Fix oob bug and improve UI

This commit is contained in:
Randy Thiemann 2023-11-01 20:04:54 +01:00
parent 5121d1a4c5
commit d38903247e
18 changed files with 3888 additions and 3691 deletions

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@ -138,6 +138,7 @@ Thanks for playtesting and debugging go to:
- CreeperCraftYT™
- AntonErgo
- Lindtobias
- \_Zaphod77\_
## License

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@ -32,9 +32,10 @@ DEF DELAY_STATE_PRE_ARE EQU 4
SECTION "Field Variables", WRAM0
wField:: ds (10*24)
wBackupField:: ds (10*24)
wPreShadowField:: ds (14*2)
wShadowField:: ds (14*26)
wWideField:: ds (5*10)
wWideBlittedField:: ds (20*10)
wWideField:: ds (5*11)
wWideBlittedField:: ds (22*10)
wDelayState: ds 1
@ -73,7 +74,7 @@ BlitField::
jp z, GBCBlitField
; What to copy
ld de, wField + 40
ld de, wField + 30
; Where to put it
ld hl, FIELD_TOP_LEFT
; How much to increment hl after each row
@ -95,13 +96,13 @@ BlitField::
jr nz, .waitendvbloop
; The last 6 rows need some care.
REPT 6
REPT 7
; Wait until start of drawing, then insert 35 nops.
: ldh a, [rSTAT]
and a, 3
cp a, 3
jr nz, :-
REPT 35
REPT 38
nop
ENDR
@ -130,7 +131,7 @@ BigBlitField::
jp z, GBCBlitField
; What to copy
ld de, wWideBlittedField
ld de, wWideBlittedField+10
; Where to put it
ld hl, FIELD_TOP_LEFT
; How much to increment hl after each row
@ -152,13 +153,13 @@ BigBlitField::
jr nz, .waitendvbloop
; The last 6 rows need some care.
REPT 6
REPT 7
; Wait until start of drawing, then insert 35 nops.
: ldh a, [rSTAT]
and a, 3
cp a, 3
jr nz, :-
REPT 35
REPT 38
nop
ENDR
@ -197,6 +198,10 @@ FieldInit::
ld bc, 14*26
ld d, $FF
jp UnsafeMemSet
ld hl, wPreShadowField
ld bc, 14*2
ld d, $FF
jp UnsafeMemSet
; Fills the field with the empty tile.
@ -892,8 +897,6 @@ FieldProcess::
call FromShadowField
; Cleanup from last frame.
ldh a, [hCurrentPieceX]
ldh [hWantX], a
ldh a, [hCurrentPieceRotationState]
ldh [hWantRotation], a
@ -1028,7 +1031,7 @@ FieldProcess::
cp a, 1
jp z, .maybetgm3rot
cp a, 5
jr z, .maybetgm3rot
jp z, .maybetgm3rot
cp a, 9
jr z, .maybetgm3rot
@ -1075,6 +1078,8 @@ FieldProcess::
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
cp a, 0
jr z, .maybetgm3rot
dec a
call XYToSFieldPtr
ld d, h
@ -1315,22 +1320,19 @@ FieldProcess::
; HANDLE MOVEMENT
; Do we want to move left?
.norot
ldh a, [hCurrentPieceX]
ldh [hWantX], a
.wantleft
ldh a, [hCurrentPieceX]
cp a, 0
jr z, .wantright
ldh a, [hLeftState] ; Check if held for 1 frame. If so we move.
cp a, 1
jr z, .doleft
cp a, 0 ; We never want to move if the button wasn't held.
jr z, .wantright
ld b, a
ldh a, [hCurrentIntegerGravity]
cp a, 20 ; No increased DAS at 20G.
jr z, .checkdasleft
ldh a, [hGrounded] ; If we're grounded, assume some urgency in getting DAS charged, charge at twice the rate.
cp a, $FF
jr nz, .checkdasleft
inc b
ld a, b
ldh [hLeftState], a
.checkdasleft
ldh a, [hCurrentDAS]
ld c, a
@ -1351,15 +1353,6 @@ FieldProcess::
cp a, 0 ; We never want to move if the button wasn't held.
jr z, .donemanipulating
ld b, a
ldh a, [hCurrentIntegerGravity]
cp a, 20 ; No increased DAS at 20G.
jr z, .checkdasright
ldh a, [hGrounded] ; If we're grounded, assume some urgency in getting DAS charged, charge at twice the rate.
cp a, $FF
jr nz, .checkdasright
inc b
ld a, b
ldh [hRightState], a
.checkdasright
ldh a, [hCurrentDAS]
ld c, a
@ -1851,7 +1844,23 @@ GetTileShade:
; This is called every frame after a piece has been locked until the delay state ends.
; Lines are cleared, levels and score are awarded, and ARE time is waited out.
FieldDelay::
; In delay state, DAS increments double speed.
.incl
ldh a, [hLeftState]
cp a, 0
jr z, .incr
inc a
ldh [hLeftState], a
.incr
ldh a, [hRightState]
cp a, 0
jr z, .noinc
inc a
ldh [hRightState], a
