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4fa9f68107
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e9c84abc9e
BIN
bin/DMGTRIS.GBC
BIN
bin/DMGTRIS.GBC
Binary file not shown.
Binary file not shown.
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@ -25,7 +25,7 @@ INCLUDE "globals.asm"
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SECTION "High Banking Variables", HRAM
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hBankBackup: ds 1
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; 0x00, 0x08, 0x10, 0x18, 0x20, 0x28, 0x30, and 0x38
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SECTION "Switch Bank", ROM0[$08]
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; Saves the current bank and switches to the bank in b.
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RSTSwitchBank::
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@ -23,7 +23,6 @@ INCLUDE "globals.asm"
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SECTION "DMG Intro Effect", ROM0
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; Does a small effect on boot with the nintendo logo.
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DoDMGEffect::
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ld a, [wInitialA]
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cp a, $11
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228
src/field.asm
228
src/field.asm
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@ -62,10 +62,6 @@ hShouldLockIfGrounded: ds 1
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SECTION "Field Functions", ROM0
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; Initializes the field completely blank.
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; Initializes the combo counter to 1.
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; Initializes the bravo counter to 0.
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; Initializes the shadow field.
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FieldInit::
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xor a, a
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ldh [hBravo], a
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@ -73,14 +69,14 @@ FieldInit::
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ldh [hComboCt], a
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ld hl, wField
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ld bc, 10*24
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ld d, TILE_BLANK
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ld d, 1
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call UnsafeMemSet
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ld hl, wShadowField
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ld bc, 14*26
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ld d, $FF
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jp UnsafeMemSet
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; Fills the field with the empty tile.
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FieldClear::
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ld hl, wField
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ld bc, 10*24
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@ -88,16 +84,13 @@ FieldClear::
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jp UnsafeMemSet
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; Backs up the field.
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; This backup field is used for pausing the game.
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ToBackupField::
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ld de, wField
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ld hl, wBackupField
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ld de, wField
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ld bc, 10*24
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jp UnsafeMemCopy
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; Restores the backup of the field for ending pause mode.
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FromBackupField::
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ld hl, wField
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ld de, wBackupField
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@ -105,8 +98,6 @@ FromBackupField::
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jp UnsafeMemCopy
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; Copies the field to the shadow field.
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; This shadow field is used to calculate whether or not the piece can fit.
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ToShadowField::
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ld hl, wField
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ld de, wShadowField+2
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@ -128,7 +119,6 @@ ToShadowField::
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ret
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; Restores the shadow field to the main field.
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FromShadowField:
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ld hl, wField
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ld de, wShadowField+2
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@ -150,10 +140,9 @@ FromShadowField:
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ret
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; Blits the field onto the tile map.
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; On the GBC, this chain calls into a special version that takes
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; advantage of the GBC's CPU.
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; This routine will copy wField onto the screen.
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BlitField::
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; Hold on, are we on a gbc?
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ld a, [wInitialA]
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cp a, $11
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jp z, GBCBlitField
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@ -201,39 +190,39 @@ BlitField::
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add hl, bc
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ENDR
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; This function is actually called as the vblank handler for the gameplay state.
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; This is why it jumps straight back to the event loop.
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; This has to finish just before the first LCDC interrupt of the frame or stuff will break in weird ways.
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jp EventLoop
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; The current piece ID is used to get the offset into the rotation states
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; corresponding to that piece's zero rotation.
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SetPieceData:
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ldh a, [hCurrentPiece]
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sla a
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sla a
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sla a
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sla a
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ld c, a
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ld b, 0
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ld hl, sPieceRotationStates
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add hl, bc
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ld a, l
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ld de, 16
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: cp a, 0
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jr z, :+
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add hl, de
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dec a
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jr :-
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: ld a, l
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ldh [hPieceDataBase], a
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ld a, h
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ldh [hPieceDataBase+1], a
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ldh a, [hCurrentPiece]
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ld hl, sPieceFastRotationStates
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add hl, bc
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ld a, l
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ld de, 16
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: cp a, 0
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jr z, :+
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add hl, de
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dec a
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jr :-
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: ld a, l
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ldh [hPieceDataBaseFast], a
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ld a, h
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ldh [hPieceDataBaseFast+1], a
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ret
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; The rotation state is a further offset of 4 bytes.
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SetPieceDataOffset:
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ldh a, [hCurrentPieceRotationState]
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sla a
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@ -259,6 +248,7 @@ XYToSFieldPtr:
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ret
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; Converts piece Y in B and a piece X in A to a pointer to the field in HL.
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XYToFieldPtr:
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ld hl, wField-2
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@ -276,9 +266,6 @@ XYToFieldPtr:
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ret
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; This function makes HL point to the correct offset into the rotation data.
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; This version of the data is used for thorough checking (T, J, and L have
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; a middle column exception.)
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GetPieceData:
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ldh a, [hPieceDataBase]
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ld l, a
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@ -286,13 +273,12 @@ GetPieceData:
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ld h, a
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ldh a, [hPieceDataOffset]
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ld c, a
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ld b, 0
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xor a, a
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ld b, a
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add hl, bc
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ret
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; Same as the above but for the fast data. This data is used when the exact
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; cell that failed isn't important.
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GetPieceDataFast:
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ldh a, [hPieceDataBaseFast]
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ld l, a
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@ -305,12 +291,61 @@ GetPieceDataFast:
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add hl, bc
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ret
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; Checks if the piece can fit at the current position, but fast.
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; HL should point to the piece's rotation state data.
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; DE should be pointing to the right place in the SHADOW field.
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CanPieceFitFast:
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ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, $FF
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ret
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; Checks if the piece can fit at the current position.
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; HL should point to the piece's rotation state data.
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; DE should be pointing to the right place in the SHADOW field.
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; This will return with $FF in A if the piece fits, or with the
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; exact cell that caused the first failure in A.
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CanPieceFit:
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xor a, a
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ld b, a
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@ -468,63 +503,6 @@ CanPieceFit:
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ret
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; Checks if the piece can fit at the current position, but fast.
