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Author SHA1 Message Date
Randy Thiemann 3829f62100 Push colorization 2023-10-24 10:29:16 +02:00
Randy Thiemann 679a6ee907 Finish the easter egg. 2023-10-24 09:50:11 +02:00
Randy Thiemann d10444cca6 Colorization 2023-10-24 09:04:39 +02:00
Randy Thiemann db3276b925 Oopsie 2023-10-24 09:04:14 +02:00
Randy Thiemann 183be391da Typo in level curve. 2023-10-24 05:08:49 +02:00
Randy Thiemann 9c32202e95 Oversight in level comparison code 2023-10-24 05:08:38 +02:00
Randy Thiemann 83006e64eb first line award, then level up when a piece spawns. 2023-10-24 04:59:25 +02:00
Randy Thiemann 3a6de627ee Level up bug. 2023-10-24 04:47:02 +02:00
Randy Thiemann 078c2001e7 Scoring bug. 2023-10-24 04:43:50 +02:00
14 changed files with 1014 additions and 80 deletions

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

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@ -103,9 +103,8 @@ The game can be built using gnu make and the RGBDS toolchain.
## Future Goals
- Multiplayer with items.
- Colorization.
- ...
- Implement better sound engine.
- Add more speed curves.
## License

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

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@ -110,10 +110,14 @@ sOption4::
sOption5::
db " NO"
db " YES"
sEaster0:: db $C4, $C6, $C8, $CA, $CC
sEaster1:: db $C5, $C7, $C9, $CB, $CD
sEaster2:: db $CE, $D0, $C8, $CA, $CC
sEaster3:: db $CF, $D1, $C9, $CB, $CD
sEasterM0:: db $C4, $C6, $C8, $CA, $CC ; MGB
sEasterM1:: db $C5, $C7, $C9, $CB, $CD
sEasterC0:: db $CE, $D0, $C8, $CA, $CC, $72, $74, $76, $78, $7A, $D6, $D7 ; CGB
sEasterC1:: db $CF, $D1, $C9, $CB, $CD, $73, $75, $77, $79, $7B, $01, $01
sEasterA0:: db $D2, $D4, $C8, $CA, $CC, $72, $74, $76, $78, $7A, $D6, $D7 ; AGB
sEasterA1:: db $D3, $D5, $C9, $CB, $CD, $73, $75, $77, $79, $7B, $01, $01
sEasterS0:: db $F6, $F8, $C8, $CA, $CC ; SGB
sEasterS1:: db $F7, $F9, $C9, $CB, $CD
sPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites.
db 0, 8, 16, 24 ; I
db 0, 8, 8, 16 ; Z
@ -225,7 +229,7 @@ sSpeedCurve:: ; Speed curve of the game.
db 20, 1 ; 20G
db 20, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR
dw $0900, 900, $0900 ; Level 0900
dw $0900, 900, $1000 ; Level 0900
db 20, 1 ; 20G
db 16, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR

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@ -143,6 +143,11 @@ FromShadowField:
; This routine will copy wField onto the screen.
BlitField::
; Hold on, are we on a gbc?
ld a, [wInitialA]
cp a, $11
jp z, GBCBlitField
; What to copy
ld de, wField + 40
; Where to put it
@ -1742,6 +1747,8 @@ FieldDelay::
ldh a, [hBravo]
add a, 4
ldh [hBravo], a
; Are there line clears?
call ToShadowField
call FindClearedLines
ldh a, [hClearedLines]
@ -1755,8 +1762,8 @@ FieldDelay::
and a, c
and a, d
cp a, $FF
jr z, .skip ; If there were no line clears, skip to ARE delay.
ld a, DELAY_STATE_LINE_PRE_CLEAR ; Otherwise, do a line clear delay.
jr z, .skip
ld a, DELAY_STATE_LINE_PRE_CLEAR ; If there were line clears, do a line clear delay, then an ARE delay.
ld [wDelayState], a
ldh a, [hCurrentLineClearDelay]
ldh [hRemainingDelay], a
@ -1819,6 +1826,7 @@ FieldDelay::
call LevelUp
; Update the combo counter.
ldh a, [hLineClearCt]
ld b, a
ldh a, [hComboCt] ; Old combo count.
add b ; + lines
@ -1916,15 +1924,9 @@ FieldDelay::
cp a, 0
jr nz, .are
; Otherwise, increment the level counter by one if it's not at a breakpoint.
; Otherwise, reset the combo.
ld a, 1
ldh [hComboCt], a
ldh a, [hRequiresLineClear]
cp a, $FF
jr z, .are
ld e, 1
call LevelUp
; ARE delay.
; Count down the delay. If it hits 0, award levels and score if necessary, then end the delay phase.
@ -1935,8 +1937,15 @@ FieldDelay::
cp a, 0
ret nz
; Add one level if we're not at a breakpoint.
ldh a, [hRequiresLineClear]
cp a, $FF
jr z, :+
ld e, 1
call LevelUp
; Cycle the RNG.
ldh a, [hNextPiece]
: ldh a, [hNextPiece]
ldh [hCurrentPiece], a
call GetNextPiece

