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a4f41eee1f
Author | SHA1 | Date |
---|---|---|
Randy Thiemann | a4f41eee1f | |
Randy Thiemann | f46488e19d |
BIN
DMGTRIS.GBC
BIN
DMGTRIS.GBC
Binary file not shown.
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@ -35,7 +35,7 @@ Select the rotation rules:
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Select whether up performs a sonic drop, a hard drop, or nothing at all.
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### Speed Curve
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Check back later! For now you're stuck with the default.
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Select between several speed curves including the DMGTRIS default speed curve, TGM1, 2, and 3, as well as DEATH and SHIRASE mode. Note that all modes use the same scoring and they are all infinite.
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### Always 20G
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Whether you want instant-drop gravity to be active at any level.
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@ -51,7 +51,7 @@ After each piece is dropped, a check is made:
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Combo is reset to 1 and no points are awarded.
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### Lines were cleared
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Lines = Lines cleared. In TGM3 modes, 3 lines are worth 4, and 4 lines are worth 6.
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Lines = Lines cleared.
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Level = The level before the lines were cleared.
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@ -102,11 +102,6 @@ The game can be built using gnu make and the RGBDS toolchain.
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- In very rare cases the frame time in TGM3 and TGW3 modes can be exceeded due to the way the RNG for those modes works. When this happens, the screen will appear slightly glitched for 1 frame but no frame drops will occur. This issues is fundamentally impossible to completely avoid though more optimization may cause it to occur less frequently.
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## Future Goals
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- Implement better sound engine.
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- Add more speed curves.
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## License
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Copyright (C) 2023 - Randy Thiemann <randy.thiemann@gmail.com>
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@ -71,24 +71,6 @@ sGo:: db " GO "
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sPause::
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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db "P A U S E "
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db " P A U S E"
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sOption0::
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db "NORM"
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db " INV"
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@ -107,6 +89,11 @@ sOption3::
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db "NONE"
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sOption4::
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db "DMGT"
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db "TGM1"
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db "TGM2"
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db "TGM3"
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db "DEAT"
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db "SHIR"
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sOption5::
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db " NO"
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db " YES"
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@ -136,6 +123,388 @@ sPieceYOffsets:: ; How to draw each piece. Y-offsets of the sprites.
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db 0, 7, 0, 7 ; O
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db 0, 0, 7, 0 ; T
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sTGM1SpeedCurve::
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dw $0000, 0, $0100
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db 1, 64
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db 30, 16, 30, 41
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dw $0030, 30, $0100
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db 1, 42
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db 30, 16, 30, 41
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dw $0035, 35, $0100
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db 1, 32
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db 30, 16, 30, 41
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dw $0040, 40, $0100
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db 1, 25
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db 30, 16, 30, 41
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dw $0060, 60, $0100
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db 1, 16
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db 30, 16, 30, 41
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dw $0070, 70, $0100
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db 1, 8
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db 30, 16, 30, 41
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dw $0080, 80, $0100
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db 1, 5
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db 30, 16, 30, 41
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dw $0100, 100, $0200
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db 1, 3
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db 30, 16, 30, 41
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dw $0160, 160, $0200
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db 1, 2
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db 30, 16, 30, 41
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dw $0200, 200, $0300
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db 1, 64
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db 30, 16, 30, 41
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dw $0220, 220, $0300
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db 1, 8
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db 30, 16, 30, 41
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dw $0230, 230, $0300
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db 1, 4
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db 30, 16, 30, 41
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dw $0233, 233, $0300
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db 1, 3
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db 30, 16, 30, 41
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dw $0236, 236, $0300
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db 1, 2
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db 30, 16, 30, 41
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dw $0251, 251, $0300
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db 1, 1
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db 30, 16, 30, 41
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dw $0300, 300, $0400
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db 2, 1
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db 30, 16, 30, 41
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dw $0330, 330, $0400
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db 3, 1
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db 30, 16, 30, 41
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dw $0360, 360, $0400
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db 4, 1
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db 30, 16, 30, 41
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dw $0400, 400, $0500
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db 5, 1
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db 30, 16, 30, 41
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dw $0420, 420, $0500
