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Author SHA1 Message Date
Randy Thiemann dfa5e5b19b New build. 2023-10-23 07:41:29 +02:00
Randy Thiemann 75f450f62b Add BRAVO! 2023-10-23 07:39:18 +02:00
Randy Thiemann 1ca7ecb16d Oops. Hold. 2023-10-23 07:39:10 +02:00
7 changed files with 86 additions and 29 deletions

1
.vscode/launch.json vendored
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@ -8,7 +8,6 @@
"type": "emulicious-debugger",
"request": "launch",
"name": "Launch in Emulicious",
"emuliciousPath": "${workspaceFolder}\\tools\\emulicious.exe",
"program": "${workspaceFolder}\\bin\\out.gb",
"port": 58870,
"stopOnEntry": false,

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@ -41,7 +41,9 @@ Soft = Amount of frames the down button was held during this piece + 10 if the p
Combo = Old combo + (2 x Lines) - 2
ScoreIncrement = ((Level + Lines) >> 4 + 1 + Soft) x Combo x Lines.
Bravo = 1 if the field isn't empty, 4 if it is.
ScoreIncrement = ((Level + Lines) >> 4 + 1 + Soft) x Combo x Lines x Bravo.
ScoreIncrement points are then awarded.

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@ -29,7 +29,9 @@ DEF DELAY_STATE_ARE EQU 2
SECTION "Field Variables", WRAM0
wField:: ds (10*24)
wBackupField:: ds (10*24)
wShadowField:: ds (14*26)
wDelayState: ds 1
SECTION "High Field Variables", HRAM
@ -46,7 +48,6 @@ hWantX: ds 1
hYPosAtStartOfFrame: ds 1
hWantRotation: ds 1
hRemainingDelay:: ds 1
hDelayState: ds 1
hClearedLines: ds 4
hLineClearCt: ds 1
hComboCt: ds 1
@ -54,10 +55,13 @@ hLockDelayForce: ds 1
hHighestStack: ds 1
hDownFrames: ds 1
hStalePiece: ds 1
hBravo: ds 1
SECTION "Field Functions", ROM0
FieldInit::
xor a, a
ldh [hBravo], a
ld a, 23
ldh [hHighestStack], a
ld a, 1
@ -513,7 +517,7 @@ TrySpawnPiece::
ld a, $FF
ldh [hRemainingDelay], a
ld a, DELAY_STATE_DETERMINE_DELAY
ldh [hDelayState], a
ld [wDelayState], a
; Copy the field to the shadow field.
call ToShadowField
@ -1658,7 +1662,8 @@ GetTileShade:
FieldDelay::
ldh a, [hDelayState]
; Switch on the delay state.
ld a, [wDelayState]
cp DELAY_STATE_DETERMINE_DELAY
jr z, .determine
cp DELAY_STATE_LINE_CLEAR
@ -1666,6 +1671,9 @@ FieldDelay::
cp DELAY_STATE_ARE
jr z, .are
; Check if there were line clears.
; If so, we need to do a line clear delay.
; Otherwise, we skip to ARE delay.
.determine
call FindClearedLines
ldh a, [hClearedLines]
@ -1679,21 +1687,23 @@ FieldDelay::
and a, c
and a, d
cp a, $FF
jr z, .skip
ld a, DELAY_STATE_LINE_CLEAR
ldh [hDelayState], a
jr z, .skip ; If there were no line clears, skip to ARE delay.
ld a, DELAY_STATE_LINE_CLEAR ; Otherwise, do a line clear delay.
ld [wDelayState], a
ldh a, [hCurrentLineClearDelay]
ldh [hRemainingDelay], a
call MarkClear
jr .lineclear
.skip
ld a, DELAY_STATE_ARE
ldh [hDelayState], a
ld a, DELAY_STATE_ARE ; If there were no line clears, do an ARE delay.
ld [wDelayState], a
ldh a, [hCurrentARE]
ldh [hRemainingDelay], a
jr .are
; Line clear delay.
; Count doen the delay. If we're out of delay, clear the lines and go to ARE.
