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bin/DMGTRIS.GBC
BIN
bin/DMGTRIS.GBC
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@ -110,10 +110,12 @@ DEF PALETTE_LIGHTER_2 EQU %01000000
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DEF PALETTE_LIGHTER_3 EQU %00000000
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; Sprite base positions.
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DEF NEXT_BASE_X EQU 115
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DEF NEXT_BASE_X EQU 113
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DEF NEXT_BASE_Y EQU 40
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DEF HOLD_BASE_X EQU 115
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DEF HOLD_BASE_X EQU 113
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DEF HOLD_BASE_Y EQU 80
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DEF QUEUE_BASE_X EQU 150
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DEF QUEUE_BASE_Y EQU 38
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DEF SCORE_BASE_X EQU 112
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DEF SCORE_BASE_Y EQU 115
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DEF LEVEL_BASE_X EQU 120
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@ -157,6 +159,7 @@ DEF TILE_GHOST EQU 125
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DEF TILE_SELECTED EQU 193
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DEF TILE_UNSELECTED EQU 194
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DEF TILE_BLANK EQU 1
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DEF TILE_PIECE_SMALL_0 EQU 239
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; Button mode.
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DEF BUTTON_MODE_NORM EQU 0
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@ -498,20 +498,20 @@ Tiles::
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$FF
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DB $00,$FF,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$78,$00,$78
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DB $00,$1E,$00,$1E,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$1E,$00,$1E
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DB $00,$78,$00,$78,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$7E,$00,$7E
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DB $00,$06,$00,$06,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$7E,$00,$7E
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DB $00,$60,$00,$60,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$3C,$00,$3C
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DB $00,$3C,$00,$3C,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$7E,$00,$7E
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DB $00,$18,$00,$18,$00,$00,$00,$00
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DB $03,$03,$04,$04,$08,$08,$0D,$08
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DB $0B,$09,$0D,$08,$0F,$08,$00,$00
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DB $06,$05,$03,$03,$00,$00,$0F,$0F
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24
src/rng.asm
24
src/rng.asm
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@ -26,6 +26,8 @@ SECTION "High RNG Variables", HRAM
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hRNGSeed: ds 4
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hPieceHistory: ds 4
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hNextPiece:: ds 1
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hUpcomingPiece1:: ds 1
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hUpcomingPiece2:: ds 1
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SECTION "TGM3 RNG Variables", WRAM0
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@ -77,7 +79,7 @@ RNGInit::
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cp a, RNG_MODE_HELL
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jr nz, .complexinit
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call Next7Piece
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ld [hNextPiece], a
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ld [hUpcomingPiece2], a
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ret
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; Otherwise do complex init.
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@ -106,20 +108,31 @@ RNGInit::
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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 [hNextPiece], a
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ld [hUpcomingPiece2], a
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; Generate the next 2 to fill up the queue.
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call GetNextPiece
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call GetNextPiece
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ret
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; Shift the generated piece into the history and save it.
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ShiftHistory:
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ld b, a
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ldh a, [hUpcomingPiece1]
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ldh [hNextPiece], a
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ldh a, [hUpcomingPiece2]
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ldh [hUpcomingPiece1], a
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ld a, b
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ldh [hUpcomingPiece2], a
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ldh a, [hPieceHistory+2]
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ldh [hPieceHistory+3], a
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ldh a, [hPieceHistory+1]
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ldh [hPieceHistory+2], a
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ldh a, [hPieceHistory]
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ldh [hPieceHistory+1], a
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ldh a, [hNextPiece]
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ldh a, [hUpcomingPiece2]
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ldh [hPieceHistory], a
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ret
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@ -127,8 +140,7 @@ ShiftHistory:
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; A random piece. Get fucked.
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GetNextHellPiece:
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call Next7Piece
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ldh [hNextPiece], a
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ret
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jr ShiftHistory
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; 4 history, 4 rerolls.
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@ -188,7 +200,7 @@ GetNextNesPiece:
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cp a, [hl]
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jr nz, ShiftHistory
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call Next7Piece
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jr nz, ShiftHistory
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jr ShiftHistory
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; TGM3 mode... It's complex.
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@ -58,10 +58,10 @@ wSPRNLevel3:: ds 4
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wSPRNLevel4:: ds 4
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wUnused8:: ds 4
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wUnused9:: ds 4
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wSPRQueue1:: ds 4
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wSPRQueue2:: ds 4
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wUnusedA:: ds 4
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wUnusedB:: ds 4
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wUnusedC:: ds 4
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wUnusedD:: ds 4
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wSPRModeRNG:: ds 4
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wSPRModeRot:: ds 4
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wSPRModeDrop:: ds 4
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@ -218,6 +218,26 @@ ApplyNext::
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ld a, [hl]
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add a, NEXT_BASE_Y
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ld [wSPRNext4+0], a
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; Queue
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ld a, QUEUE_BASE_Y
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ld [wSPRQueue1], a
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add a, 9
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ld [wSPRQueue2], a
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ld a, QUEUE_BASE_X
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ld [wSPRQueue1+1], a
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ld [wSPRQueue2+1], a
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ldh a, [hUpcomingPiece1]
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ld [wSPRQueue1+3], a
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add a, TILE_PIECE_SMALL_0
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ld [wSPRQueue1+2], a
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ldh a, [hUpcomingPiece2]
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ld [wSPRQueue2+3], a
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add a, TILE_PIECE_SMALL_0
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ld [wSPRQueue2+2], a
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ret
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; Index of hold piece in A.
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@ -457,31 +457,6 @@ preGameOverMode:
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.skip7\@
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ENDR
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; Place a tell on the screen for modes.
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ld hl, FIELD_RNG
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wait_vram
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ld a, [wRNGModeState]
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add a, TILE_RNG_MODE_BASE
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ld [hl], a
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ld hl, FIELD_ROT
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wait_vram
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ld a, [wRotModeState]
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add a, TILE_ROT_MODE_BASE
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ld [hl], a
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ld hl, FIELD_DROP
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wait_vram
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ld a, [wDropModeState]
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add a, TILE_DROP_MODE_BASE
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ld [hl], a
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ld hl, FIELD_HIG
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wait_vram
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ld a, [wAlways20GState]
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add a, TILE_HIG_MODE_BASE
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ld [hl], a
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ld a, MODE_GAME_OVER
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ldh [hMode], a
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