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db 4, 1
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db 30, 16, 30, 41
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dw $0450, 450, $0500
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db 3, 1
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db 30, 16, 30, 41
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dw $0500, 500, $0600
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db 20, 1
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db 30, 16, 30, 41
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sTGM1SpeedCurveEnd::
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dw $FFFF
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sTGM2SpeedCurve::
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dw $0000, 0, $0100
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db 1, 64
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db 27, 16, 30, 40
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dw $0030, 30, $0100
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db 1, 42
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db 27, 16, 30, 40
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dw $0035, 35, $0100
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db 1, 32
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db 27, 16, 30, 40
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dw $0040, 40, $0100
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db 1, 25
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db 27, 16, 30, 40
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dw $0060, 60, $0100
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db 1, 16
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db 27, 16, 30, 40
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dw $0070, 70, $0100
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db 1, 8
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db 27, 16, 30, 40
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dw $0080, 80, $0100
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db 1, 5
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db 27, 16, 30, 40
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dw $0100, 100, $0200
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db 1, 3
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db 27, 16, 30, 40
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dw $0160, 160, $0200
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db 1, 2
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db 27, 16, 30, 40
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dw $0200, 200, $0300
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db 1, 64
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db 27, 16, 30, 40
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dw $0220, 220, $0300
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db 1, 8
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db 27, 16, 30, 40
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dw $0230, 230, $0300
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db 1, 4
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db 27, 16, 30, 40
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dw $0233, 233, $0300
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db 1, 3
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db 27, 16, 30, 40
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dw $0236, 236, $0300
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db 1, 2
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db 27, 16, 30, 40
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dw $0251, 251, $0300
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db 1, 1
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db 27, 16, 30, 40
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dw $0300, 300, $0400
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db 2, 1
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db 27, 16, 30, 40
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dw $0330, 330, $0400
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db 3, 1
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db 27, 16, 30, 40
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dw $0360, 360, $0400
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db 4, 1
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db 27, 16, 30, 40
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dw $0400, 400, $0500
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db 5, 1
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db 27, 16, 30, 40
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dw $0420, 420, $0500
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db 4, 1
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db 27, 16, 30, 40
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dw $0450, 450, $0500
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db 3, 1
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db 27, 16, 30, 40
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dw $0500, 500, $0600
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db 20, 1
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db 27, 10, 30, 25
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dw $0601, 601, $0700
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db 20, 1
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db 27, 10, 30, 7
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dw $0701, 701, $0800
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db 20, 1
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db 18, 10, 30, 7
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dw $0801, 801, $0900
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db 20, 1
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db 14, 10, 30, 1
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dw $0901, 901, $1000
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db 20, 1
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db 14, 6, 18, 1
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sTGM2SpeedCurveEnd::
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dw $FFFF
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sTGM3SpeedCurve::
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dw $0000, 0, $0100
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db 1, 64
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db 27, 16, 30, 40
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dw $0030, 30, $0100
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db 1, 42
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db 27, 16, 30, 40
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dw $0035, 35, $0100
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db 1, 32
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db 27, 16, 30, 40
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dw $0040, 40, $0100
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db 1, 25
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db 27, 16, 30, 40
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dw $0060, 60, $0100
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db 1, 16
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db 27, 16, 30, 40
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dw $0070, 70, $0100
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db 1, 8
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db 27, 16, 30, 40
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dw $0080, 80, $0100
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db 1, 5
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db 27, 16, 30, 40
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dw $0100, 100, $0200
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db 1, 3
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db 27, 16, 30, 40
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dw $0160, 160, $0200
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db 1, 2
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db 27, 16, 30, 40
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dw $0200, 200, $0300
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db 1, 64
