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Author SHA1 Message Date
Randy Thiemann 92b05fc649 Add bone tile. 2023-10-26 16:41:55 +02:00
Randy Thiemann e172eb16a1 Bigger. 2023-10-26 16:34:04 +02:00
10 changed files with 61 additions and 46 deletions

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@ -110,8 +110,8 @@ sEasterC0:: db $CE, $D0, $C8, $CA, $CC, $72, $74, $76, $78, $7A, $D6, $D7
sEasterC1:: db $CF, $D1, $C9, $CB, $CD, $73, $75, $77, $79, $7B, $01, $01 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 sEasterA0:: db $D2, $D4, $C8, $CA, $CC, $72, $74, $76, $78, $7A, $D6, $D7
sEasterA1:: db $D3, $D5, $C9, $CB, $CD, $73, $75, $77, $79, $7B, $01, $01 sEasterA1:: db $D3, $D5, $C9, $CB, $CD, $73, $75, $77, $79, $7B, $01, $01
sEasterS0:: db $F6, $F8, $C8, $CA, $CC sEasterS0:: db $F7, $F9, $C8, $CA, $CC
sEasterS1:: db $F7, $F9, $C9, $CB, $CD sEasterS1:: db $F8, $FA, $C9, $CB, $CD
sPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites. sPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites.
db 0, 8, 16, 24 ; I db 0, 8, 16, 24 ; I

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@ -114,7 +114,7 @@ DEF NEXT_BASE_X EQU 113
DEF NEXT_BASE_Y EQU 40 DEF NEXT_BASE_Y EQU 40
DEF HOLD_BASE_X EQU 113 DEF HOLD_BASE_X EQU 113
DEF HOLD_BASE_Y EQU 80 DEF HOLD_BASE_Y EQU 80
DEF QUEUE_BASE_X EQU 150 DEF QUEUE_BASE_X EQU 145
DEF QUEUE_BASE_Y EQU 38 DEF QUEUE_BASE_Y EQU 38
DEF SCORE_BASE_X EQU 112 DEF SCORE_BASE_X EQU 112
DEF SCORE_BASE_Y EQU 115 DEF SCORE_BASE_Y EQU 115
@ -159,7 +159,8 @@ DEF TILE_GHOST EQU 125
DEF TILE_SELECTED EQU 193 DEF TILE_SELECTED EQU 193
DEF TILE_UNSELECTED EQU 194 DEF TILE_UNSELECTED EQU 194
DEF TILE_BLANK EQU 1 DEF TILE_BLANK EQU 1
DEF TILE_PIECE_SMALL_0 EQU 239 DEF TILE_PIECE_SMALL_0 EQU 233
DEF TILE_PIECE_BONE EQU 126
; Button mode. ; Button mode.
DEF BUTTON_MODE_NORM EQU 0 DEF BUTTON_MODE_NORM EQU 0

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@ -61,7 +61,7 @@ DEF HARDWARE_INC EQU 1
; Uncomment this line to build a rom with the registers scrambled for the analogue pocket. ; Uncomment this line to build a rom with the registers scrambled for the analogue pocket.
;DEF BUILD_POCKET EQU 1 ; DEF BUILD_POCKET EQU 1
; Usage: rev_Check_hardware_inc <min_ver> ; Usage: rev_Check_hardware_inc <min_ver>
; Examples: rev_Check_hardware_inc 4.1.2 ; Examples: rev_Check_hardware_inc 4.1.2