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; HL should point to the piece's fast rotation state data.
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; DE should be pointing to the right place in the SHADOW field.
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; This will return with $FF in A if the piece fits, or with a non-$FF
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; value if it doesn't.
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CanPieceFitFast:
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ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, [hl+]
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add a, e
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ld e, a
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adc a, d
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sub e
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ld d, a
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ld a, [de]
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cp a, TILE_FIELD_EMPTY
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jr z, :+
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xor a, a
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ret
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: ld a, $FF
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ret
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; This function will draw the piece even if it can't fit.
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; We use this to draw a final failed spawn before going game
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; over.
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ForceSpawnPiece::
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call SetPieceData
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call SetPieceDataOffset
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@ -535,7 +513,8 @@ ForceSpawnPiece::
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ld d, h
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ld e, l
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call GetPieceData
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ld b, GAME_OVER_OTHER
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ld a, GAME_OVER_OTHER
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ld b, a
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push hl
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push de
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pop hl
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@ -543,8 +522,6 @@ ForceSpawnPiece::
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jp DrawPiece
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; Initialize the state for a new piece and attempts to spawn it.
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; On return, A will be $FF if the piece fit.
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TrySpawnPiece::
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; Always reset these for a new piece.
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xor a, a
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@ -731,8 +708,6 @@ FindMaxG:
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ret
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; This is the main function that will process input, gravity, and locking.
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; It should be ran once per frame as long as lock delay is greater than 0.
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FieldProcess::
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; **************************************************************
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; SETUP
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@ -861,7 +836,7 @@ FieldProcess::
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cp a, PIECE_Z
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jr z, .trykickright
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; I piece only kicks in ARS2
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; I piece only kicks in TGM3/TGW3/EASY/EAWY
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cp a, PIECE_I
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jr nz, :+
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ld a, [wRotModeState]
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@ -957,7 +932,7 @@ FieldProcess::
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ldh [hLockDelayForce], a
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jp .norot
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; In ARS2 mode, there are a few other kicks possible.
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; In TGM3, TGW3, EASY, and EAWY modes, there are a few other kicks possible.
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.maybetgm3rot
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ld a, [wRotModeState]
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cp a, ROT_MODE_ARSTI
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@ -1253,7 +1228,6 @@ FieldProcess::
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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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ld b, a
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ldh a, [hActualG]
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cp a, b
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@ -1286,7 +1260,7 @@ FieldProcess::
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; Gravity?
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: ldh a, [hCurrentFractionalGravity]
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cp a, $00 ; 0 is the sentinel value that should be interpreted as "every frame"
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cp a, $00
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jr z, :+
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ld b, a
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ldh a, [hGravityCtr]
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@ -1469,7 +1443,7 @@ FieldProcess::
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ldh a, [hWantedG]
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cp a, 1
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jr nz, .postghost
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ld a, [wInitialA] ; Let's not do the flickering on the GBC.
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ld a, [wInitialA]
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cp a, $11
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jr z, .ghost
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ldh a, [hEvenFrame]
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@ -1507,22 +1481,20 @@ FieldProcess::
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cp a, b
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jr z, .drawpiece
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; If we're not grounded, draw the piece normally.
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ldh a, [hGrounded]
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cp a, $FF
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jr nz, .drawpiece
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; If the lock delay is 0, draw the piece in the final color.
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ldh a, [hWantedTile]
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add a, 7
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ldh a, [hCurrentPiece]
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ld b, TILE_PIECE_0+7
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add a, b
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ldh [hWantedTile], a
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 0
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jr z, .drawpiece
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; If we're not grounded, draw the piece normally.
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ldh a, [hWantedTile]
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sub a, 7
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ldh [hWantedTile], a
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ldh a, [hGrounded]
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cp a, $FF
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jr nz, .drawpiece
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; Otherwise, look it up.
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call GetTileShade
|
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|
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@ -1543,7 +1515,7 @@ FieldProcess::
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call DrawPiece
|
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ret
|
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|
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; Performs a lookup to see how "locked" the piece is.
|
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GetTileShade:
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ldh a, [hCurrentLockDelay]
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cp a, 30
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@ -1651,8 +1623,6 @@ GetTileShade:
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ret
|
||||
|
||||
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; This is called every frame after a piece has been locked until the delay state ends.
|
||||
; Lines are cleared, levels and score are awarded, and ARE time is waited out.
|
||||
FieldDelay::
|
||||
; Switch on the delay state.
|
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ld a, [wDelayState]
|
||||
|
@ -1691,7 +1661,7 @@ FieldDelay::
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and a, d
|
||||
cp a, $FF
|
||||
jr z, .skip
|
||||
ld a, DELAY_STATE_LINE_PRE_CLEAR ; If there were line clears, do a line clear delay, then a LINE_ARE delay.
|
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ld a, DELAY_STATE_LINE_PRE_CLEAR ; If there were line clears, do a line clear delay, then an ARE delay.
|
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ld [wDelayState], a
|
||||
ldh a, [hCurrentLineClearDelay]
|
||||
ldh [hRemainingDelay], a
|
||||
|
@ -1834,7 +1804,7 @@ FieldDelay::
|
|||
|
||||
|
||||
; Line clear delay.
|
||||
; Count down the delay. If we're out of delay, clear the lines and go to LINE_ARE.
|
||||
; Count down the delay. If we're out of delay, clear the lines and go to ARE.
|
||||
.lineclear
|
||||
ldh a, [hRemainingDelay]
|
||||
dec a
|
||||
|
@ -1888,12 +1858,12 @@ FieldDelay::
|
|||
ldh [hCurrentPiece], a
|
||||
call GetNextPiece
|
||||
|
||||
|
||||
; Kill the sound for the next piece.
|
||||
jp SFXKill
|
||||
call SFXKill
|
||||
ret
|
||||
|
||||
|
||||
; Shifts B into the line clear list.
|
||||
; Also increments the line clear count.