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db 27, 16, 30, 40
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dw $0220, 220, $0300
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db 1, 8
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db 27, 16, 30, 40
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dw $0230, 230, $0300
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db 1, 4
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db 27, 16, 30, 40
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dw $0233, 233, $0300
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db 1, 3
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db 27, 16, 30, 40
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dw $0236, 236, $0300
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db 1, 2
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db 27, 16, 30, 40
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dw $0251, 251, $0300
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db 1, 1
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db 27, 16, 30, 40
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dw $0300, 300, $0400
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db 2, 1
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db 27, 16, 30, 40
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dw $0330, 330, $0400
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db 3, 1
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db 27, 16, 30, 40
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dw $0360, 360, $0400
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db 4, 1
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db 27, 16, 30, 40
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dw $0400, 400, $0500
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db 5, 1
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db 27, 16, 30, 40
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dw $0420, 420, $0500
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db 4, 1
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db 27, 16, 30, 40
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dw $0450, 450, $0500
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db 3, 1
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db 27, 16, 30, 40
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dw $0500, 500, $0600
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db 20, 1
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db 27, 10, 30, 25
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dw $0600, 600, $0700
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db 20, 1
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db 27, 10, 30, 7
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dw $0700, 700, $0800
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db 20, 1
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db 18, 10, 30, 7
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dw $0800, 800, $0900
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db 20, 1
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db 14, 10, 30, 1
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dw $0900, 900, $1000
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db 20, 1
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db 14, 8, 18, 1
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dw $1000, 1000, $1100
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db 20, 1
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db 8, 8, 18, 6
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dw $1100, 1000, $1200
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db 20, 1
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db 7, 8, 14, 6
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dw $1200, 1000, $1300
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db 20, 1
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db 6, 8, 14, 6
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sTGM3SpeedCurveEnd::
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dw $FFFF
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sDEATSpeedCurve::
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dw $0000, 0, $0100
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db 20, 1
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db 18, 12, 30, 12
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dw $0100, 0, $0200
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db 20, 1
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db 14, 12, 25, 1
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dw $0200, 0, $0300
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db 20, 1
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db 14, 11, 20, 1
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dw $0300, 0, $0400
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db 20, 1
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db 8, 10, 18, 6
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dw $0400, 0, $0500
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db 20, 1
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db 7, 8, 14, 5
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dw $0500, 0, $0600
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db 20, 1
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db 6, 8, 14, 4
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sDEATSpeedCurveEnd::
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dw $FFFF
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sSHIRSpeedCurve::
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dw $0000, 0, $0100
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db 20, 1
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db 12, 10, 18, 6
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dw $0100, 100, $0200
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db 20, 1
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db 12, 8, 18, 5
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dw $0200, 200, $0300
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db 20, 1
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db 12, 8, 16, 4
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dw $0300, 300, $0400
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db 20, 1
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db 6, 8, 14, 4
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dw $0500, 500, $0600
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db 20, 1
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db 6, 6, 12, 2
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dw $1100, 1100, $1200
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db 20, 1
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db 6, 6, 10, 2
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dw $1200, 1200, $1300
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db 20, 1
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db 6, 6, 8, 2
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sSHIRSpeedCurveEnd::
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dw $FFFF
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sSpeedCurve:: ; Speed curve of the game.
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dw $0000, 0, $0100 ; Level 0000
|
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db 1, 16 ; 1G every 16 frames
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|
|
|
@ -1255,6 +1255,9 @@ FieldProcess::
|
|||
ldh [hCurrentPieceY], a
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||||
xor a, a
|
||||
ldh [hCurrentLockDelayRemaining], a
|
||||
ldh a, [hCurrentGravityPerTick]
|
||||
cp a, 1
|
||||
jp nz, .draw
|
||||
call SFXKill
|
||||
ld a, SFX_LOCK
|
||||
call SFXEnqueue
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||||
|
@ -1339,8 +1342,11 @@ FieldProcess::
|
|||
.playfirmdropsound
|
||||
ldh a, [hCurrentLockDelay]
|
||||
ldh [hCurrentLockDelayRemaining], a
|
||||
ldh a, [hCurrentGravityPerTick]
|
||||
cp a, 1
|
||||
jr nz, .postcheckforfirmdropsound
|
||||
call SFXKill
|
||||
ld a, SFX_MOVE
|
||||
ld a, SFX_LAND
|
||||
call SFXEnqueue
|
||||
|
||||
; If the down button is held, lock.