.lineclear
ldh a, [hRemainingDelay]
dec a
@ -1707,10 +1717,12 @@ FieldDelay::
call SFXEnqueue
ld a, DELAY_STATE_ARE
ldh [hDelayState], a
ld [wDelayState], a
ldh a, [hCurrentARE]
ldh [hRemainingDelay], a
; ARE delay.
; Count down the delay. If it hits 0, award levels and score if necessary, then end the delay phase.
.are
ldh a, [hRemainingDelay]
dec a
@ -1718,12 +1730,17 @@ FieldDelay::
cp a, 0
ret nz
; If we're out of delay, spawn a new piece.
; Increment bravo by 4.
ldh a, [hBravo]
add a, 4
ldh [hBravo], a
; Check if there were any line clears.
call SFXKill
ldh a, [hLineClearCt]
cp a, 0
jr nz, :+
ld a, 1
jr nz, :+ ; If there were, award levels and score.
ld a, 1 ; Otherwise, increment the level counter by one if it's not at a breakpoint, and end the delay phase.
ldh [hComboCt], a
ldh a, [hRequiresLineClear]
cp a, $FF
@ -1732,8 +1749,22 @@ FieldDelay::
call LevelUp
ret
; There were line clears! Clear the level counter breakpoint.
: xor a, a
ldh [hRequiresLineClear], a
; Decrement bravo by 10 for each line clear.
ldh a, [hLineClearCt]
ld b, a
ldh a, [hBravo]
: sub a, 10
dec b
jr nz, :-
ldh [hBravo], a
; Check if we are in a TGM3 mode and thus need to handle line counts of 3 and 4 differently.
ldh a, [hLineClearCt]
ld e, a
ldh a, [hSimulationMode]
@ -1755,47 +1786,71 @@ FieldDelay::
inc a
ld e, a
ldh [hLineClearCt], a
; Increment the level counter by the amount of lines.
.applylines
call LevelUp
ld c, a
; Update the combo counter.
ld b, a
ldh a, [hComboCt]
add b
add b
sub 2
ldh a, [hComboCt] ; Old combo count.
add b ; + lines
add b ; + lines
sub 2 ; - 2
ldh [hComboCt], a
; Score the line clears.
xor a, a
ld b, a
; Get the new level.
ldh a, [hLevel]
ld l, a
ldh a, [hLevel+1]
ld h, a
add hl, bc
; Divide by 4.
rrc h
rr l
rrc h
rr l
; Add 1.
inc hl
; Add soft drop points.
ldh a, [hDownFrames]
ld c, a
xor a, a
ld b, a
add hl, bc
; Copy the running total.
ld b, h
ld c, l
ldh a, [hComboCt]
: add hl, bc
dec a
; Get a multiplier consisting of...
xor a, a
ld d, a
ldh a, [hBravo] ; 4 if the field is empty and...
cp a, 0
jr nz, :-
ldh a, [hLineClearCt]
jr nz, :+
ld a, 4
ld d, a
: ldh a, [hLineClearCt] ; The number of lines cleared and...
add a, d
ld d, a
ldh a, [hComboCt] ; The combo count.
dec a
add a, d
; Multiply the running total by the multiplier.
: add hl, bc
dec a
cp a, 0
jr nz, :-
; And apply the score.
ld a, l
ldh [hScoreIncrement], a
ld a, h

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@ -530,8 +530,8 @@ Tiles::
DB $4A,$4A,$4A,$4A,$E4,$E4,$00,$00
DB $00,$00,$00,$00,$CC,$CC,$22,$22
DB $44,$44,$82,$82,$EC,$EC,$00,$00
DB $00,$00,$00,$00,$04,$04,$0A,$0A
DB $0E,$0E,$0A,$0A,$0A,$0A,$00,$00
DB $00,$00,$00,$00,$0C,$0C,$0A,$0A
DB $0C,$0C,$0A,$0A,$0C,$0C,$00,$00
TilesEnd::

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@ -582,6 +582,7 @@ DoHold:
ldh [hCurrentPieceRotationState], a
.doHoldOperation
ldh a, [hHeldPiece]
ld b, a
ldh a, [hCurrentPiece]
ldh [hHeldPiece], a