Colorization

This commit is contained in:
Randy Thiemann 2023-10-24 09:04:39 +02:00
parent db3276b925
commit d10444cca6
8 changed files with 634 additions and 25 deletions

View File

@ -41,9 +41,9 @@ ROM = $(BINDIR)/$(ROMNAME).$(ROMEXT)
# Argument constants
INCDIRS = src/ src/include/
WARNINGS = all extra
ASFLAGS = -p $(PADVALUE) $(addprefix -i,$(INCDIRS)) $(addprefix -W,$(WARNINGS))
LDFLAGS = -p $(PADVALUE)
FIXFLAGS = -p $(PADVALUE) -v -i "$(GAMEID)" -k "$(LICENSEE)" -l $(OLDLIC) -m $(MBC) -n $(VERSION) -r $(SRAMSIZE) -t $(TITLE)
ASFLAGS = -p 0xFF $(addprefix -i,$(INCDIRS)) $(addprefix -W,$(WARNINGS))
LDFLAGS = -p 0xFF
FIXFLAGS = -p 0xFF -l 0x33 -m 0x03 -r 0x02 -v -i $(GAMEID) -k $(LICENSEE) -t $(TITLE) -n $(VERSION)
# The list of "root" ASM files that RGBASM will be invoked on
SRCS = $(wildcard src/*.asm)

View File

@ -1,13 +1,29 @@
PADVALUE := 0xFF
VERSION := 0
# ROM Version
VERSION := 0x01
# 4 Character Game ID
GAMEID := DTGM
# ROM Title (14 chars max)
TITLE := DMGTRIS
# "Licensee" code (2 chars)
LICENSEE := NR
OLDLIC := 0x33
MBC := 0x03
SRAMSIZE := 0x02
ROMNAME := out
ROMEXT := gb
# Output options
ROMNAME := DMGTRIS
ROMEXT := GBC
# Extra assembler flags
# Do not insert nop after halt
ASFLAGS += -h
LDFLAGS += -d
# Do optimize ld to ldh
ASFLAGS += -l
# Extra linker flags
# Tiny Rom
LDFLAGS += -t
# Extra fix flags
# SEt as gbc compatible
FIXFLAGS += -c

View File

@ -143,6 +143,11 @@ FromShadowField:
; This routine will copy wField onto the screen.
BlitField::
; Hold on, are we on a gbc?
ld a, [wInitialA]
cp a, $11
jp z, GBCBlitField
; What to copy
ld de, wField + 40
; Where to put it

558
src/gbc.asm Normal file
View File

@ -0,0 +1,558 @@
; 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/>.
IF !DEF(GBC_ASM)
DEF GBC_ASM EQU 1
INCLUDE "globals.asm"
DEF B0 EQU %0010000000000000
DEF B1 EQU %0100000000000000
DEF B2 EQU %0101000000000000
DEF B3 EQU %0111110000000000
DEF G0 EQU %0000000100000000
DEF G1 EQU %0000001000000000
DEF G2 EQU %0000001010000000
DEF G3 EQU %0000001111100000
DEF R0 EQU %0000000000001000
DEF R1 EQU %0000000000010000
DEF R2 EQU %0000000000010100
DEF R3 EQU %0000000000011111
SECTION "GBC Shadow Tilemap", WRAM0, ALIGN[8]
wShadowTilemap:: ds 32*32
SECTION "GBC Shadow Tile Attributes", WRAM0, ALIGN[8]
wShadowTileAttrs:: ds 32*32
SECTION "GBC Variables", WRAM0
wOuterReps:: ds 1
wInnerReps:: ds 1
SECTION "GBC Functions", ROM0
ToVRAM::
; Bank 1
ld a, 1
ldh [rVBK], a
ld a, HIGH(wShadowTileAttrs)
ldh [rHDMA1], a
ld a, LOW(wShadowTileAttrs)
ldh [rHDMA2], a
ld a, HIGH($9800)
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 39
ldh [rHDMA5], a
; Bank 1
ld a, 0
ldh [rVBK], a
ld a, HIGH(wShadowTilemap)
ldh [rHDMA1], a
ld a, LOW(wShadowTilemap)
ldh [rHDMA2], a
ld a, HIGH($9800)
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 39 | $80
ldh [rHDMA5], a
GBCPalettes::
ld a, [wInitialA]
cp a, $11
ret nz
ld a, BCPSF_AUTOINC
ldh [rBCPS], a
ldh [rOCPS], a
; Pal 0 (red, I)
ld bc, R3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 1 (green, Z)
ld bc, G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 2 (purple, S)
ld bc, R3 | B3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | B2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | B1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0 | B0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 3 (blue, J)
ld bc, B3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 4 (orange, L)
ld bc, R3 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 5 (yellow, O)
ld bc, R3 | G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0 | G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 6 (cyan, T)
ld bc, B3 | G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B2 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B1 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B0 | G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ret
GBCTitleInit::
ld a, [wInitialA]
cp a, $11
ret nz
ld a, BCPSF_AUTOINC | (7*8)
ldh [rBCPS], a
ldh [rOCPS], a
; Pal 7 (grayscale, inverted)
ld bc, %0000000000000000
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0010000100001000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0100001000010000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0111111111111111
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Copy the tilemap to shadow.
ld de, $9800
ld hl, wShadowTilemap
ld bc, 32*32
call UnsafeMemCopy
; Copy set attrs to pal 7 and copy to shadow.
ld a, 1
ldh [rVBK], a
ld d, $07
ld hl, $9800
ld bc, (32*32)
call UnsafeMemSet
ld de, $9800
ld hl, wShadowTileAttrs
ld bc, 32*32
call UnsafeMemCopy
; Reset back to bank 0.
xor a, a
ldh [rVBK], a
ret
GBCGameplayInit::
ld a, [wInitialA]
cp a, $11
ret nz
ld a, BCPSF_AUTOINC | (7*8)
ldh [rBCPS], a
ldh [rOCPS], a
; Pal 7 (grayscale)
ld bc, %0111111111111111
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0100001000010000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0010000100001000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0000000000000000
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
; Copy the tilemap to shadow.
ld de, $9800
ld hl, wShadowTilemap
ld bc, 32*32
call UnsafeMemCopy
; Copy set attrs to pal 7 and copy to shadow.
ld a, 1
ldh [rVBK], a
ld d, $07
ld hl, $9800
ld bc, (32*32)
call UnsafeMemSet
ld de, $9800
ld hl, wShadowTileAttrs
ld bc, 32*32
call UnsafeMemCopy
; Reset back to bank 0.
xor a, a
ldh [rVBK], a
ret
GBCGameplayProcess::
ld a, [wInitialA]
cp a, $11
ret nz
; What to copy
ld de, wField + 40
; Where to put it
ld hl, wShadowTilemap + 1
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld [wOuterReps], a
.outer1
ld a, 10
ld [wInnerReps], a
.inner1
ld a, [de]
ld [hl+], a
inc de
ld a, [wInnerReps]
dec a
ld [wInnerReps], a
jr nz, .inner1
add hl, bc
ld a, [wOuterReps]
dec a
ld [wOuterReps], a
jr nz, .outer1
; What to copy
ld de, wField + 40
; Where to put it
ld hl, wShadowTileAttrs + 1
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld [wOuterReps], a
.outer2
ld a, 10
ld [wInnerReps], a
.inner2
ld a, [de]
cp a, 10
jr c, .empty
cp a, 10 + (1*7)
jr c, .sub10
cp a, 10 + (2*7)
jr c, .sub17
cp a, 10 + (3*7)
jr c, .sub24
cp a, 10 + (4*7)
jr c, .sub31
cp a, 10 + (5*7)
jr c, .sub38
cp a, 10 + (6*7)
jr c, .sub45
cp a, 10 + (7*7)
jr c, .sub52
cp a, 10 + (8*7)
jr c, .sub59
.empty
ld a, $07
jr .done
.sub59
sub a, 7
.sub52
sub a, 7
.sub45
sub a, 7
.sub38
sub a, 7
.sub31
sub a, 7
.sub24
sub a, 7
.sub17
sub a, 7
.sub10
sub a, 10
.done
ld [hl+], a
inc de
ld a, [wInnerReps]
dec a
ld [wInnerReps], a
jr nz, .inner2
add hl, bc
ld a, [wOuterReps]
dec a
ld [wOuterReps], a
jr nz, .outer2
ret
GBCBlitField::
call ToVRAM
jp EventLoop
ENDC

