hLineClearCt]
cp a, 0
jr z, .lineclear ; If not, just skip the phase.
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; There were line clears! Clear the level counter breakpoint.
xor a, a
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ldh [hRequiresLineClear], a
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; Decrement bravo by 10 for each line clear.
ldh a, [hLineClearCt]
ld b, a
ldh a, [hBravo]
: sub a, 10
dec b
jr nz, :-
ldh [hBravo], a
; Increment the level counter by the amount of lines.
.applylines
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ldh a, [hLineClearCt]
ld e, a
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call LevelUp
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; Score the line clears.
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; Get the new level.
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ldh a, [hLevel]
ld l, a
ldh a, [hLevel+1]
ld h, a
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; Divide by 4.
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srl h
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rr l
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srl h
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rr l
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; Add 1.
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inc hl
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; Add soft drop points.
ldh a, [hDownFrames]
ld c, a
xor a, a
ld b, a
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; Lock bonus?
ldh a, [hAwardDownBonus]
cp a, $FF
jr nz, .premultiplier
ld a, 10
add a, c
ld c, a
; Final total pre-multipliers.
.premultiplier
add hl, bc
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; Copy the running total for multiplication.
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ld b, h
ld c, l
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; Do we have a bravo? x4 if so.
.bravo
ldh a, [hBravo]
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cp a, 0
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jr nz, .lineclears
add hl, bc
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jr c, .forcemax
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add hl, bc
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jr c, .forcemax
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add hl, bc
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jr c, .forcemax
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ld b, h
ld c, l
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; x line clears
.lineclears
ldh a, [hLineClearCt]
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dec a
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jr z, .combo
: add hl, bc
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jr c, .forcemax
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dec a
jr nz, :-
ld b, h
ld c, l
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; x combo
.combo
ldh a, [hComboCt]
dec a
jr z, .applyscore
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: add hl, bc
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jr c, .forcemax
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dec a
jr nz, :-
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jr .applyscore
; Overflow = 65535
.forcemax
ld a, $FF
ld h, a
ld l, a
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; And apply the score.
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.applyscore
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ld a, l
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ldh [hScoreIncrement], a
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ld a, h
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ldh [hScoreIncrement+1], a
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call IncreaseScore
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; Update the combo counter.
ldh a, [hLineClearCt]
ld b, a
ldh a, [hComboCt] ; Old combo count.
add b ; + lines
add b ; + lines
sub 2 ; - 2
ldh [hComboCt], a
; Line clear delay.
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; Count down the delay. If we're out of delay, clear the lines and go to ARE.
.lineclear
ldh a, [hRemainingDelay]
dec a
ldh [hRemainingDelay], a
cp a, 0
ret nz
call ClearLines
ldh a, [hCurrentIntegerGravity]
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cp a, 1
jr nz, :+
call SFXKill
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ld a, SFX_LINE_CLEAR
call SFXEnqueue
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: ldh a, [hCurrentARE]
ldh [hRemainingDelay], a
; Pre-ARE delay.
.preare:
ld a, DELAY_STATE_ARE
ld [wDelayState], a
; Copy over the newly cleaned field.
call ToShadowField
; Don't do anything if there were line clears
ldh a, [hLineClearCt]
cp a, 0
jr nz, .are
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; Otherwise, reset the combo.
ld a, 1
ldh [hComboCt], a
; ARE delay.
; Count down the delay. If it hits 0, award levels and score if necessary, then end the delay phase.
.are
ldh a, [hRemainingDelay]
dec a
ldh [hRemainingDelay], a
cp a, 0
ret nz
; Add one level if we're not at a breakpoint.
ldh a, [hRequiresLineClear]
cp a, $FF
jr z, :+
ld e, 1
call LevelUp
; Cycle the RNG.
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: ldh a, [hNextPiece]
ldh [hCurrentPiece], a
call GetNextPiece
; Kill the sound for the next piece.
call SFXKill
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ret
AppendClearedLine:
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ldh a, [hLineClearCt]
inc a
ldh [hLineClearCt], a
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ldh a, [hClearedLines+2]
ldh [hClearedLines+3], a
ldh a, [hClearedLines+1]
ldh [hClearedLines+2], a
ldh a, [hClearedLines]
ldh [hClearedLines+1], a
ld a, b
ldh [hClearedLines], a
ret
FindClearedLines:
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xor a, a
ldh [hLineClearCt], a
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ld a, $FF
ld c, 0
ldh [hClearedLines], a
ldh [hClearedLines+1], a
ldh [hClearedLines+2], a
ldh [hClearedLines+3], a
DEF row = 23
REPT 24
ld hl, wShadowField+2+(row*14)
ld b, 11
: ld a, [hl+]
dec b
cp a, $FF
jr z, :+
cp a, TILE_FIELD_EMPTY
jr nz, :-
: xor a, a
cp a, b
jr nz, .next\@
ld b, 23-row
call AppendClearedLine
inc c
ld a, 4
cp a, c
ret z
DEF row -= 1
.next\@
ENDR
ret
MarkClear:
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ldh a, [hClearedLines]
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cp a, $FF
ret z
ld hl, wField+(24*10)
: ld bc, -10
add hl, bc
dec a
cp a, $FF
jr nz, :-
ld bc, 10
ld d, TILE_CLEARING
call UnsafeMemSet
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ldh a, [hClearedLines+1]
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cp a, $FF
ret z
ld hl, wField+(24*10)
: ld bc, -10
add hl, bc
dec a
cp a, $FF
jr nz, :-
ld bc, 10
ld d, TILE_CLEARING
call UnsafeMemSet
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ldh a, [hClearedLines+2]
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cp a, $FF
ret z
ld hl, wField+(24*10)
: ld bc, -10
add hl, bc
dec a
cp a, $FF
jr nz, :-
ld bc, 10
ld d, TILE_CLEARING
call UnsafeMemSet
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ldh a, [hClearedLines+3]
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cp a, $FF
ret z
ld hl, wField+(24*10)
: ld bc, -10
add hl, bc
dec a
cp a, $FF
jr nz, :-
ld bc, 10
ld d, TILE_CLEARING
call UnsafeMemSet
ret
ClearLines:
ld de, 0
DEF row = 23
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REPT 23
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; Check if the row begins with a clearing tile.
ld hl, wField+(row*10)
ld a, [hl]
cp a, TILE_CLEARING
; If it does, increment the clearing counter, but skip this line.
jr nz, .clear\@
inc de
inc de
inc de
inc de
inc de
inc de
inc de
inc de
inc de
inc de
jr .r\@
.clear\@
; If there's 0 lines that need to be moved down, skip this line.
xor a, a
cp a, e
jr z, .r\@
; Otherwise...
ld bc, wField+(row*10)
add hl, de
: ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
ld a, [bc]
ld [hl+], a
inc bc
.r\@
DEF row -= 1
ENDR
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; Make sure there's no garbage in the top de lines.
.fixgarbo
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ld hl, wField
: xor a, a
or a, d
or a, e
ret z
ld a, TILE_FIELD_EMPTY
ld [hl+], a
dec de
jr :-
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ret
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ENDC