217 lines
3.8 KiB
NASM
217 lines
3.8 KiB
NASM
IF !DEF(STATE_GAMEPLAY_ASM)
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DEF STATE_GAMEPLAY_ASM EQU 1
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INCLUDE "globals.asm"
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DEF MODE_LEADY EQU 0
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DEF MODE_GO EQU 1
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DEF MODE_POSTGO EQU 2
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DEF MODE_FETCH_PIECE EQU 3
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DEF MODE_SPAWN_PIECE EQU 4
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SECTION "Gameplay Variables", WRAM0
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wMode: ds 1
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wModeCounter: ds 1
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SECTION "Critical Gameplay Variables", HRAM
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hCurrentPiece: ds 1
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hCurrentPieceX: ds 1
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hCurrentPieceY: ds 1
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hCurrentPieceRotationState: ds 1
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hHeldPiece: ds 1
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SECTION "Gameplay Functions", ROM0
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SwitchToGameplay::
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; Turn the screen off if it's on.
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ldh a, [rLCDC]
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and LCDCF_ON
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jr z, :+ ; Screen is already off.
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wait_vram
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xor a, a
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ldh [rLCDC], a
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; Load the gameplay tilemap.
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: ld de, GameplayTilemap
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ld hl, $9800
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ld bc, GameplayTilemapEnd - GameplayTilemap
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call UnsafeMemCopy
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; Clear OAM.
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call ClearOAM
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call SetNumberSpritePositions
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; Set up the palettes.
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ld a, PALETTE_REGULAR
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set_bg_palette
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set_obj0_palette
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ld a, PALETTE_LIGHTER_1
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set_obj1_palette
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; Initialize the RNG.
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call RNGInit
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; Initialize the score, level and field.
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call ScoreInit
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call LevelInit
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call FieldInit
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; We don't start with a held piece.
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ld a, PIECE_NONE
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ldh [hHeldPiece], a
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; Leady mode.
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ld a, MODE_LEADY
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ld [wMode], a
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ld a, 90
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ld [wModeCounter], a
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; Install the event loop handlers.
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ld a, 1
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ldh [hGameState], a
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; And turn the LCD back on before we start.
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ldh a, [rLCDC]
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or LCDCF_ON | LCDCF_BGON | LCDCF_OBJON
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ldh [rLCDC], a
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; Make sure the first game loop starts just like all the future ones.
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wait_vblank
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wait_vblank_end
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ret
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GamePlayEventLoopHandler::
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; What mode are we in?
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ld a, [wMode]
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cp MODE_LEADY
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jr z, leadyMode
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cp MODE_GO
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jr z, goMode
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cp MODE_POSTGO
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jr z, postGoMode
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cp MODE_FETCH_PIECE
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jr z, fetchPieceMode
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cp MODE_SPAWN_PIECE
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jr z, spawnPieceMode
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; Draw "READY" and wait a bit.
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leadyMode:
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ld a, [wModeCounter]
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dec a
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jr nz, :+
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ld a, MODE_GO
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ld [wMode], a
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ld a, 90
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: ld [wModeCounter], a
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ld de, sLeady
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ld hl, wField+(10*10)
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ld bc, 10
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call UnsafeMemCopy
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jp drawStaticInfo
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; Draw "GO" and wait a bit.
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goMode:
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ld a, [wModeCounter]
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dec a
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jr nz, :+
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ld a, MODE_POSTGO
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ld [wMode], a
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xor a, a
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: ld [wModeCounter], a
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ld de, sGo
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ld hl, wField+(10*10)
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ld bc, 10
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call UnsafeMemCopy
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jp drawStaticInfo
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; Clear the field, ready for gameplay.
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postGoMode:
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ld a, MODE_FETCH_PIECE
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ld [wMode], a
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call FieldClear
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jp drawStaticInfo
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; Fetch the next piece.
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fetchPieceMode:
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ld a, [wNextPiece]
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ldh [hCurrentPiece], a
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call GetNextPiece
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; Check if IRS is charged.
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ld a, [hAState]
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ld b, a
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ld a, [hBState]
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or a, b
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jr z, :+
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ld a, SFX_IRS
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call SFXEnqueue
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: ld a, [wNextPiece]
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call SFXEnqueue
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ld a, MODE_SPAWN_PIECE
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ld [wMode], a
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jp drawStaticInfo
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; Spawn the piece.
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spawnPieceMode:
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; todo
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ld e, 1
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call LevelUp
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ld a, [hUpState]
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cp a, 1
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jr nz, :+
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ld a, MODE_FETCH_PIECE
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ld [wMode], a
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jp drawStaticInfo
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: ld a, [hLeftState]
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cp a, 1
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jr z, :++
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cp a, 12
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jr nc, :+
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ld a, [hRightState]
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cp a, 1
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jr z, :++
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cp a, 12
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jr nc, :+
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jp drawStaticInfo
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: ldh a, [hFrameCtr]
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and %00000111
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cp 4
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jp nz, drawStaticInfo
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: ld a, SFX_MOVE
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call SFXEnqueue
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jp drawStaticInfo
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; Always draw the score, level, next piece, and held piece.
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drawStaticInfo:
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: ld a, [wNextPiece]
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call ApplyNext
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ldh a, [hHeldPiece]
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call ApplyHold
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ld hl, wSPRScore1
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ld de, wScore
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call ApplyNumbers
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ld hl, wSPRCLevel1
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ld de, wCLevel
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call ApplyNumbers
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ld hl, wSPRNLevel1
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ld de, wNLevel
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call ApplyNumbers
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jp EventLoopPostHandler
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ENDC
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