839
src/gbc.asm Normal file
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@ -0,0 +1,839 @@
; DMGTRIS
; Copyright (C) 2023 - Randy Thiemann <randy.thiemann@gmail.com>
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with this program. If not, see <https://www.gnu.org/licenses/>.
IF !DEF(GBC_ASM)
DEF GBC_ASM EQU 1
INCLUDE "globals.asm"
DEF B0 EQU %0010000000000000
DEF B1 EQU %0100000000000000
DEF B2 EQU %0101000000000000
DEF B3 EQU %0111110000000000
DEF G0 EQU %0000000100000000
DEF G1 EQU %0000001000000000
DEF G2 EQU %0000001010000000
DEF G3 EQU %0000001111100000
DEF R0 EQU %0000000000001000
DEF R1 EQU %0000000000010000
DEF R2 EQU %0000000000010100
DEF R3 EQU %0000000000011111
SECTION "GBC Shadow Tilemap", WRAM0, ALIGN[8]
wShadowTilemap:: ds 32*32
SECTION "GBC Shadow Tile Attributes", WRAM0, ALIGN[8]
wShadowTileAttrs:: ds 32*32
SECTION "GBC Variables", WRAM0
wOuterReps:: ds 1
wInnerReps:: ds 1
wTitlePal:: ds 1
SECTION "GBC Functions", ROM0
ToATTR::
ld a, [wInitialA]
cp a, $11
ret nz
; Bank 1
ld a, 1
ldh [rVBK], a
ld a, HIGH(wShadowTileAttrs)
ldh [rHDMA1], a
ld a, LOW(wShadowTileAttrs)
ldh [rHDMA2], a
ld a, HIGH($9800)
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 39
ldh [rHDMA5], a
ld a, 0
ldh [rVBK], a
ret
ToVRAM::
; Bank 1
ld a, 1
ldh [rVBK], a
ld a, HIGH(wShadowTileAttrs)
ldh [rHDMA1], a
ld a, LOW(wShadowTileAttrs)
ldh [rHDMA2], a
ld a, HIGH($9800)
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 39
ldh [rHDMA5], a
; Bank 0
ld a, 0
ldh [rVBK], a
ld a, HIGH(wShadowTilemap)
ldh [rHDMA1], a
ld a, LOW(wShadowTilemap)
ldh [rHDMA2], a
ld a, HIGH($9800)
ldh [rHDMA3], a
ld a, LOW($9800)
ldh [rHDMA4], a
ld a, 39 | $80
ldh [rHDMA5], a
jp EventLoop
GBCTitleInit::
ld a, [wInitialA]
cp a, $11
ret nz
ld a, BCPSF_AUTOINC
ldh [rBCPS], a
ldh [rOCPS], a
; Pal 0 (red, I)
ld bc, %0000000000000000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 1 (green, Z)
ld bc, %0000000000000000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 2 (purple, S)
ld bc, %0000000000000000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | B1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | B2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R3 | B3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 3 (blue, J)
ld bc, %0000000000000000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 4 (orange, L)
ld bc, %0000000000000000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R3 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 5 (yellow, O)
ld bc, %0000000000000000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R3 | G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 6 (cyan, T)
ld bc, %0000000000000000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B1 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B2 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B3 | G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 7 (grayscale, inverted)
ld bc, %0000000000000000
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0010000100001000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0100001000010000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0111111111111111
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Copy the tilemap to shadow.
ld de, $9800
ld hl, wShadowTilemap
ld bc, 32*32
call UnsafeMemCopy
; Set attrs to pal 7 and copy to shadow.
ld a, 1
ldh [rVBK], a
ld d, $03
ld hl, $9800
ld bc, 32
call UnsafeMemSet
ld d, $01
ld bc, (5*32)
call UnsafeMemSet
ld d, $07
ld bc, (14*32)
call UnsafeMemSet
ld de, $9800
ld hl, wShadowTileAttrs
ld bc, 32*32
call UnsafeMemCopy
; Reset back to bank 0.
xor a, a
ldh [rVBK], a
; Save the current title palette.
ld a, $07
ld [wTitlePal], a
ret
GBCGameplayInit::
ld a, [wInitialA]
cp a, $11
ret nz
