Add more drop options and change how they work.
This commit is contained in:
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@ -40,9 +40,16 @@ Choose between a few randomizer options:
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Select the rotation rules:
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- ARS1: Classic ARS from TGM1 and TGM2.
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- ARS2: ARS from TGM3.
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- NES: No kicks.
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### Drop Mode
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Select whether up performs a sonic drop, a hard drop, or nothing at all.
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Choose how the up and down buttons act:
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- FIRM: Up drops to the bottom but does not lock until you are in neutral position. Down locks.
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- SNIC: Like FIRM, but thre is no neutral lock.
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- HARD: Up drops and locks. Down does not lock until you go neutral when the piece is grounded.
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- LOCK: Like HARD but down locks.
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- NONE: Up does nothing. Down locks.
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### Speed Curve
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Select between several speed curves including the DMGTRIS default speed curve, TGM1, TGM3, as well as DEATH and SHIRASE mode. In addition there's a "CHILL" curve for when you just want to enjoy some tetris. It doesn't speed up very fast at all.
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BIN
bin/DMGTRIS.GBC
BIN
bin/DMGTRIS.GBC
Binary file not shown.
Binary file not shown.
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@ -61,8 +61,9 @@ CHARMAP "[", 129
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CHARMAP "]", 130
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CHARMAP "/", 128
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CHARMAP "-", 127
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CHARMAP "|", 126
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CHARMAP "#", 125
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CHARMAP "#", 126
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CHARMAP ".", 216
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CHARMAP ":", 222
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SECTION "Static Data", ROMX, BANK[1]
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@ -83,9 +84,12 @@ sOption1::
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sOption2::
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db "ARS1"
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db "ARS2"
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db " NES"
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sOption3::
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db "FIRM"
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db "SNIC"
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db "HARD"
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db "LOCK"
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db "NONE"
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sOption4::
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db "DMGT"
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@ -58,6 +58,7 @@ hDownFrames: ds 1
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hAwardDownBonus: ds 1
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hStalePiece: ds 1
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hBravo: ds 1
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hShouldLockIfGrounded: ds 1
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SECTION "Field Functions", ROM0
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@ -528,6 +529,7 @@ TrySpawnPiece::
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ldh [hDownFrames], a
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ldh [hAwardDownBonus], a
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ldh [hLockDelayForce], a
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ldh [hShouldLockIfGrounded], a
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ldh a, [hCurrentLockDelay]
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ldh [hCurrentLockDelayRemaining], a
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ldh a, [hCurrentFramesPerGravityTick]
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@ -576,8 +578,6 @@ TrySpawnPiece::
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jp CanPieceFitFast
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; Draws the piece onto the field.
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; B is the tile.
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; DE should point to the piece's rotation state data.
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@ -820,6 +820,11 @@ FieldProcess::
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; Try kicks if the piece isn't I or O. And in the case of J L and T, only if the blocked side is the left or right.
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.maybekick
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ld c, a
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; No kicks for NES mode.
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ld a, [wRotModeState]
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cp a, ROT_MODE_NES
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jp z, .norot
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ldh a, [hCurrentPiece]
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; O pieces never kick, obviously.
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cp a, PIECE_O
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@ -1193,19 +1198,26 @@ FieldProcess::
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cp a, 20
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jr z, .postdrop
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ldh a, [hUpState]
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cp a, 0
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jr z, .postdrop
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cp a, 1
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jr nz, .postdrop
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; What kind, if any?
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ld a, [wDropModeState]
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cp a, DROP_MODE_NONE
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jr z, .postdrop
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cp a, DROP_MODE_LOCK
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jr z, .harddrop
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cp a, DROP_MODE_HARD
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jr z, .harddrop
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; Sonic drop.
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.sonicdrop
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ld a, [wDropModeState]
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cp a, DROP_MODE_SNIC
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jr z, :+
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ld a, $FF
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ldh [hShouldLockIfGrounded], a
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: ld a, $FF
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ldh [hAwardDownBonus], a
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ld a, 20
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ldh [hWantedG], a
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@ -1215,6 +1227,11 @@ FieldProcess::
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jr nz, .grav
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ldh a, [hCurrentFramesPerGravityTick]
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ldh [hTicksUntilG], a
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ld a, [wDropModeState]
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cp a, DROP_MODE_SNIC
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jr z, .grav
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ld a, $FF
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ldh [hShouldLockIfGrounded], a
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jr .grav
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; Hard drop.
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@ -1250,6 +1267,11 @@ FieldProcess::
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ldh [hDownFrames], a
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ld a, 1
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ldh [hTicksUntilG], a
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ld a, [wDropModeState]
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cp a, DROP_MODE_HARD
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jr nz, :+
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ld a, $FF
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ldh [hShouldLockIfGrounded], a
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; Gravity?