|
||||
AppendClearedLine:
|
||||
ldh a, [hLineClearCt]
|
||||
inc a
|
||||
|
@ -1909,8 +1879,6 @@ AppendClearedLine:
|
|||
ret
|
||||
|
||||
|
||||
; Scans the field for lines that are completely filled with non-empty spaces.
|
||||
; Every time one is found, it is added to a list.
|
||||
FindClearedLines:
|
||||
xor a, a
|
||||
ldh [hLineClearCt], a
|
||||
|
@ -1946,7 +1914,7 @@ FindClearedLines:
|
|||
|
||||
ret
|
||||
|
||||
; Goes through the list of cleared lines and marks those lines with the "line clear" tile.
|
||||
|
||||
MarkClear:
|
||||
ldh a, [hClearedLines]
|
||||
cp a, $FF
|
||||
|
@ -1998,10 +1966,10 @@ MarkClear:
|
|||
jr nz, :-
|
||||
ld bc, 10
|
||||
ld d, TILE_CLEARING
|
||||
jp UnsafeMemSet
|
||||
call UnsafeMemSet
|
||||
ret
|
||||
|
||||
|
||||
; Once again, scans the field for cleared lines, but this time removes them.
|
||||
ClearLines:
|
||||
ld de, 0
|
||||
|
||||
|
|
75
src/gbc.asm
75
src/gbc.asm
|
@ -38,11 +38,9 @@ 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
|
||||
|
@ -50,7 +48,6 @@ wTitlePal:: ds 1
|
|||
|
||||
|
||||
SECTION "GBC Functions", ROM0
|
||||
; Copies the shadow tile attribute map to vram using instant HDMA.
|
||||
ToATTR::
|
||||
ld a, [wInitialA]
|
||||
cp a, $11
|
||||
|
@ -74,7 +71,38 @@ ToATTR::
|
|||
ret
|
||||
|
||||
|
||||
; Sets up GBC registers for the title state.
|
||||
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, 40
|
||||
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
|
||||
|
@ -356,7 +384,7 @@ GBCTitleInit::
|
|||
ld [wTitlePal], a
|
||||
ret
|
||||
|
||||
; Sets the GBC registers for the gameplay state.
|
||||
|
||||
GBCGameplayInit::
|
||||
ld a, [wInitialA]
|
||||
cp a, $11
|
||||
|
@ -650,7 +678,6 @@ GBCGameplayInit::
|
|||
ret
|
||||
|
||||
|
||||
; Additional GBC effects for the title screen process state.
|
||||
GBCTitleProcess::
|
||||
ld a, [wInitialA]
|
||||
cp a, $11
|
||||
|
@ -698,10 +725,10 @@ GBCTitleProcess::
|
|||
ld a, 3
|
||||
ld d, a
|
||||
ld bc, 32
|
||||
jp UnsafeMemSet
|
||||
call UnsafeMemSet
|
||||
ret
|
||||
|
||||
|
||||
; Additional GBC effects for the gameplay process state.
|
||||
GBCGameplayProcess::
|
||||
ld a, [wInitialA]
|
||||
cp a, $11
|
||||
|
@ -919,38 +946,8 @@ GBCGameplayProcess::
|
|||
ret
|
||||
|
||||
|
||||
; Copies the shadow tile maps to VRAM using HDMA. The attributes are copied using instant mode
|
||||
; The tile data is done using hblank mode.
|
||||
GBCBlitField::
|
||||
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, 40
|
||||
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
|
||||
jp ToVRAM
|
||||
|
||||
|
||||
ENDC
|
||||
|
|
|
@ -35,7 +35,6 @@ hSelectState:: ds 1
|
|||
|
||||
|
||||
SECTION "Input Functions", ROM0
|
||||
; Zeroes out all button states.
|
||||
InputInit::
|
||||
xor a, a
|
||||
ldh [hUpState], a
|
||||
|
@ -49,9 +48,6 @@ InputInit::
|
|||
ret
|
||||
|
||||
|
||||
; Gets the current state of all buttons.
|
||||
; Held buttons are incremented. Buttons that aren't held are reset to 0.
|
||||
; Left/Right cause Up/Down to be reset as well.
|
||||
GetInput::
|
||||
; Get the button state.
|
||||
.btns
|
||||
|
|
|
@ -27,13 +27,12 @@ hLCDCCtr:: ds 1
|
|||
|
||||
|
||||
SECTION "Interrupt Initialization Functions", ROM0
|
||||
; Zeroes out the interrupt counter.
|
||||
IntrInit::
|
||||
xor a, a
|
||||
ldh [hLCDCCtr], a
|
||||
ret
|
||||
|
||||
; Sets up the STAT interrupt.
|
||||
|
||||
InitializeLCDCInterrupt::
|
||||
ld a, STATF_LYC
|
||||
ldh [rSTAT], a
|
||||
|
@ -50,8 +49,6 @@ InitializeLCDCInterrupt::
|
|||
|
||||
|
||||
SECTION "LCDC Interrupt", ROM0[INT_HANDLER_STAT]
|
||||
; This interrupt handler will be called every 7 scanlines, scrolling up the tile map by 1 line. This has the
|
||||
; effect of making the tiles appear as 8x7 pixels, and making 20 rows fit on the screen.
|
||||
LCDCInterrupt:
|
||||
push af
|
||||
push hl
|
||||
|
|
|
@ -41,11 +41,22 @@ hPrevHundreds:: ds 1
|
|||
|
||||
|
||||
SECTION "Level Functions", ROM0
|
||||
; Loads the initial state of the speed curve.
|
||||
LevelInit::
|
||||
xor a, a
|
||||
ldh [hLevel], a
|
||||
ldh [hLevel+1], a
|
||||
ldh [hCLevel], a
|
||||
ldh [hCLevel+1], a
|
||||
ldh [hCLevel+2], a
|
||||
ldh [hCLevel+3], a
|
||||
ldh [hNLevel], a
|
||||
ldh [hNLevel+2], a ; Note +1 is inited later.
