; 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(CONSTANTS_ASM) DEF CONSTANTS_ASM EQU 1 CHARMAP " ", 1 CHARMAP "0", 66 CHARMAP "1", 67 CHARMAP "2", 68 CHARMAP "3", 69 CHARMAP "4", 70 CHARMAP "5", 71 CHARMAP "6", 72 CHARMAP "7", 73 CHARMAP "8", 74 CHARMAP "9", 75 CHARMAP "A", 76 CHARMAP "B", 77 CHARMAP "C", 78 CHARMAP "D", 79 CHARMAP "E", 80 CHARMAP "F", 81 CHARMAP "G", 82 CHARMAP "H", 83 CHARMAP "I", 84 CHARMAP "J", 85 CHARMAP "K", 86 CHARMAP "L", 87 CHARMAP "M", 88 CHARMAP "N", 89 CHARMAP "O", 90 CHARMAP "P", 91 CHARMAP "Q", 92 CHARMAP "R", 93 CHARMAP "S", 94 CHARMAP "T", 95 CHARMAP "U", 96 CHARMAP "V", 97 CHARMAP "W", 98 CHARMAP "X", 99 CHARMAP "Y", 100 CHARMAP "Z", 101 CHARMAP "!", 102 CHARMAP "?", 103 CHARMAP "[", 129 CHARMAP "]", 130 CHARMAP "/", 128 CHARMAP "-", 127 CHARMAP "|", 126 CHARMAP "#", 125 SECTION "Static Data", ROM0 sLeady:: db " READY? " sGo:: db " GO " sPause:: db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" db "P A U S E " db " P A U S E" sOption0:: db "NORM" db " INV" sOption1:: db "TGM1" db "TGM2" db "TGM3" db "HELL" db " NES" sOption2:: db "ARS1" db "ARS2" sOption3:: db "SNIC" db "HARD" db "NONE" sOption4:: db "DMGT" sOption5:: db " NO" db " YES" sEaster0:: db $C4, $C6, $C8, $CA, $CC sEaster1:: db $C5, $C7, $C9, $CB, $CD sEaster2:: db $CE, $D0, $C8, $CA, $CC sEaster3:: db $CF, $D1, $C9, $CB, $CD 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, 0, $0100 ; Level 0000 db 1, 16 ; 1G every 16 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0015, 15, $0100 ; Level 0015 db 1, 15 ; 1G every 15 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0030, 30, $0100 ; Level 0030 db 1, 14 ; 1G every 14 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0040, 40, $0100 ; Level 0040 db 1, 13 ; 1G every 13 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0050, 50, $0100 ; Level 0050 db 1, 12 ; 1G every 12 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0060, 60, $0100 ; Level 0060 db 1, 11 ; 1G every 11 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0070, 70, $0100 ; Level 0070 db 1, 10 ; 1G every 10 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0080, 80, $0100 ; Level 0080 db 1, 9 ; 1G every 9 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0090, 90, $0100 ; Level 0090 db 1, 8 ; 1G every 8 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0100, 100, $0200 ; Level 0100 db 1, 7 ; 1G every 7 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0150, 150, $0200 ; Level 0150 db 1, 6 ; 1G every 6 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0200, 200, $0300 ; Level 0200 db 1, 5 ; 1G every 5 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0225, 225, $0300 ; Level 0225 db 1, 4 ; 1G every 4 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0250, 250, $0300 ; Level 0250 db 1, 3 ; 1G every 3 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0275, 275, $0300 ; Level 0275 db 1, 2 ; 1G every 2 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0300, 300, $0400 ; Level 0300 db 1, 1 ; 1G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0350, 350, $0350 ; Level 0350 db 2, 1 ; 2G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0400, 400, $0400 ; Level 0400 db 3, 1 ; 3G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0450, 450, $0500 ; Level 0450 db 4, 1 ; 4G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0475, 475, $0500 ; Level 0475 db 5, 1 ; 5G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0500, 500, $0600 ; Level 0500 db 20, 1 ; 20G db 25, 14, 30, 24 ; ARE, DAS, LOCK, LINECLEAR dw $0600, 600, $0700 ; Level 0600 db 20, 1 ; 20G db 25, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR dw $0700, 700, $0800 ; Level 0700 db 20, 1 ; 20G db 20, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR dw $0900, 900, $0900 ; Level 0900 db 20, 1 ; 20G db 16, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR dw $1100, 1100, $1200 ; Level 1100 db 20, 1 ; 20G db 12, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR dw $1200, 1200, $1300 ; Level 1200 db 20, 1 ; 20G db 12, 6, 25, 8 ; ARE, DAS, LOCK, LINECLEAR dw $1300, 1300, $1400 ; Level 1300 db 20, 1 ; 20G db 10, 6, 20, 7 ; ARE, DAS, LOCK, LINECLEAR dw $1400, 1400, $1500 ; Level 1400 db 20, 1 ; 20G db 10, 6, 18, 6 ; ARE, DAS, LOCK, LINECLEAR dw $1500, 1500, $1600 ; Level 1500 db 20, 1 ; 20G db 8, 4, 16, 5 ; ARE, DAS, LOCK, LINECLEAR dw $1600, 1600, $1700 ; Level 1600 db 20, 1 ; 20G db 8, 4, 14, 4 ; ARE, DAS, LOCK, LINECLEAR dw $1700, 1700, $1800 ; Level 1700 db 20, 1 ; 20G db 6, 4, 12, 3 ; ARE, DAS, LOCK, LINECLEAR dw $1800, 1800, $1900 ; Level 1800 db 20, 1 ; 20G db 6, 4, 10, 3 ; ARE, DAS, LOCK, LINECLEAR dw $1900, 1900, $2000 ; Level 1900 db 20, 1 ; 20G db 4, 4, 8, 3 ; ARE, DAS, LOCK, LINECLEAR dw $2000, 2000, $2100 ; Level 2000 db 20, 1 ; 20G db 4, 3, 8, 3 ; ARE, DAS, LOCK, LINECLEAR dw $2500, 2500, $2600 ; Level 2500 db 20, 1 ; 20G db 2, 1, 8, 2 ; ARE, DAS, LOCK, LINECLEAR dw $3000, 3000, $3100 ; Level 3000 db 20, 1 ; 20G db 1, 1, 8, 1 ; ARE, DAS, LOCK, LINECLEAR dw $4000, 4000, $4100 ; Level 4000 db 20, 1 ; 20G db 1, 1, 6, 1 ; ARE, DAS, LOCK, LINECLEAR dw $5000, 5000, $5100 ; Level 5000 db 20, 1 ; 20G db 1, 1, 4, 1 ; ARE, DAS, LOCK, LINECLEAR dw $6666, 6666, $6700 ; Level 6666 db 20, 1 ; 20G db 1, 1, 2, 1 ; ARE, DAS, LOCK, LINECLEAR dw $9999, 9999, $9999 ; Level 9999 db 20, 1 ; 20G db 1, 1, 1, 1 ; ARE, DAS, LOCK, LINECLEAR sSpeedCurveEnd:: dw $FFFF ; End. sPieceFastRotationStates:: ; I db 14, 1, 1, 1 db 2, 14, 14, 14 db 14, 1, 1, 1 db 2, 14, 14, 14 ; Z db 14, 1, 14, 1 db 2, 13, 1, 13 db 14, 1, 14, 1 db 2, 13, 1, 13 ; S db 15, 1, 12, 1 db 0, 14, 1, 14 db 15, 1, 12, 1 db 0, 14, 1, 14 ; J db 14, 1, 1, 14 db 1, 1, 13, 14 db 14, 14, 1, 1 db 1, 14, 13, 1 ; L db 14, 1, 1, 12 db 1, 14, 14, 1 db 16, 12, 1, 1 db 0, 1, 14, 14 ; O db 15, 1, 13, 1 db 15, 1, 13, 1 db 15, 1, 13, 1 db 15, 1, 13, 1 ; T db 14, 1, 1, 13 db 1, 14, 1, 13 db 15, 13, 1, 1 db 1, 13, 1, 14 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 sTGM3Bag:: db 0, 0, 0, 0, 0 db 1, 1, 1, 1, 1 db 2, 2, 2, 2, 2 db 3, 3, 3, 3, 3 db 4, 4, 4, 4, 4 db 5, 5, 5, 5, 5 db 6, 6, 6, 6, 6 sTGM3Droughts:: db 0, 0, 0, 0, 0, 0, 0 ENDC