; Switch on the delay state.
.noinc
ld a, [wDelayState]
cp DELAY_STATE_DETERMINE_DELAY
jr z, .determine
@ -2211,7 +2220,7 @@ ClearLines:
ld de, 0
DEF row = 23
REPT 23
REPT 24
; Check if the row begins with a clearing tile.
ld hl, wField+(row*10)
ld a, [hl]
@ -2304,7 +2313,7 @@ BigFieldInit::
ld d, TILE_BLANK
call UnsafeMemSet
ld hl, wWideBlittedField
ld bc, 10*20
ld bc, 10*22
ld d, TILE_BLANK
call UnsafeMemSet
ld hl, wShadowField
@ -3013,8 +3022,6 @@ BigFieldProcess::
call BigFromShadowField
; Cleanup from last frame.
ldh a, [hCurrentPieceX]
ldh [hWantX], a
ldh a, [hCurrentPieceRotationState]
ldh [hWantRotation], a
@ -3149,7 +3156,7 @@ BigFieldProcess::
cp a, 1
jp z, .maybetgm3rot
cp a, 5
jr z, .maybetgm3rot
jp z, .maybetgm3rot
cp a, 9
jr z, .maybetgm3rot
@ -3196,6 +3203,8 @@ BigFieldProcess::
ldh a, [hCurrentPieceY]
ld b, a
ldh a, [hCurrentPieceX]
cp a, 0
jr z, .maybetgm3rot
dec a
call BigXYToSFieldPtr
ld d, h
@ -3435,22 +3444,19 @@ BigFieldProcess::
; HANDLE MOVEMENT
; Do we want to move left?
.norot
ldh a, [hCurrentPieceX]
ldh [hWantX], a
.wantleft
ldh a, [hCurrentPieceX]
cp a, 0
jr z, .wantright
ldh a, [hLeftState] ; Check if held for 1 frame. If so we move.
cp a, 1
jr z, .doleft
cp a, 0 ; We never want to move if the button wasn't held.
jr z, .wantright
ld b, a
ldh a, [hCurrentIntegerGravity]
cp a, 20 ; No increased DAS at 20G.
jr z, .checkdasleft
ldh a, [hGrounded] ; If we're grounded, assume some urgency in getting DAS charged, charge at twice the rate.
cp a, $FF
jr nz, .checkdasleft
inc b
ld a, b
ldh [hLeftState], a
.checkdasleft
ldh a, [hCurrentDAS]
ld c, a
@ -3471,15 +3477,6 @@ BigFieldProcess::
cp a, 0 ; We never want to move if the button wasn't held.
jr z, .donemanipulating
ld b, a
ldh a, [hCurrentIntegerGravity]
cp a, 20 ; No increased DAS at 20G.
jr z, .checkdasright
ldh a, [hGrounded] ; If we're grounded, assume some urgency in getting DAS charged, charge at twice the rate.
cp a, $FF
jr nz, .checkdasright
inc b
ld a, b
ldh [hRightState], a
.checkdasright
ldh a, [hCurrentDAS]
ld c, a
@ -3972,7 +3969,23 @@ BigGetTileShade:
; This is called every frame after a piece has been locked until the delay state ends.
; Lines are cleared, levels and score are awarded, and ARE time is waited out.
BigFieldDelay::
; In delay state, DAS increments double speed.
.incl
ldh a, [hLeftState]
cp a, 0
jr z, .incr
inc a
ldh [hLeftState], a
.incr
ldh a, [hRightState]
cp a, 0
jr z, .noinc
inc a
ldh [hRightState], a
; Switch on the delay state.
.noinc
ld a, [wDelayState]
cp DELAY_STATE_DETERMINE_DELAY
jr z, .determine
@ -4432,49 +4445,53 @@ BigClearLines:
BigWidenField::
ld de, wField+(4*10)
ld de, wField+(3*10)
ld hl, wWideField
ld bc, 5
call UnsafeMemCopy
ld de, wField+(5*10)
ld de, wField+(4*10)
ld hl, wWideField+5
ld bc, 5
call UnsafeMemCopy
ld de, wField+(6*10)
ld de, wField+(5*10)
ld hl, wWideField+10
ld bc, 5
call UnsafeMemCopy
ld de, wField+(7*10)
ld de, wField+(6*10)
ld hl, wWideField+15
ld bc, 5
call UnsafeMemCopy
ld de, wField+(8*10)
ld de, wField+(7*10)
ld hl, wWideField+20
ld bc, 5
call UnsafeMemCopy
ld de, wField+(9*10)
ld de, wField+(8*10)
ld hl, wWideField+25
ld bc, 5
call UnsafeMemCopy
ld de, wField+(10*10)
ld de, wField+(9*10)
ld hl, wWideField+30
ld bc, 5
call UnsafeMemCopy
ld de, wField+(11*10)
ld de, wField+(10*10)
ld hl, wWideField+35
ld bc, 5
call UnsafeMemCopy
ld de, wField+(12*10)
ld de, wField+(11*10)
ld hl, wWideField+40
ld bc, 5
call UnsafeMemCopy
ld de, wField+(13*10)
ld de, wField+(12*10)
ld hl, wWideField+45
ld bc, 5
call UnsafeMemCopy
ld de, wField+(13*10)
ld hl, wWideField+50
ld bc, 5
call UnsafeMemCopy
DEF piece = 0
REPT 50
REPT 55
ld a, [wWideField+piece]
ld hl, wWideBlittedField+((piece/5)*20)+((piece%5) * 2)
ld [hl+], a

