dmgtris/src/include/constants.asm

339 lines
7.0 KiB
NASM

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 1, 8 ; 1G every 8 frames
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0100 ; Level 0100
db 1, 7 ; 1G every 7 frames
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0150 ; Level 0150
db 1, 6 ; 1G every 6 frames
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0200 ; Level 0200
db 1, 5 ; 1G every 5 frames
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0225 ; Level 0225
db 1, 4 ; 1G every 4 frames
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0250 ; Level 0250
db 1, 3 ; 1G every 3 frames
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0275 ; Level 0275
db 1, 2 ; 1G every 2 frames
db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR
dw $0300 ; Level 0300
db 1, 1 ; 1G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0350 ; Level 0350
db 2, 1 ; 2G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0400 ; Level 0400
db 3, 1 ; 3G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0450 ; Level 0450
db 4, 1 ; 4G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0475 ; Level 0475
db 5, 1 ; 5G
db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR
dw $0500 ; Level 0500
db 20, 1 ; 20G
db 25, 14, 30, 24 ; ARE, DAS, LOCK, LINECLEAR
dw $0600 ; Level 0600
db 20, 1 ; 20G
db 25, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR
dw $0700 ; Level 0700
db 20, 1 ; 20G
db 20, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR
dw $0900 ; Level 0900
db 20, 1 ; 20G
db 16, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR
dw $1100 ; Level 1100
db 20, 1 ; 20G
db 12, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR
dw $1200 ; Level 1200
db 20, 1 ; 20G
db 12, 6, 25, 8 ; ARE, DAS, LOCK, LINECLEAR
dw $1300 ; Level 1300
db 20, 1 ; 20G
db 10, 6, 20, 7 ; ARE, DAS, LOCK, LINECLEAR
dw $1400 ; Level 1400
db 20, 1 ; 20G
db 10, 6, 18, 6 ; ARE, DAS, LOCK, LINECLEAR
dw $1500 ; Level 1500
db 20, 1 ; 20G
db 8, 4, 16, 5 ; ARE, DAS, LOCK, LINECLEAR
dw $1600 ; Level 1600
db 20, 1 ; 20G
db 8, 4, 14, 4 ; ARE, DAS, LOCK, LINECLEAR
dw $1700 ; Level 1700
db 20, 1 ; 20G
db 6, 4, 12, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $1800 ; Level 1800
db 20, 1 ; 20G
db 6, 4, 10, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $1900 ; Level 1900
db 20, 1 ; 20G
db 4, 4, 8, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $2000 ; Level 2000
db 20, 1 ; 20G
db 4, 3, 8, 3 ; ARE, DAS, LOCK, LINECLEAR
dw $2500 ; Level 2500
db 20, 1 ; 20G
db 2, 1, 8, 2 ; ARE, DAS, LOCK, LINECLEAR
dw $3000 ; Level 3000
db 20, 1 ; 20G
db 1, 1, 8, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $4000 ; Level 4000
db 20, 1 ; 20G
db 1, 1, 6, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $5000 ; Level 5000
db 20, 1 ; 20G
db 1, 1, 4, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $6666 ; Level 6666
db 20, 1 ; 20G
db 1, 1, 2, 1 ; ARE, DAS, LOCK, LINECLEAR
dw $9999 ; Level 9999
db 20, 1 ; 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+(1*32)+1
DEF TILE_FIELD_EMPTY EQU 7
DEF TILE_PIECE_0 EQU 10
DEF TILE_0 EQU 100
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