|
||||
|
@ -1385,6 +1391,9 @@ FieldProcess::
|
|||
|
||||
; Play the locking sound and draw the piece.
|
||||
.dolock
|
||||
ldh a, [hCurrentGravityPerTick]
|
||||
cp a, 1
|
||||
jr nz, .draw
|
||||
call SFXKill
|
||||
ld a, SFX_LOCK
|
||||
call SFXEnqueue
|
||||
|
@ -1812,27 +1821,6 @@ FieldDelay::
|
|||
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
|
||||
ld a, [wRotModeState]
|
||||
cp a, ROT_MODE_ARSTI
|
||||
jr z, .modifylines
|
||||
jr .applylines
|
||||
.modifylines
|
||||
ldh a, [hLineClearCt]
|
||||
cp a, 1
|
||||
jr z, .applylines
|
||||
cp a, 2
|
||||
jr z, .applylines
|
||||
cp a, 3
|
||||
jr z, .addone
|
||||
inc a
|
||||
.addone
|
||||
inc a
|
||||
ld e, a
|
||||
ldh [hLineClearCt], a
|
||||
|
||||
; Increment the level counter by the amount of lines.
|
||||
.applylines
|
||||
call LevelUp
|
||||
|
@ -1915,11 +1903,14 @@ FieldDelay::
|
|||
ret nz
|
||||
|
||||
call ClearLines
|
||||
ldh a, [hCurrentGravityPerTick]
|
||||
cp a, 1
|
||||
jr nz, :+
|
||||
call SFXKill
|
||||
ld a, SFX_DROP
|
||||
ld a, SFX_LINE_CLEAR
|
||||
call SFXEnqueue
|
||||
|
||||
ldh a, [hCurrentARE]
|
||||
: ldh a, [hCurrentARE]
|
||||
ldh [hRemainingDelay], a
|
||||
|
||||
|
||||
|
|
|
@ -130,15 +130,15 @@ DEF PIECE_O EQU 5
|
|||
DEF PIECE_T EQU 6
|
||||
DEF PIECE_NONE EQU 255
|
||||
|
||||
DEF SFX_IRS EQU 7
|
||||
DEF SFX_DROP EQU 8
|
||||
DEF SFX_LOCK EQU 9
|
||||
DEF SFX_BELL EQU 10
|
||||
DEF SFX_MOVE EQU 11
|
||||
DEF SFX_RANK_UP EQU 12
|
||||
DEF SFX_LEVEL_UP EQU 13
|
||||
DEF SFX_IHS EQU 14
|
||||
DEF SFX_READY_GO EQU 15
|
||||
DEF SFX_IRS EQU $80
|
||||
DEF SFX_IHS EQU 10
|
||||
DEF SFX_LINE_CLEAR EQU 11
|
||||
DEF SFX_LAND EQU 12
|
||||
DEF SFX_LOCK EQU 13
|
||||
DEF SFX_LEVELLOCK EQU 14
|
||||
DEF SFX_LEVELUP EQU 15
|
||||
DEF SFX_RANKUP EQU 16
|
||||
DEF SFX_READYGO EQU 17
|
||||
|
||||
DEF STACK_SIZE EQU 64
|
||||
DEF GAME_OVER_R10 EQU 133
|
||||
|
@ -172,7 +172,12 @@ DEF DROP_MODE_NONE EQU 2
|
|||
DEF DROP_MODE_COUNT EQU 3
|
||||
|
||||
DEF SCURVE_DMGT EQU 0
|
||||
DEF SCURVE_COUNT EQU 1
|
||||
DEF SCURVE_TGM1 EQU 1
|
||||
DEF SCURVE_TGM2 EQU 2
|
||||
DEF SCURVE_TGM3 EQU 3
|
||||
DEF SCURVE_DEAT EQU 4
|
||||
DEF SCURVE_SHIR EQU 5
|
||||
DEF SCURVE_COUNT EQU 6
|
||||
|
||||
DEF TILE_HIG_MODE_BASE EQU 232
|
||||
DEF HIG_MODE_OFF EQU 0
|
||||
|
|
|
@ -192,7 +192,7 @@ LevelUp::
|
|||
ldh [hCLevel+2], a
|
||||
ldh [hCLevel+3], a
|
||||
call DoSpeedUp
|
||||
ld a, SFX_RANK_UP