View File

@ -86,6 +86,16 @@ Main::
; Set up stack
ld sp, wStackEnd-1
; GBC? Double speed mode and set up palettes.
ld a, [wInitialA]
cp a, $11
jr nz, .notgbc
ld a, KEY1F_PREPARE
ldh [rKEY1], a
stop
call GBCPalettes
.notgbc
; We use a single set of tiles for the entire game, so we copy it at the start.
ld de, Tiles
ld hl, _VRAM

View File

@ -101,6 +101,12 @@ ClearOAM::
SECTION "Domain Specific Functions", ROM0
; Index of next piece in A.
ApplyNext::
; Correct color
ld [wSPRNext1+3], a
ld [wSPRNext2+3], a
ld [wSPRNext3+3], a
ld [wSPRNext4+3], a
; Correct tile
add a, TILE_PIECE_0
ld [wSPRNext1+2], a
@ -167,6 +173,12 @@ ApplyHold::
ret
.doApplyHold
; Correct color
ld [wSPRHold1+3], a
ld [wSPRHold2+3], a
ld [wSPRHold3+3], a
ld [wSPRHold4+3], a
; Correct tile
add a, TILE_PIECE_0
ld [wSPRHold1+2], a
@ -277,7 +289,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -289,7 +301,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -301,7 +313,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -313,7 +325,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -325,7 +337,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -336,7 +348,7 @@ SetNumberSpritePositions::
ld [hl], a
inc hl
inc hl
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, LEVEL_BASE_X
@ -347,7 +359,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -359,7 +371,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -371,7 +383,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -382,7 +394,7 @@ SetNumberSpritePositions::
ld [hl], a
inc hl
inc hl
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, LEVEL_BASE_X
@ -393,7 +405,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -405,7 +417,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -417,7 +429,7 @@ SetNumberSpritePositions::
inc hl
inc hl
ld b, a
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ld a, b
add a, 8
@ -428,7 +440,7 @@ SetNumberSpritePositions::
ld [hl], a
inc hl
inc hl
ld a, OAMF_PAL1
ld a, OAMF_PAL1 | $07
ld [hl], a
ret

View File

@ -110,6 +110,9 @@ SwitchToGameplay::
ld a, LEADY_TIME
ldh [hModeCounter], a
; GBC init
call GBCGameplayInit
; Install the event loop handlers.
ld a, 1
ldh [hGameState], a
@ -526,6 +529,8 @@ drawStaticInfo:
ld de, hNLevel
call ApplyNumbers
call GBCGameplayProcess
jp EventLoopPostHandler

View File

@ -78,6 +78,9 @@ SwitchToTitle::
set_obj0_palette
set_obj1_palette
; GBC init
call GBCTitleInit
; Install the event loop handlers.
ld a, 0
ldh [hGameState], a