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: ldh a, [hTicksUntilG]
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@ -1302,7 +1324,7 @@ FieldProcess::
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call GetPieceDataFast
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call CanPieceFitFast
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cp a, $FF
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jr z, .notgrounded
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jp z, .notgrounded
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; We're grounded.
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.grounded
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@ -1330,20 +1352,57 @@ FieldProcess::
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.postcheckforfirmdropsound
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ldh a, [hDownState]
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cp a, 0
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jr z, .dontforcelock
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ldh a, [hCurrentGravityPerTick]
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jr z, .neutralcheck
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; Don't lock on down for hard drop mode immediately.
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ld a, [wDropModeState]
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cp a, DROP_MODE_HARD
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jr nz, :+
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ld a, $FF
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ldh [hShouldLockIfGrounded], a
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jr .dontforcelock
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; Lock on down in modes <20G.
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: ldh a, [hCurrentGravityPerTick]
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cp a, 20
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jr nz, .forcelock
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; In 20G mode, only lock if down has been pressed for exactly 1 frame.
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ldh a, [hDownState]
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cp a, 1
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jr z, .forcelock
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jr .dontforcelock
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; If the down button is not held, check if we're neutral and if that should lock.
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.neutralcheck
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ldh a, [hShouldLockIfGrounded]
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cp a, 0
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jr z, .dontforcelock
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; Check for neutral.
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ldh a, [hUpState]
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cp a, 0
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jr nz, .dontforcelock
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ldh a, [hLeftState]
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cp a, 0
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jr nz, .dontforcelock
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ldh a, [hRightState]
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cp a, 0
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jr nz, .dontforcelock
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; Lock on neutral for a few modes.
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ld a, [wDropModeState]
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cp a, DROP_MODE_FIRM
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jr z, .forcelock
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cp a, DROP_MODE_HARD
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jr z, .forcelock
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jr .dontforcelock
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; Set the lock delay to 0 and save it.
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.forcelock
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ld a, 0
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xor a, a
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ldh [hCurrentLockDelayRemaining], a
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jr .checklockdelay
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jr .dolock
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; Load the lock delay.
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; Decrement it by one and save it.
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@ -1380,6 +1439,8 @@ FieldProcess::
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.notgrounded
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ldh a, [hCurrentLockDelay]
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ldh [hCurrentLockDelayRemaining], a
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xor a, a
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ldh [hShouldLockIfGrounded], a
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; **************************************************************
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@ -23,13 +23,6 @@ INCLUDE "hardware.inc"
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INCLUDE "structs.asm"
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; PPU modes:
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; - 0: HBlank
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; - 1: VBlank
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; - 2: OAM Scan
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; - 3: Drawing
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; Waits for PPU mode to be 0 or 1.
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; We don't wait for 2 because it's super short and impractical to do much of anything in.
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MACRO wait_vram
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@ -93,11 +86,14 @@ MACRO lb
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ld \1, (LOW(\2) << 8) | LOW(\3)
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ENDM
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; Magic bytes for save files.
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DEF SAVE_MAGIC_0 EQU "D"
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DEF SAVE_MAGIC_1 EQU "M"
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DEF SAVE_MAGIC_2 EQU "G"
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DEF SAVE_MAGIC_3 EQU "3"
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DEF SAVE_MAGIC_3 EQU "5"
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; Some useful palettes.