ld a, BCPSF_AUTOINC
ldh [rBCPS], a
ldh [rOCPS], a
; Pal 0 (red, I)
ld bc, R3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 1 (green, Z)
ld bc, G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 2 (purple, S)
ld bc, R3 | B3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | B2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | B1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0 | B0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 3 (blue, J)
ld bc, B3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 4 (orange, L)
ld bc, R3 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 5 (yellow, O)
ld bc, R3 | G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R2 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R1 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, R0 | G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 6 (cyan, T)
ld bc, B3 | G3
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B2 | G2
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B1 | G1
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, B0 | G0
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
; Pal 7 (grayscale)
ld bc, %0111111111111111
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0100001000010000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0010000100001000
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld bc, %0000000000000000
ld a, b
ldh [rBCPD], a
ldh [rOCPD], a
ld a, c
ldh [rBCPD], a
ldh [rOCPD], a
; Copy the tilemap to shadow.
ld de, $9800
ld hl, wShadowTilemap
ld bc, 32*32
call UnsafeMemCopy
; Copy set attrs to pal 7 and copy to shadow.
ld a, 1
ldh [rVBK], a
ld d, $07
ld hl, $9800
ld bc, (32*32)
call UnsafeMemSet
ld de, $9800
ld hl, wShadowTileAttrs
ld bc, 32*32
call UnsafeMemCopy
; Reset back to bank 0.
xor a, a
ldh [rVBK], a
ret
GBCTitleProcess::
ld a, [wInitialA]
cp a, $11
ret nz
; Wipe the palettes.
ld d, $03
ld hl, wShadowTileAttrs
ld bc, 32
call UnsafeMemSet
ld d, $07
ld hl, wShadowTileAttrs+32
ld bc, (19*32)
call UnsafeMemSet
; Palette for the title?
ldh a, [hFrameCtr]
and $0F
cp a, $01
jr nz, .noinc
ld a, [wTitlePal]
inc a
cp a, $07
jr c, .nores
ld a, $00
.nores
ld [wTitlePal], a
.noinc
; Set the palette for the title.
ld a, [wTitlePal]
ld d, a
ld hl, wShadowTileAttrs + (2*32)
ld bc, (4*32)
call UnsafeMemSet
; And the selected row.
ld a, [wSelected]
inc a
ld hl, wShadowTileAttrs + (5*32)
ld bc, 64
: add hl, bc
dec a
jr nz, :-
ld a, 3
ld d, a
ld bc, 32
call UnsafeMemSet
ret
GBCGameplayProcess::
ld a, [wInitialA]
cp a, $11
ret nz
; What to copy
ld de, wField + 40
; Where to put it
ld hl, wShadowTilemap + 1
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld [wOuterReps], a
.outer1
ld a, 10
ld [wInnerReps], a
.inner1
ld a, [de]
ld [hl+], a
inc de
ld a, [wInnerReps]
dec a
ld [wInnerReps], a
jr nz, .inner1
add hl, bc
ld a, [wOuterReps]
dec a
ld [wOuterReps], a
jr nz, .outer1
; What to copy
ld de, wField + 40
; Where to put it
ld hl, wShadowTileAttrs + 1
; How much to increment hl after each row
ld bc, 32-10
; Blit me up daddy.
ld a, 20
ld [wOuterReps], a
.outer2
ld a, 10
ld [wInnerReps], a
.inner2
ld a, [de]
cp a, 10
jr c, .empty
cp a, 10 + (1*7)
jr c, .sub10
cp a, 10 + (2*7)
jr c, .sub17
cp a, 10 + (3*7)
jr c, .sub24
cp a, 10 + (4*7)
jr c, .sub31
cp a, 10 + (5*7)
jr c, .sub38
cp a, 10 + (6*7)
jr c, .sub45
cp a, 10 + (7*7)
jr c, .sub52
cp a, 10 + (8*7)
jr c, .sub59
.empty
ld a, $07
jr .done
.sub59
sub a, 7
.sub52
sub a, 7
.sub45
sub a, 7
.sub38
sub a, 7
.sub31
sub a, 7
.sub24
sub a, 7
.sub17
sub a, 7
.sub10
sub a, 10
.done
ld [hl+], a
inc de
ld a, [wInnerReps]
dec a
ld [wInnerReps], a
jr nz, .inner2
add hl, bc
ld a, [wOuterReps]
dec a
ld [wOuterReps], a
jr nz, .outer2
ret
GBCBlitField::
jp ToVRAM
ENDC

