diff --git a/DMGTRIS.GB b/DMGTRIS.GB index cf96517..3395291 100644 Binary files a/DMGTRIS.GB and b/DMGTRIS.GB differ diff --git a/README.md b/README.md index 09e5a5d..dd41c51 100644 --- a/README.md +++ b/README.md @@ -11,6 +11,13 @@ The Randomizer uses a TGM2-style 4-history randomizer preloaded with SSZZ, and w The game itself runs at a constant 60fps as well as at the traditional 20 row visible grid. +There are five available game modes: +- TGM1: 4 history, 4 rerolls, no sonic drop, never start with O, S or Z. +- TGM2: 4 history, 6 rerolls, sonic drop, never start with O, S or Z. +- TGM3: 6 history, 6 rerolls, sonic drop, never start with O, S or Z. (Note, not the actual 35-bag as used in TGM3, and floor kicks are not implemented (yet) either.) +- HELL: No history, no rerolls, no sonic drop, never start with O, S or Z. +- EASY: 6 history, 256 rerolls, sonic drop, never start with O, S or Z. + ## Playing You can build the game yourself, or use the binary [here](https://git.villadelfia.org/villadelfia/dmgtris/raw/branch/master/DMGTRIS.GB) or [here](https://github.com/Villadelfia/DMGTRIS/raw/master/DMGTRIS.GB). @@ -25,7 +32,7 @@ Please do not try running it on older emulators such as VBA, since this game use - A/B/Start — Start the game - Left/Right — Switch A/B rotation direction - Up/Down — Select starting level -- Select — Select amount of times a piece will be rerolled if it was given to you in the previous 4 pieces. TGM2 uses 6 for this value, TGM1 uses 4 for this value. You can set this to 0 (pure RNG except you'll never start with O, S, or Z), to 15 (F. Basically never get duplicates.) +- Select — Select game mode ### Gameplay - A — Rotate 1 diff --git a/src/field.asm b/src/field.asm index dfbd284..f30286d 100644 --- a/src/field.asm +++ b/src/field.asm @@ -475,6 +475,25 @@ CanPieceFit: 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:: ; Always reset these for a new piece. ldh a, [hCurrentLockDelay] @@ -678,7 +697,12 @@ FieldProcess:: ; How deep can we go? : call FindMaxG - ; If we press up, we want to do a sonic drop. + ; If we press up, we want to do a sonic drop, but not in TGM1 or HELL mode. + ldh a, [hSimulationMode] + cp a, MODE_TGM1 + jr z, :+ + cp a, MODE_HELL + jr z, :+ ldh a, [hUpState] cp a, 1 jr nz, :+ diff --git a/src/include/globals.asm b/src/include/globals.asm index 273faec..6ccd625 100644 --- a/src/include/globals.asm +++ b/src/include/globals.asm @@ -111,15 +111,16 @@ DEF PALETTE_LIGHTER_3 EQU %00000000 DEF TITLE_A EQU $99CD DEF TITLE_B EQU $99CF DEF TITLE_LEVEL EQU $996C -DEF TITLE_ROLLS EQU $9A2F -DEF FIELD_RNGTELL EQU $9812 +DEF TITLE_MODE EQU $9A2E +DEF FIELD_MODE EQU $9811 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_PIECE_0 EQU 10 DEF TILE_0 EQU 66 -DEF TILE_0_FAINT EQU 196 +DEF TILE_MODE_FAINT_0 EQU 196 +DEF TILE_MODE_0 EQU 234 DEF TILE_CLEARING EQU 124 DEF TILE_GHOST EQU 125 DEF TILE_A EQU 76 @@ -158,6 +159,11 @@ DEF GAME_OVER_R12 