|
||||
ld a, SFX_RANKUP
|
||||
call SFXEnqueue
|
||||
ret
|
||||
|
||||
|
@ -221,7 +221,7 @@ LevelUp::
|
|||
jr nz, .checkspeedup
|
||||
ld a, $FF
|
||||
ldh [hRequiresLineClear], a
|
||||
ld a, SFX_BELL
|
||||
ld a, SFX_LEVELLOCK
|
||||
call SFXEnqueue
|
||||
jr .leveljinglemaybe
|
||||
|
||||
|
@ -257,7 +257,7 @@ LevelUp::
|
|||
jr nz, .leveljinglemaybe
|
||||
ld a, $FF
|
||||
ldh [hRequiresLineClear], a
|
||||
ld a, SFX_BELL
|
||||
ld a, SFX_LEVELLOCK
|
||||
call SFXEnqueue
|
||||
|
||||
.leveljinglemaybe
|
||||
|
@ -266,7 +266,7 @@ LevelUp::
|
|||
ldh a, [hCLevel+1]
|
||||
cp a, b
|
||||
jr z, .checkspeedup
|
||||
ld a, SFX_LEVEL_UP
|
||||
ld a, SFX_LEVELUP
|
||||
call SFXEnqueue
|
||||
|
||||
.checkspeedup
|
||||
|
|
|
@ -187,7 +187,6 @@ sfx_names = [
|
|||
"sSFXLevelLock",
|
||||
"sSFXLevelUp",
|
||||
"sSFXRankUp",
|
||||
"sSFXIHS",
|
||||
"sSFXReadyGo",
|
||||
]
|
||||
|
||||
|
|
|
@ -185,7 +185,7 @@ IncreaseScore::
|
|||
; If it has, reset the score.
|
||||
xor a, a
|
||||
ldh [hScore], a
|
||||
ld a, SFX_RANK_UP
|
||||
ld a, SFX_RANKUP
|
||||
call SFXEnqueue
|
||||
ret
|
||||
|
||||
|
|
1440
src/sfx.asm
1440
src/sfx.asm
File diff suppressed because it is too large
Load Diff
|
@ -41,10 +41,10 @@ hCurrentPieceY:: ds 1
|
|||
hCurrentPieceRotationState:: ds 1
|
||||
hHeldPiece:: ds 1
|
||||
hHoldSpent:: ds 1
|
||||
hSkipJingle: ds 1
|
||||
hMode: ds 1
|
||||
hModeCounter: ds 1
|
||||
hPrePause: ds 1
|
||||
hRequestedJingle: ds 1
|
||||
|
||||
|
||||
SECTION "Gameplay Functions", ROM0
|
||||
|
@ -158,7 +158,7 @@ leadyMode:
|
|||
cp a, LEADY_TIME
|
||||
jr nz, :+
|
||||
call SFXKill
|
||||
ld a, SFX_READY_GO
|
||||
ld a, SFX_READYGO
|
||||
call SFXEnqueue
|
||||
ldh a, [hModeCounter]
|
||||
: dec a
|
||||
|
@ -205,12 +205,13 @@ postGoMode:
|
|||
; Fetch the next piece.
|
||||
prefetchedPieceMode:
|
||||
; A piece will spawn in the middle, at the top of the screen, not rotated by default.
|
||||
ld a, $FF
|
||||
ldh [hRequestedJingle], a
|
||||
ld a, 5
|
||||
ldh [hCurrentPieceX], a
|
||||
ld a, 3
|
||||
ldh [hCurrentPieceY], a
|
||||
xor a, a
|
||||
ldh [hSkipJingle], a
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ldh [hHoldSpent], a
|
||||
|
||||
|
@ -219,10 +220,14 @@ prefetchedPieceMode:
|
|||
.checkIHS
|
||||
ldh a, [hSelectState]
|
||||
cp a, 0
|
||||
jr z, .checkIRSA
|
||||
jr z, .loaddefaultjingle
|
||||
call DoHold
|
||||
; Holding does its own IRS check.
