Just for fun.

This commit is contained in:
Randy Thiemann 2023-10-22 00:34:55 +02:00
parent 9ab1dbbf25
commit 3116bccde4
7 changed files with 64 additions and 0 deletions

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@ -89,6 +89,10 @@ sPause::
db " P A U S E" db " P A U S E"
db "P A U S E " db "P A U S E "
db " P A U S E" db " P A U S E"
sEaster0:: db $D4, $D6, $D8, $DA, $DC
sEaster1:: db $D5, $D7, $D9, $DB, $DD
sEaster2:: db $DE, $E0, $D8, $DA, $DC
sEaster3:: db $DF, $E1, $D9, $DB, $DD
sPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites. sPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites.
db 0, 8, 16, 24 ; I db 0, 8, 16, 24 ; I
db 0, 8, 8, 16 ; Z db 0, 8, 8, 16 ; Z

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@ -114,6 +114,8 @@ DEF TITLE_LEVEL EQU $996C
DEF TITLE_ROLLS EQU $9A2F DEF TITLE_ROLLS EQU $9A2F
DEF FIELD_RNGTELL EQU $9812 DEF FIELD_RNGTELL EQU $9812
DEF FIELD_TOP_LEFT EQU $9800+1 DEF FIELD_TOP_LEFT EQU $9800+1
DEF EASTER_0 EQU $9885
DEF EASTER_1 EQU $98A5
DEF TILE_FIELD_EMPTY EQU 4 DEF TILE_FIELD_EMPTY EQU 4
DEF TILE_PIECE_0 EQU 10 DEF TILE_PIECE_0 EQU 10
DEF TILE_0 EQU 66 DEF TILE_0 EQU 66

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@ -28,6 +28,7 @@ INCLUDE "res/title_map.inc"
SECTION "High Globals", HRAM SECTION "High Globals", HRAM
hGameState:: ds 1 hGameState:: ds 1
hSwapAB:: ds 1 hSwapAB:: ds 1
hInitialA:: ds 1
SECTION "Stack", WRAM0 SECTION "Stack", WRAM0
@ -38,6 +39,9 @@ wStackEnd::
SECTION "Code Entry Point", ROM0 SECTION "Code Entry Point", ROM0
Main:: Main::
; Load the initial A register. For reasons.
ldh [hInitialA], a
; Turn off LCD during initialization. ; Turn off LCD during initialization.
wait_vram wait_vram
xor a, a xor a, a

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@ -444,6 +444,34 @@ Tiles::
DB $07,$00,$00,$00,$00,$00,$00,$00 DB $07,$00,$00,$00,$00,$00,$00,$00
DB $07,$00,$04,$00,$06,$00,$04,$00 DB $07,$00,$04,$00,$06,$00,$04,$00
DB $04,$00,$00,$00,$00,$00,$00,$00 DB $04,$00,$00,$00,$00,$00,$00,$00
DB $7C,$7C,$42,$42,$41,$41,$5D,$48
DB $6E,$4C,$5B,$4A,$79,$49,$00,$00
DB $68,$58,$58,$68,$68,$58,$48,$78
DB $48,$78,$48,$78,$78,$78,$00,$00
DB $7C,$7C,$84,$84,$04,$04,$75,$25
DB $ED,$65,$B5,$A5,$3D,$25,$00,$00
DB $2D,$35,$35,$2D,$2D,$35,$25,$3D
DB $24,$3C,$24,$3C,$3C,$3C,$00,$00
DB $3C,$3C,$42,$42,$81,$81,$BA,$18
DB $67,$27,$A0,$20,$EF,$2F,$00,$00
DB $6D,$AA,$A6,$65,$65,$A6,$18,$FF
DB $81,$FF,$42,$7E,$3C,$3C,$00,$00
DB $3F,$3F,$20,$20,$20,$20,$AE,$A6
DB $B5,$A5,$2E,$26,$BF,$A0,$00,$00
DB $B5,$AA,$AE,$B7,$B5,$AD,$A6,$BF
DB $20,$3F,$20,$3F,$3F,$3F,$00,$00
DB $1F,$1F,$90,$90,$50,$50,$DF,$5E
DB $42,$42,$C3,$42,$83,$82,$00,$00
DB $82,$83,$43,$42,$42,$C3,$42,$C3
DB $42,$C3,$82,$83,$03,$03,$00,$00
DB $01,$01,$02,$02,$04,$04,$0D,$08
DB $0B,$09,$0D,$09,$0F,$09,$00,$00
DB $0B,$0D,$0D,$0B,$0B,$0D,$08,$0F
DB $04,$07,$02,$03,$01,$01,$00,$00
DB $E0,$E0,$10,$10,$08,$08,$D5,$C5
DB $2D,$25,$3D,$3D,$01,$01,$00,$00
DB $01,$01,$3D,$3D,$2D,$35,$C5,$FD
DB $08,$F8,$10,$F0,$E0,$E0,$00,$00
TilesEnd:: TilesEnd::

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@ -38,7 +38,33 @@ SwitchToTitle::
ld bc, TitleScreenTilemapEnd - TitleScreenTilemap ld bc, TitleScreenTilemapEnd - TitleScreenTilemap
call UnsafeMemCopy call UnsafeMemCopy
; Little easter egg.
ldh a, [hInitialA]
cp a, $FF
jr nz, :+
ld de, sEaster0
ld hl, EASTER_0
ld bc, 5
call UnsafeMemCopy
ld de, sEaster1
ld hl, EASTER_1
ld bc, 5
call UnsafeMemCopy
jr .oam
: cp a, $11
jr nz, .oam
ld de, sEaster2
ld hl, EASTER_0
ld bc, 5
call UnsafeMemCopy
ld de, sEaster3
ld hl, EASTER_1
ld bc, 5
call UnsafeMemCopy
; Clear OAM. ; Clear OAM.
.oam
call ClearOAM call ClearOAM
call SetNumberSpritePositions call SetNumberSpritePositions