|
||||
ldh [hNLevel+3], a
|
||||
ldh [hRequiresLineClear], a
|
||||
|
||||
ld a, 1
|
||||
ldh [hNLevel+1], a
|
||||
|
||||
ldh a, [hStartSpeed]
|
||||
ld l, a
|
||||
ldh a, [hStartSpeed+1]
|
||||
|
@ -98,8 +109,8 @@ LevelInit::
|
|||
and a, $0F
|
||||
ldh [hNLevel], a
|
||||
|
||||
jp DoSpeedUp
|
||||
|
||||
call DoSpeedUp
|
||||
ret
|
||||
|
||||
; Increment level and speed up if necessary. Level increment in E.
|
||||
; Levels may only increment by single digits.
|
||||
|
@ -188,7 +199,8 @@ LevelUp::
|
|||
ldh [hLevel+1], a
|
||||
call DoSpeedUp
|
||||
ld a, SFX_RANKUP
|
||||
jp SFXEnqueue
|
||||
call SFXEnqueue
|
||||
ret
|
||||
|
||||
.checknlevel
|
||||
; Make wNLevel make sense.
|
||||
|
@ -294,14 +306,16 @@ LevelUp::
|
|||
|
||||
: ldh a, [hNextSpeedUp+1]
|
||||
and a, $0F
|
||||
jr z, DoSpeedUp
|
||||
jr z, :+
|
||||
ld hl, hCLevel+3
|
||||
cp a, [hl]
|
||||
jr z, DoSpeedUp
|
||||
ret nc ; This can fall through to the next function here. This is intentional.
|
||||
jr z, :+
|
||||
ret nc
|
||||
|
||||
: call DoSpeedUp
|
||||
ret
|
||||
|
||||
|
||||
; Iterates over the speed curve and loads the new constants.
|
||||
DoSpeedUp:
|
||||
; Load curve ptr.
|
||||
ldh a, [hSpeedCurvePtr]
|
||||
|
|
14
src/main.asm
14
src/main.asm
|
@ -39,6 +39,10 @@ wAlways20GState:: ds 1
|
|||
wInitialA:: ds 1
|
||||
wInitialB:: ds 1
|
||||
wInitialC:: ds 1
|
||||
wInitialD:: ds 1
|
||||
wInitialE:: ds 1
|
||||
wInitialH:: ds 1
|
||||
wInitialL:: ds 1
|
||||
|
||||
|
||||
SECTION "Stack", WRAM0
|
||||
|
@ -48,7 +52,6 @@ wStackEnd::
|
|||
|
||||
|
||||
SECTION "Code Entry Point", ROM0
|
||||
; Main entry point. Does some set up and then goes into an infinite event loop initialized on the title screen.
|
||||
Main::
|
||||
; Load the initial registers. For reasons.
|
||||
ld [wInitialA], a
|
||||
|
@ -56,6 +59,14 @@ Main::
|
|||
ld [wInitialB], a
|
||||
ld a, c
|
||||
ld [wInitialC], a
|
||||
ld a, d
|
||||
ld [wInitialD], a
|
||||
ld a, e
|
||||
ld [wInitialE], a
|
||||
ld a, h
|
||||
ld [wInitialH], a
|
||||
ld a, l
|
||||
ld [wInitialL], a
|
||||
|
||||
; Let the DMG have some fun with the initial screen.
|
||||
call DoDMGEffect
|
||||
|
@ -117,7 +128,6 @@ Main::
|
|||
call SwitchToTitle
|
||||
|
||||
|
||||
; Event loop time!
|
||||
EventLoop::
|
||||
; Play the sound effect, if any.
|
||||
call SFXPlay
|
||||
|
|
|
@ -23,7 +23,7 @@ INCLUDE "globals.asm"
|
|||
|
||||
|
||||
SECTION "Memory Functions", ROM0
|
||||
; Copies data from de to hl, bc bytes. Doesn't check for vram access.
|
||||
; Copies data from de to hl, bc bytes
|
||||
UnsafeMemCopy::
|
||||
ld a, [de]
|
||||
ld [hl+], a
|
||||
|
@ -35,7 +35,7 @@ UnsafeMemCopy::
|
|||
ret
|
||||
|
||||
|
||||
; Copies data from de to hl, bc bytes. Checks for vram access.
|
||||
; Copies data from de to hl, bc bytes
|
||||
SafeMemCopy::
|
||||
wait_vram
|
||||
ld a, [de]
|
||||
|
@ -47,8 +47,7 @@ SafeMemCopy::
|
|||
jr nz, SafeMemCopy
|
||||
ret
|
||||
|
||||
|
||||
; Sets memory from hl to hl+bc to d. Doesn't check for vram access.
|
||||
; Sets memory from hl to hl+bc to d
|
||||
UnsafeMemSet::
|
||||
ld [hl], d
|
||||
inc hl
|
||||
|
@ -58,8 +57,6 @@ UnsafeMemSet::
|
|||
jr nz, UnsafeMemSet
|
||||
ret
|
||||
|
||||
|
||||
; Sets memory from hl to hl+bc to d. Checks for vram access.
|
||||
SafeMemSet::
|
||||
wait_vram
|
||||
ld [hl], d
|
||||
|
|
34
src/rng.asm
34
src/rng.asm
|
@ -38,7 +38,6 @@ wTGM3WorstDroughtIdx: ds 1
|
|||
|
||||
|
||||
section "RNG Functions", ROM0
|
||||
; Snapshots the initial seed for a game, then initializes the history and piece queue.
|
||||
RNGInit::
|
||||
; Do some bit fuckery on the seed using the gameboy's free-running timers.
|
||||
ldh a, [rDIV]
|
||||
|
@ -113,7 +112,8 @@ RNGInit::
|
|||
|
||||
; Generate the next 2 to fill up the queue.
|
||||
call GetNextPiece
|
||||
jp GetNextPiece
|
||||
call GetNextPiece
|
||||
ret
|
||||
|
||||
|
||||
; Shift the generated piece into the history and save it.
