Compare commits
No commits in common. "9b347b9e76778ac2ead0ea712d73f1068c51ccbf" and "384a8fa80111fb681be0ca5f280ce45f09ba2a4f" have entirely different histories.
9b347b9e76
...
384a8fa801
302
src/field.asm
302
src/field.asm
|
@ -53,7 +53,6 @@ hComboCt: ds 1
|
|||
hLockDelayForce: ds 1
|
||||
hHighestStack: ds 1
|
||||
hDownFrames: ds 1
|
||||
hStalePiece: ds 1
|
||||
|
||||
|
||||
SECTION "Field Functions", ROM0
|
||||
|
@ -503,7 +502,6 @@ ForceSpawnPiece::
|
|||
TrySpawnPiece::
|
||||
; Always reset these for a new piece.
|
||||
xor a, a
|
||||
ldh [hStalePiece], a
|
||||
ldh [hDownFrames], a
|
||||
ldh [hLockDelayForce], a
|
||||
ldh a, [hCurrentLockDelay]
|
||||
|
@ -662,7 +660,7 @@ FindMaxG:
|
|||
ldh a, [hCurrentPieceX]
|
||||
call XYToSFieldPtr
|
||||
|
||||
;DEF EXPERIMENTAL_OPTIMIZATION EQU 1
|
||||
DEF EXPERIMENTAL_OPTIMIZATION EQU 1
|
||||
IF DEF(EXPERIMENTAL_OPTIMIZATION)
|
||||
; The stack height marker gives a lower bound to how far the piece can fall.
|
||||
ldh a, [hHighestStack]
|
||||
|
@ -688,6 +686,7 @@ IF DEF(EXPERIMENTAL_OPTIMIZATION)
|
|||
jr .try
|
||||
ENDC
|
||||
|
||||
|
||||
.unoptimized
|
||||
push hl
|
||||
ld a, 1
|
||||
|
@ -724,30 +723,128 @@ FieldProcess::
|
|||
ldh [hYPosAtStartOfFrame], a
|
||||
call FromShadowField
|
||||
|
||||
; Cleanup from last frame.
|
||||
|
||||
; Check if we're about to hold. Return if so.
|
||||
ldh a, [hSelectState]
|
||||
cp a, 1
|
||||
jr nz, :+
|
||||
ldh a, [hHoldSpent]
|
||||
cp a, $FF
|
||||
ret nz
|
||||
|
||||
; How deep can we go?
|
||||
: call FindMaxG
|
||||
|
||||
|
||||
; **************************************************************
|
||||
; HANDLE UP
|
||||
; Is a hard/sonic drop requested?
|
||||
ldh a, [hUpState]
|
||||
cp a, 1
|
||||
jr nz, .postdrop
|
||||
|
||||
; What kind, if any?
|
||||
ldh a, [hSimulationMode]
|
||||
cp a, MODE_TGM1
|
||||
jr z, .postdrop
|
||||
cp a, MODE_HELL
|
||||
jr z, .postdrop
|
||||
cp a, MODE_TGW2
|
||||
jr z, .harddrop
|
||||
cp a, MODE_TGW3
|
||||
jr z, .harddrop
|
||||
cp a, MODE_EAWY
|
||||
jr z, .harddrop
|
||||
|
||||
; Sonic drop.
|
||||
.sonicdrop
|
||||
ldh a, [hDownFrames]
|
||||
add a, 10
|
||||
ldh [hDownFrames], a
|
||||
ld a, 20
|
||||
ldh [hWantedG], a
|
||||
ldh a, [hTicksUntilG]
|
||||
dec a
|
||||
ldh [hTicksUntilG], a
|
||||
jr nz, .grav
|
||||
ldh a, [hCurrentFramesPerGravityTick]
|
||||
ldh [hTicksUntilG], a
|
||||
jr .grav
|
||||
|
||||
; Hard drop.
|
||||
.harddrop
|
||||
ldh a, [hDownFrames]
|
||||
add a, 10
|
||||
ldh [hDownFrames], a
|
||||
ld a, 20
|
||||
ld b, a
|
||||
ldh a, [hActualG]
|
||||
cp a, b
|
||||
jr nc, :+
|
||||
ld b, a
|
||||
: ldh a, [hCurrentPieceY]
|
||||
add a, b
|
||||
ldh [hCurrentPieceY], a
|
||||
xor a, a
|
||||
ldh [hCurrentLockDelayRemaining], a
|
||||
call SFXKill
|
||||
ld a, SFX_LOCK
|
||||
call SFXEnqueue
|
||||
jp .draw
|
||||
|
||||
; If we press down, we want to do a soft drop.