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@ -115,7 +115,7 @@ ToATTR::
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 40
ld a, 41
ldh [rHDMA5], a
ld a, 0
ldh [rVBK], a
@ -221,7 +221,7 @@ GBCGameplayInit::
ld bc, 32*32
call UnsafeMemCopy
; Copy set attrs to pal 7 and copy to shadow.
; Set attrs to pal 7 and copy to shadow.
ld a, 1
ldh [rVBK], a
ld d, $07
@ -251,8 +251,8 @@ GBCTitleProcess::
ld bc, 32
call UnsafeMemSet
ld d, $07
ld hl, wShadowTileAttrs+32
ld bc, (19*32)
ld hl, wShadowTileAttrs
ld bc, (32*32)
call UnsafeMemSet
; Palette for the title?
@ -272,14 +272,14 @@ GBCTitleProcess::
; Set the palette for the title.
ld a, [wTitlePal]
ld d, a
ld hl, wShadowTileAttrs + (2*32)
ld hl, wShadowTileAttrs + (3*32)
ld bc, (4*32)
call UnsafeMemSet
; And the selected row.
ld a, [wSelected]
inc a
ld hl, wShadowTileAttrs + (5*32)
ld hl, wShadowTileAttrs + (6*32)
ld bc, 64
: add hl, bc
dec a
@ -346,39 +346,58 @@ GBCGameplayProcess::
ld a, $05
ld d, a
.colorfield
ld hl, wShadowTileAttrs
ld bc, 32-12
ld a, d
DEF row = 0
REPT 21
ld hl, wShadowTileAttrs+(row*32)+10
ld [hl], a
ld hl, wShadowTileAttrs+(row*32)+19
ld [hl], a
DEF row += 1
ENDR
ld a, 21
ld [wOuterReps], a
.outer0
ld a, 12
ld [wInnerReps], a
.inner0
ld [hl], d
inc hl
ld a, [wInnerReps]
dec a
ld [wInnerReps], a
jr nz, .inner0
ld hl, wShadowTileAttrs+203
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl], a
add hl, bc
ld a, [wOuterReps]
dec a
ld [wOuterReps], a
jr nz, .outer0
ld hl, wShadowTileAttrs+395
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl], a
ld hl, wShadowTileAttrs+491
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl], a
; What to copy
: ld de, wField + 40
: ld de, wField + 30
; Where to put it
ld hl, wShadowTilemap + 1
ld hl, wShadowTilemap
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld a, 21
ld [wOuterReps], a
.outer1
ld a, 10
@ -400,14 +419,14 @@ GBCGameplayProcess::
; What to copy
ld de, wField + 40
ld de, wField + 30
; Where to put it
ld hl, wShadowTileAttrs + 1
ld hl, wShadowTileAttrs
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld a, 21
ld [wOuterReps], a
.outer2
ld a, 10
@ -564,38 +583,56 @@ GBCBigGameplayProcess::
ld d, a
.colorfield
ld hl, wShadowTileAttrs
ld bc, 32-12
ld a, d
DEF row = 0
REPT 21
ld hl, wShadowTileAttrs+(row*32)+10
ld [hl], a
ld hl, wShadowTileAttrs+(row*32)+19
ld [hl], a
DEF row += 1
ENDR
ld a, 21
ld [wOuterReps], a
.outer0
ld a, 12
ld [wInnerReps], a
.inner0
ld [hl], d
inc hl
ld a, [wInnerReps]
dec a
ld [wInnerReps], a
jr nz, .inner0
ld hl, wShadowTileAttrs+203
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl], a
add hl, bc
ld a, [wOuterReps]
dec a
ld [wOuterReps], a
jr nz, .outer0
ld hl, wShadowTileAttrs+395
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl], a
ld hl, wShadowTileAttrs+491
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl+], a
ld [hl], a
; What to copy
: ld de, wWideBlittedField
: ld de, wWideBlittedField+10
; Where to put it
ld hl, wShadowTilemap + 1
ld hl, wShadowTilemap
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld a, 21
ld [wOuterReps], a
.outer1
ld a, 10
@ -617,14 +654,14 @@ GBCBigGameplayProcess::
; What to copy
ld de, wWideBlittedField
ld de, wWideBlittedField+10
; Where to put it
ld hl, wShadowTileAttrs + 1
ld hl, wShadowTileAttrs
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld a, 21
ld [wOuterReps], a
.outer2
ld a, 10
@ -740,7 +777,7 @@ ToVRAM::
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 40
ld a, 41
ldh [rHDMA5], a
; Bank 0
@ -754,7 +791,7 @@ ToVRAM::
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 39 | $80
ld a, 41 | $80
ldh [rHDMA5], a
jp EventLoop