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DEF PALETTE_REGULAR EQU %11100100
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DEF PALETTE_INVERTED EQU %00011011
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DEF PALETTE_MONO_0 EQU %11111111
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@ -113,6 +109,7 @@ DEF PALETTE_LIGHTER_1 EQU %10010000
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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_Y EQU 40
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DEF HOLD_BASE_X EQU 115
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@ -123,8 +120,7 @@ DEF LEVEL_BASE_X EQU 120
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DEF CLEVEL_BASE_Y EQU 136
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DEF NLEVEL_BASE_Y EQU 148
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DEF SCURVE_ENTRY_SIZE EQU 8
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; Piece names
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DEF PIECE_I EQU 0
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DEF PIECE_Z EQU 1
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DEF PIECE_S EQU 2
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@ -132,8 +128,8 @@ DEF PIECE_J EQU 3
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DEF PIECE_L EQU 4
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DEF PIECE_O EQU 5
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DEF PIECE_T EQU 6
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DEF PIECE_NONE EQU 255
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; Sound effect names
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DEF SFX_IRS EQU $80
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DEF SFX_IHS EQU 10
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DEF SFX_LINE_CLEAR EQU 11
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@ -145,50 +141,11 @@ DEF SFX_RANKUP EQU 16
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DEF SFX_READYGO EQU 17
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DEF MUSIC_MENU EQU $EE
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DEF STACK_SIZE EQU 64
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; Tile data offsets
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DEF GAME_OVER_R10 EQU 133
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DEF GAME_OVER_R12 EQU 153
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DEF GAME_OVER_R14 EQU 173
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DEF GAME_OVER_OTHER EQU 131
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DEF LEADY_TIME EQU 80
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DEF GO_TIME EQU 40
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DEF BUTTON_MODE_NORM EQU 0
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DEF BUTTON_MODE_INVR EQU 1
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DEF BUTTON_MODE_COUNT EQU 2
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DEF TILE_RNG_MODE_BASE EQU 217
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DEF RNG_MODE_TGM1 EQU 0
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DEF RNG_MODE_TGM2 EQU 1
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DEF RNG_MODE_TGM3 EQU 2
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DEF RNG_MODE_HELL EQU 3
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DEF RNG_MODE_NES EQU 4
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DEF RNG_MODE_COUNT EQU 5
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DEF TILE_ROT_MODE_BASE EQU 225
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DEF ROT_MODE_ARS EQU 0
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DEF ROT_MODE_ARSTI EQU 1
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DEF ROT_MODE_COUNT EQU 2
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DEF TILE_DROP_MODE_BASE EQU 229
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DEF DROP_MODE_SONIC EQU 0
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DEF DROP_MODE_HARD EQU 1
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DEF DROP_MODE_NONE EQU 2
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DEF DROP_MODE_COUNT EQU 3
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DEF SCURVE_DMGT EQU 0
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DEF SCURVE_TGM1 EQU 1
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DEF SCURVE_TGM3 EQU 2
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DEF SCURVE_DEAT EQU 3
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DEF SCURVE_SHIR EQU 4
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DEF SCURVE_CHIL EQU 5
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DEF SCURVE_COUNT EQU 6
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DEF TILE_HIG_MODE_BASE EQU 232
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DEF HIG_MODE_OFF EQU 0
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DEF HIG_MODE_ON EQU 1
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DEF HIG_MODE_COUNT EQU 2
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DEF TILE_FIELD_EMPTY EQU 4
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DEF TILE_PIECE_0 EQU 10
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DEF TILE_0 EQU 66
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@ -197,6 +154,52 @@ 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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; Button mode.
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DEF BUTTON_MODE_NORM EQU 0
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DEF BUTTON_MODE_INVR EQU 1
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DEF BUTTON_MODE_COUNT EQU 2
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; RNG mode.
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DEF TILE_RNG_MODE_BASE EQU 218
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DEF RNG_MODE_TGM1 EQU 0
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DEF RNG_MODE_TGM2 EQU 1
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DEF RNG_MODE_TGM3 EQU 2
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DEF RNG_MODE_HELL EQU 3
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DEF RNG_MODE_NES EQU 4
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DEF RNG_MODE_COUNT EQU 5
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; Rotation mode.
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DEF TILE_ROT_MODE_BASE EQU 223
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DEF ROT_MODE_ARS EQU 0
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DEF ROT_MODE_ARSTI EQU 1
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DEF ROT_MODE_NES EQU 2
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DEF ROT_MODE_COUNT EQU 3
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; Drop mode.
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DEF TILE_DROP_MODE_BASE EQU 226
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DEF DROP_MODE_FIRM EQU 0
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DEF DROP_MODE_SNIC EQU 1
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DEF DROP_MODE_HARD EQU 2
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DEF DROP_MODE_LOCK EQU 3
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DEF DROP_MODE_NONE EQU 4
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DEF DROP_MODE_COUNT EQU 5
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; Speed curve selection.
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DEF SCURVE_DMGT EQU 0
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DEF SCURVE_TGM1 EQU 1
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DEF SCURVE_TGM3 EQU 2
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DEF SCURVE_DEAT EQU 3
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DEF SCURVE_SHIR EQU 4
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DEF SCURVE_CHIL EQU 5
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DEF SCURVE_COUNT EQU 6
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; 20G mode.
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DEF TILE_HIG_MODE_BASE EQU 231
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DEF HIG_MODE_OFF EQU 0
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DEF HIG_MODE_ON EQU 1
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DEF HIG_MODE_COUNT EQU 2
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; VRAM Offsets for title screen tiles
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DEF TITLE_OPTIONS EQU 7
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DEF TITLE_OPTION_0 EQU $98E0
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DEF TITLE_OPTION_1 EQU $9920
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@ -207,16 +210,33 @@ DEF TITLE_OPTION_5 EQU $9A20
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DEF TITLE_OPTION_6 EQU $9A60
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DEF TITLE_OPTION_OFFSET EQU 15
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; VRAM Offsets for gameplay tiles
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DEF FIELD_RNG EQU $9852
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DEF FIELD_ROT EQU $9892
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DEF FIELD_DROP EQU $9912
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DEF FIELD_HIG EQU $9952
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DEF FIELD_TOP_LEFT EQU $9800+1
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; Gameplay definitions.