|
||||
.postdrop
|
||||
ldh a, [hDownState]
|
||||
cp a, 0
|
||||
jr z, :+
|
||||
ldh a, [hDownFrames]
|
||||
inc a
|
||||
ldh [hDownFrames], a
|
||||
ld a, 1
|
||||
ldh [hTicksUntilG], a
|
||||
|
||||
; Gravity?
|
||||
: ldh a, [hTicksUntilG]
|
||||
dec a
|
||||
ldh [hTicksUntilG], a
|
||||
jr nz, .nograv
|
||||
ldh a, [hCurrentFramesPerGravityTick]
|
||||
ldh [hTicksUntilG], a
|
||||
ldh a, [hCurrentGravityPerTick]
|
||||
ldh [hWantedG], a
|
||||
|
||||
; Can we drop the full requested distance?
|
||||
.grav
|
||||
ldh a, [hWantedG]
|
||||
ld b, a
|
||||
ldh a, [hActualG]
|
||||
cp a, b
|
||||
jr c, .smallg
|
||||
|
||||
; Yes. Do it.
|
||||
.bigg
|
||||
ldh a, [hWantedG]
|
||||
ld b, a
|
||||
ldh a, [hCurrentPieceY]
|
||||
add a, b
|
||||
ldh [hCurrentPieceY], a
|
||||
jr .nograv
|
||||
|
||||
; No. Smaller distance.
|
||||
.smallg
|
||||
ldh a, [hActualG]
|
||||
ld b, a
|
||||
ldh a, [hCurrentPieceY]
|
||||
add a, b
|
||||
ldh [hCurrentPieceY], a
|
||||
|
||||
; No gravity, or post gravity.
|
||||
.nograv
|
||||
ldh a, [hCurrentPieceX]
|
||||
ldh [hWantX], a
|
||||
ldh a, [hCurrentPieceRotationState]
|
||||
ldh [hWantRotation], a
|
||||
|
||||
; Is this the first frame of the piece?
|
||||
ldh a, [hStalePiece]
|
||||
cp a, 0
|
||||
ld a, $FF
|
||||
ldh [hStalePiece], a
|
||||
jp z, .skipmovement
|
||||
|
||||
|
||||
; **************************************************************
|
||||
; HANDLE SELECT
|
||||
; Check if we're about to hold. Return if so.
|
||||
ldh a, [hSelectState]
|
||||
cp a, 1
|
||||
jr nz, .wantrotccw
|
||||
ldh a, [hHoldSpent]
|
||||
cp a, $FF
|
||||
ret nz
|
||||
|
||||
|
||||
; **************************************************************
|
||||
; HANDLE ROTATION
|
||||
|
@ -1135,122 +1232,10 @@ FieldProcess::
|
|||
ldh [hCurrentPieceX], a
|
||||
|
||||
|
||||
; **************************************************************
|
||||
; HANDLE MAXIMUM FALL
|
||||
; This little maneuver is going to cost us 51 years.
|
||||
.skipmovement
|
||||
.donemanipulating
|
||||
: call FindMaxG
|
||||
|
||||
|
||||
; **************************************************************
|
||||
; HANDLE UP
|
||||
; Is a hard/sonic drop requested?
|
||||
ldh a, [hUpState]
|
||||
cp a, 0
|
||||
jr z, .postdrop
|
||||
|
||||
; What kind, if any?
|
||||
ldh a, [hSimulationMode]
|
||||
cp a, MODE_TGM1
|
||||
jr z, .postdrop
|
||||
cp a, MODE_HELL
|
||||
jr z, .postdrop
|
||||
cp a, MODE_TGW2
|
||||
jr z, .harddrop
|
||||
cp a, MODE_TGW3
|
||||
jr z, .harddrop
|
||||
cp a, MODE_EAWY
|
||||
jr z, .harddrop
|
||||
|
||||
; Sonic drop.
