Big challenge rolls.

This commit is contained in:
Randy Thiemann 2023-11-09 21:26:17 +01:00
parent 100d40c4e6
commit f4429139d4
8 changed files with 3155 additions and 3097 deletions

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@ -237,6 +237,26 @@ FromBackupField::
ld bc, 10*24
jp UnsafeMemCopy
GoBig::
ld hl, wWideBlittedField
ld bc, 10*22
ld d, TILE_BLANK
call UnsafeMemSet
ld hl, wField
ld bc, 10*24
ld d, 0
call UnsafeMemSet
DEF row = 0
REPT 14
ld hl, wField + (row*10)
ld bc, 5
ld d, TILE_FIELD_EMPTY
call UnsafeMemSet
DEF row += 1
ENDR
ld a, STATE_GAMEPLAY_BIG
ldh [hGameState], a
ret
; Copies the field to the shadow field.
; This shadow field is used to calculate whether or not the piece can fit.

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@ -46,6 +46,7 @@ wKillScreenActivationLevel: ds 2
wKillScreenActivationLevelBCD: ds 2
wLastLockLevel: ds 2
wStaffRollDuration:: ds 2
wBigStaffRoll:: ds 1
wBonesActive:: ds 1
wInvisActive:: ds 1
wKillScreenActive:: ds 1
@ -202,8 +203,10 @@ SpecialLevelInit:
ld [wLastLockLevel+1], a
ld a, [hl+]
ld [wStaffRollDuration], a
ld a, [hl]
ld a, [hl+]
ld [wStaffRollDuration+1], a
ld a, [hl]
ld [wBigStaffRoll], a
ret

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@ -198,6 +198,7 @@ sDMGTSpeedCurveSpecialData::
dw $9999 ; Same but in BCD.
dw 9998 ; If the last level lock isn't at x99, where is it?
dw 3600 ; How long does the staff roll last after the kill screen, in frames.
db $FF ; Big mode in staff roll?
sTGM1SpeedCurve::
@ -337,6 +338,10 @@ sTGM1SpeedCurve::
db 20, $00
db 30, 30, 16, 30, 41
dw $0995, 995, $0999
db 20, $00
db 30, 30, 16, 30, 41
sTGM1SpeedCurveEnd::
dw $FFFF
@ -347,6 +352,7 @@ sTGM1SpeedCurveSpecialData::
dw $0999 ; Same but in BCD.
dw 998 ; If the last level lock isn't at x99, where is it?
dw 3600 ; How long does the staff roll last after the kill screen, in frames.
db $FF ; Big mode in staff roll?
sCHILSpeedCurve::
@ -448,6 +454,7 @@ sCHILSpeedCurveSpecialData::
dw $9999 ; Same but in BCD.
dw 9998 ; If the last level lock isn't at x99, where is it?
dw $FFFF ; How long does the staff roll last after the kill screen, in frames.
db $00 ; Big mode in staff roll?
sTGM3SpeedCurve::
@ -607,8 +614,9 @@ sTGM3SpeedCurveSpecialData::
dw 1299 ; When do blocks turn invisible?
dw 1299 ; When is the hard kill screen?
dw $1299 ; Same but in BCD.
dw 1298 ; If the last level lock isn't at x99, where is it?
dw 1298 ; If the last level lock isn't at x99, where is it?
dw 3600 ; How long does the staff roll last after the kill screen, in frames.
db $00 ; Big mode in staff roll?
sDEATSpeedCurve::
dw $0000, 0, $0100
@ -661,6 +669,7 @@ sDEATSpeedCurveSpecialData::
dw $0999 ; Same but in BCD.
dw 998 ; If the last level lock isn't at x99, where is it?
dw 3600 ; How long does the staff roll last after the kill screen, in frames.
db $00 ; Big mode in staff roll?
sSHIRSpeedCurve::
@ -697,11 +706,12 @@ sSHIRSpeedCurveEnd::
sSHIRSpeedCurveSpecialData::
dw 900 ; When do we get bones?
dw 1300 ; When do blocks turn invisible?
dw $FFFF ; When do blocks turn invisible?
dw 1300 ; When is the hard kill screen?
dw $1300 ; Same but in BCD.
dw $FFFF ; If the last level lock isn't at x99, where is it?
dw 3600 ; How long does the staff roll last after the kill screen, in frames.
db $FF ; Big mode in staff roll?
sMYCOSpeedCurve::
@ -815,6 +825,7 @@ sMYCOSpeedCurveSpecialData::
dw $0300 ; Same but in BCD.
dw $FFFF ; If the last level lock isn't at x99, where is it?
dw $FFFF ; How long does the staff roll last after the kill screen, in frames.
db $00 ; Big mode in staff roll?
sSharedTiles::

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@ -40,6 +40,7 @@ hRequestedJingle: ds 1
SECTION "Gameplay Variables", WRAM0
wRollLine: ds 1
wInStaffRoll:: ds 1
wBigModeTransfered: ds 1
SECTION "Gameplay Function Trampolines", ROM0
@ -444,6 +445,10 @@ GamePlayEventLoopHandlerB::
.preGameOverMode
xor a, a
ldh [hAState], a
ldh [hBState], a
; Is it just a regular game over?
ld a, [wKillScreenActive]
cp a, $FF
@ -668,6 +673,7 @@ GamePlayEventLoopHandlerB::
ld hl, wField+(20*10)
ld bc, 40
call UnsafeMemCopy
jr .drawStaticInfo
; Prepare for staff roll.
@ -702,11 +708,16 @@ GamePlayEventLoopHandlerB::
.predone
call FieldClear
call ToShadowField
ld a, MODE_PREFETCHED_PIECE
ldh [hMode], a
ld a, $FF
ld [wInStaffRoll], a
ld a, [wBigStaffRoll]
cp a, $FF
jr nz, .staysmall
call GoBig
.staysmall
call ToShadowField
ldh a, [hNextPiece]
ldh [hCurrentPiece], a
call GetNextPiece
@ -715,7 +726,7 @@ GamePlayEventLoopHandlerB::
ld a, [hl+]
ld c, a
ld b, [hl]
call StartCountdown
jp StartCountdown
; Always draw the score, level, next piece, and held piece.
@ -1189,6 +1200,10 @@ GamePlayBigEventLoopHandlerB:
.preGameOverMode
xor a, a
ldh [hAState], a
ldh [hBState], a
; Is it just a regular game over?
ld a, [wKillScreenActive]
cp a, $FF
@ -1414,6 +1429,7 @@ GamePlayBigEventLoopHandlerB:
ld hl, wWideBlittedField+(20*10)
ld bc, 20
call UnsafeMemCopy
jp .drawStaticInfo
; Prepare for staff roll.