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DEF LEADY_TIME EQU 80
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DEF GO_TIME EQU 40
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DEF PIECE_SPAWN_X EQU 5
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DEF PIECE_SPAWN_Y EQU 3
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DEF ROTATION_STATE_DEF EQU 0
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DEF ROTATION_STATE_CW EQU 1
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DEF ROTATION_STATE_180 EQU 2
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DEF ROTATION_STATE_CCW EQU 3
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; Game states. (Let these increase by 3)
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DEF STATE_TITLE EQU 0
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DEF STATE_GAMEPLAY EQU 3
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; Other
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DEF STACK_SIZE EQU 64
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DEF EASTER_0 EQU $9845
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DEF EASTER_1 EQU $9865
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; Magic location for bank id.
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DEF rBANKID EQU $4007
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ENDC
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@ -31,7 +31,6 @@ hAState:: ds 1
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hBState:: ds 1
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hStartState:: ds 1
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hSelectState:: ds 1
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hDASCharge:: ds 1
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@ -46,37 +45,10 @@ InputInit::
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ldh [hBState], a
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ldh [hStartState], a
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ldh [hSelectState], a
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ldh [hDASCharge], a
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ret
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GetInput::
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; Check if the left state > DAS charge.
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ldh a, [hLeftState]
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ld b, a
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ldh a, [hDASCharge]
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cp a, b
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; If so, save the new DAS charge.
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jr nc, :+
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ld a, b
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;ldh [hDASCharge], a
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; Check if the right state > DAS charge.
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: ldh a, [hRightState]
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ld b, a
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ldh a, [hDASCharge]
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cp a, b
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; If so, save the new DAS charge.
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jr nc, :+
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ld a, b
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;ldh [hDASCharge], a
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; There's an overflow risk here if the DAS charge is 255.
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: cp a, $FF
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jr nz, .btns
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dec a
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ldh [hDASCharge], a
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; Get the button state.
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.btns
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ld a, P1F_GET_BTN
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@ -187,7 +159,7 @@ GetInput::
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xor a, a
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ldh [hDownState], a
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; Read left button. If it's just been pressed, restore the held DAS charge.
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; Read left button.
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.readLeft
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bit 1, b
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jr nz, .clearLeft
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@ -195,42 +167,41 @@ GetInput::
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ldh a, [hLeftState]
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cp a, $FF
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jr z, .readRight
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cp a, 0
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jr nz, :+
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ldh a, [hDASCharge]
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: inc a
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inc a
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ldh [hLeftState], a
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jr .readRight
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.clearLeft
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xor a, a
|
||||
ldh [hLeftState], a
|
||||
|
||||
; Read right button. If it's just been pressed, restore the held DAS charge.
|
||||
; Read right button.
|
||||
.readRight
|
||||
bit 0, b
|
||||
jr nz, .clearRight
|
||||
.setRight
|
||||
ldh a, [hRightState]
|
||||
cp a, $FF
|
||||
jr z, .checkDAS
|
||||
cp a, 0
|
||||
jr nz, :+
|
||||
ldh a, [hDASCharge]
|
||||
: inc a
|
||||
jr z, .priorities
|
||||
inc a
|
||||
ldh [hRightState], a
|
||||
jr .checkDAS
|
||||
jr .priorities
|
||||
.clearRight
|
||||
xor a, a
|
||||
ldh [hRightState], a
|
||||
|
||||
; If none of the four directions are pressed, reset the DAS charge.
|
||||
.checkDAS
|
||||
ld a, b
|
||||
or a, $F0
|
||||
cp a, $FF
|
||||
ret nz
|
||||
; If left or right are pressed, zero out up and down.
|
||||
.priorities
|
||||
ldh a, [hRightState]
|
||||
cp a, 0
|
||||
jr nz, .zero
|
||||
ldh a, [hLeftState]
|
||||
cp a, 0
|
||||
ret z
|
||||
|
||||
.zero
|
||||
xor a, a
|
||||
ldh [hDASCharge], a
|
||||
ldh [hUpState], a
|
||||
ldh [hDownState], a
|
||||
ret
|
||||
|
||||
|
||||
|
|
27
src/main.asm
27
src/main.asm
|
@ -126,21 +126,36 @@ EventLoop::
|
|||
call HandleTimers
|
||||
|
||||
; Call the current state's event handler.