|
||||
.sonicdrop
|
||||
ldh a, [hDownFrames]
|
||||
add a, 10
|
||||
ldh [hDownFrames], a
|
||||
ld a, 20
|
||||
ldh [hWantedG], a
|
||||
ldh a, [hTicksUntilG]
|
||||
dec a
|
||||
ldh [hTicksUntilG], a
|
||||
jr nz, .grav
|
||||
ldh a, [hCurrentFramesPerGravityTick]
|
||||
ldh [hTicksUntilG], a
|
||||
jr .grav
|
||||
|
||||
; Hard drop.
|
||||
.harddrop
|
||||
ldh a, [hDownFrames]
|
||||
add a, 10
|
||||
ldh [hDownFrames], a
|
||||
ld a, 20
|
||||
ld b, a
|
||||
ldh a, [hActualG]
|
||||
cp a, b
|
||||
jr nc, :+
|
||||
ld b, a
|
||||
: ldh a, [hCurrentPieceY]
|
||||
add a, b
|
||||
ldh [hCurrentPieceY], a
|
||||
xor a, a
|
||||
ldh [hCurrentLockDelayRemaining], a
|
||||
call SFXKill
|
||||
ld a, SFX_LOCK
|
||||
call SFXEnqueue
|
||||
jp .draw
|
||||
|
||||
; If we press down, we want to do a soft drop.
|
||||
.postdrop
|
||||
ldh a, [hDownState]
|
||||
cp a, 0
|
||||
jr z, :+
|
||||
ldh a, [hDownFrames]
|
||||
inc a
|
||||
ldh [hDownFrames], a
|
||||
ld a, 1
|
||||
ldh [hTicksUntilG], a
|
||||
|
||||
; Gravity?
|
||||
: ldh a, [hTicksUntilG]
|
||||
dec a
|
||||
ldh [hTicksUntilG], a
|
||||
jr nz, .nograv
|
||||
ldh a, [hCurrentFramesPerGravityTick]
|
||||
ldh [hTicksUntilG], a
|
||||
ldh a, [hCurrentGravityPerTick]
|
||||
ldh [hWantedG], a
|
||||
|
||||
; Can we drop the full requested distance?
|
||||
.grav
|
||||
ldh a, [hWantedG]
|
||||
ld b, a
|
||||
ldh a, [hActualG]
|
||||
cp a, b
|
||||
jr c, .smallg
|
||||
|
||||
; Yes. Do it.
|
||||
.bigg
|
||||
ldh a, [hWantedG]
|
||||
ld b, a
|
||||
ldh a, [hCurrentPieceY]
|
||||
add a, b
|
||||
ldh [hCurrentPieceY], a
|
||||
jr .postgrav
|
||||
|
||||
; No. Smaller distance.
|
||||
.smallg
|
||||
ldh a, [hActualG]
|
||||
ld b, a
|
||||
ldh a, [hCurrentPieceY]
|
||||
add a, b
|
||||
ldh [hCurrentPieceY], a
|
||||
|
||||
|
||||
; **************************************************************
|
||||
; HANDLE LOCKING
|
||||
; Are we grounded?
|
||||
.postgrav
|
||||
.nograv
|
||||
.donemanipulating
|
||||
ldh a, [hCurrentPieceY]
|
||||
inc a
|
||||
ld b, a
|
||||
|
@ -1264,57 +1249,42 @@ FieldProcess::
|
|||
jr z, .notgrounded
|
||||
|
||||
; We're grounded.
|
||||
.grounded
|
||||
; If the y position changed, play a sound.
|
||||
ldh a, [hCurrentPieceY]
|
||||
ld b, a
|
||||
ldh a, [hYPosAtStartOfFrame]
|
||||
cp a, b
|
||||
jr z, .postcheckforfirmdropsound ; Never play the sound if we didn't change rows.
|
||||
jr z, :+
|
||||
ldh a, [hDownState]
|
||||
cp a, 0
|
||||
jr nz, .postcheckforfirmdropsound ; Don't play the sound if we're holding down.
|
||||
|
||||
; Play the firm drop sound.
|
||||
.playfirmdropsound
|
||||
jr nz, :+
|
||||
call SFXKill
|
||||
ld a, SFX_MOVE
|
||||
call SFXEnqueue
|
||||
|
||||
; If the down button is held, lock.