|
||||
jr .checkJingle
|
||||
jr .postjingle
|
||||
|
||||
; Enqueue the jingle.
|
||||
.loaddefaultjingle
|
||||
ldh a, [hNextPiece]
|
||||
ldh [hRequestedJingle], a
|
||||
|
||||
; Check if IRS is requested.
|
||||
; Apply the rotation if so.
|
||||
|
@ -246,8 +251,12 @@ prefetchedPieceMode:
|
|||
.cp1
|
||||
ld a, 3
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ldh a, [hNextPiece]
|
||||
ld b, a
|
||||
ld a, SFX_IRS
|
||||
call SFXEnqueue
|
||||
or a, b
|
||||
ldh [hRequestedJingle], a
|
||||
jr .postjingle
|
||||
|
||||
.checkIRSB
|
||||
ld a, [wSwapABState]
|
||||
|
@ -256,33 +265,27 @@ prefetchedPieceMode:
|
|||
.lda2
|
||||
ldh a, [hAState]
|
||||
cp a, 0
|
||||
jr z, .checkJingle
|
||||
jr z, .postjingle
|
||||
ld a, $FF
|
||||
ldh [hAState], a
|
||||
jr .cp2
|
||||
.ldb2
|
||||
ldh a, [hBState]
|
||||
cp a, 0
|
||||
jr z, .checkJingle
|
||||
jr z, .postjingle
|
||||
ld a, $FF
|
||||
ldh [hBState], a
|
||||
.cp2
|
||||
ld a, 1
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ld a, SFX_IRS
|
||||
call SFXEnqueue
|
||||
|
||||
.checkJingle
|
||||
ldh a, [hSkipJingle]
|
||||
cp a, 0
|
||||
jr nz, .skipJingle
|
||||
.playNextJingle
|
||||
ldh a, [hCurrentGravityPerTick]
|
||||
cp a, 1
|
||||
jr nz, .skipJingle
|
||||
ldh a, [hNextPiece]
|
||||
call SFXEnqueue
|
||||
.skipJingle
|
||||
ld b, a
|
||||
ld a, SFX_IRS
|
||||
or a, b
|
||||
ldh [hRequestedJingle], a
|
||||
jr .postjingle
|
||||
|
||||
.postjingle
|
||||
ld a, MODE_SPAWN_PIECE
|
||||
ldh [hMode], a
|
||||
; State falls through to the next.
|
||||
|
@ -299,6 +302,15 @@ spawnPieceMode:
|
|||
: ld a, MODE_PIECE_IN_MOTION
|
||||
ldh [hMode], a
|
||||
|
||||
; Play the next jingle... maybe!
|
||||
ldh a, [hHoldSpent]
|
||||
cp a, $FF
|
||||
jr z, pieceInMotionMode
|
||||
ldh a, [hRequestedJingle]
|
||||
cp a, $FF
|
||||
jr z, pieceInMotionMode
|
||||
call SFXEnqueue
|
||||
|
||||
|
||||
; This mode lasts for as long as the piece is in motion.
|
||||
; Field will let us know when it has locked in place.
|
||||
|
@ -327,8 +339,6 @@ pieceInMotionMode:
|
|||
ldh [hCurrentPieceX], a
|
||||
ld a, 3
|
||||
ldh [hCurrentPieceY], a
|
||||
xor a, a
|
||||
ldh [hSkipJingle], a
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
call DoHold
|
||||
ld a, MODE_SPAWN_PIECE
|
||||
|
@ -482,12 +492,12 @@ gameOverMode:
|
|||
ldh [hMode], a
|
||||
ld a, LEADY_TIME
|
||||
ldh [hModeCounter], a
|
||||
jr drawStaticInfo
|
||||
jp drawStaticInfo
|
||||
|
||||
; Quit
|
||||
: ldh a, [hBState]
|
||||
cp a, 1
|
||||
jr nz, drawStaticInfo
|
||||
jp nz, drawStaticInfo
|
||||
call SwitchToTitle
|
||||
jp EventLoopPostHandler
|
||||
|
||||
|
@ -504,7 +514,43 @@ pauseMode:
|
|||
; Draw PAUSE all over the field.
