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Author SHA1 Message Date
Randy Thiemann 9cedde3ed7 Implement RNG 2023-10-13 08:38:10 +02:00
Randy Thiemann 6f0d5d539c Data entry. 2023-10-13 08:37:55 +02:00
Randy Thiemann 6368948e45 Sprite drawing bug. 2023-10-13 08:37:21 +02:00
11 changed files with 632 additions and 227 deletions

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@ -1,8 +1,4 @@
; *****************************************************************************
; * *
; * Cartridge Header. *
; * *
; *****************************************************************************
SECTION "Header", ROM0[$100]
jp MainEntryPoint
ds $150 - @, 0 ; RGBFIX will fill in the header.
SECTION "Cartridge Header", ROM0[$100]
nop
jp Main
ds $150 - @, 0

358
src/include/constants.asm Normal file
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@ -0,0 +1,358 @@
IF !DEF(CONSTANTS_ASM)
DEF CONSTANTS_ASM EQU 1
SECTION "Static Data", ROM0
sPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites.
db 0, 8, 16, 24 ; I
db 0, 8, 8, 16 ; Z
db 0, 8, 8, 16 ; S
db 0, 8, 16, 16 ; J
db 0, 0, 8, 16 ; L
db 8, 8, 16, 16 ; O
db 0, 8, 8, 16 ; T
sPieceYOffsets:: ; How to draw each piece. Y-offsets of the sprites.
db 0, 0, 0, 0 ; I
db 0, 0, 7, 7 ; Z
db 7, 7, 0, 0 ; S
db 0, 0, 0, 7 ; J
db 7, 0, 0, 0 ; L
db 0, 7, 0, 7 ; O
db 0, 0, 7, 0 ; T
sSpeedCurve:: ; Speed curve of the game.
dw $0000 ; Level 0000
db 0, %00000001 ; 1/8G
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0100 ; Level 0100
db 0, %00010001 ; 2/8G
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0150 ; Level 0150
db 0, %01001001 ; 3/8G
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0200 ; Level 0200
db 0, %01010101 ; 4/8G
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0225 ; Level 0225
db 0, %01011101 ; 5/8G
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0250 ; Level 0250
db 0, %01110111 ; 6/8G
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0275 ; Level 0275
db 0, %01111111 ; 7/8G
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0300 ; Level 0300
db 1, %11111111 ; 1G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0350 ; Level 0350
db 2, %11111111 ; 2G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0400 ; Level 0400
db 3, %11111111 ; 3G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0450 ; Level 0450
db 4, %11111111 ; 4G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0475 ; Level 0475
db 5, %11111111 ; 5G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0500 ; Level 0500
db 20, %11111111 ; 20G
db 25, 14, 30, 24 ; ARE, DAS, LOCK, LINECLEAR
dw $0600 ; Level 0600
db 20, %11111111 ; 20G
db 25, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR
dw $0700 ; Level 0700
db 20, %11111111 ; 20G
db 20, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR
dw $0900 ; Level 0900
db 20, %11111111 ; 20G
db 16, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR
dw $1100 ; Level 1100
db 20, %11111111 ; 20G
db 12, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR
dw $1200 ; Level 1200
db 20, %11111111 ; 20G
db 12, 6, 25, 8 ; ARE, DAS, LOCK, LINECLEAR
dw $1300 ; Level 1300
db 20, %11111111 ; 20G
db 10, 6, 20, 7 ; ARE, DAS, LOCK, LINECLEAR
dw $1400 ; Level 1400
db 20, %11111111 ; 20G
db 10, 6, 18, 6 ; ARE, DAS, LOCK, LINECLEAR
dw $1500 ; Level 1500
db 20, %11111111 ; 20G
db 8, 4, 16, 5 ; ARE, DAS, LOCK, LINECLEAR
dw $1600 ; Level 1600
db 20, %11111111 ; 20G
db 8, 4, 14, 4 ; ARE, DAS, LOCK, LINECLEAR
dw $1700 ; Level 1700
db 20, %11111111 ; 20G
db 6, 4, 12, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $1800 ; Level 1800
db 20, %11111111 ; 20G
db 6, 4, 10, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $1900 ; Level 1900
db 20, %11111111 ; 20G
db 4, 4, 8, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $2000 ; Level 2000
db 20, %11111111 ; 20G
db 4, 3, 8, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $2500 ; Level 2500
db 20, %11111111 ; 20G
db 2, 1, 8, 2 ; ARE, DAS, LOCK, LINECLEAR
dw $3000 ; Level 3000
db 20, %11111111 ; 20G
db 1, 1, 8, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $4000 ; Level 4000
db 20, %11111111 ; 20G
db 1, 1, 6, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $5000 ; Level 5000
db 20, %11111111 ; 20G
db 1, 1, 4, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $6666 ; Level 6666
db 20, %11111111 ; 20G
db 1, 1, 2, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $9999 ; Level 9999
db 20, %11111111 ; 20G
db 1, 1, 1, 1 ; ARE, DAS, LOCK, LINECLEAR
sPieceRotationStates:: ; How each piece is rotated.