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@ -163,19 +163,21 @@ DEF PALETTE_LIGHTER_2 EQU %01000000
DEF PALETTE_LIGHTER_3 EQU %00000000
; Sprite base positions.
DEF NEXT_BASE_X EQU 113
DEF NEXT_BASE_Y EQU 40
DEF HOLD_BASE_X EQU 113
DEF HOLD_BASE_Y EQU 80
DEF QUEUE_BASE_X EQU 145
DEF QUEUE_BASE_Y EQU 38
DEF NEXT_BASE_X EQU 100
DEF NEXT_BASE_Y EQU 37
DEF HOLD_BASE_X EQU 100
DEF HOLD_BASE_Y EQU 77
DEF QUEUE_BASE_X EQU 131
DEF QUEUE_BASE_Y EQU 35
DEF SCORE_BASE_X EQU 112
DEF SCORE_BASE_Y EQU 115
DEF LEVEL_BASE_X EQU 120
DEF CLEVEL_BASE_Y EQU 136
DEF NLEVEL_BASE_Y EQU 148
DEF SCORE_BASE_Y EQU 112
DEF LEVEL_BASE_X EQU 112
DEF CLEVEL_BASE_Y EQU 133
DEF NLEVEL_BASE_Y EQU 145
DEF GRADE_BASE_X EQU 145
DEF GRADE_BASE_Y EQU 20
DEF TELLS_BASE_X EQU 154
DEF TELLS_BASE_Y EQU 64
DEF TELLS_BASE_Y EQU 61
DEF TELLS_Y_DIST EQU 10
; Piece names
@ -263,13 +265,13 @@ DEF HIG_MODE_COUNT EQU 2
; VRAM Offsets for title screen tiles
DEF TITLE_OPTIONS EQU 7
DEF TITLE_OPTION_0 EQU $98E0
DEF TITLE_OPTION_1 EQU $9920
DEF TITLE_OPTION_2 EQU $9960
DEF TITLE_OPTION_3 EQU $99A0
DEF TITLE_OPTION_4 EQU $99E0
DEF TITLE_OPTION_5 EQU $9A20
DEF TITLE_OPTION_6 EQU $9A60
DEF TITLE_OPTION_0 EQU $9900
DEF TITLE_OPTION_1 EQU $9940
DEF TITLE_OPTION_2 EQU $9980
DEF TITLE_OPTION_3 EQU $99C0
DEF TITLE_OPTION_4 EQU $9A00
DEF TITLE_OPTION_5 EQU $9A40
DEF TITLE_OPTION_6 EQU $9A80
DEF TITLE_OPTION_OFFSET EQU 15
; VRAM Offsets for gameplay tiles
@ -277,7 +279,7 @@ DEF FIELD_RNG EQU $9852
DEF FIELD_ROT EQU $9892
DEF FIELD_DROP EQU $9912
DEF FIELD_HIG EQU $9952
DEF FIELD_TOP_LEFT EQU $9800+1
DEF FIELD_TOP_LEFT EQU $9800
; Gameplay definitions.
DEF LEADY_TIME EQU 80
@ -298,8 +300,8 @@ DEF STATE_GAMEPLAY_BIG EQU 6
; Other
DEF STACK_SIZE EQU 64
DEF EASTER_0 EQU $9845
DEF EASTER_1 EQU $9865
DEF EASTER_0 EQU $9865
DEF EASTER_1 EQU $9885
; Magic location for bank id.
DEF rBANKID EQU $4007