|
||||
ld b, 0
|
||||
ld hl, .eventloopjumps
|
||||
ldh a, [hGameState]
|
||||
cp a, b
|
||||
jp nz, GamePlayEventLoopHandler
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
jp hl
|
||||
|
||||
.eventloopjumps
|
||||
jp TitleEventLoopHandler
|
||||
jp GamePlayEventLoopHandler
|
||||
EventLoopPostHandler::
|
||||
|
||||
; Wait for vblank.
|
||||
wait_vblank
|
||||
|
||||
; Do OAM DMA.
|
||||
; This will chain jump into the vblank handler.
|
||||
jp hOAMDMA
|
||||
call hOAMDMA
|
||||
|
||||
; The VBlank Handler is expected to end with jr EventLoop.
|
||||
; Call the current state's vblank handler.
|
||||
ld hl, .vblankjumps
|
||||
ldh a, [hGameState]
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
jp hl
|
||||
|
||||
.vblankjumps
|
||||
jp TitleVBlankHandler
|
||||
jp BlitField
|
||||
; The VBlank Handler is expected to end with jp EventLoop.
|
||||
|
||||
|
||||
ENDC
|
||||
|
|
Binary file not shown.
|
@ -28,8 +28,8 @@ Tiles::
|
|||
DB $67,$1F,$67,$1F,$67,$1F,$00,$00
|
||||
DB $E6,$F8,$E6,$F8,$E6,$F8,$E6,$F8
|
||||
DB $E6,$F8,$E6,$F8,$E6,$F8,$00,$00
|
||||
DB $00,$00,$00,$00,$00,$00,$10,$00
|
||||
DB $00,$00,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$00,$01,$00,$00,$00
|
||||
DB $00,$00,$00,$00,$00,$FF,$FF,$FF
|
||||
DB $00,$FF,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$00,$FF,$FF,$FF,$00
|
||||
|
@ -44,8 +44,8 @@ Tiles::
|
|||
DB $66,$BD,$7E,$99,$00,$FF,$00,$00
|
||||
DB $00,$FF,$36,$C9,$6C,$93,$5A,$A5
|
||||
DB $36,$C9,$6C,$93,$00,$FF,$00,$00
|
||||
DB $00,$FF,$00,$BD,$3C,$81,$00,$81
|
||||
DB $3C,$81,$00,$BD,$00,$FF,$00,$00
|
||||
DB $00,$FF,$42,$BD,$7E,$81,$7E,$81
|
||||
DB $7E,$81,$42,$BD,$00,$FF,$00,$00
|
||||
DB $00,$FF,$3C,$C3,$5A,$A5,$7E,$81
|
||||
DB $5A,$A5,$3C,$C3,$00,$FF,$00,$00
|
||||
DB $00,$FF,$5A,$A5,$42,$BD,$42,$BD
|
||||
|
@ -58,8 +58,8 @@ Tiles::
|
|||
DB $E7,$BD,$FF,$99,$FF,$FF,$00,$00
|
||||
DB $FF,$FF,$B7,$C9,$ED,$93,$DB,$A5
|
||||
DB $B7,$C9,$ED,$93,$FF,$FF,$00,$00
|
||||
DB $FF,$FF,$81,$BD,$BD,$81,$81,$81
|
||||
DB $BD,$81,$81,$BD,$FF,$FF,$00,$00
|
||||
DB $FF,$FF,$C3,$BD,$FF,$81,$FF,$81
|
||||
DB $FF,$81,$C3,$BD,$FF,$FF,$00,$00
|
||||
DB $FF,$FF,$BD,$C3,$DB,$A5,$FF,$81
|
||||
DB $DB,$A5,$BD,$C3,$FF,$FF,$00,$00
|
||||
DB $FF,$FF,$DB,$A5,$C3,$BD,$C3,$BD
|
||||
|
@ -72,8 +72,8 @@ Tiles::
|
|||
DB $66,$BD,$FE,$BB,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$36,$C9,$6C,$93,$5A,$A5
|
||||
DB $36,$C9,$EE,$BB,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$00,$BD,$3C,$81,$00,$81
|
||||
DB $3C,$81,$AA,$BF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$42,$BD,$7E,$81,$7E,$81
|
||||
DB $7E,$81,$EA,$BF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$3C,$C3,$5A,$A5,$7E,$81
|
||||
DB $5A,$A5,$BE,$EB,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$5A,$A5,$42,$BD,$42,$BD
|
||||
|
@ -86,8 +86,8 @@ Tiles::
|
|||
DB $EE,$BF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$36,$C9,$6C,$93,$5A,$A5
|
||||
DB $BE,$EB,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$00,$BD,$3C,$81,$00,$81
|
||||
DB $BE,$AB,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$42,$BD,$7E,$81,$7E,$81