; I
db %0000
db %1111
db %0000
db %0000
db %0010
db %0010
db %0010
db %0010
db %0000
db %1111
db %0000
db %0000
db %0010
db %0010
db %0010
db %0010
; Z
db %0000
db %1100
db %0110
db %0000
db %0010
db %0110
db %0100
db %0000
db %0000
db %1100
db %0110
db %0000
db %0010
db %0110
db %0100
db %0000
; S
db %0000
db %0110
db %1100
db %0000
db %1000
db %1100
db %0100
db %0000
db %0000
db %0110
db %1100
db %0000
db %1000
db %1100
db %0100
db %0000
; J
db %0000
db %1110
db %0010
db %0000
db %0110
db %0100
db %0100
db %0000
db %0000
db %1000
db %1110
db %0000
db %0100
db %0100
db %1100
db %0000
; L
db %0000
db %1110
db %1000
db %0000
db %0100
db %0100
db %0110
db %0000
db %0000
db %0010
db %1110
db %0000
db %1100
db %0100
db %0100
db %0000
; O
db %0000
db %0110
db %0110
db %0000
db %0000
db %0110
db %0110
db %0000
db %0000
db %0110
db %0110
db %0000
db %0000
db %0110
db %0110
db %0000
; T
db %0000
db %1110
db %0100
db %0000
db %0100
db %0110
db %0100
db %0000
db %0000
db %0100
db %1110
db %0000
db %0100
db %1100
db %0100
db %0000
DEF PALETTE_REGULAR EQU %11100100
DEF PALETTE_INVERTED EQU %00011011
DEF PALETTE_MONO_0 EQU %11111111
DEF PALETTE_MONO_1 EQU %10101010
DEF PALETTE_MONO_2 EQU %01010101
DEF PALETTE_MONO_3 EQU %00000000
DEF PALETTE_DARKER_0 EQU %11100100
DEF PALETTE_DARKER_1 EQU %11111001
DEF PALETTE_DARKER_2 EQU %11111110
DEF PALETTE_DARKER_3 EQU %11111111
DEF PALETTE_LIGHTER_0 EQU %11100100
DEF PALETTE_LIGHTER_1 EQU %10010000
DEF PALETTE_LIGHTER_2 EQU %01000000
DEF PALETTE_LIGHTER_3 EQU %00000000
DEF FIELD_TOP_LEFT EQU $9800+(0*32)+1
DEF FIELD_ROW_1 EQU $9800+(0*32)+1
DEF FIELD_ROW_2 EQU $9800+(1*32)+1
DEF FIELD_ROW_3 EQU $9800+(2*32)+1
DEF FIELD_ROW_4 EQU $9800+(3*32)+1
DEF FIELD_ROW_5 EQU $9800+(4*32)+1
DEF FIELD_ROW_6 EQU $9800+(5*32)+1
DEF FIELD_ROW_7 EQU $9800+(6*32)+1
DEF FIELD_ROW_8 EQU $9800+(7*32)+1
DEF FIELD_ROW_9 EQU $9800+(8*32)+1
DEF FIELD_ROW_10 EQU $9800+(9*32)+1
DEF FIELD_ROW_11 EQU $9800+(10*32)+1
DEF FIELD_ROW_12 EQU $9800+(11*32)+1
DEF FIELD_ROW_13 EQU $9800+(12*32)+1
DEF FIELD_ROW_14 EQU $9800+(13*32)+1
DEF FIELD_ROW_15 EQU $9800+(14*32)+1
DEF FIELD_ROW_16 EQU $9800+(15*32)+1
DEF FIELD_ROW_17 EQU $9800+(16*32)+1
DEF FIELD_ROW_18 EQU $9800+(17*32)+1