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@ -22,6 +22,10 @@ DEF INTERRUPTS_ASM EQU 1
INCLUDE "globals.asm"
DEF INIT_SCY EQU 3
DEF INIT_LYC EQU 3
SECTION "High Interrupt Variables", HRAM
hLCDCCtr:: ds 1
@ -37,9 +41,9 @@ IntrInit::
InitializeLCDCInterrupt::
ld a, STATF_LYC
ldh [rSTAT], a
ld a, 6
ld a, INIT_LYC
ldh [rLYC], a
ld a, 0
ld a, INIT_SCY
ldh [rSCY], a
ld a, IEF_STAT
ldh [rIE], a
@ -72,19 +76,14 @@ LCDCInterrupt_WaitUntilNotBusy:
ldh [rLYC], a
; Check our interrupt counter
ldh a, [hLCDCCtr]
cp 21
jr nz, LCDCInterrupt_End
ld a, 255
ldh [hLCDCCtr], a
ld a, 6
cp a, 144
jr c, LCDCInterrupt_End
ld a, INIT_LYC
ldh [rLYC], a
ld a, 0
ld a, INIT_SCY
ldh [rSCY], a
LCDCInterrupt_End:
inc a
ldh [hLCDCCtr], a
pop hl
pop af
reti

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@ -241,72 +241,74 @@ sBigPieceRotationStates:: ; How each piece is rotated.
db %0000
sBigGameplayTileMap::
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$09,$59,$50,$63,$5F,$01
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$03,$59,$50,$63,$5F,$01,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$09,$01,$01,$01
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$03,$01,$01,$01,$01,$01
DB $01,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$01
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$01,$01,$01
DB $01,$01,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$08,$06,$06,$06,$06,$06
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$08,$06,$06,$06,$06,$06,$06,$06
DB $06,$07,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$09,$53,$5A,$57
DB $4F,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$01
DB $01,$01,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$09,$01,$01,$01,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$08,$06,$06,$06
DB $06,$06,$06,$07,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$5E
DB $4E,$5A,$5D,$50,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$08,$06,$06,$06,$06,$06,$06,$07
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$09,$57,$50,$61,$50,$57
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$09,$01,$01,$01
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$03,$53,$5A,$57,$4F,$01
DB $01,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$01
DB $05,$05,$05,$05,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$01,$01,$01
DB $01,$01,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$03,$01,$01,$01,$01,$01,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$08,$06,$06,$06,$06,$06
DB $06,$06,$06,$07,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$5E,$4E,$5A
DB $5D,$50,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $08,$06,$06,$06,$06,$06,$06,$06,$06,$07
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$03,$57,$50,$61,$50,$57,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$03,$01,$01,$01,$01,$01
DB $01,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$01,$01,$05
DB $05,$05,$05,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00
sBigGameplayTileMapEnd::