View File

@ -277,6 +277,7 @@ LevelUp::
and a, $0F
ld hl, hCLevel
cp a, [hl]
jr z, :+
ret nc
: ldh a, [hNextSpeedUp]

View File

@ -86,6 +86,15 @@ Main::
; Set up stack
ld sp, wStackEnd-1
; GBC? Double speed mode and set up palettes.
ld a, [wInitialA]
cp a, $11
jr nz, .notgbc
ld a, KEY1F_PREPARE
ldh [rKEY1], a
stop
.notgbc
; We use a single set of tiles for the entire game, so we copy it at the start.
ld de, Tiles
ld hl, _VRAM

Binary file not shown.

View File

@ -440,20 +440,20 @@ 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,$7C,$7C,$44,$44,$7C,$7C
DB $44,$44,$44,$44,$00,$00,$00,$00
DB $00,$00,$7C,$7C,$40,$40,$5C,$5C
DB $44,$44,$7C,$7C,$00,$00,$00,$00
DB $00,$00,$7C,$7C,$44,$44,$78,$78
DB $44,$44,$7C,$7C,$00,$00,$00,$00
DB $00,$00,$7C,$7C,$10,$10,$10,$10
DB $10,$10,$10,$10,$00,$00,$00,$00
DB $00,$00,$7C,$7C,$40,$40,$7C,$7C
DB $04,$04,$7C,$7C,$00,$00,$00,$00
DB $00,$00,$7C,$7C,$40,$40,$5C,$5C
DB $44,$44,$7C,$7C,$00,$00,$00,$00
DB $00,$00,$7C,$7C,$44,$44,$78,$78
DB $44,$44,$7C,$7C,$00,$00,$00,$00
DB $03,$03,$02,$02,$04,$04,$06,$04
DB $05,$04,$0B,$09,$0F,$09,$00,$00
DB $0D,$0B,$1A,$16,$17,$1B,$10,$1F
DB $23,$3F,$24,$3C,$3C,$3C,$00,$00
DB $C0,$C0,$40,$40,$20,$20,$A1,$21
DB $61,$21,$B1,$91,$F1,$91,$00,$00
DB $D1,$B1,$69,$59,$D9,$E9,$09,$F9
DB $C4,$FC,$24,$3C,$3C,$3C,$00,$00
DB $3C,$3C,$3E,$3E,$36,$36,$36,$36
DB $3E,$3E,$3C,$3C,$00,$00,$00,$00
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,$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
@ -512,14 +512,14 @@ 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,$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 $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
DB $08,$0F,$08,$0F,$0F,$0F,$00,$00
DB $FC,$FC,$04,$04,$04,$04,$FD,$FD
DB $01,$01,$F1,$F1,$F9,$09,$00,$00
DB $AD,$55,$D5,$ED,$2D,$35,$C5,$FD
DB $04,$FC,$08,$F8,$F0,$F0,$00,$00
DB $44,$44,$44,$44,$28,$28,$28,$28
DB $28,$28,$10,$10,$12,$12,$00,$00
DB $C4,$C4,$2A,$2A,$2A,$2A,$4A,$4A
@ -528,10 +528,10 @@ 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 $CC,$CC,$22,$22,$22,$22,$44,$44
DB $82,$82,$82,$82,$EC,$EC,$00,$00
DB $0E,$0E,$08,$08,$08,$08,$0C,$0C
DB $08,$08,$08,$08,$0E,$0E,$00,$00
DB $CA,$CA,$2A,$2A,$2A,$2A,$4E,$4E
DB $82,$82,$82,$82,$E2,$E2,$00,$00
DB $04,$04,$0A,$0A,$0A,$0A,$0E,$0E
DB $0A,$0A,$0A,$0A,$0A,$0A,$00,$00
TilesEnd::