DEF FIELD_ROW_19 EQU $9800+(18*32)+1
DEF FIELD_ROW_20 EQU $9800+(19*32)+1
DEF TILE_FIELD_EMPTY EQU 7
DEF TILE_PIECE_0 EQU 10
DEF TILE_0 EQU 110
DEF NEXT_BASE_X EQU 120
DEF NEXT_BASE_Y EQU 40
DEF HOLD_BASE_X EQU 120
DEF HOLD_BASE_Y EQU 80
DEF DIGIT_BASE_X EQU 112
DEF SCORE_BASE_Y EQU 115
DEF CLEVEL_BASE_Y EQU 136
DEF NLEVEL_BASE_Y EQU 148
DEF SCURVE_N_ENTRIES EQU 32
DEF SCURVE_ENTRY_SIZE EQU 8
DEF PIECE_I EQU 0
DEF PIECE_Z EQU 1
DEF PIECE_S EQU 2
DEF PIECE_J EQU 3
DEF PIECE_L EQU 4
DEF PIECE_O EQU 5
DEF PIECE_T EQU 6
ENDC

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@ -1,110 +1,25 @@
; *****************************************************************************
; * *
; * Libraries and Defines *
; * *
; *****************************************************************************
IF !DEF(GLOBALS_ASM)
DEF GLOBALS_ASM EQU 1
INCLUDE "vendor/hardware.inc"
INCLUDE "vendor/structs.asm"
INCLUDE "constants.asm"
; *****************************************************************************
; * *
; * Game Variables *
; * *
; *****************************************************************************
SECTION "General Game Variables", WRAM0
wLCDCCtr:: db
wLCDCCtr:: db
wEvenFrame:: db
wField:: ds (10*22)
wRNGSeed:: ds 4
wField:: ds (10*22)
SECTION "Important Game Variables", HRAM
hScore:: ds 6
hCtr:: ds 1
hScore:: ds 6
hCLevel:: ds 6
hNLevel:: ds 6
; *****************************************************************************
; * *
; * Static Data *
; * *
; *****************************************************************************
SECTION "Static Data", ROM0
sPieceXOffsets::
db 0, 8, 16, 24 ; I
db 0, 8, 8, 16 ; Z
db 0, 8, 8, 16 ; S
db 0, 8, 16, 16 ; J
db 0, 0, 8, 16 ; L
db 8, 8, 16, 16 ; O
db 0, 8, 8, 16 ; T
sPieceYOffsets::
db 0, 0, 0, 0 ; I
db 0, 0, 7, 7 ; Z
db 7, 7, 0, 0 ; S
db 0, 0, 0, 7 ; J
db 0, 7, 0, 0 ; L
db 0, 7, 0, 7 ; O
db 0, 0, 7, 0 ; T
; *****************************************************************************
; * *
; * Convenience Defines *
; * *
; *****************************************************************************
DEF PALETTE_REGULAR EQU %11100100
DEF PALETTE_INVERTED EQU %00011011
DEF PALETTE_MONO_0 EQU %11111111
DEF PALETTE_MONO_1 EQU %10101010
