; DMGTRIS ; Copyright (C) 2023 - Randy Thiemann ; This program is free software: you can redistribute it and/or modify ; it under the terms of the GNU General Public License as published by ; the Free Software Foundation, either version 3 of the License, or ; (at your option) any later version. ; This program is distributed in the hope that it will be useful, ; but WITHOUT ANY WARRANTY; without even the implied warranty of ; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ; GNU General Public License for more details. ; You should have received a copy of the GNU General Public License ; along with this program. If not, see . IF !DEF(RNG_ASM) DEF RNG_ASM EQU 1 INCLUDE "globals.asm" SECTION "High RNG Variables", HRAM hRNGSeed: ds 4 hPieceHistory: ds 4 hNextPiece:: ds 1 hUpcomingPiece1:: ds 1 hUpcomingPiece2:: ds 1 SECTION "TGM3 RNG Variables", WRAM0 wTGM3Bag: ds 35 wTGM3Droughts: ds 7 wTGM3GeneratedIdx: ds 1 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] xor a, [hl] ldh [hRNGSeed], a ldh a, [rTIMA] xor a, [hl] ldh [hRNGSeed+1], a ldh a, [rDIV] xor a, [hl] ldh [hRNGSeed+2], a ldh a, [rTIMA] xor a, [hl] ldh [hRNGSeed+3], a ; TGM3 vars ld b, BANK_GAMEPLAY rst RSTSwitchBank ld de, sTGM3Bag ld hl, wTGM3Bag ld bc, 35 call UnsafeMemCopy ld de, sTGM3Droughts ld hl, wTGM3Droughts ld bc, 7 call UnsafeMemCopy rst RSTRestoreBank ; Start with a random non-S/Z piece held. : call Next7Piece cp a, PIECE_Z jr z, :- cp a, PIECE_S jr z, :- ldh [hHeldPiece], a ; If we're in HELL mode, we don't care about anything but a random piece to start with. ld a, [wRNGModeState] cp a, RNG_MODE_HELL jr nz, .complexinit call Next7Piece ld [hUpcomingPiece2], a ret ; Otherwise do complex init. .complexinit ld a, PIECE_Z ldh [hPieceHistory], a ldh [hPieceHistory+1], a ldh [hPieceHistory+2], a ldh [hPieceHistory+3], a ld a, [wRNGModeState] cp a, RNG_MODE_TGM1 jr z, :+ ld a, PIECE_S ldh [hPieceHistory+2], a ldh [hPieceHistory+3], a ; Get the first piece and make sure it's not Z, S or O. : call Next7Piece cp a, PIECE_Z jr z, :- cp a, PIECE_S jr z, :- cp a, PIECE_O jr z, :- ; Save the generated piece and put it in the history. ldh [hPieceHistory], a ld [hUpcomingPiece2], a ; Generate the next 2 to fill up the queue. call GetNextPiece jp GetNextPiece ; Shift the generated piece into the history and save it. ShiftHistory: ld b, a ldh a, [hUpcomingPiece1] ldh [hNextPiece], a ldh a, [hUpcomingPiece2] ldh [hUpcomingPiece1], a ld a, b ldh [hUpcomingPiece2], a ldh a, [hPieceHistory+2] ldh [hPieceHistory+3], a ldh a, [hPieceHistory+1] ldh [hPieceHistory+2], a ldh a, [hPieceHistory] ldh [hPieceHistory+1], a ldh a, [hUpcomingPiece2] ldh [hPieceHistory], a ret ; A random piece. Get fucked. GetNextHellPiece: call Next7Piece jr ShiftHistory ; 4 history, 4 rerolls. GetNextTGM1Piece: ld a, 5 ld e, a : dec e jr z, :+ call Next7Piece ld hl, hPieceHistory 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, :- : jr ShiftHistory ; 4 history, 6 