EQU 153 DEF GAME_OVER_R14 EQU 173 DEF GAME_OVER_OTHER EQU 131 DEF LEADY_GO_TIME EQU 90 +DEF MODE_TGM1 EQU 0 +DEF MODE_TGM2 EQU 1 +DEF MODE_TGM3 EQU 2 +DEF MODE_HELL EQU 3 +DEF MODE_EASY EQU 4 ENDC diff --git a/src/main.asm b/src/main.asm index 402aacd..1576648 100644 --- a/src/main.asm +++ b/src/main.asm @@ -29,6 +29,7 @@ SECTION "High Globals", HRAM hGameState:: ds 1 hSwapAB:: ds 1 hInitialA:: ds 1 +hSimulationMode:: ds 1 SECTION "Stack", WRAM0 @@ -64,13 +65,13 @@ Main:: ; Zero out the ram where needed. xor a, a ldh [hSwapAB], a + ld a, MODE_TGM2 + ldh [hSimulationMode], a ld hl, sSpeedCurve ld a, l ldh [hStartSpeed], a ld a, h ldh [hStartSpeed+1], a - ld a, 6 - ldh [hRNGRerolls], a call TimeInit call IntrInit call InputInit diff --git a/src/res/sources/tiles.gbr b/src/res/sources/tiles.gbr index ee75eb8..9234f84 100644 Binary files a/src/res/sources/tiles.gbr and b/src/res/sources/tiles.gbr differ diff --git a/src/res/sources/title_map.gbm b/src/res/sources/title_map.gbm index 6e461f8..f206b47 100644 Binary files a/src/res/sources/title_map.gbm and b/src/res/sources/title_map.gbm differ diff --git a/src/res/tiles.inc b/src/res/tiles.inc index 7228917..5a5f752 100644 --- a/src/res/tiles.inc +++ b/src/res/tiles.inc @@ -282,30 +282,30 @@ Tiles:: DB $C0,$C0,$C0,$C0,$F0,$F0,$00,$00 DB $0F,$0F,$03,$03,$03,$03,$03,$03 DB $03,$03,$03,$03,$0F,$0F,$00,$00 - DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 - DB $FF,$00,$FF,$00,$FF,$00,$00,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 - DB $FF,$7C,$FF,$C6,$FF,$C0,$FF,$CE - DB $FF,$C6,$FF,$C6,$FF,$7C,$00,$00 - DB $FF,$38,$FF,$6C,$FF,$C6,$FF,$FE - DB $FF,$C6,$FF,$C6,$FF,$C6,$00,$00 - DB $FF,$C6,$FF,$EE,$FF,$FE,$FF,$D6 - DB $FF,$C6,$FF,$C6,$FF,$C6,$00,$00 - DB $FF,$FE,$FF,$C0,$FF,$C0,$FF,$F8 - DB $FF,$C0,$FF,$C0,$FF,$FE,$00,$00 - DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 - DB $FF,$00,$FF,$00,$FF,$00,$00,$00 - DB $FF,$7C,$FF,$C6,$FF,$C6,$FF,$C6 - DB $FF,$C6,$FF,$C6,$FF,$7C,$00,$00 - DB $FF,$C6,$FF,$C6,$FF,$6C,$FF,$6C - DB $FF,$6C,$FF,$38,$FF,$38,$00,$00 - DB $FF,$FE,$FF,$C0,$FF,$C0,$FF,$F8 - DB $FF,$C0,$FF,$C0,$FF,$FE,$00,$00 - DB $FF,$FC,$FF,$C6,$FF,$C6,$FF,$FC - DB $FF,$F8,$FF,$DC,$FF,$CE,$00,$00 - DB $FF,$18,$FF,$3C,$FF,$3C,$FF,$18 - DB $FF,$18,$FF,$00,$FF,$18,$00,$00 + DB $7C,$FF,$C6,$FF,$C0,$FF,$CE,$FF + DB $C6,$FF,$C6,$FF,$7C,$FF,$00,$00 + DB $38,$FF,$6C,$FF,$C6,$FF,$FE,$FF + DB $C6,$FF,$C6,$FF,$C6,$FF,$00,$00 + DB $C6,$FF,$EE,$FF,$FE,$FF,$D6,$FF + DB $C6,$FF,$C6,$FF,$C6,$FF,$00,$00 + DB $FE,$FF,$C0,$FF,$C0,$FF,$F8,$FF + DB $C0,$FF,$C0,$FF,$FE,$FF,$00,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$00 + DB $7C,$FF,$C6,$FF,$C6,$FF,$C6,$FF + DB $C6,$FF,$C6,$FF,$7C,$FF,$00,$00 + DB $C6,$FF,$C6,$FF,$6C,$FF,$6C,$FF + DB $6C,$FF,$38,$FF,$38,$FF,$00,$00 + DB $FE,$FF,$C0,$FF,$C0,$FF,$F8,$FF + DB $C0,$FF,$C0,$FF,$FE,$FF,$00,$00 + DB $FC,$FF,$C6,$FF,$C6,$FF,$FC,$FF + DB $F8,$FF,$DC,$FF,$CE,$FF,$00,$00 + DB $18,$FF,$3C,$FF,$3C,$FF,$18,$FF + DB $18,$FF,$00,$FF,$18,$FF,$00,$00 DB $7C,$7C,$C6,$C6,$C0,$C0,$CE,$CE DB $C6,$C6,$C6,$C6,$7C,$7C,$00,$00 DB $38,$38,$6C,$6C,$C6,$C6,$FE,$FE @@ -326,26 +326,26 @@ Tiles:: DB $F8,$F8,$DC,$DC,$CE,$CE,$00,$00 DB $18,$18,$3C,$3C,$3C,$3C,$18,$18 DB $18,$18,$00,$00,$18,$18,$00,$00 - DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 - DB $FF,$00,$FF,$00,$FF,$00,$00,$00 - DB $FF,$FC,$FF,$C6,$FF,$C6,$FF,$FC - DB $FF,$F8,$FF,$DC,$FF,$CE,$00,$00 - DB $FF,$FE,$FF,$C0,$FF,$C0,$FF,$F8 - DB $FF,$C0,$FF,$C0,$FF,$FE,$00,$00 - DB $FF,$FC,$FF,$30,$FF,$30,$FF,$30 - DB $FF,$30,$FF,$30,$FF,$30,$00,$00 - DB $FF,$FC,$FF,$C6,$FF,$C6,$FF,$FC - DB $FF,$F8,$FF,$DC,$FF,$CE,$00,$00 - DB $FF,$C6,$FF,$EE,$FF,$7C,$FF,$38 - DB $FF,$70,$FF,$E0,$FF,$C0,$00,$00 - DB $FF,$F0,$FF,$C0,$FF,$C0,$FF,$C0 - DB $FF,$C0,$FF,$C0,$FF,$F0,$00,$00 - DB $FF,$38,$FF,$6C,$FF,$C6,$FF,$FE - DB $FF,$C6,$FF,$C6,$FF,$C6,$00,$00 - DB $FF,$0F,$FF,$03,$FF,$03,$FF,$03 - DB $FF,$03,$FF,$03,$FF,$0F,$00,$00 - DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 - DB $FF,$00,$FF,$00,$FF,$00,$00,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$00 + DB $FC,$FF,$C6,$FF,$C6,$FF,$FC,$FF + DB $F8,$FF,$DC,$FF,$CE,$FF,$00,$00 + DB $FE,$FF,$C0,$FF,$C0,$FF,$F8,$FF + DB $C0,$FF,$C0,$FF,$FE,$FF,$00,$00 + DB $FC,$FF,$30,$FF,$30,$FF,$30,$FF + DB $30,$FF,$30,$FF,$30,$FF,$00,$00 + DB $FC,$FF,$C6,$FF,$C6,$FF,$FC,$FF + DB $F8,$FF,$DC,$FF,$CE,$FF,$00,$00 + DB $C6,$FF,$EE,$FF,$7C,$FF,$38,$FF + DB $70,$FF,$E0,$FF,$C0,$FF,$00,$00 + DB $F0,$FF,$C0,$FF,$C0,$FF,$C0,$FF + DB $C0,$FF,$C0,$FF,$F0,$FF,$00,$00 + DB $38,$FF,$6C,$FF,$C6,$FF,$FE,$FF + DB $C6,$FF,$C6,$FF,$C6,$FF,$00,$00 + DB $0F,$FF,$03,$FF,$03,$FF,$03,$FF + DB $03,$FF,$03,$FF,$0F,$FF,$00,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 DB $FC,$FC,$C6,$C6,$C6,$C6,$FC,$FC @@ -366,26 +366,26 @@ Tiles:: DB $03,$03,$03,$03,$0F,$0F,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 - DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 - DB $FF,$00,$FF,$00,$FF,$00,$00,$00 - DB $FF,$7C,$FF,$C6,$FF,$C6,$FF,$C6 - DB $FF,$D6,$FF,$DE,$FF,$7C,$00,$00 - DB $FF,$C6,$FF,$C6,$FF,$C6,$FF,$C6 - DB $FF,$C6,$FF,$C6,$FF,$7C,$00,$00 - DB $FF,$18,$FF,$18,$FF,$18,$FF,$18 - DB $FF,$18,$FF,$18,$FF,$18,$00,$00 - DB $FF,$FC,$FF,$30,$FF,$30,$FF,$30 - DB $FF,$30,$FF,$30,$FF,$30,$00,$00 - DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 - DB $FF,$00,$FF,$00,$FF,$00,$00,$00 - DB $FF,$F0,$FF,$C0,$FF,$C0,$FF,$C0 - DB $FF,$C0,$FF,$C0,$FF,$F0,$00,$00 - DB $FF,$FC,$FF,$C6,$FF,$C6,$FF,$FC - DB $FF,$C6,$FF,$C6,$FF,$FC,$00,$00 - DB $FF,$0F,$FF,$03,$FF,$03,$FF,$03 - DB $FF,$03,$FF,$03,$FF,$0F,$00,$00 - DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 - DB $FF,$00,$FF,$00,$FF,$00,$00,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$00 + DB $7C,$FF,$C6,$FF,$C6,$FF,$C6,$FF + DB $D6,$FF,$DE,$FF,$7C,$FF,$00,$00 + DB $C6,$FF,$C6,$FF,$C6,$FF,$C6,$FF + DB $C6,$FF,$C6,$FF,$7C,$FF,$00,$00 + DB $18,$FF,$18,$FF,$18,$FF,$18,$FF + DB $18,$FF,$18,$FF,$18,$FF,$00,$00 + DB $FC,$FF,$30,$FF,$30,$FF,$30,$FF + DB $30,$FF,$30,$FF,$30,$FF,$00,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$00 + DB $F0,$FF,$C0,$FF,$C0,$FF,$C0,$FF + DB $C0,$FF,$C0,$FF,$F0,$FF,$00,$00 + DB $FC,$FF,$C6,$FF,$C6,$FF,$FC,$FF + DB $C6,$FF,$C6,$FF,$FC,$FF,$00,$00 + DB $0F,$FF,$03,$FF,$03,$FF,$03,$FF + DB $03,$FF,$03,$FF,$0F,$FF,$00,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 DB $7C,$7C,$C6,$C6,$C6,$C6,$C6,$C6 @@ -412,38 +412,38 @@ Tiles:: DB $A2,$A2,$A2,$A2,$BB,$BB,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$80,$80,$00,$00 - DB $07,$00,$05,$00,$05,$00,$05,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $02,$00,$06,$00,$02,$00,$02,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$01,$00,$02,$00,$04,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$01,$00,$03,$00,$01,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $05,$00,$05,$00,$07,$00,$01,$00 - DB $01,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$04,$00,$07,$00,$01,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$04,$00,$07,$00,$05,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$01,$00,$02,$00,$02,$00 - DB $02,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$05,$00,$07,$00,$05,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$05,$00,$07,$00,$01,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$05,$00,$07,$00,$05,$00 - DB $05,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$05,$00,$06,$00,$05,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$04,$00,$04,$00,$04,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $06,$00,$05,$00,$05,$00,$05,$00 - DB $06,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$04,$00,$06,$00,$04,$00 - DB $07,$00,$00,$00,$00,$00,$00,$00 - DB $07,$00,$04,$00,$06,$00,$04,$00 - DB $04,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$EE,$00,$48,$00,$4A,$00 + DB $4A,$00,$4E,$00,$00,$00,$00,$00 + DB $00,$00,$A4,$00,$EC,$00,$A4,$00 + DB $A4,$00,$AE,$00,$00,$00,$00,$00 + DB $00,$00,$EE,$00,$48,$00,$4A,$00 + DB $4A,$00,$4E,$00,$00,$00,$00,$00 + DB $00,$00,$AC,$00,$E2,$00,$A4,$00 + DB $A8,$00,$AE,$00,$00,$00,$00,$00 + DB $00,$00,$EE,$00,$48,$00,$4A,$00 + DB $4A,$00,$4E,$00,$00,$00,$00,$00 + DB $00,$00,$AC,$00,$E2,$00,$A4,$00 + DB $A2,$00,$AC,$00,$00,$00,$00,$00 + DB $00,$00,$AE,$00,$A8,$00,$EE,$00 + DB $A8,$00,$AE,$00,$00,$00,$00,$00 + DB $00,$00,$88,$00,$88,$00,$88,$00 + DB $88,$00,$EE,$00,$00,$00,$00,$00 + DB $00,$00,$E4,$00,$8A,$00,$CE,$00 + DB $8A,$00,$EA,$00,$00,$00,$00,$00 + DB $00,$00,$6A,$00,$8A,$00,$44,$00 + DB $24,$00,$C4,$00,$00,$00,$00,$00 + DB $00,$00,$AA,$00,$AA,$00,$44,$00 + DB $AA,$00,$AA,$00,$00,$00,$00,$00 + DB $00,$00,$AA,$00,$AA,$00,$44,$00 + DB $AA,$00,$AA,$00,$00,$00,$00,$00 + DB $00,$00,$AA,$00,$AA,$00,$44,$00 + DB $AA,$00,$AA,$00,$00,$00,$00,$00 + DB $00,$00,$AA,$00,$AA,$00,$44,$00 + DB $AA,$00,$AA,$00,$00,$00,$00,$00 + DB $00,$00,$AA,$00,$AA,$00,$44,$00 + DB $AA,$00,$AA,$00,$00,$00,$00,$00 + DB $00,$00,$AA,$00,$AA,$00,$44,$00 + DB $AA,$00,$AA,$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 @@ -472,6 +472,66 @@ Tiles:: 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 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$EE,$EE,$48,$48,$4A,$4A + DB $4A,$4A,$4E,$4E,$00,$00,$00,$00 + DB $00,$00,$A4,$A4,$EC,$EC,$A4,$A4 + DB $A4,$A4,$AE,$AE,$00,$00,$00,$00 + DB $00,$00,$EE,$EE,$48,$48,$4A,$4A + DB $4A,$4A,$4E,$4E,$00,$00,$00,$00 + DB $00,$00,$AC,$AC,$E2,$E2,$A4,$A4 + DB $A8,$A8,$AE,$AE,$00,$00,$00,$00 + DB $00,$00,$EE,$EE,$48,$48,$4A,$4A + DB $4A,$4A,$4E,$4E,$00,$00,$00,$00 + DB $00,$00,$AC,$AC,$E2,$E2,$A4,$A4 + DB $A2,$A2,$AC,$AC,$00,$00,$00,$00 + DB $00,$00,$AE,$AE,$A8,$A8,$EE,$EE + DB $A8,$A8,$AE,$AE,$00,$00,$00,$00 + DB $00,$00,$88,$88,$88,$88,$88,$88 + DB $88,$88,$EE,$EE,$00,$00,$00,$00 + DB $00,$00,$E4,$E4,$8A,$8A,$CE,$CE + DB $8A,$8A,$EA,$EA,$00,$00,$00,$00 + DB $00,$00,$6A,$6A,$8A,$8A,$44,$44 + DB $24,$24,$C4,$C4,$00,$00,$00,$00 + DB $00,$00,$AA,$AA,$AA,$AA,$44,$44 + DB $AA,$AA,$AA,$AA,$00,$00,$00,$00 + DB $00,$00,$AA,$AA,$AA,$AA,$44,$44 + DB $AA,$AA,$AA,$AA,$00,$00,$00,$00 + DB $00,$00,$AA,$AA,$AA,$AA,$44,$44 + DB $AA,$AA,$AA,$AA,$00,$00,$00,$00 + DB $00,$00,$AA,$AA,$AA,$AA,$44,$44 + DB $AA,$AA,$AA,$AA,$00,$00,$00,$00 + DB $00,$00,$AA,$AA,$AA,$AA,$44,$44 + DB $AA,$AA,$AA,$AA,$00,$00,$00,$00 + DB $00,$00,$AA,$AA,$AA,$AA,$44,$44 + DB $AA,$AA,$AA,$AA,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $00,$00,$00,$00,$00,$00,$00,$00 + DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 + DB $FF,$00,$FF,$00,$FF,$00,$FF,$00 + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $00,$FF,$00,$FF,$00,$FF,$00,$FF + DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF + DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF + DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF + DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF + DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF + DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF TilesEnd:: diff --git a/src/res/title_map.inc b/src/res/title_map.inc index 1c794b6..8a94b33 100644 --- a/src/res/title_map.inc +++ b/src/res/title_map.inc @@ -75,8 +75,8 @@ TitleScreenTilemap:: 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,$01,$C1,$C2,$C3,$5D,$59 - DB $52,$01,$5D,$5A,$57,$57,$5E,$01,$81,$48 + DB $01,$01,$01,$01,$01,$C1,$C2,$C3,$58,$5A + DB $4F,$50,$01,$01,$01,$01,$01,$81,$C4,$C5 DB $82,$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 diff --git a/src/rng.asm b/src/rng.asm index 63189b9..05b4b3c 100644 --- a/src/rng.asm +++ b/src/rng.asm @@ -24,9 +24,8 @@ INCLUDE "globals.asm" SECTION "High RNG Variables", HRAM hRNGSeed: ds 4 -hPieceHistory: ds 4 +hPieceHistory: ds 6 hNextPiece:: ds 1 -hRNGRerolls:: ds 1 section "RNG Functions", ROM0 @@ -52,6 +51,8 @@ RNGInit:: ld a, PIECE_Z ldh [hPieceHistory], a ldh [hPieceHistory+1], a + ldh [hPieceHistory+4], a + ldh [hPieceHistory+5], a ld a, PIECE_S ldh [hPieceHistory+2], a ldh [hPieceHistory+3], a @@ -72,33 +73,73 @@ RNGInit:: GetNextPiece:: - ldh a, [hRNGRerolls] - cp a, 0 +: ldh a, [hSimulationMode] ; Hell? + cp a, MODE_HELL jr nz, :+ call NextPiece jr .donerolling -: inc a + +: ldh a, [hSimulationMode] ; TGM1? + cp a, MODE_TGM1 + jr nz, :+ + ld a, 5 ld e, a -: dec e + jr .rollloop + +: ldh a, [hSimulationMode] ; EASY? + cp a, MODE_EASY + jr nz, :+ + ld a, 0 + ld e, a + jr .rollloop + +: ld a, 7 ; TGM2/3. + ld e, a + +.rollloop + dec e jr z, .donerolling call NextPiece ld hl, hPieceHistory cp a, [hl] - jr z, :- + jr z, .rollloop inc hl cp a, [hl] - jr z, :- + jr z, .rollloop inc hl cp a, [hl] - jr z, :- + jr z, .rollloop inc hl cp a, [hl] - jr z, :- + jr z, .rollloop + + ; Are we in TGM3 or EASY mode? + ld b, a + ldh a, [hSimulationMode] + cp a, MODE_TGM3 + jr z, .6hist + cp a, MODE_EASY + jr z, .6hist + jr .donerolling ; If not, we're done rolling. + + ; If we are, extend the history by 2. +.6hist + ld a, b + inc hl + cp a, [hl] + jr z, .rollloop + inc hl + cp a, [hl] + jr z, .rollloop .donerolling ldh [hNextPiece], a ld b, a + ldh a, [hPieceHistory+4] + ldh [hPieceHistory+5], a + ldh a, [hPieceHistory+3] + ldh [hPieceHistory+4], a ldh a, [hPieceHistory+2] ldh [hPieceHistory+3], a ldh a, [hPieceHistory+1] diff --git a/src/state_gameplay.asm b/src/state_gameplay.asm index fdc6cf2..19a7866 100644 --- a/src/state_gameplay.asm +++ b/src/state_gameplay.asm @@ -63,10 +63,13 @@ SwitchToGameplay:: ld bc, GameplayTilemapEnd - GameplayTilemap call UnsafeMemCopy - ; Place a tell on the screen for RNG rerolls. - ld hl, FIELD_RNGTELL - ldh a, [hRNGRerolls] - add a, TILE_0_FAINT + ; Place a tell on the screen for mode. + ld hl, FIELD_MODE + ldh a, [hSimulationMode] + sla a + add a, TILE_MODE_FAINT_0 + ld [hl+], a + inc a ld [hl], a ; Clear OAM. @@ -352,6 +355,9 @@ delayMode: : jp drawStaticInfo preGameOverMode: + ; Spawn the failed piece. + call ForceSpawnPiece + ; Draw the field in grey. ; Yes. This really unrolls the loop that many times. ld hl, wField+(4*10) diff --git a/src/state_title.asm b/src/state_title.asm index d4a66f4..36477fb 100644 --- a/src/state_title.asm +++ b/src/state_title.asm @@ -89,14 +89,17 @@ SwitchToTitle:: TitleEventLoopHandler:: - ; Increment RNG leniency? + ; Increment mode? ldh a, [hSelectState] cp a, 1 jr nz, :+ - ldh a, [hRNGRerolls] + ldh a, [hSimulationMode] inc a - and a, $0F - ldh [hRNGRerolls], a + cp a, 5 + jr nz, .write + xor a, a +.write + ldh [hSimulationMode], a jp EventLoopPostHandler ; Start game? @@ -255,10 +258,13 @@ TitleVBlankHandler:: ld hl, TITLE_LEVEL+1 ld [hl], a - ; Draw RNG - ldh a, [hRNGRerolls] - add a, TILE_0 - ld hl, TITLE_ROLLS + ; Draw Mode + ld hl, TITLE_MODE + ldh a, [hSimulationMode] + sla a + add a, TILE_MODE_0 + ld [hl+], a + inc a ld [hl], a ; Draw A/B