|
||||
|
@ -354,27 +354,21 @@ GetNextTGM3Piece:
|
|||
ld [hl], a
|
||||
ret
|
||||
|
||||
; Gets the next piece depending on RNG mode.
|
||||
|
||||
GetNextPiece::
|
||||
ld hl, .nextpiecejumps
|
||||
ld a, [wRNGModeState]
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add a, c
|
||||
add a, c
|
||||
ld c, a
|
||||
add hl, bc
|
||||
jp hl
|
||||
|
||||
.nextpiecejumps
|
||||
jp GetNextTGM1Piece
|
||||
jp GetNextTGM2Piece
|
||||
jp GetNextTGM3Piece
|
||||
jp GetNextHellPiece
|
||||
jp GetNextNesPiece
|
||||
cp a, RNG_MODE_HELL
|
||||
jp z, GetNextHellPiece
|
||||
cp a, RNG_MODE_TGM1
|
||||
jp z, GetNextTGM1Piece
|
||||
cp a, RNG_MODE_TGM2
|
||||
jp z, GetNextTGM2Piece
|
||||
cp a, RNG_MODE_TGM3
|
||||
jp z, GetNextTGM3Piece
|
||||
cp a, RNG_MODE_NES
|
||||
jp z, GetNextNesPiece
|
||||
|
||||
|
||||
; Tries generating bytes until it gets one in [0; 35)
|
||||
Next35Piece:
|
||||
: call NextByte
|
||||
and a, $3F
|
||||
|
@ -383,7 +377,6 @@ Next35Piece:
|
|||
ret
|
||||
|
||||
|
||||
; Tries generating bytes until it gets one in [0; 7)
|
||||
Next7Piece:
|
||||
: call NextByte
|
||||
and a, $07
|
||||
|
@ -392,7 +385,6 @@ Next7Piece:
|
|||
ret
|
||||
|
||||
|
||||
; Cyrcles the RNG returning a random byte in a.
|
||||
NextByte:
|
||||
; Load seed
|
||||
ld hl, hRNGSeed+3
|
||||
|
|
|
@ -30,7 +30,6 @@ hScoreIncrementHead:: ds 1
|
|||
|
||||
|
||||
SECTION "Score Functions", ROM0
|
||||
; Wipes the score.
|
||||
ScoreInit::
|
||||
xor a, a
|
||||
ldh [hScore], a
|
||||
|
@ -50,7 +49,6 @@ ScoreInit::
|
|||
ldh [hScoreIncrementBCD+5], a
|
||||
ret
|
||||
|
||||
|
||||
; Increases the current score by the amount in wScoreIncrement.
|
||||
IncreaseScore::
|
||||
; Wipe the old BCD score.
|
||||
|
@ -188,7 +186,8 @@ IncreaseScore::
|
|||
xor a, a
|
||||
ldh [hScore], a
|
||||
ld a, SFX_RANKUP
|
||||
jp SFXEnqueue
|
||||
call SFXEnqueue
|
||||
ret
|
||||
|
||||
|
||||
ENDC
|
||||
|
|
108
src/sfx.asm
108
src/sfx.asm
|
@ -70,9 +70,8 @@ hNoisePlayhead:: ds 2
|
|||
|
||||
|
||||
SECTION "SFX Functions", ROM0
|
||||
; Audio on, volume on, and enable all channels.
|
||||
; Zeroes out all playheads and the queue.
|
||||
SFXInit::
|
||||
; Audio on, volume on, and enable all channels.
|
||||
ld a, $80
|
||||
ldh [rNR52], a
|
||||
ld a, $FF
|
||||
|
@ -93,8 +92,8 @@ SFXInit::
|
|||
ret
|
||||
|
||||
|
||||
; Pop the head of the queue into A, the tail of the queue will be set to $FF.
|
||||
SFXPopQueue:
|
||||
; Pop the head of the queue into A, the tail of the queue will be set to $FF.
|
||||
ldh a, [hPlayQueue]
|
||||
ld b, a
|
||||
ldh a, [hPlayQueue+1]
|
||||
|
@ -109,8 +108,8 @@ SFXPopQueue:
|
|||
ret
|
||||
|
||||
|
||||
; Push A onto the tail of the queue, the head of the queue will be pushed off.
|
||||
SFXPushQueue:
|
||||
; Push A onto the tail of the queue, the head of the queue will be pushed off.
|
||||
ld b, a
|
||||
ldh a, [hPlayQueue+1]
|
||||
ldh [hPlayQueue], a
|
||||
|
@ -123,18 +122,18 @@ SFXPushQueue:
|
|||
ret
|
||||
|
||||
|
||||
; Process the queue, if there's more to play, it will do so.
|
||||
SFXProcessQueue:
|
||||
; Clear the playhead.
|
||||
xor a, a
|
||||
ldh [hPlayhead], a
|
||||
ldh [hPlayhead+1], a
|
||||
|
||||
; Music will just repeat.
|
||||
ldh a, [hPlayQueue]
|
||||
cp a, MUSIC_MENU
|
||||
jr nz, :+
|
||||
jr SFXEnqueue
|
||||
call SFXEnqueue
|
||||
ret
|
||||
|
||||
|
||||
; Try 4 times to pop a sound effect off the queue.
|
||||
: call SFXPopQueue
|
||||
|
@ -151,10 +150,10 @@ SFXProcessQueue:
|
|||
ret z
|
||||
|
||||
; If we got a valid sound effect, then play it.
|
||||
jr SFXEnqueue
|
||||
call SFXEnqueue
|
||||
ret
|
||||
|
||||
|
||||
; Noise effects use their own playhead that can play at the same time as the normal queue.
|
||||
SFXTriggerNoise::
|
||||
cp a, SFX_LINE_CLEAR
|
||||
jr nz, :+
|
||||
|
@ -192,7 +191,8 @@ SFXEnqueue::
|
|||
or a, l
|
||||
jr z, :+
|
||||
ld a, b
|
||||
jr SFXPushQueue
|
||||
call SFXPushQueue
|
||||
ret
|
||||
|
||||
; Menu music
|
||||
: ld a, b
|
||||
|
@ -203,7 +203,9 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sMusicMenu)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
|
||||
; Piece jingles.
