Go to file
Randy Thiemann cbb9955b22 Add readme. 2023-10-21 17:50:36 +02:00
.vscode initial commit 2023-10-10 10:32:24 +02:00
src Forgot a license. 2023-10-21 17:32:59 +02:00
.gitignore License. 2023-10-21 17:28:38 +02:00
COPYING License. 2023-10-21 17:28:38 +02:00
DMGTRIS.GB Add binary 2023-10-21 17:29:49 +02:00
Makefile initial commit 2023-10-10 10:32:24 +02:00
README.md Add readme. 2023-10-21 17:50:36 +02:00
project.mk sprites 2023-10-11 08:18:12 +02:00

README.md

DMGTRIS

This is a block stacking game for the game boy using the TGM2 era ARS rotation rules (no floor kicks, but with sonic drop) for the original black and white game boy written in assembly.

It supports TLS (until 1G), IRS, IHS, ARE, Lock Delay, and other such buzz words.

Scoring is somewhat like TGM1 within the bounds of what the Z80 CPU can calculate quickly enough.

The speed curve starts at 1/16G, so slightly faster than TGM, and goes smoothly toward 20G at level 500. There is no speed drop at level 200, and the game doesn't end at level 999. 20G mode starts at TGM1 speeds, then transitions to TGM2 speeds, TGM3 speeds, and finally it goes beyond even shirase mode.

The game itself runs at a constant 60fps as well as at the traditional 20 row visible grid.

Controls

Menu

  • A/B/Start — Start the game
  • Left/Right — Switch A/B rotation direction
  • Up/Down — Select starting level

Gameplay

  • A — Rotate 1
  • B — Rotate 2
  • Select — Hold
  • Up — Sonic drop
  • Down — Soft drop/Lock
  • Left/Right — Move

Game Over

  • A — Restart immediately
  • B — Go back to title

Building

This game was created using Game Boy assembly using the RGBDS toolchain and GNU make.