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@ -272,8 +272,8 @@ Tiles::
DB $00,$FF,$55,$FF,$FF,$FF,$00,$00 DB $00,$FF,$55,$FF,$FF,$FF,$00,$00
DB $DB,$E7,$A5,$C3,$42,$81,$91,$00 DB $DB,$E7,$A5,$C3,$42,$81,$91,$00
DB $42,$81,$A5,$C3,$DB,$E7,$00,$00 DB $42,$81,$A5,$C3,$DB,$E7,$00,$00
DB $44,$44,$FE,$FE,$44,$44,$44,$44 DB $FF,$FF,$FF,$99,$FF,$BD,$FF,$BD
DB $44,$44,$FE,$FE,$44,$44,$00,$00 DB $FF,$BD,$FF,$99,$FF,$FF,$00,$00
DB $00,$00,$00,$00,$00,$00,$3C,$3C DB $00,$00,$00,$00,$00,$00,$3C,$3C
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$18,$18,$18,$18,$30,$30 DB $00,$00,$18,$18,$18,$18,$30,$30
@ -486,32 +486,34 @@ Tiles::
DB $00,$45,$30,$43,$00,$3E,$00,$00 DB $00,$45,$30,$43,$00,$3E,$00,$00
DB $00,$00,$00,$62,$00,$15,$00,$25 DB $00,$00,$00,$62,$00,$15,$00,$25
DB $00,$45,$00,$72,$00,$00,$00,$00 DB $00,$45,$00,$72,$00,$00,$00,$00
DB $00,$00,$00,$00,$FF,$FF,$D5,$FF
DB $AA,$FF,$FF,$FF,$00,$00,$00,$00
DB $00,$00,$00,$00,$FF,$FF,$55,$FF
DB $AB,$FF,$FF,$FF,$00,$00,$00,$00
DB $3F,$3F,$2A,$3F,$35,$3F,$3E,$3F
DB $03,$03,$02,$03,$03,$03,$03,$03
DB $C0,$C0,$C0,$C0,$40,$C0,$C0,$C0
DB $7C,$FC,$AC,$FC,$54,$FC,$FC,$FC
DB $03,$03,$03,$03,$02,$03,$03,$03
DB $3E,$3F,$35,$3F,$2A,$3F,$3F,$3F
DB $FC,$FC,$54,$FC,$AC,$FC,$7C,$FC
DB $C0,$C0,$40,$C0,$C0,$C0,$C0,$C0
DB $3F,$3F,$2A,$3F,$35,$3F,$3F,$3F
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00
DB $FC,$FC,$AC,$FC,$54,$FC,$EC,$FC
DB $34,$3C,$2C,$3C,$34,$3C,$3C,$3C
DB $3F,$3F,$35,$3F,$2A,$3F,$37,$3F
DB $2C,$3C,$34,$3C,$2C,$3C,$3C,$3C
DB $FC,$FC,$54,$FC,$AC,$FC,$FC,$FC
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 $0F,$0F,$0A,$0F,$0D,$0F,$0A,$0F
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $0D,$0F,$0A,$0F,$0D,$0F,$0F,$0F
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $F0,$F0,$B0,$F0,$50,$F0,$B0,$F0
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $50,$F0,$B0,$F0,$50,$F0,$F0,$F0
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $3F,$3F,$2A,$3F,$35,$3F,$3E,$3F
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $03,$03,$02,$03,$03,$03,$03,$03
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $FC,$FC,$AC,$FC,$54,$FC,$FC,$FC
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $40,$C0,$C0,$C0,$40,$C0,$C0,$C0
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,$00,$FF
DB $00,$FF,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$78,$00,$78
DB $00,$1E,$00,$1E,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$1E,$00,$1E
DB $00,$78,$00,$78,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$7E,$00,$7E
DB $00,$06,$00,$06,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$7E,$00,$7E
DB $00,$60,$00,$60,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$3C,$00,$3C
DB $00,$3C,$00,$3C,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$7E,$00,$7E
DB $00,$18,$00,$18,$00,$00,$00,$00
DB $03,$03,$04,$04,$08,$08,$0D,$08 DB $03,$03,$04,$04,$08,$08,$0D,$08
DB $0B,$09,$0D,$08,$0F,$08,$00,$00 DB $0B,$09,$0D,$08,$0F,$08,$00,$00
DB $06,$05,$03,$03,$00,$00,$0F,$0F DB $06,$05,$03,$03,$00,$00,$0F,$0F
@ -520,8 +522,6 @@ Tiles::
DB $01,$01,$F1,$F1,$F9,$09,$00,$00 DB $01,$01,$F1,$F1,$F9,$09,$00,$00
DB $AD,$55,$D5,$ED,$2D,$35,$C5,$FD DB $AD,$55,$D5,$ED,$2D,$35,$C5,$FD
DB $04,$FC,$08,$F8,$F0,$F0,$00,$00 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 DB $C4,$C4,$2A,$2A,$2A,$2A,$4A,$4A
DB $8A,$8A,$8A,$8A,$E4,$E4,$00,$00 DB $8A,$8A,$8A,$8A,$E4,$E4,$00,$00
DB $CC,$CC,$22,$22,$22,$22,$44,$44 DB $CC,$CC,$22,$22,$22,$22,$44,$44