View File

@ -253,72 +253,74 @@ sTGM3Droughts::
db 0, 0, 0, 0, 0, 0, 0
sGameplayTileMap::
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$09,$59,$50,$63,$5F,$01
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$03,$59,$50,$63,$5F,$01,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$09,$01,$01,$01
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$03,$01,$01,$01,$01,$01
DB $01,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$01
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$01,$01,$01
DB $01,$01,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$08,$06,$06,$06,$06,$06
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$08,$06,$06,$06,$06,$06,$06,$06
DB $06,$07,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$09,$53,$5A,$57
DB $4F,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$01
DB $01,$01,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$09,$01,$01,$01,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$08,$06,$06,$06
DB $06,$06,$06,$07,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$5E
DB $4E,$5A,$5D,$50,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$03,$08,$06,$06,$06,$06,$06,$06,$07
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$02,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$03,$09,$57,$50,$61,$50,$57
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$02,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$03,$09,$01,$01,$01
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$03,$53,$5A,$57,$4F,$01
DB $01,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$02,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$03,$09,$01
DB $05,$05,$05,$05,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$02,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$03
DB $09,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$01,$01,$01
DB $01,$01,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $02,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$03,$09,$01,$01,$01,$01,$01,$01,$09
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$03,$01,$01,$01,$01,$01,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$08,$06,$06,$06,$06,$06
DB $06,$06,$06,$07,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$5E,$4E,$5A
DB $5D,$50,$01,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $08,$06,$06,$06,$06,$06,$06,$06,$06,$07
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$03,$57,$50,$61,$50,$57,$01,$01
DB $01,$09,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$03,$01,$01,$01,$01,$01
DB $01,$01,$01,$09,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$03,$01,$01,$05
DB $05,$05,$05,$01,$01,$09,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$03,$01
DB $01,$01,$01,$01,$01,$01,$01,$09,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $03,$01,$01,$01,$01,$01,$01,$01,$01,$09
DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00
sGameplayTileMapEnd::

View File

@ -642,8 +642,8 @@ sTiles::
DB $FF,$FF,$00,$00,$00,$00,$00,$00
DB $1C,$14,$1C,$14,$FC,$E4,$F8,$08
DB $FC,$E4,$1C,$14,$1C,$14,$00,$00
DB $1C,$14,$1C,$14,$1F,$13,$0F,$08
DB $1F,$13,$1C,$14,$1C,$14,$00,$00
DB $E6,$F8,$E6,$F8,$FF,$FF,$E7,$F8
DB $FF,$FF,$E6,$F8,$E6,$F8,$00,$00
DB $1C,$14,$1C,$14,$1C,$14,$1C,$14
DB $1C,$14,$1C,$14,$1C,$14,$00,$00
DB $00,$FF,$7E,$99,$66,$BD,$66,$BD
@ -1132,12 +1132,12 @@ sTiles::
DB $8A,$8A,$8A,$8A,$E4,$E4,$00,$00
DB $CC,$CC,$22,$22,$22,$22,$44,$44
DB $82,$82,$82,$82,$EC,$EC,$00,$00
DB $44,$44,$CA,$CA,$4A,$4A,$4A,$4A
DB $4A,$4A,$4A,$4A,$E4,$E4,$00,$00
DB $C4,$C4,$2C,$2C,$24,$24,$44,$44
DB $24,$24,$24,$24,$CE,$CE,$00,$00
DB $00,$00,$42,$42,$BD,$BD,$42,$42
DB $BD,$BD,$42,$42,$00,$00,$00,$00
DB $44,$44,$CC,$CC,$44,$44,$44,$44
DB $44,$44,$44,$44,$EE,$EE,$00,$00
DB $44,$44,$AC,$AC,$A4,$A4,$A4,$A4
DB $A4,$A4,$A4,$A4,$4E,$4E,$00,$00
DB $00,$00,$08,$08,$1C,$1C,$30,$30
DB $3C,$3C,$1C,$1C,$14,$14,$00,$00
sTilesEnd::
sColorTiles::