|
||||
: ld de, sPause
|
||||
ld hl, wField+(4*10)
|
||||
ld bc, 200
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(6*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(8*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(10*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(12*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(14*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(16*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(18*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(20*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
ld de, sPause
|
||||
ld hl, wField+(22*10)
|
||||
ld bc, 20
|
||||
call UnsafeMemCopy
|
||||
jr drawStaticInfo
|
||||
|
||||
|
@ -538,8 +584,6 @@ DoHold:
|
|||
; Mark hold as spent.
|
||||
ld a, $FF
|
||||
ldh [hHoldSpent], a
|
||||
ld a, SFX_IHS
|
||||
call SFXEnqueue
|
||||
|
||||
; Check if IRS is requested.
|
||||
; Apply the rotation if so.
|
||||
|
@ -563,7 +607,8 @@ DoHold:
|
|||
.cp3
|
||||
ld a, 3
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ld a, SFX_IRS
|
||||
call SFXKill
|
||||
ld a, SFX_IRS | SFX_IHS
|
||||
call SFXEnqueue
|
||||
jr .doHoldOperation
|
||||
|
||||
|
@ -587,11 +632,15 @@ DoHold:
|
|||
.cp4
|
||||
ld a, 1
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
ld a, SFX_IRS
|
||||
call SFXKill
|
||||
ld a, SFX_IRS | SFX_IHS
|
||||
call SFXEnqueue
|
||||
jr .doHoldOperation
|
||||
|
||||
.noRotation
|
||||
call SFXKill
|
||||
ld a, SFX_IHS
|
||||
call SFXEnqueue
|
||||
ld a, 0
|
||||
ldh [hCurrentPieceRotationState], a
|
||||
|
||||
|
@ -602,8 +651,6 @@ DoHold:
|
|||
ldh [hHeldPiece], a
|
||||
ld a, b
|
||||
ldh [hCurrentPiece], a
|
||||
ld a, $FF
|
||||
ldh [hSkipJingle], a
|
||||
ret
|
||||
|
||||
|
||||
|
|
|
@ -114,6 +114,9 @@ SwitchToTitle::
|
|||
; GBC init
|
||||
call GBCTitleInit
|
||||
|
||||
; Make sure the speed curve is aimed at the right place.
|
||||
call InitSpeedCurve
|
||||
|
||||
; Install the event loop handlers.
|
||||
ld a, 0
|
||||
ldh [hGameState], a
|
||||
|
@ -261,10 +264,12 @@ DecrementOption:
|
|||
dec a
|
||||
ld [wSpeedCurveState], a
|
||||
ld [rSpeedCurveState], a
|
||||
call InitSpeedCurve
|
||||
jp EventLoopPostHandler
|
||||
: ld a, SCURVE_COUNT-1
|
||||
ld [wSpeedCurveState], a
|
||||
ld [rSpeedCurveState], a
|
||||
call InitSpeedCurve
|
||||
jp EventLoopPostHandler
|
||||
|
||||
.opt5
|
||||
|
@ -372,10 +377,12 @@ IncrementOption:
|
|||
inc a
|
||||
ld [wSpeedCurveState], a
|
||||
ld [rSpeedCurveState], a
|
||||