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@ -22,7 +22,7 @@ DEF TITLE_MAP_INC EQU 1
SECTION "Title Screen Tilemap", ROMX, BANK[1] SECTION "Title Screen Tilemap", ROMX, BANK[1]
TitleScreenTilemap:: TitleScreenTilemap::
DB $C3,$5B,$4C,$59,$4F,$5A,$5D,$4C,$01,$59 DB $C3,$5B,$4C,$59,$4F,$5A,$5D,$4C,$01,$59
DB $5A,$61,$4C,$01,$FA,$FB,$FC,$FD,$FE,$FF DB $5A,$61,$4C,$01,$01,$FB,$FC,$FD,$FE,$FF
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01
DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01 DB $01,$01,$01,$01,$01,$01,$01,$01,$01,$01

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@ -58,10 +58,10 @@ wSPRNLevel3:: ds 4
wSPRNLevel4:: ds 4 wSPRNLevel4:: ds 4
wUnused8:: ds 4 wUnused8:: ds 4
wUnused9:: ds 4 wUnused9:: ds 4
wSPRQueue1:: ds 4 wSPRQueue1A:: ds 4
wSPRQueue2:: ds 4 wSPRQueue1B:: ds 4
wUnusedA:: ds 4 wSPRQueue2A:: ds 4
wUnusedB:: ds 4 wSPRQueue2B:: ds 4
wSPRModeRNG:: ds 4 wSPRModeRNG:: ds 4
wSPRModeRot:: ds 4 wSPRModeRot:: ds 4
wSPRModeDrop:: ds 4 wSPRModeDrop:: ds 4
@ -222,22 +222,36 @@ ApplyNext::
; Queue ; Queue
ld a, QUEUE_BASE_Y ld a, QUEUE_BASE_Y
ld [wSPRQueue1], a ld [wSPRQueue1A], a
ld [wSPRQueue1B], a
add a, 9 add a, 9
ld [wSPRQueue2], a ld [wSPRQueue2A], a
ld [wSPRQueue2B], a
ld a, QUEUE_BASE_X ld a, QUEUE_BASE_X
ld [wSPRQueue1+1], a ld [wSPRQueue1A+1], a
ld [wSPRQueue2+1], a ld [wSPRQueue2A+1], a
add a, 8
ld [wSPRQueue1B+1], a
ld [wSPRQueue2B+1], a
ldh a, [hUpcomingPiece1] ldh a, [hUpcomingPiece1]
ld [wSPRQueue1+3], a ld [wSPRQueue1A+3], a
ld [wSPRQueue1B+3], a
sla a
add a, TILE_PIECE_SMALL_0 add a, TILE_PIECE_SMALL_0
ld [wSPRQueue1+2], a ld [wSPRQueue1A+2], a
inc a
ld [wSPRQueue1B+2], a
ldh a, [hUpcomingPiece2] ldh a, [hUpcomingPiece2]
ld [wSPRQueue2+3], a ld [wSPRQueue2A+3], a
ld [wSPRQueue2B+3], a
sla a
add a, TILE_PIECE_SMALL_0 add a, TILE_PIECE_SMALL_0
ld [wSPRQueue2+2], a ld [wSPRQueue2A+2], a
inc a
ld [wSPRQueue2B+2], a
ret ret
; Index of hold piece in A. ; Index of hold piece in A.