|
||||
DB $FE,$AB,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$3C,$C3,$5A,$A5,$7E,$81
|
||||
DB $FA,$AF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$5A,$A5,$42,$BD,$42,$BD
|
||||
|
@ -100,7 +100,7 @@ Tiles::
|
|||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$36,$C9,$6C,$93,$FA,$AF
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$00,$BD,$3C,$81,$AA,$AB
|
||||
DB $00,$FF,$42,$BD,$7E,$81,$FE,$AB
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$3C,$C3,$5A,$A5,$FE,$AB
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
|
@ -114,7 +114,7 @@ Tiles::
|
|||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$36,$C9,$EE,$BB,$FF,$FF
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$00,$BD,$BE,$AB,$FF,$FF
|
||||
DB $00,$FF,$42,$BD,$FE,$AB,$FF,$FF
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$3C,$C3,$FA,$AF,$FF,$FF
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
|
@ -128,7 +128,7 @@ Tiles::
|
|||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$BE,$EB,$FF,$FF,$FF,$FF
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$AA,$BF,$FF,$FF,$FF,$FF
|
||||
DB $00,$FF,$EA,$BF,$FF,$FF,$FF,$FF
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
DB $00,$FF,$BE,$EB,$FF,$FF,$FF,$FF
|
||||
DB $FF,$FF,$FF,$FF,$FF,$FF,$00,$00
|
||||
|
@ -272,10 +272,10 @@ Tiles::
|
|||
DB $00,$FF,$55,$FF,$FF,$FF,$00,$00
|
||||
DB $DB,$E7,$A5,$C3,$42,$81,$81,$00
|
||||
DB $42,$81,$A5,$C3,$DB,$E7,$00,$00
|
||||
DB $10,$10,$38,$38,$7C,$7C,$10,$10
|
||||
DB $7C,$7C,$38,$38,$10,$10,$00,$00
|
||||
DB $00,$00,$28,$28,$6C,$6C,$FE,$FE
|
||||
DB $6C,$6C,$28,$28,$00,$00,$00,$00
|
||||
DB $44,$44,$FE,$FE,$44,$44,$44,$44
|
||||
DB $44,$44,$FE,$FE,$44,$44,$00,$00
|
||||
DB $00,$00,$00,$00,$00,$00,$3C,$3C
|
||||
DB $00,$00,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$00,$18,$18,$18,$18,$30,$30
|
||||
DB $30,$30,$60,$60,$60,$60,$00,$00
|
||||
DB $F0,$F0,$C0,$C0,$C0,$C0,$C0,$C0
|
||||
|
@ -453,7 +453,9 @@ Tiles::
|
|||
DB $C6,$C6,$6C,$6C,$38,$38,$38,$38
|
||||
DB $6C,$6C,$C6,$C6,$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,$30,$30,$30,$30,$00,$00
|
||||
DB $00,$00,$30,$30,$30,$30,$00,$00
|
||||
DB $00,$00,$30,$30,$30,$30,$00,$00
|
||||
DB $00,$75,$00,$47,$00,$55,$00,$55
|
||||
DB $00,$75,$00,$00,$00,$3E,$00,$00
|
||||
DB $00,$75,$00,$47,$00,$55,$00,$55
|
||||
|
@ -464,24 +466,20 @@ Tiles::
|
|||
DB $00,$3E,$00,$2A,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$FF,$20,$81,$76,$81
|
||||
DB $20,$81,$00,$FF,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$00,$28,$28,$10,$10
|
||||
DB $28,$28,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$00,$28,$28,$10,$10
|
||||
DB $28,$28,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$00,$28,$28,$10,$10
|
||||
DB $28,$28,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$26,$00,$55,$00,$76,$00,$55
|
||||
DB $00,$55,$00,$00,$00,$3E,$00,$00
|
||||
DB $00,$26,$00,$55,$00,$76,$00,$55
|
||||
DB $00,$55,$00,$00,$00,$36,$00,$00
|
||||
DB $00,$00,$00,$00,$28,$28,$10,$10
|
||||