|
||||
: ld a, b
|
||||
|
@ -213,7 +215,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceI)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_I | SFX_IRS
|
||||
|
@ -222,7 +225,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceIRSI)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_S
|
||||
|
@ -231,7 +235,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceS)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_S | SFX_IRS
|
||||
|
@ -240,7 +245,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceIRSS)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_Z
|
||||
|
@ -249,7 +255,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceZ)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_Z | SFX_IRS
|
||||
|
@ -258,7 +265,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceIRSZ)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_J
|
||||
|
@ -267,7 +275,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceJ)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_J | SFX_IRS
|
||||
|
@ -276,7 +285,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceIRSJ)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_L
|
||||
|
@ -285,7 +295,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceL)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_L | SFX_IRS
|
||||
|
@ -294,7 +305,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceIRSL)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_O
|
||||
|
@ -303,7 +315,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceO)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_O | SFX_IRS
|
||||
|
@ -312,7 +325,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceIRSO)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_T
|
||||
|
@ -321,7 +335,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceT)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: ld a, b
|
||||
cp a, PIECE_T | SFX_IRS
|
||||
|
@ -330,7 +345,9 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXPieceIRST)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
|
||||
; IRS
|
||||
: cp a, SFX_IHS
|
||||
|
@ -339,7 +356,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXIHS)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: cp a, SFX_IHS | SFX_IRS
|
||||
jr nz, :+
|
||||
|
@ -347,7 +365,9 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXIHSIRS)
|
||||
ldh [hPlayhead+1], a
|
||||
jp SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
|
||||
; Leveling
|
||||
: cp a, SFX_LEVELLOCK
|
||||
|
@ -356,7 +376,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXLevelLock)
|
||||
ldh [hPlayhead+1], a
|
||||
jr SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: cp a, SFX_LEVELUP
|
||||
jr nz, :+
|
||||
|
@ -364,7 +385,9 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXLevelUp)
|
||||
ldh [hPlayhead+1], a
|
||||
jr SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
|
||||
; Other
|
||||
: cp a, SFX_RANKUP
|
||||
|
@ -373,7 +396,8 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXRankUp)
|
||||
ldh [hPlayhead+1], a
|
||||
jr SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
: cp a, SFX_READYGO
|
||||
ret nz
|
||||
|
@ -381,9 +405,10 @@ SFXEnqueue::
|
|||
ldh [hPlayhead], a
|
||||
ld a, HIGH(sSFXReadyGo)
|
||||
ldh [hPlayhead+1], a
|
||||
jr SFXPlay
|
||||
call SFXPlay
|
||||
ret
|
||||
|
||||
|
||||
; Kill the non-noise sound and clear the queue.
|
||||
SFXKill::
|
||||
; Kill all sound without pops.
|
||||
ld a, %00111111
|
||||
|
@ -391,10 +416,12 @@ SFXKill::
|
|||
ldh [rNR21], a
|
||||
ld a, $FF
|
||||
ldh [rNR31], a
|
||||
;ldh [rNR41], a
|
||||
ld a, %01000000
|
||||
ldh [rNR14], a
|
||||
ldh [rNR24], a
|
||||
ldh [rNR34], a
|
||||
;ldh [rNR44], a
|
||||
|
||||
; Clear the queue.
|
||||
ld a, $FF
|
||||
|
@ -408,8 +435,6 @@ SFXKill::
|
|||
ret
|
||||
|
||||
|
||||
; Play routine for the noise channel.
|
||||
; Must be called every frame.
|
||||
SFXPlayNoise::
|
||||
; Get the noise playhead.
|
||||
ldh a, [hNoisePlayhead]
|
||||
|
@ -459,11 +484,11 @@ SFXPlayNoise::
|
|||
ldh [hNoisePlayhead], a
|
||||
ld a, h
|
||||
ldh [hNoisePlayhead+1], a
|
||||
jp RSTRestoreBank
|
||||
rst RSTRestoreBank
|
||||
ret
|
||||
|
||||
|
||||
; Play routine for the regular sfx channels.
|
||||
; Must be called every frame.
|
||||
; This play routine must be called every frame.
|
||||
SFXPlay::
|
||||
; Bank to correct bank.
|
||||
ldh a, [hPlayQueue]
|
||||
|
@ -485,7 +510,8 @@ SFXPlay::
|
|||
; Nothing to do if it's a null ptr.
|
||||
or a, l
|
||||
jr nz, .getRegister
|
||||
jp RSTRestoreBank
|
||||
rst RSTRestoreBank
|
||||
ret
|
||||
|
||||
; Otherwise, get the register to write to.
|
||||
.getRegister
|
||||
|
@ -496,7 +522,8 @@ SFXPlay::
|
|||
cp a, $FE
|
||||
jr nz, :+
|
||||
rst RSTRestoreBank
|
||||
jp SFXProcessQueue
|
||||
call SFXProcessQueue
|
||||
ret
|
||||
|
||||
; If it's $FF, then we're done for this frame.
|
||||
: cp a, $FF
|
||||
|
@ -519,7 +546,8 @@ SFXPlay::
|
|||
ldh [hPlayhead], a
|
||||
ld a, h
|
||||
ldh [hPlayhead+1], a
|
||||
jp RSTRestoreBank
|
||||
rst RSTRestoreBank
|
||||
ret
|
||||
|
||||
|
||||
ENDC
|
||||
|
|
|
@ -90,15 +90,14 @@ OAMDMAEnd::
|
|||
|
||||
|
||||
SECTION "OAM Functions", ROM0
|
||||
; Copies the OAM handler to HRAM.