DEF PALETTE_MONO_2 EQU %01010101
DEF PALETTE_MONO_3 EQU %00000000
DEF PALETTE_DARKER_0 EQU %11100100
DEF PALETTE_DARKER_1 EQU %11111001
DEF PALETTE_DARKER_2 EQU %11111110
DEF PALETTE_DARKER_3 EQU %11111111
DEF PALETTE_LIGHTER_0 EQU %11100100
DEF PALETTE_LIGHTER_1 EQU %10010000
DEF PALETTE_LIGHTER_2 EQU %01000000
DEF PALETTE_LIGHTER_3 EQU %00000000
DEF FIELD_TOP_LEFT EQU $9800+(0*32)+1
DEF FIELD_ROW_1 EQU $9800+(0*32)+1
DEF FIELD_ROW_2 EQU $9800+(1*32)+1
DEF FIELD_ROW_3 EQU $9800+(2*32)+1
DEF FIELD_ROW_4 EQU $9800+(3*32)+1
DEF FIELD_ROW_5 EQU $9800+(4*32)+1
DEF FIELD_ROW_6 EQU $9800+(5*32)+1
DEF FIELD_ROW_7 EQU $9800+(6*32)+1
DEF FIELD_ROW_8 EQU $9800+(7*32)+1
DEF FIELD_ROW_9 EQU $9800+(8*32)+1
DEF FIELD_ROW_10 EQU $9800+(9*32)+1
DEF FIELD_ROW_11 EQU $9800+(10*32)+1
DEF FIELD_ROW_12 EQU $9800+(11*32)+1
DEF FIELD_ROW_13 EQU $9800+(12*32)+1
DEF FIELD_ROW_14 EQU $9800+(13*32)+1
DEF FIELD_ROW_15 EQU $9800+(14*32)+1
DEF FIELD_ROW_16 EQU $9800+(15*32)+1
DEF FIELD_ROW_17 EQU $9800+(16*32)+1
DEF FIELD_ROW_18 EQU $9800+(17*32)+1
DEF FIELD_ROW_19 EQU $9800+(18*32)+1
DEF FIELD_ROW_20 EQU $9800+(19*32)+1
DEF TILE_FIELD_EMPTY EQU 7
DEF TILE_PIECE_0 EQU 10
DEF TILE_0 EQU 110
DEF NEXT_BASE_X EQU 120
DEF NEXT_BASE_Y EQU 40
DEF HOLD_BASE_X EQU 120
DEF HOLD_BASE_Y EQU 80
DEF DIGIT_BASE_X EQU 112
DEF SCORE_BASE_Y EQU 115
DEF CLEVEL_BASE_Y EQU 136
DEF NLEVEL_BASE_Y EQU 148
; *****************************************************************************
; * *
; * Convenience Macros *
; * *
; *****************************************************************************
; Waits for VRAM to be safe to access. (Includes hblank.)
MACRO wait_vram
.waitvram\@
@ -113,6 +28,7 @@ MACRO wait_vram
jr nz, .waitvram\@
ENDM
; Waits for lcd to be in vblank.
MACRO wait_vblank
.waitvb\@
@ -122,6 +38,7 @@ MACRO wait_vblank
jr nz, .waitvb\@
ENDM
; Waits for lcd to not be in vblank.
MACRO wait_vblank_end
.waitvbe\@
@ -131,21 +48,25 @@ MACRO wait_vblank_end
jr z, .waitvbe\@
ENDM
; Sets the background palette to A.
MACRO set_bg_palette
ldh [rBGP], a
ENDM
; Sets the object0 palette to A.
MACRO set_obj0_palette
ldh [rOBP0], a
ENDM
; Sets the object1 palette to A.
MACRO set_obj1_palette
ldh [rOBP1], a
ENDM
; Sets all palettes to A.
MACRO set_all_palettes
set_bg_palette a
@ -158,3 +79,6 @@ ENDM
MACRO lb
ld \1, (LOW(\2) << 8) | LOW(\3)
ENDM
ENDC

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@ -1,34 +0,0 @@
SECTION "Hardware Control Functions", ROM0
DisableAudio::
xor a, a
ldh [rNR52], a
ret
DisableLCDKeepingSettings::
ldh a, [rLCDC]
and LOW(~LCDCF_ON)
wait_vram
ldh [rLCDC], a
ret
DisableLCD::
wait_vram
xor a, a
ldh [rLCDC], a
ret
EnableLCD::
ldh a, [rLCDC]
or LCDCF_ON | LCDCF_BGON | LCDCF_OBJON
ldh [rLCDC], a
ret
SetTileDataBanks::
ldh a, [rLCDC]
or LCDCF_BLK01
ldh [rLCDC], a
ret

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@ -1,3 +1,7 @@
IF !DEF(INTERRUPTS_ASM)
DEF INTERRUPTS_ASM EQU 1
SECTION "Interrupt Initialization Functions", ROM0
InitializeLCDCInterrupt::
ld a, STATF_LYC
@ -52,3 +56,5 @@ LCDCInterrupt_End:
pop af
reti
ENDC

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@ -1,3 +1,7 @@
IF !DEF(MEMORY_ASM)
DEF MEMORY_ASM EQU 1
SECTION "Memory Functions", ROM0
; Copies data from de to hl, bc bytes
UnsafeMemCopy::
@ -32,3 +36,6 @@ UnsafeMemSet::
or a, c
jp nz, UnsafeMemSet
ret
ENDC

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@ -1,34 +1,138 @@
IF !DEF(RNG_ASM)
DEF RNG_ASM EQU 1
INCLUDE "globals.asm"
SECTION "RNG Variables", WRAM0
wRNGSeed: ds 4
wPieceHistory: ds 4
wNextPiece:: ds 1
section "RNG Functions", ROM0
NextByte::
StartNewGame::
; Do some bit fuckery on the seed using the gameboy's free-running timers.
ld hl, wRNGSeed
ldh a, [rDIV]
xor a, [hl]
ld [hl+], a
ldh a, [rTIMA]
xor a, [hl]
ld [hl+], a
ldh a, [rDIV]
xor a, [hl]
ld [hl+], a
ldh a, [rTIMA]
xor a, [hl]
ld [hl], a
; Initialize the next history.
ld hl, wPieceHistory
ld a, PIECE_Z
ld [hl+], a
ld [hl+], a
ld a, PIECE_S
ld [hl+], a
ld [hl], a
; Get the first piece and make sure it's not Z, S or O.
: call NextPiece
cp a, PIECE_Z
jr z, :-
cp a, PIECE_S
jr z, :-
cp a, PIECE_O
jr z, :-
; Store it.
ld hl, wPieceHistory
ld [hl], a
ld hl, wNextPiece
ld [hl], a
ret
GetNextPiece::
ld e, 7
: dec e
jr z, :+
call NextPiece
ld hl, wPieceHistory
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
inc hl
cp a, [hl]
jr z, :-
: ld hl, wNextPiece
ld [hl], a
ld b, a
ld hl, wPieceHistory+2
ld a, [hl+]
ld [hl], a
ld hl, wPieceHistory+1
ld a, [hl+]
ld [hl], a
ld hl, wPieceHistory
ld a, [hl+]
ld [hl-], a
ld a, b
ld [hl], a
ret
NextPiece:
call NextByte
and a, $07
cp a, 7
ret nz
dec a
ret
NextByte:
; Load seed
ld hl,wRNGSeed+3
ld a,[hl-]
ld b,a
ld a,[hl-]
ld c,a
ld a,[hl-]
ld a, [hl-]
ld b, a
ld a, [hl-]
ld c, a
ld a, [hl-]
; Multiply by 0x01010101
add [hl]
ld d,a
ld d, a
adc c
ld c,a
ld c, a
adc b
ld b,a
ld b, a
; Add 0x31415927 and write back
ld a,[hl]
ld a, [hl]
add $27
ld [hl+],a
ld a,d
ld [hl+], a
ld a, d
adc $59
ld [hl+],a
ld a,c
ld [hl+], a
ld a, c
adc $41
ld [hl+],a
ld c,a
ld a,b
ld [hl+], a
ld c, a
ld a, b
adc $31
ld [hl],a
ld b,a
ld [hl], a
ret
ENDC

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@ -1,3 +1,7 @@
IF !DEF(SPRITES_ASM)
DEF SPRITES_ASM EQU 1
SECTION "Shadow OAM", WRAM0, ALIGN[8]
UNION
wShadowOAM:: ds 160
@ -84,12 +88,18 @@ ApplyNext::
ld hl, sPieceXOffsets
ld de, sPieceYOffsets
cp 0
jp z, .skipoffn
jr z, .skipoffn
.getoffn
inc hl
inc hl
inc hl
inc hl
inc de
inc de
inc de
inc de
dec a
jp nz, .getoffn
jr nz, .getoffn
.skipoffn
ld a, [hl+]
add a, NEXT_BASE_X
@ -144,12 +154,18 @@ ApplyHold::
ld hl, sPieceXOffsets
ld de, sPieceYOffsets
cp 0
jp z, .skipoffh
jr z, .skipoffh
.getoffh
inc hl
inc hl
inc hl
inc hl
inc de
inc de
inc de
inc de
dec a
jp nz, .getoffh
jr nz, .getoffh
.skipoffh
ld a, [hl+]
add a, HOLD_BASE_X
@ -320,3 +336,6 @@ SetNumberSpritePositions::
ld [hl], a
add a, 8
ret
ENDC

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@ -22,7 +22,7 @@
; SOFTWARE.
IF !DEF(STRUCTS_VERSION)
DEF STRUCTS_VERSION equs "3.0.1"
MACRO structs_assert
assert (\1), "rgbds-structs {STRUCTS_VERSION} bug. Please report at https://github.com/ISSOtm/rgbds-structs, and share the above stack trace *and* your code there!"
@ -336,3 +336,5 @@ MACRO dstructs ; nb_structs, struct_type, instance_name
ENDR
PURGE STRUCT_ID
ENDM
ENDC

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@ -1,18 +1,21 @@
INCLUDE "globals.asm"
INCLUDE "memcpy.asm"
INCLUDE "hardwarectl.asm"
INCLUDE "memory.asm"
INCLUDE "interrupts.asm"
INCLUDE "sprites.asm"
INCLUDE "rng.asm"
INCLUDE "res/tiles.inc"
INCLUDE "res/gameplay_map.inc"
SECTION "Code Entry Point", ROM0
MainEntryPoint::
Main::
; Turn off LCD during initialization.
call DisableLCD
wait_vram
xor a, a
ldh [rLCDC], a
; Save some power and turn off the audio.
call DisableAudio
xor a, a
ldh [rNR52], a
; We use a single set of tiles for the entire game, so we copy it at the start.
ld de, Tiles
@ -27,7 +30,9 @@ MainEntryPoint::
call UnsafeMemCopy
; Make sure both sprites and bg use the same tile data.
call SetTileDataBanks
ldh a, [rLCDC]
or LCDCF_BLK01
ldh [rLCDC], a
; The tilemap is just for testing for now.
ld de, GameplayTilemap
@ -44,6 +49,11 @@ MainEntryPoint::
ld a, PALETTE_REGULAR
set_all_palettes
; Get the timer going. It's used for RNG.
xor a, a
ldh [rTMA], a
ld a, TACF_262KHZ | TACF_START
; Zero out the ram where needed.
call InitializeVariables
@ -51,12 +61,17 @@ MainEntryPoint::
call InitializeLCDCInterrupt
; And turn the LCD back on before we start.
call EnableLCD
ldh a, [rLCDC]
or LCDCF_ON | LCDCF_BGON | LCDCF_OBJON
ldh [rLCDC], a
; Make sure the first game loop starts just like all the future ones.
wait_vblank
wait_vblank_end
; TEMP: Set up the game.
call StartNewGame
GameLoop::
call GetInput
@ -65,10 +80,18 @@ GameLoop::
; Handle gameplay here
; TODO
ld a, 0
ldh a, [hCtr]
inc a
and a, $1F
ldh [hCtr], a
jr nz, :+
call GetNextPiece
: ld a, [wNextPiece]
call ApplyNext
ld a, 4
ld a, [wNextPiece]
call ApplyHold
ld hl, wSPRScore1

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@ -1,5 +1,5 @@
#Emulicious settings file
#Wed Oct 11 08:17:53 CEST 2023
#Fri Oct 13 08:36:54 CEST 2023
SouthPanelHeight=635
GameBoyErrorBreakpointMessage6=
GameBoyErrorBreakpointMessage5=
@ -46,7 +46,7 @@ GameBoyErrorBreakpointEnabled3=false
Gamepad0Key5=-1
GameBoyErrorBreakpointEnabled2=false
Gamepad0Key4=-1
WindowVideoViewerOpen=true
WindowVideoViewerOpen=false
GameBoyErrorBreakpointEnabled1=false
Gamepad0Key3=-1
GameBoyErrorBreakpointEnabled0=false
@ -63,7 +63,7 @@ WindowEventViewerWindowY=489
WindowEventViewerWindowX=1472
WindowSpriteViewerHeight=527
WindowSpriteViewerWidth=370
DebuggerWestPanelSelectedTab=1
DebuggerWestPanelSelectedTab=0
WindowMemoryTracerWindowHeight=289
Gamepad0Key37=-1
Gamepad0Key36=-1
@ -76,7 +76,7 @@ Gamepad0Key32=-1
Gamepad0Key31=-1
Gamepad0Key30=-1
DebuggerSouthPanelSelectedTab=0
StackWidth=940
StackWidth=1311
SMSGamepadAKeyboard=false
GameBoyErrorBreakpointCondition19=
GameBoyErrorBreakpointCondition18=
@ -148,33 +148,33 @@ Gamepad1Key21=-1
Gamepad1Key20=-1
StackSplitLocation=320
FontSize=13
CombineVideoViewers=true
WindowEmuliciousHeight=781
CodeFontSize=13
WindowEmuliciousHeight=781
CombineVideoViewers=true
WindowTilemapViewerY=544
MemoryTracer=true
GBGamepadKeyboard=false
UninitializedMemoryBreakpointSuspend=true
WindowTilemapViewerX=1013
UninitializedMemoryBreakpointSuspend=true
GBGamepadKeyboard=false
MemoryTracer=true
SMSGamepadBKeyboard=false
DebuggerConsoleLogBreakpoints=true
SMSGamepadBThreshold=50
Gamepad1Key19=-1
Gamepad1Key18=-1
BankSwapAtPCBreakpointEnabled=false
Gamepad1Key18=-1
Gamepad1Key17=-1
WindowPaletteViewerWidth=485
Gamepad1Key16=-1
Gamepad1Key15=-1
Recent0=C\:\\workspace\\dmgtris\\bin\\out.gb
WindowPaletteViewerWidth=485
GameBoyErrorBreakpointSuspend32=true
Recent0=C\:\\workspace\\dmgtris\\bin\\out.gb
Gamepad1Key15=-1
Gamepad1Key14=-1
Gamepad1Key13=-1
Gamepad1Key12=-1
Gamepad1Key11=-1
GameBoyErrorBreakpointSuspend9=true
Gamepad1Key10=-1
Gamepad1Key11=-1
GameBoyErrorBreakpointSuspend8=true
Gamepad1Key10=-1
GameBoyErrorBreakpointSuspend7=true
GameBoyErrorBreakpointSuspend6=true
GameBoyErrorBreakpointSuspend5=true
@ -184,73 +184,73 @@ GameBoyErrorBreakpointSuspend2=true
GameBoyErrorBreakpointSuspend1=true
GameBoyErrorBreakpointSuspend0=true
Scale=5.0
DebuggerMemorySelectedAddress=0
DebuggerMemorySelectedAddress=390
WindowEmuliciousWidth=816
GameBoyErrorBreakpointSuspend20=true
DataExecutionBreakpointCondition=
GameBoyErrorBreakpointMessage32=
BankSwapAtPCBreakpointCondition=
WindowTilemapViewerWidth=404
BankSwapAtPCBreakpointCondition=
GameBoyErrorBreakpointMessage32=
SMSbuttonsThreshold=50
WindowTileViewerY=549
Gamepad1Key9=-1
WindowTileViewerX=271
Gamepad1Key8=-1
Gamepad1Key9=-1
UninitializedMemoryBreakpointCondition=
Gamepad1Key7=-1
Gamepad1Key8=-1
GameBoyErrorBreakpointSuspend19=true
Gamepad1Key6=-1
Gamepad1Key7=-1
GameBoyErrorBreakpointSuspend18=true
Gamepad1Key5=-1
Gamepad1Key6=-1
GameBoyErrorBreakpointSuspend17=true
Gamepad1Key4=-1
Gamepad1Key5=-1
GameBoyErrorBreakpointSuspend16=true
WindowVideoViewerY=275
Gamepad1Key4=-1
Gamepad1Key3=-1
WindowVideoViewerX=946
WindowVideoViewerY=275
Gamepad1Key2=-1
WindowVideoViewerX=946
Gamepad1Key1=-1
Gamepad1Key0=-1
GameBoyErrorBreakpointSuspend10=true
WindowTilemapViewerHeight=744
WindowEventViewerWindowDivider=309
WindowTilemapViewerHeight=744
GameBoyErrorBreakpointMessage20=
MemoryTracerDisplayFileOffsetsForROM=true
WindowTileViewerWidth=467
WindowDebuggerY=158
WindowDebuggerX=939
MemoryTracerDisplayFileOffsetsForROM=true
WindowDebuggerY=189
WindowDebuggerX=1113
Key37=-1
Key36=-1
Key35=-1
GameBoyErrorBreakpointCondition9=
GameBoyErrorBreakpointEnabled32=false
WindowTileViewerOpen=false
Key34=-1
GameBoyErrorBreakpointEnabled32=false
GameBoyErrorBreakpointCondition9=
Key35=-1
GameBoyErrorBreakpointCondition8=
Key33=-1
GameBoyErrorBreakpointMessage19=
Key34=-1
GameBoyErrorBreakpointCondition7=
Key32=-1
GameBoyErrorBreakpointCondition6=
GameBoyErrorBreakpointMessage18=
GameBoyErrorBreakpointMessage19=
Key33=-1
DebuggerMemoryTabVisibleRect=0,0,0,0
Key31=-1
GameBoyErrorBreakpointCondition5=
GameBoyErrorBreakpointMessage17=
OutlineWidth=425
GameBoyErrorBreakpointMessage18=
GameBoyErrorBreakpointCondition6=
Key32=-1
WindowEventViewerWindowWidth=930
Key30=-1
GameBoyErrorBreakpointCondition4=
OutlineWidth=425
GameBoyErrorBreakpointMessage17=
GameBoyErrorBreakpointCondition5=
Key31=-1
GameBoyErrorBreakpointMessage16=
GameBoyErrorBreakpointCondition4=
Key30=-1
GameBoyErrorBreakpointCondition3=
GameBoyErrorBreakpointCondition2=
GameBoyErrorBreakpointCondition1=
Key9=40
GameBoyErrorBreakpointCondition0=
GameBoyErrorBreakpointCondition1=
Key8=38
GameBoyErrorBreakpointCondition0=
Key7=83
Key6=87
GameBoyErrorBreakpointMessage10=
Key6=87
Key5=65
Key4=68
Key3=10
@ -262,21 +262,21 @@ Update=2
Key29=-1
Key28=10
Key27=-1
WindowSpriteViewerOpen=false
Key26=-1
WindowSpriteViewerOpen=false
Key25=-1
Key24=-1
WindowTileViewerHeight=453
Key23=10
Key24=-1
GameBoyErrorBreakpointEnabled20=false
Key23=10
Key22=-1
Key21=-1
Key20=-1
BankSwapAtPCBreakpointSuspend=true
WindowEmuliciousY=376
WindowEmuliciousX=146
DebuggerMemorySelectedTab=HRAM
WindowDebuggerWidth=1110
Key20=-1
WindowEmuliciousY=489
WindowEmuliciousX=666
DebuggerMemorySelectedTab=RAM
WindowDebuggerWidth=1481
GameBoyErrorBreakpointMessage9=
GameBoyErrorBreakpointMessage8=
GameBoyErrorBreakpointMessage7=