DB $28,$28,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$00,$28,$28,$10,$10
|
||||
DB $28,$28,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$00,$00,$FF,$20,$81,$76,$81
|
||||
DB $20,$81,$00,$FF,$00,$00,$00,$00
|
||||
DB $02,$70,$02,$40,$02,$60,$07,$40
|
||||
DB $07,$40,$02,$00,$00,$1F,$00,$00
|
||||
DB $02,$70,$02,$40,$02,$70,$07,$10
|
||||
DB $07,$70,$02,$00,$00,$1F,$00,$00
|
||||
DB $02,$50,$02,$50,$02,$70,$07,$50
|
||||
DB $07,$50,$02,$00,$00,$1F,$00,$00
|
||||
DB $02,$40,$02,$40,$02,$40,$07,$40
|
||||
DB $07,$70,$02,$00,$00,$1F,$00,$00
|
||||
DB $02,$50,$02,$50,$02,$20,$07,$50
|
||||
DB $07,$50,$02,$00,$00,$1F,$00,$00
|
||||
DB $00,$3E,$02,$61,$04,$51,$24,$49
|
||||
|
@ -508,10 +506,12 @@ Tiles::
|
|||
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 $00,$E8,$00,$A8,$00,$A8,$00,$A8
|
||||
DB $00,$EE,$00,$00,$00,$00,$00,$00
|
||||
DB $00,$EA,$00,$8E,$00,$EA,$00,$2A
|
||||
DB $00,$EA,$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 $03,$03,$04,$04,$08,$08,$0D,$08
|
||||
DB $0B,$09,$0D,$08,$0F,$08,$00,$00
|
||||
DB $06,$05,$03,$03,$00,$00,$0F,$0F
|
||||
|
@ -528,8 +528,8 @@ Tiles::
|
|||
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 $CE,$CE,$28,$28,$28,$28,$4C,$4C
|
||||
DB $82,$82,$82,$82,$EC,$EC,$00,$00
|
||||
DB $C6,$C6,$28,$28,$28,$28,$4E,$4E
|
||||
DB $8A,$8A,$8A,$8A,$EC,$EC,$00,$00
|
||||
DB $08,$08,$1C,$1C,$30,$30,$3C,$3C
|
||||
DB $3C,$3C,$1C,$1C,$14,$14,$00,$00
|
||||
TilesEnd::
|
||||
|
|
|
@ -65,12 +65,8 @@ OAMDMA::
|
|||
: dec a
|
||||
jr nz, :-
|
||||
|
||||
; Jump to the current state's vblank handler.
|
||||
ld b, 0
|
||||
ldh a, [hGameState]
|
||||
cp a, b
|
||||
jp nz, BlitField
|
||||
jp TitleVBlankHandler
|
||||
; Return
|
||||
ret
|
||||
ENDL
|
||||
OAMDMAEnd::
|
||||
|
||||
|
|
|
@ -59,7 +59,7 @@ InitializeSRAM:
|
|||
ld [rRotModeState], a
|
||||
ld [wRotModeState], a
|
||||
|
||||
ld a, DROP_MODE_SONIC
|
||||
ld a, DROP_MODE_FIRM
|
||||
ld [rDropModeState], a
|
||||
ld [wDropModeState], a
|
||||
|
||||
|
|
|
@ -23,15 +23,15 @@ INCLUDE "globals.asm"
|
|||
|
||||
|
||||
DEF MODE_LEADY EQU 0
|
||||
DEF MODE_GO EQU 1
|
||||
DEF MODE_POSTGO EQU 2
|
||||
DEF MODE_PREFETCHED_PIECE EQU 4
|
||||
DEF MODE_SPAWN_PIECE EQU 5
|
||||
DEF MODE_PIECE_IN_MOTION EQU 6
|
||||
DEF MODE_DELAY EQU 7
|
||||
DEF MODE_GAME_OVER EQU 8
|
||||
DEF MODE_PRE_GAME_OVER EQU 9
|
||||
DEF MODE_PAUSED EQU 10
|
||||
DEF MODE_GO EQU 3
|
||||
DEF MODE_POSTGO EQU 6
|
||||
DEF MODE_PREFETCHED_PIECE EQU 9
|
||||
DEF MODE_SPAWN_PIECE EQU 12
|
||||
DEF MODE_PIECE_IN_MOTION EQU 15
|
||||
DEF MODE_DELAY EQU 18
|
||||
DEF MODE_GAME_OVER EQU 21
|
||||
DEF MODE_PRE_GAME_OVER EQU 24
|
||||
DEF MODE_PAUSED EQU 27
|
||||
|
||||
|
||||
SECTION "High Gameplay Variables", HRAM
|
||||
|
@ -114,7 +114,7 @@ SwitchToGameplay::
|
|||
call GBCGameplayInit
|
||||
|
||||
; Install the event loop handlers.
|
||||
ld a, 1
|
||||
ld a, STATE_GAMEPLAY
|
||||
ldh [hGameState], a
|
||||
|
||||
; And turn the LCD back on before we start.
|
||||
|
@ -132,28 +132,24 @@ SwitchToGameplay::
|
|||
|
||||
GamePlayEventLoopHandler::
|
||||
; What mode are we in?
|
||||
ld hl, .modejumps
|
||||
ldh a, [hMode]
|
||||
cp MODE_LEADY
|
||||
jr z, leadyMode
|
||||
cp MODE_GO
|
||||
jr z, goMode
|
||||
cp MODE_POSTGO
|
||||
jr z, postGoMode
|
||||
cp MODE_PREFETCHED_PIECE
|
||||
jr z, prefetchedPieceMode
|
||||
cp MODE_SPAWN_PIECE
|
||||
jp z, spawnPieceMode
|
||||
cp MODE_PIECE_IN_MOTION
|
||||
jp z, pieceInMotionMode
|
||||
cp MODE_DELAY
|
||||
jp z, delayMode
|
||||
cp MODE_PRE_GAME_OVER
|
||||
jp z, preGameOverMode
|
||||
cp MODE_GAME_OVER
|
||||
jp z, gameOverMode
|
||||
cp MODE_PAUSED
|
||||
jp z, pauseMode
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
jp hl
|
||||
|
||||
.modejumps
|
||||
jp leadyMode
|
||||
jp goMode
|
||||
jp postGoMode
|
||||
jp prefetchedPieceMode
|
||||
jp spawnPieceMode
|
||||
jp pieceInMotionMode
|
||||
jp delayMode
|
||||
jp gameOverMode
|
||||
jp preGameOverMode
|
||||
jp pauseMode
|
||||
|
||||
; Draw "READY" and wait a bit.
|
||||
leadyMode:
|
||||
|
@ -210,11 +206,11 @@ prefetchedPieceMode:
|
|||
; A piece will spawn in the middle, at the top of the screen, not rotated by default.
|
||||
ld a, $FF
|
||||
ldh [hRequestedJingle], a
|
||||
ld a, 5
|
||||
ld a, PIECE_SPAWN_X
|
||||
ldh [hCurrentPieceX], a
|
||||
ld a, 3
|
||||
ld a, PIECE_SPAWN_Y
|
||||
ldh [hCurrentPieceY], a
|
||||
xor a, a
|
||||
xor a, a ; ROTATION_STATE_DEF
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ldh [hHoldSpent], a
|
||||
|
||||
|
@ -252,7 +248,7 @@ prefetchedPieceMode:
|
|||
ld a, $FF
|
||||
ldh [hAState], a
|
||||
.cp1
|
||||
ld a, 3
|
||||
ld a, ROTATION_STATE_CCW
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ldh a, [hNextPiece]
|
||||
ld b, a
|
||||
|
@ -279,7 +275,7 @@ prefetchedPieceMode:
|
|||
ld a, $FF
|
||||
ldh [hBState], a
|
||||
.cp2
|
||||
ld a, 1
|
||||
ld a, ROTATION_STATE_CW
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ldh a, [hNextPiece]
|
||||
ld b, a
|
||||
|
@ -338,10 +334,11 @@ pieceInMotionMode:
|
|||
cp a, $FF
|
||||
jr z, :+
|
||||
; Reset position and rotation.
|
||||
ld a, 5
|
||||
ld a, PIECE_SPAWN_X
|
||||
ldh [hCurrentPieceX], a
|
||||
ld a, 3
|
||||
ld a, PIECE_SPAWN_Y
|
||||
ldh [hCurrentPieceY], a
|
||||
xor a, a ; ROTATION_STATE_DEF
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
call DoHold
|
||||
ld a, MODE_SPAWN_PIECE
|
||||
|
@ -622,7 +619,7 @@ DoHold:
|
|||
ld a, $FF
|
||||
ldh [hAState], a
|
||||
.cp3
|
||||
ld a, 3
|
||||
ld a, ROTATION_STATE_CCW
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
call SFXKill
|
||||
ld a, SFX_IRS | SFX_IHS
|
||||
|
@ -647,7 +644,7 @@ DoHold:
|
|||
ld a, $FF
|
||||
ldh [hBState], a
|
||||
.cp4
|
||||
ld a, 1
|
||||
ld a, ROTATION_STATE_CW
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
call SFXKill
|
||||
ld a, SFX_IRS | SFX_IHS
|
||||
|
@ -658,7 +655,7 @@ DoHold:
|
|||
call SFXKill
|
||||
ld a, SFX_IHS
|
||||
call SFXEnqueue
|
||||
ld a, 0
|
||||
xor a, a ; ROTATION_STATE_DEF
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
|
||||
.doHoldOperation
|
||||
|
|
|
@ -115,8 +115,10 @@ SwitchToTitle::
|
|||
call GBCTitleInit
|
||||
|
||||
; Install the event loop handlers.
|
||||
ld a, 0
|
||||
ld a, STATE_TITLE
|
||||
ldh [hGameState], a
|
||||
|
||||
xor a, a
|
||||
ld [wSelected], a
|
||||
|
||||
; And turn the LCD back on before we start.
|
||||
|
|
Loading…
Reference in New Issue