|
||||
.postcheckforfirmdropsound
|
||||
ldh a, [hDownState]
|
||||
: ldh a, [hDownState]
|
||||
cp a, 0
|
||||
jr z, .dontforcelock
|
||||
|
||||
; Set the lock delay to 0 and save it.
|
||||
.forcelock
|
||||
ld a, 0
|
||||
jr z, :+
|
||||
ld a, 1
|
||||
ldh [hCurrentLockDelayRemaining], a
|
||||
jr .checklockdelay
|
||||
|
||||
; Load the lock delay.
|
||||
; Decrement it by one and save it.
|
||||
.dontforcelock
|
||||
ldh a, [hCurrentLockDelayRemaining]
|
||||
: ldh a, [hCurrentLockDelayRemaining]
|
||||
dec a
|
||||
ldh [hCurrentLockDelayRemaining], a
|
||||
|
||||
; Are we out of lock delay?
|
||||
.checklockdelay
|
||||
; If we're out of lock delay, play a sound.
|
||||
cp a, 0
|
||||
jr nz, .checkfortgm3lockexception ; If not, check if the TGM3 exception applies.
|
||||
jr .dolock ; Otherwise, lock!
|
||||
jr nz, .forcelockmaybe
|
||||
call SFXKill
|
||||
ld a, SFX_LOCK
|
||||
call SFXEnqueue
|
||||
jr .draw
|
||||
|
||||
; TGM3 sometimes forces a piece to immediately lock.
|
||||
.checkfortgm3lockexception
|
||||
.forcelockmaybe
|
||||
ldh a, [hLockDelayForce]
|
||||
cp a, $FF
|
||||
jr nz, .draw ; It's not forced, so go to drawing.
|
||||
xor a, a ; It is forced, so force it!
|
||||
jr nz, .draw
|
||||
xor a, a
|
||||
ldh [hCurrentLockDelayRemaining], a
|
||||
|
||||
; Play the locking sound and draw the piece.
|
||||
.dolock
|
||||
call SFXKill
|
||||
ld a, SFX_LOCK
|
||||
call SFXEnqueue
|
||||
|
|
26
src/main.asm
26
src/main.asm
|
@ -28,17 +28,9 @@ INCLUDE "res/title_map.inc"
|
|||
SECTION "High Globals", HRAM
|
||||
hGameState:: ds 1
|
||||
hSwapAB:: ds 1
|
||||
hInitialA:: ds 1
|
||||
hSimulationMode:: ds 1
|
||||
|
||||
SECTION "Globals", WRAM0
|
||||
wInitialA:: ds 1
|
||||
wInitialB:: ds 1
|
||||
wInitialC:: ds 1
|
||||
wInitialD:: ds 1
|
||||
wInitialE:: ds 1
|
||||
wInitialH:: ds 1
|
||||
wInitialL:: ds 1
|
||||
|
||||
|
||||
SECTION "Stack", WRAM0
|
||||
wStack::
|
||||
|
@ -48,20 +40,8 @@ wStackEnd::
|
|||
|
||||
SECTION "Code Entry Point", ROM0
|
||||
Main::
|
||||
; Load the initial registers. For reasons.
|
||||
ld [wInitialA], a
|
||||
ld a, b
|
||||
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
|
||||
; Load the initial A register. For reasons.
|
||||
ldh [hInitialA], a
|
||||
|
||||
; Turn off LCD during initialization.
|
||||
wait_vram
|
||||
|
|
|
@ -555,7 +555,6 @@ DoHold:
|
|||
ldh [hCurrentPieceRotationState], a
|
||||
ld a, SFX_IRS
|
||||
call SFXEnqueue
|
||||
jr .doHoldOperation
|
||||
|
||||
.checkIRSHB
|
||||
ldh a, [hSwapAB]
|
||||
|
|
|
@ -39,7 +39,7 @@ SwitchToTitle::
|
|||
call UnsafeMemCopy
|
||||
|
||||
; Little easter egg.
|
||||
ld a, [wInitialA]
|
||||
ldh a, [hInitialA]
|
||||
cp a, $FF
|
||||
jr nz, :+
|
||||
ld de, sEaster0
|
||||
|
|
Loading…
Reference in New Issue