View File

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

View File

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

View File

@ -23,7 +23,7 @@ INCLUDE "globals.asm"
SECTION "Title Variables", WRAM0
wSelected: ds 1
wSelected:: ds 1
SECTION "Title Functions", ROM0
@ -42,30 +42,63 @@ SwitchToTitle::
ld bc, TitleScreenTilemapEnd - TitleScreenTilemap
call UnsafeMemCopy
; Little easter egg.
ld a, [wInitialA]
cp a, $FF
jr nz, :+
ld de, sEaster0
; Title screen easter egg.
ld a, [wInitialC]
cp a, $14
jr nz, .notsgb
ld de, sEasterS0
ld hl, EASTER_0
ld bc, 5
call UnsafeMemCopy
ld de, sEaster1
ld de, sEasterS1
ld hl, EASTER_1
ld bc, 5
call UnsafeMemCopy
jr .oam
: cp a, $11
jr nz, .oam
ld de, sEaster2
.notsgb
ld a, [wInitialA]
cp a, $FF
jr nz, .notmgb
ld de, sEasterM0
ld hl, EASTER_0
ld bc, 5
call UnsafeMemCopy
ld de, sEaster3
ld de, sEasterM1
ld hl, EASTER_1
ld bc, 5
call UnsafeMemCopy
jr .oam
.notmgb
ld a, [wInitialA]
cp a, $11
jr nz, .noegg
ld a, [wInitialB]
bit 0, a
jr nz, .agb
ld de, sEasterC0
ld hl, EASTER_0-1
ld bc, 12
call UnsafeMemCopy
ld de, sEasterC1
ld hl, EASTER_1-1
ld bc, 12
call UnsafeMemCopy
jr .oam
.agb
ld de, sEasterA0
ld hl, EASTER_0-1
ld bc, 12
call UnsafeMemCopy
ld de, sEasterA1
ld hl, EASTER_1-1
ld bc, 12
call UnsafeMemCopy
jr .oam
.noegg
; Clear OAM.
.oam
@ -78,6 +111,9 @@ SwitchToTitle::
set_obj0_palette
set_obj1_palette
; GBC init
call GBCTitleInit
; Install the event loop handlers.
ld a, 0
ldh [hGameState], a
@ -94,6 +130,8 @@ SwitchToTitle::
TitleEventLoopHandler::
call GBCTitleProcess
; Start game?
.abstart
ldh a, [hStartState]
@ -407,6 +445,8 @@ CheckLevelRange:
TitleVBlankHandler::
call ToATTR
ld a, TILE_UNSELECTED
ld hl, TITLE_OPTION_0
ld [hl], a