call InitSpeedCurve
|
||||
jp EventLoopPostHandler
|
||||
: xor a, a
|
||||
ld [wSpeedCurveState], a
|
||||
ld [rSpeedCurveState], a
|
||||
call InitSpeedCurve
|
||||
jp EventLoopPostHandler
|
||||
|
||||
.opt5
|
||||
|
@ -409,32 +416,102 @@ IncrementLevel:
|
|||
ldh [hStartSpeed], a
|
||||
ld a, h
|
||||
ldh [hStartSpeed+1], a
|
||||
jr CheckLevelRange
|
||||
jp CheckLevelRange
|
||||
|
||||
InitSpeedCurve:
|
||||
ld a, [wSpeedCurveState]
|
||||
call GetStart
|
||||
|
||||
.set
|
||||
ld a, l
|
||||
ldh [hStartSpeed], a
|
||||
ld a, h
|
||||
ldh [hStartSpeed+1], a
|
||||
ret
|
||||
|
||||
|
||||
|
||||
GetEnd:
|
||||
ld a, [wSpeedCurveState]
|
||||
cp a, SCURVE_DMGT
|
||||
jr nz, :+
|
||||
ld bc, sSpeedCurveEnd
|
||||
ret
|
||||
: cp a, SCURVE_TGM1
|
||||
jr nz, :+
|
||||
ld bc, sTGM1SpeedCurveEnd
|
||||
ret
|
||||
: cp a, SCURVE_TGM2
|
||||
jr nz, :+
|
||||
ld bc, sTGM2SpeedCurveEnd
|
||||
ret
|
||||
: cp a, SCURVE_TGM3
|
||||
jr nz, :+
|
||||
ld bc, sTGM3SpeedCurveEnd
|
||||
ret
|
||||
: cp a, SCURVE_DEAT
|
||||
jr nz, :+
|
||||
ld bc, sDEATSpeedCurveEnd
|
||||
ret
|
||||
: ld bc, sSHIRSpeedCurveEnd
|
||||
ret
|
||||
|
||||
GetStart:
|
||||
ld a, [wSpeedCurveState]
|
||||
cp a, SCURVE_DMGT
|
||||
jr nz, :+
|
||||
ld hl, sSpeedCurve
|
||||
ret
|
||||
: cp a, SCURVE_TGM1
|
||||
jr nz, :+
|
||||
ld hl, sTGM1SpeedCurve
|
||||
ret
|
||||
: cp a, SCURVE_TGM2
|
||||
jr nz, :+
|
||||
ld hl, sTGM2SpeedCurve
|
||||
ret
|
||||
: cp a, SCURVE_TGM3
|
||||
jr nz, :+
|
||||
ld hl, sTGM2SpeedCurve
|
||||
ret
|
||||
: cp a, SCURVE_DEAT
|
||||
jr nz, :+
|
||||
ld hl, sDEATSpeedCurve
|
||||
ret
|
||||
: ld hl, sSHIRSpeedCurve
|
||||
ret
|
||||
|
||||
CheckLevelRange:
|
||||
; At end?
|
||||
ld bc, sSpeedCurveEnd
|
||||
call GetEnd
|
||||
ldh a, [hStartSpeed]
|
||||
cp a, c
|
||||
jr nz, .notatend
|
||||
ldh a, [hStartSpeed+1]
|
||||
cp a, b
|
||||
jr nz, .notatend
|
||||
ld hl, sSpeedCurve
|
||||
call GetStart
|
||||
ld a, l
|
||||
ldh [hStartSpeed], a
|
||||
ld a, h
|
||||
ldh [hStartSpeed+1], a
|
||||
|
||||
.notatend
|
||||
ld bc, sSpeedCurve-12
|
||||
ld de, -12
|
||||
|
||||
call GetStart
|
||||
add hl, de
|
||||
ldh a, [hStartSpeed]
|
||||
cp a, c
|
||||
cp a, l
|
||||
jr nz, .notatstart
|
||||
ldh a, [hStartSpeed+1]
|
||||
cp a, b
|
||||
cp a, h
|
||||
jr nz, .notatstart
|
||||
ld hl, sSpeedCurveEnd-12
|
||||
|
||||
call GetEnd
|
||||
ld h, b
|
||||
ld l, c
|
||||
add hl, de
|
||||
ld a, l
|
||||
ldh [hStartSpeed], a
|
||||
ld a, h
|
||||
|
|
Loading…
Reference in New Issue