|
||||
CopyOAMHandler::
|
||||
ld de, OAMDMA
|
||||
ld hl, hOAMDMA
|
||||
ld bc, OAMDMAEnd - OAMDMA
|
||||
jp UnsafeMemCopy
|
||||
call UnsafeMemCopy
|
||||
ret
|
||||
|
||||
|
||||
; Clears OAM and shadow OAM.
|
||||
ClearOAM::
|
||||
ld hl, _OAMRAM
|
||||
ld bc, $9F
|
||||
|
@ -107,12 +106,12 @@ ClearOAM::
|
|||
ld hl, wShadowOAM
|
||||
ld bc, $9F
|
||||
ld d, 0
|
||||
jp UnsafeMemSet
|
||||
call SafeMemSet
|
||||
ret
|
||||
|
||||
|
||||
|
||||
SECTION "Domain Specific Functions", ROM0
|
||||
; Puts the mode tells into sprites and displays them.
|
||||
ApplyTells::
|
||||
ld a, TELLS_BASE_Y
|
||||
ld [wSPRModeRNG], a
|
||||
|
@ -156,7 +155,6 @@ ApplyTells::
|
|||
ret
|
||||
|
||||
|
||||
; Draws the next pieces as a sprite.
|
||||
; Index of next piece in A.
|
||||
ApplyNext::
|
||||
; Correct color
|
||||
|
@ -221,6 +219,7 @@ ApplyNext::
|
|||
add a, NEXT_BASE_Y
|
||||
ld [wSPRNext4+0], a
|
||||
|
||||
|
||||
; Queue
|
||||
ld a, QUEUE_BASE_Y
|
||||
ld [wSPRQueue1A], a
|
||||
|
@ -255,10 +254,17 @@ ApplyNext::
|
|||
ld [wSPRQueue2B+2], a
|
||||
ret
|
||||
|
||||
|
||||
; Draws the held piece.
|
||||
; Index of held piece in A.
|
||||
; Index of hold piece in A.
|
||||
ApplyHold::
|
||||
cp 255
|
||||
jr nz, .doApplyHold
|
||||
ld hl, wSPRHold1
|
||||
ld bc, 16
|
||||
ld d, 0
|
||||
call UnsafeMemSet
|
||||
ret
|
||||
|
||||
.doApplyHold
|
||||
; Correct color
|
||||
ld [wSPRHold1+3], a
|
||||
ld [wSPRHold2+3], a
|
||||
|
@ -276,6 +282,7 @@ ApplyHold::
|
|||
ld a, b
|
||||
jr z, .show
|
||||
|
||||
|
||||
.hide
|
||||
ld b, a
|
||||
ld a, TILE_BLANK
|
||||
|
@ -343,7 +350,6 @@ ApplyHold::
|
|||
ret
|
||||
|
||||
|
||||
; Generic function to draw a BCD number (6 digits) as 6 sprites.
|
||||
; Address of first sprite in hl.
|
||||
; Address of first digit in de.
|
||||
ApplyNumbers::
|
||||
|
@ -384,10 +390,11 @@ ApplyNumbers::
|
|||
ld a, [de]
|
||||
add a, TILE_0
|
||||
ld [hl], a
|
||||
add hl, bc
|
||||
inc de
|
||||
ret
|
||||
|
||||
|
||||
; Positions all number sprites for gameplay.
|
||||
SetNumberSpritePositions::
|
||||
ld a, SCORE_BASE_X
|
||||
ld hl, wSPRScore1
|
||||
|
|
|
@ -34,9 +34,8 @@ rSelectedStartLevel:: ds 2
|
|||
|
||||
|
||||
SECTION "SRAM Functions", ROM0
|
||||
; Check if our SRAM is initialized and of the correct version.
|
||||
; Restores it if so, otherwise initializes it.
|
||||
RestoreSRAM::
|
||||
; Check if our SRAM is initialized and of the correct version.
|
||||
ld a, [rCheck]
|
||||
cp a, LOW(__UTC_YEAR__)
|
||||
jr nz, InitializeSRAM
|
||||
|
@ -76,7 +75,6 @@ RestoreSRAM::
|
|||
ldh [hStartSpeed+1], a
|
||||
ret
|
||||
|
||||
; Initializes SRAM with default values.
|
||||
InitializeSRAM:
|
||||
; Set the magic id.
|
||||
ld a, LOW(__UTC_YEAR__)
|
||||
|
@ -127,5 +125,4 @@ InitializeSRAM:
|
|||
ld [rSelectedStartLevel+1], a
|
||||
ret
|
||||
|
||||
|
||||
ENDC
|
||||
|
|
|
@ -48,7 +48,6 @@ hRequestedJingle: ds 1
|
|||
|
||||
|
||||
SECTION "Gameplay Functions", ROM0
|
||||
; Change to game play mode. The event loop will call the event loop and vblank handlers for this mode after this returns.
|
||||
SwitchToGameplay::
|
||||
; Turn the screen off if it's on.
|
||||
ldh a, [rLCDC]
|
||||
|
@ -114,7 +113,6 @@ SwitchToGameplay::
|
|||
ret
|
||||
|
||||
|
||||
; Main gameplay event loop.
|
||||
GamePlayEventLoopHandler::
|
||||
; What mode are we in?
|
||||
ld hl, .modejumps
|
||||
|
@ -136,7 +134,6 @@ GamePlayEventLoopHandler::
|
|||
jp preGameOverMode
|
||||
jp pauseMode
|
||||
|
||||
|
||||
; Draw "READY" and wait a bit.
|
||||
leadyMode:
|
||||
ldh a, [hModeCounter]
|
||||
|
@ -362,7 +359,6 @@ delayMode:
|
|||
|
||||
: jp drawStaticInfo
|
||||
|
||||
|
||||
preGameOverMode:
|
||||
; Spawn the failed piece.
|
||||
call ForceSpawnPiece
|
||||
|
@ -582,7 +578,6 @@ drawStaticInfo:
|
|||
jp EventLoopPostHandler
|
||||
|
||||
|
||||
; Do the hold action.
|
||||
DoHold:
|
||||
; Mark hold as spent.