rerolls. GetNextTGM2Piece: ld a, 7 ld e, a : dec e jr z, :+ call Next7Piece ld hl, hPieceHistory 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, :- : jr ShiftHistory ; 1 history, 1 reroll. GetNextNesPiece: call Next7Piece ld hl, hPieceHistory cp a, [hl] jr nz, ShiftHistory call Next7Piece jr ShiftHistory ; TGM3 mode... It's complex. GetNextTGM3Piece: ld a, 7 ld e, a : dec e jr z, :+ ; Get a random index into the 35bag call Next35Piece ld [wTGM3GeneratedIdx], a ; Fetch the piece from the 35bag. ld c, a xor a, a ld b, a ld hl, wTGM3Bag add hl, bc ld a, [hl] ; Is it in the history? ld hl, hPieceHistory 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, :- ; We have a piece. Save it. : call ShiftHistory ; Increment all drought counters. : ld hl, wTGM3Droughts inc [hl] inc hl inc [hl] inc hl inc [hl] inc hl inc [hl] inc hl inc [hl] inc hl inc [hl] inc hl inc [hl] ; Set the drought of our most recently drawn piece to 0. : ldh a, [hCurrentPiece] ld c, a xor a, a ld b, a ld hl, wTGM3Droughts add hl, bc ld [hl], a ; We pick an arbitrary piece to have the worst drought. : call Next7Piece ld [wTGM3WorstDroughtIdx], a ; And then save that drought in e. ld c, a xor a, a ld b, a ld hl, wTGM3Droughts add hl, bc ld e, [hl] ; Is idx 0 worse? : ld hl, wTGM3Droughts ld a, [hl+] cp a, e jr z, :+ ; Same. jr c, :+ ; Nope. ld e, a ld a, 0 ld [wTGM3WorstDroughtIdx], a ; Is idx 1 worse? : ld a, [hl+] cp a, e jr z, :+ ; Same. jr c, :+ ; Nope. ld e, a ld a, 1 ld [wTGM3WorstDroughtIdx], a ; Is idx 2 worse? : ld a, [hl+] cp a, e jr z, :+ ; Same. jr c, :+ ; Nope. ld e, a ld a, 2 ld [wTGM3WorstDroughtIdx], a ; Is idx 3 worse? : ld a, [hl+] cp a, e jr z, :+ ; Same. jr c, :+ ; Nope. ld e, a ld a, 3 ld [wTGM3WorstDroughtIdx], a ; Is idx 4 worse? : ld a, [hl+] cp a, e jr z, :+ ; Same. jr c, :+ ; Nope. ld e, a ld a, 4 ld [wTGM3WorstDroughtIdx], a ; Is idx 5 worse? : ld a, [hl+] cp a, e jr z, :+ ; Same. jr c, :+ ; Nope. ld e, a ld a, 5 ld [wTGM3WorstDroughtIdx], a ; Is idx 6 worse? : ld a, [hl+] cp a, e jr z, :+ ; Same. jr c, :+ ; Nope. ld e, a ld a, 6 ld [wTGM3WorstDroughtIdx], a ; We now have the worst drought index as well as the slot in the bag that needs to be replaced. : ld a, [wTGM3GeneratedIdx] ld c, a xor a, a ld b, a ld hl, wTGM3Bag add hl, bc ld a, [wTGM3WorstDroughtIdx] ; Replace that slot. 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 ; Tries generating bytes until it gets one in [0; 35) Next35Piece: : call NextByte and a, $3F cp a, 35 jr nc, :- ret ; Tries generating bytes until it gets one in [0; 7) Next7Piece: : call NextByte and a, $07 cp a, 7 jr nc, :- ret ; Cyrcles the RNG returning a random byte in a. NextByte: ; Load seed ld hl, hRNGSeed+3 ld a, [hl-] ld b, a ld a, [hl-] ld c, a ld a, [hl-] ; Multiply by 0x01010101 add [hl] ld d, a adc c ld c, a adc b ld b, a ; Add 0x31415927 and write back ld a, [hl] add $27 ld [hl+], a ld a, d adc $59 ld [hl+], a ld a, c adc $41 ld [hl+], a ld c, a ld a, b adc $31 ld [hl], a ret ENDC