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -74,73 +74,73 @@ sDisabled::
db "----"
sTitleScreenTileMap::
DB $C3,$5B,$4C,$59,$4F,$5A,$5D,$4C,$01,$59
DB $5A,$61,$4C,$01,$01,$FB,$FC,$FD,$FE,$FF
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$C3,$5B,$4C,$59,$4F,$5A,$5D,$4C
DB $01,$59,$5A,$61,$4C,$01,$01,$FB,$FC,$FD
DB $FE,$FF,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$68
DB $6A,$6C,$6E,$70,$72,$74,$76,$78,$7A,$01
DB $01,$68,$6A,$6C,$6E,$70,$72,$74,$76,$78
DB $7A,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$69,$6B,$6D,$6F,$71,$73,$75,$77,$79
DB $7B,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$69,$6B,$6D,$6F,$71,$73,$75
DB $77,$79,$7B,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$5B,$5D,$50,$5E,$5E,$01
DB $5E,$5F,$4C,$5D,$5F,$66,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$5B,$5D,$50,$5E
DB $5E,$01,$5E,$5F,$4C,$5D,$5F,$66,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$C1,$01,$4D,$60,$5F,$5F
DB $5A,$59,$5E,$01,$01,$01,$01,$01,$81,$01
DB $01,$01,$01,$82,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$C2,$01
DB $5D,$59,$52,$01,$58,$5A,$4F,$50,$01,$01
DB $01,$01,$81,$01,$01,$01,$01,$82,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$C2,$01,$5D,$5A,$5F,$01,$58,$5A
DB $4F,$50,$01,$01,$01,$01,$81,$01,$01,$01
DB $01,$82,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$C2,$01,$4F,$5D
DB $5A,$5B,$01,$58,$5A,$4F,$50,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$C1,$01,$4D,$60
DB $5F,$5F,$5A,$59,$5E,$01,$01,$01,$01,$01
DB $81,$01,$01,$01,$01,$82,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $C2,$01,$5E,$5B,$50,$50,$4F,$01,$4E,$60
DB $5D,$61,$50,$01,$81,$01,$01,$01,$01,$82
DB $C2,$01,$5D,$59,$52,$01,$58,$5A,$4F,$50
DB $01,$01,$01,$01,$81,$01,$01,$01,$01,$82
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$C2,$01,$4C,$57,$62,$4C
DB $64,$5E,$01,$44,$42,$52,$01,$01,$81,$01
DB $01,$01,$01,$01,$C2,$01,$5D,$5A,$5F,$01
DB $58,$5A,$4F,$50,$01,$01,$01,$01,$81,$01
DB $01,$01,$01,$82,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$C2,$01
DB $5E,$5F,$4C,$5D,$5F,$01,$57,$50,$61,$50
DB $57,$01,$81,$01,$01,$01,$01,$82,$01,$01
DB $4F,$5D,$5A,$5B,$01,$58,$5A,$4F,$50,$01
DB $01,$01,$81,$01,$01,$01,$01,$82,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$C2,$01,$5E,$5B,$50,$50,$4F,$01
DB $4E,$60,$5D,$61,$50,$01,$81,$01,$01,$01
DB $01,$82,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$C2,$01,$4C,$57
DB $62,$4C,$64,$5E,$01,$44,$42,$52,$01,$01
DB $81,$01,$01,$01,$01,$82,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $C2,$01,$5E,$5F,$4C,$5D,$5F,$01,$57,$50
DB $61,$50,$57,$01,$81,$01,$01,$01,$01,$82
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01
sTitleScreenTileMapEnd::

View File

@ -605,12 +605,12 @@ SetNumberSpritePositions::
GradeRendering::
; Set the Y position of the grade objects.
ld a, $17
ld a, GRADE_BASE_Y
ld [wGrade0], a
ld [wGrade1], a
; Set the X position of the grade objects.
ld a, $91
ld a, GRADE_BASE_X
ld [wGrade0+1], a
add a, $8
ld [wGrade1+1], a

View File

@ -413,8 +413,8 @@ GamePlayEventLoopHandlerB::
; Draw the field in grey.
; Yes. This really unrolls the loop that many times.
ld hl, wField+(4*10)
REPT 60
ld hl, wField+(3*10)
REPT 70
ld a, [hl]
cp a, TILE_FIELD_EMPTY
jr nz, .notempty1\@
@ -558,7 +558,7 @@ GamePlayEventLoopHandlerB::
call FromBackupField
ldh a, [hPrePause]
ldh [hMode], a
jr .drawStaticInfo
jp .drawStaticInfo
; Draw PAUSE all over the field.
.nounpause
@ -567,6 +567,10 @@ GamePlayEventLoopHandlerB::
ld bc, 20
call UnsafeMemCopy
ld de, sPause
ld hl, wField+(2*10)
ld bc, 20
call UnsafeMemCopy
ld de, sPause
ld hl, wField+(6*10)
ld bc, 20
call UnsafeMemCopy
@ -1110,7 +1114,7 @@ GamePlayBigEventLoopHandlerB:
.skip6\@
DEF off += 1
ENDR
REPT 90
REPT 110
ld a, [hl]
cp a, TILE_FIELD_EMPTY
jr nz, .notempty7\@