|
||||
ld a, $FF
|
||||
|
|
|
@ -27,7 +27,6 @@ wSelected:: ds 1
|
|||
|
||||
|
||||
SECTION "Title Functions", ROM0
|
||||
; Change to title mode. The event loop will call the event loop and vblank handlers for this mode after this returns.
|
||||
SwitchToTitle::
|
||||
; Turn the screen off if it's on.
|
||||
ldh a, [rLCDC]
|
||||
|
@ -137,7 +136,6 @@ SwitchToTitle::
|
|||
ret
|
||||
|
||||
|
||||
; Handles title screen input.
|
||||
TitleEventLoopHandler::
|
||||
call GBCTitleProcess
|
||||
|
||||
|
@ -211,8 +209,6 @@ TitleEventLoopHandler::
|
|||
.done
|
||||
jp EventLoopPostHandler
|
||||
|
||||
|
||||
; Decrements the currently selected option.
|
||||
DecrementOption:
|
||||
.opt0
|
||||
ld a, [wSelected]
|
||||
|
@ -311,8 +307,6 @@ DecrementOption:
|
|||
jr DecrementLevel
|
||||
jp EventLoopPostHandler
|
||||
|
||||
|
||||
; Decrements start level.
|
||||
DecrementLevel:
|
||||
; Decrement
|
||||
ldh a, [hStartSpeed]
|
||||
|
@ -330,7 +324,6 @@ DecrementLevel:
|
|||
jp CheckLevelRange
|
||||
|
||||
|
||||
; Increments the selected option.
|
||||
IncrementOption:
|
||||
.opt0
|
||||
ld a, [wSelected]
|
||||
|
@ -429,8 +422,6 @@ IncrementOption:
|
|||
jr IncrementLevel
|
||||
jp EventLoopPostHandler
|
||||
|
||||
|
||||
; Increments start level.
|
||||
IncrementLevel:
|
||||
; Increment
|
||||
ldh a, [hStartSpeed]
|
||||
|
@ -447,11 +438,11 @@ IncrementLevel:
|
|||
ld [rSelectedStartLevel+1], a
|
||||
jp CheckLevelRange
|
||||
|
||||
|
||||
; Wipes the start level upon selecting a new speed curve.
|
||||
InitSpeedCurve:
|
||||
ld a, [wSpeedCurveState]
|
||||
call GetStart
|
||||
|
||||
.set
|
||||
ld a, l
|
||||
ldh [hStartSpeed], a
|
||||
ld [rSelectedStartLevel], a
|
||||
|
@ -461,7 +452,7 @@ InitSpeedCurve:
|
|||
ret
|
||||
|
||||
|
||||
; Gets the end of a speed curve.
|
||||
|
||||
GetEnd:
|
||||
ld a, [wSpeedCurveState]
|
||||
cp a, SCURVE_DMGT
|
||||
|
@ -487,8 +478,6 @@ GetEnd:
|
|||
: ld bc, sCHILSpeedCurveEnd
|
||||
ret
|
||||
|
||||
|
||||
; Gets the beginning of a speed curve.
|
||||
GetStart:
|
||||
ld a, [wSpeedCurveState]
|
||||
cp a, SCURVE_DMGT
|
||||
|
@ -514,8 +503,6 @@ GetStart:
|
|||
: ld hl, sCHILSpeedCurve
|
||||
ret
|
||||
|
||||
|
||||
; Make sure we don't overflow the level range.
|
||||
CheckLevelRange:
|
||||
; At end?
|
||||
call GetEnd
|
||||
|
@ -560,7 +547,6 @@ CheckLevelRange:
|
|||
jp EventLoopPostHandler
|
||||
|
||||
|
||||
; Handles the display of the menu.
|
||||
TitleVBlankHandler::
|
||||
call ToATTR
|
||||
|
||||
|
|
41
src/time.asm
41
src/time.asm
|
@ -27,63 +27,22 @@ hFrameCtr:: ds 1
|
|||
hEvenFrame:: ds 1
|
||||
|
||||
|
||||
SECTION "Time Variables", WRAM0
|
||||
wMinutes:: ds 1
|
||||
wSeconds:: ds 1
|
||||
wFrames:: ds 1
|
||||
|
||||
|
||||
SECTION "Time Functions", ROM0
|
||||
; Zeroes all timers and gets the free-running timer ticking.
|
||||
TimeInit::
|
||||
xor a, a
|
||||
ldh [rTMA], a
|
||||
ldh [hEvenFrame], a
|
||||
ldh [hFrameCtr], a
|
||||
ld [wMinutes], a
|
||||
ld [wSeconds], a
|
||||
ld [wFrames], a
|
||||
ld a, TACF_262KHZ | TACF_START
|
||||
ldh [rTAC], a
|
||||
ret
|
||||
|
||||
|
||||
; Resets the minute-second timer.
|
||||
ResetTime::
|
||||
xor a, a
|
||||
ld [wMinutes], a
|
||||
ld [wSeconds], a
|
||||
ld [wFrames], a
|
||||
ret
|
||||
|
||||
|
||||
; Increments the global timer. Also saves whether we're on an even frame.
|
||||
HandleTimers::
|
||||
ldh a, [hFrameCtr]
|
||||
inc a
|
||||
ldh [hFrameCtr], a
|
||||
and 1
|
||||
ldh [hEvenFrame], a
|
||||
|
||||
ld a, [wFrames]
|
||||
inc a
|
||||
ld [wFrames], a
|
||||
cp a, 60
|
||||
ret nz
|
||||
|
||||
xor a, a
|
||||
ld [wFrames], a
|
||||
ld a, [wSeconds]
|
||||
inc a
|
||||
ld [wSeconds], a
|
||||
cp a, 60
|
||||
ret nz
|
||||
|
||||
xor a, a
|
||||
ld [wSeconds], a
|
||||
ld a, [wMinutes]
|
||||
inc a
|
||||
ld [wMinutes], a
|
||||
ret
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue