commit f3fd560eae48a37e75ff6b45a738253d7b1f0eed Author: tA Date: Sat May 9 11:40:26 2020 +1200 first commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..378eac2 --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +build diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..652a748 --- /dev/null +++ b/Makefile @@ -0,0 +1,16 @@ +NAME=animation + +ASSEMBLER=rgbasm +LINKER=rgblink +POSTPROC=rgbfix + +SRC=./src +BUILD=./build +ENTRY=${SRC}/main.asm +ROM_OUTPUT=${BUILD}/${NAME}.gb +OBJECT_OUTPUT=${BUILD}/${NAME}.o + +all : ${ENTRY} + ${ASSEMBLER} -o ${OBJECT_OUTPUT} ${ENTRY} \ + && ${LINKER} -o ${ROM_OUTPUT} -n ${NAME}.sym ${OBJECT_OUTPUT} \ + && ${POSTPROC} -v -p 0 ${ROM_OUTPUT} diff --git a/README.md b/README.md new file mode 100644 index 0000000..3bca679 --- /dev/null +++ b/README.md @@ -0,0 +1,9 @@ += tA's terribleAssembly = + +just me messing about trying to learn gameboy assembly + +== running == + +simply run `make` in the root directory to build the ROM + +will appear as a `.gb` file in `./build` diff --git a/animation.sym b/animation.sym new file mode 100644 index 0000000..a673909 --- /dev/null +++ b/animation.sym @@ -0,0 +1,54 @@ +; File generated by rgblink + +00:0634 parecivo_tile_data +00:0234 Map +00:01F8 CheckBoundry +00:01E5 game_loop +00:0230 CheckBoundry.skipRender +00:021E CheckBoundry.swap +00:022C CheckBoundry.render +00:0150 Start +00:0017 dPlayerHeight +00:0016 dPlayerWidth +00:0018 dPlayerSpriteTiles +00:0008 CopyDMARoutine +00:0004 DMARoutine.wait +00:0000 DMARoutine +00:0008 DMARoutine.end +00:000F CopyDMARoutine.copy +00:0853 Read_Pad +00:084A MemCpy.copy +00:0883 Read_Pad.onenibble +00:086C Read_Pad.legalUpDown +00:0875 Read_Pad.legalLeftRight +00:084A MemCpy +00:0744 Wait_VBlank +00:0816 Clear_Map +00:0824 Load_Tiles +00:07D7 PC_Update +00:0750 Player_To_OAM +00:0747 Wait_VBlank.wait +00:07D1 Player_To_OAM.add4hl +00:0762 Player_To_OAM.finner +00:075E Player_To_OAM.fouter +00:0786 Player_To_OAM.sinner +00:077B Player_To_OAM.souter +00:07A5 Player_To_OAM.tloop1 +00:07AA Player_To_OAM.tloop2 +00:07C1 Player_To_OAM.lloop1 +00:07C6 Player_To_OAM.lloop2 +00:07E6 PC_Update.up +00:07F1 PC_Update.left +00:07FC PC_Update.right +00:0807 PC_Update.last +00:081D Clear_Map.loop +00:C005 rPlayerX +00:C006 rPlayerY +00:C004 ANS +00:C002 N +00:C000 X +00:C100 wShadowOAM +00:FF88 hVBlankFlag +00:FF89 hCurKeys +00:FF8A hNewKeys +00:FF80 hOAMDMA diff --git a/ass/map.ass b/ass/map.ass new file mode 100644 index 0000000..d3e49de --- /dev/null +++ b/ass/map.ass @@ -0,0 +1,129 @@ +; MAP.Z80 +; +; Map Source File. +; +; Info: +; Section : Map +; Bank : 0 +; Map size : 32 x 32 +; Tile set : tiles.gbr +; Plane count : 1 plane (8 bits) +; Plane order : Tiles are continues +; Tile offset : 0 +; Split data : No +; +; This file was generated by GBMB v1.8 + +MapWidth EQU 32 +MapHeight EQU 32 +MapBank EQU 0 +Map_Size EQU (10*101)+4 + +SECTION "Map", ROM0 + +Map: +DB $03,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$03 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$03,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$03,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$03,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$03,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$03,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$03,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$03,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$03,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $03,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$03 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$03,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$03,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$03,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$03,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$03,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$03,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$03,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$03,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $03,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$03 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$03,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$03,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$03,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$03,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$03,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$03,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$03,$00 +DB $00,$00,$04,$05,$00,$00,$00,$03,$03,$00 +DB $00,$00,$00,$00,$00,$00,$00,$03,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $03,$03,$00,$00,$06,$07,$00,$00,$03,$03 +DB $03,$03,$00,$00,$00,$01,$00,$00,$03,$03 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$03,$03,$03,$00,$08,$09,$00,$03 +DB $03,$03,$03,$03,$03,$00,$00,$02,$00,$03 +DB $03,$03,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$03,$03,$03,$03,$03,$03 +DB $03,$03,$03,$03,$03,$03,$03,$03,$03,$03 +DB $03,$03,$03,$03,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00 + +; End of MAP.Z80 diff --git a/ass/map.gbm b/ass/map.gbm new file mode 100644 index 0000000..beb6cc8 Binary files /dev/null and b/ass/map.gbm differ diff --git a/ass/parecivo.ass b/ass/parecivo.ass new file mode 100644 index 0000000..e093ff9 --- /dev/null +++ b/ass/parecivo.ass @@ -0,0 +1,27 @@ +;----------------------------------------- +; Animation Test: .i pa .e re .e ci .e vo +;----------------------------------------- + +SECTION "parecivoTiles", ROM0 + +parecivo_tile_data_size EQU $0110 +parecivo_tile_count EQU $11 + +parecivo_tile_data:: +DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$7F,$7F,$40,$40,$4E,$4E,$51,$51,$51,$51,$51,$51,$5E,$5E +DB $00,$00,$FE,$FE,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02 +DB $00,$00,$7F,$7F,$40,$40,$57,$57,$48,$48,$48,$48,$48,$48,$48,$48 +DB $00,$00,$FE,$FE,$02,$02,$02,$02,$82,$82,$82,$82,$02,$02,$E2,$E2 +DB $00,$00,$7F,$7F,$40,$40,$4F,$4F,$50,$50,$50,$50,$50,$50,$50,$50 +DB $00,$00,$FE,$FE,$02,$02,$02,$02,$92,$92,$82,$82,$12,$12,$12,$12 +DB $00,$00,$7F,$7F,$40,$40,$50,$50,$50,$50,$48,$48,$48,$48,$45,$45 +DB $00,$00,$FE,$FE,$02,$02,$42,$42,$42,$42,$82,$82,$82,$82,$02,$02 +DB $50,$50,$51,$51,$51,$51,$51,$51,$50,$50,$40,$40,$7F,$7F,$00,$00 +DB $E2,$E2,$12,$12,$12,$12,$12,$12,$EA,$EA,$02,$02,$FE,$FE,$00,$00 +DB $49,$49,$49,$49,$49,$49,$49,$49,$48,$48,$40,$40,$7F,$7F,$00,$00 +DB $12,$12,$12,$12,$E2,$E2,$02,$02,$F2,$F2,$02,$02,$FE,$FE,$00,$00 +DB $50,$50,$50,$50,$50,$50,$50,$50,$4F,$4F,$40,$40,$7F,$7F,$00,$00 +DB $12,$12,$12,$12,$92,$92,$92,$92,$3A,$3A,$02,$02,$FE,$FE,$00,$00 +DB $45,$45,$42,$42,$40,$40,$40,$40,$40,$40,$40,$40,$7F,$7F,$00,$00 +DB $32,$32,$4A,$4A,$4A,$4A,$4A,$4A,$32,$32,$02,$02,$FE,$FE,$00,$00 diff --git a/ass/parecivo.png b/ass/parecivo.png new file mode 100644 index 0000000..fbb23d4 Binary files /dev/null and b/ass/parecivo.png differ diff --git a/ass/tiles.ass b/ass/tiles.ass new file mode 100644 index 0000000..19e4897 --- /dev/null +++ b/ass/tiles.ass @@ -0,0 +1,25 @@ +SECTION "Tiles", ROM0 + +Tiles_Size EQU 8*20 + +Tiles: +DB $00,$00,$00,$00,$00,$00,$00,$00 +DB $00,$00,$00,$00,$00,$00,$00,$00 +DB $3C,$3C,$42,$42,$81,$81,$A5,$A5 +DB $81,$81,$99,$99,$42,$42,$3C,$3C +DB $18,$18,$FF,$FF,$99,$99,$99,$99 +DB $BD,$BD,$24,$24,$24,$24,$24,$24 +DB $00,$FF,$7E,$81,$66,$A5,$42,$81 +DB $42,$81,$66,$A5,$7E,$81,$00,$FF +DB $00,$00,$3E,$3E,$51,$5F,$0C,$0B +DB $06,$05,$1F,$1C,$37,$2C,$7F,$7F +DB $00,$00,$00,$00,$00,$00,$80,$80 +DB $40,$C0,$38,$F8,$34,$EC,$F8,$F8 +DB $0F,$00,$0F,$02,$0F,$00,$05,$03 +DB $02,$01,$06,$01,$0F,$00,$0F,$10 +DB $00,$E0,$80,$E0,$00,$E0,$80,$C0 +DB $C0,$C0,$60,$E0,$30,$F0,$90,$70 +DB $2F,$10,$0F,$20,$06,$01,$07,$00 +DB $04,$02,$04,$02,$0C,$02,$18,$06 +DB $90,$68,$08,$E0,$00,$C0,$00,$C0 +DB $80,$40,$80,$40,$80,$60,$C0,$30 diff --git a/ass/tiles.gbr b/ass/tiles.gbr new file mode 100644 index 0000000..324a9a8 Binary files /dev/null and b/ass/tiles.gbr differ diff --git a/inc/hardware.inc b/inc/hardware.inc new file mode 100644 index 0000000..3f7dbef --- /dev/null +++ b/inc/hardware.inc @@ -0,0 +1,840 @@ +;* +;* Gameboy Hardware definitions +;* +;* Based on Jones' hardware.inc +;* And based on Carsten Sorensen's ideas. +;* +;* Rev 1.1 - 15-Jul-97 : Added define check +;* Rev 1.2 - 18-Jul-97 : Added revision check macro +;* Rev 1.3 - 19-Jul-97 : Modified for RGBASM V1.05 +;* Rev 1.4 - 27-Jul-97 : Modified for new subroutine prefixes +;* Rev 1.5 - 15-Aug-97 : Added _HRAM, PAD, CART defines +;* : and Nintendo Logo +;* Rev 1.6 - 30-Nov-97 : Added rDIV, rTIMA, rTMA, & rTAC +;* Rev 1.7 - 31-Jan-98 : Added _SCRN0, _SCRN1 +;* Rev 1.8 - 15-Feb-98 : Added rSB, rSC +;* Rev 1.9 - 16-Feb-98 : Converted I/O registers to $FFXX format +;* Rev 2.0 - : Added GBC registers +;* Rev 2.1 - : Added MBC5 & cart RAM enable/disable defines +;* Rev 2.2 - : Fixed NR42,NR43, & NR44 equates +;* Rev 2.3 - : Fixed incorrect _HRAM equate +;* Rev 2.4 - 27-Apr-13 : Added some cart defines (AntonioND) +;* Rev 2.5 - 03-May-15 : Fixed format (AntonioND) +;* Rev 2.6 - 09-Apr-16 : Added GBC OAM and cart defines (AntonioND) +;* Rev 2.7 - 19-Jan-19 : Added rPCMXX (ISSOtm) +;* Rev 2.8 - 03-Feb-19 : Added audio registers flags (Álvaro Cuesta) + +; If all of these are already defined, don't do it again. + + IF !DEF(HARDWARE_INC) +HARDWARE_INC SET 1 + +rev_Check_hardware_inc : MACRO +;NOTE: REVISION NUMBER CHANGES MUST BE ADDED +;TO SECOND PARAMETER IN FOLLOWING LINE. + IF \1 > 2.8 ;PUT REVISION NUMBER HERE + WARN "Version \1 or later of 'hardware.inc' is required." + ENDC +ENDM + +_HW EQU $FF00 + +_VRAM EQU $8000 ; $8000->$9FFF +_BGTILES EQU $9000 +_SCRN0 EQU $9800 ; $9800->$9BFF +_SCRN0_END EQU $9BFF +_SCRN1 EQU $9C00 ; $9C00->$9FFF +_SRAM EQU $A000 ; $A000->$BFFF +_RAM EQU $C000 ; $C000->$DFFF +_OAMRAM EQU $FE00 ; $FE00->$FE9F +_AUD3WAVERAM EQU $FF30 ; $FF30->$FF3F +_HRAM EQU $FF80 ; $FF80->$FFFE + +; *** MBC5 Equates *** + +rRAMG EQU $0000 ; $0000->$1fff +rROMB0 EQU $2000 ; $2000->$2fff +rROMB1 EQU $3000 ; $3000->$3fff - If more than 256 ROM banks are present. +rRAMB EQU $4000 ; $4000->$5fff - Bit 3 enables rumble (if present) + + +; -- +; -- OAM flags +; -- + +OAMF_PRI EQU %10000000 ; Priority +OAMF_YFLIP EQU %01000000 ; Y flip +OAMF_XFLIP EQU %00100000 ; X flip +OAMF_PAL0 EQU %00000000 ; Palette number; 0,1 (DMG) +OAMF_PAL1 EQU %00010000 ; Palette number; 0,1 (DMG) +OAMF_BANK0 EQU %00000000 ; Bank number; 0,1 (GBC) +OAMF_BANK1 EQU %00001000 ; Bank number; 0,1 (GBC) + +OAMF_PALMASK EQU %00000111 ; Palette (GBC) + +OAMB_PRI EQU 7 ; Priority +OAMB_YFLIP EQU 6 ; Y flip +OAMB_XFLIP EQU 5 ; X flip +OAMB_PAL1 EQU 4 ; Palette number; 0,1 (DMG) +OAMB_BANK1 EQU 3 ; Bank number; 0,1 (GBC) + + +;*************************************************************************** +;* +;* Custom registers +;* +;*************************************************************************** + +; -- +; -- P1 ($FF00) +; -- Register for reading joy pad info. (R/W) +; -- +rP1 EQU $FF00 + +P1F_5 EQU %00100000 ; P15 out port +P1F_4 EQU %00010000 ; P14 out port +P1F_3 EQU %00001000 ; P13 in port +P1F_2 EQU %00000100 ; P12 in port +P1F_1 EQU %00000010 ; P11 in port +P1F_0 EQU %00000001 ; P10 in port + +; -- +; -- SB ($FF01) +; -- Serial Transfer Data (R/W) +; -- +rSB EQU $FF01 + +; -- +; -- SC ($FF02) +; -- Serial I/O Control (R/W) +; -- +rSC EQU $FF02 + +; -- +; -- DIV ($FF04) +; -- Divider register (R/W) +; -- +rDIV EQU $FF04 + + +; -- +; -- TIMA ($FF05) +; -- Timer counter (R/W) +; -- +rTIMA EQU $FF05 + + +; -- +; -- TMA ($FF06) +; -- Timer modulo (R/W) +; -- +rTMA EQU $FF06 + + +; -- +; -- TAC ($FF07) +; -- Timer control (R/W) +; -- +rTAC EQU $FF07 + +TACF_START EQU %00000100 +TACF_STOP EQU %00000000 +TACF_4KHZ EQU %00000000 +TACF_16KHZ EQU %00000011 +TACF_65KHZ EQU %00000010 +TACF_262KHZ EQU %00000001 + +; -- +; -- IF ($FF0F) +; -- Interrupt Flag (R/W) +; -- +rIF EQU $FF0F + +; -- +; -- LCDC ($FF40) +; -- LCD Control (R/W) +; -- +rLCDC EQU $FF40 + +LCDCF_OFF EQU %00000000 ; LCD Control Operation +LCDCF_ON EQU %10000000 ; LCD Control Operation +LCDCF_WIN9800 EQU %00000000 ; Window Tile Map Display Select +LCDCF_WIN9C00 EQU %01000000 ; Window Tile Map Display Select +LCDCF_WINOFF EQU %00000000 ; Window Display +LCDCF_WINON EQU %00100000 ; Window Display +LCDCF_BG8800 EQU %00000000 ; BG & Window Tile Data Select +LCDCF_BG8000 EQU %00010000 ; BG & Window Tile Data Select +LCDCF_BG9800 EQU %00000000 ; BG Tile Map Display Select +LCDCF_BG9C00 EQU %00001000 ; BG Tile Map Display Select +LCDCF_OBJ8 EQU %00000000 ; OBJ Construction +LCDCF_OBJ16 EQU %00000100 ; OBJ Construction +LCDCF_OBJOFF EQU %00000000 ; OBJ Display +LCDCF_OBJON EQU %00000010 ; OBJ Display +LCDCF_BGOFF EQU %00000000 ; BG Display +LCDCF_BGON EQU %00000001 ; BG Display +; "Window Character Data Select" follows BG + + +; -- +; -- STAT ($FF41) +; -- LCDC Status (R/W) +; -- +rSTAT EQU $FF41 + +STATF_LYC EQU %01000000 ; LYCEQULY Coincidence (Selectable) +STATF_MODE10 EQU %00100000 ; Mode 10 +STATF_MODE01 EQU %00010000 ; Mode 01 (V-Blank) +STATF_MODE00 EQU %00001000 ; Mode 00 (H-Blank) +STATF_LYCF EQU %00000100 ; Coincidence Flag +STATF_HB EQU %00000000 ; H-Blank +STATF_VB EQU %00000001 ; V-Blank +STATF_OAM EQU %00000010 ; OAM-RAM is used by system +STATF_LCD EQU %00000011 ; Both OAM and VRAM used by system +STATF_BUSY EQU %00000010 ; When set, VRAM access is unsafe + + +; -- +; -- SCY ($FF42) +; -- Scroll Y (R/W) +; -- +rSCY EQU $FF42 + + +; -- +; -- SCY ($FF43) +; -- Scroll X (R/W) +; -- +rSCX EQU $FF43 + + +; -- +; -- LY ($FF44) +; -- LCDC Y-Coordinate (R) +; -- +; -- Values range from 0->153. 144->153 is the VBlank period. +; -- +rLY EQU $FF44 + + +; -- +; -- LYC ($FF45) +; -- LY Compare (R/W) +; -- +; -- When LYEQUEQULYC, STATF_LYCF will be set in STAT +; -- +rLYC EQU $FF45 + + +; -- +; -- DMA ($FF46) +; -- DMA Transfer and Start Address (W) +; -- +rDMA EQU $FF46 + + +; -- +; -- BGP ($FF47) +; -- BG Palette Data (W) +; -- +; -- Bit 7-6 - Intensity for %11 +; -- Bit 5-4 - Intensity for %10 +; -- Bit 3-2 - Intensity for %01 +; -- Bit 1-0 - Intensity for %00 +; -- +rBGP EQU $FF47 + + +; -- +; -- OBP0 ($FF48) +; -- Object Palette 0 Data (W) +; -- +; -- See BGP for info +; -- +rOBP0 EQU $FF48 + + +; -- +; -- OBP1 ($FF49) +; -- Object Palette 1 Data (W) +; -- +; -- See BGP for info +; -- +rOBP1 EQU $FF49 + + +; -- +; -- WY ($FF4A) +; -- Window Y Position (R/W) +; -- +; -- 0 SO2 ON/OFF (Vin??) +; -- Bit 6-4 - SO2 output level (volume) (# 0-7) +; -- Bit 3 - Vin->SO1 ON/OFF (Vin??) +; -- Bit 2-0 - SO1 output level (volume) (# 0-7) +; -- +rNR50 EQU $FF24 +rAUDVOL EQU rNR50 + +AUDVOL_VIN_LEFT EQU %10000000 ; SO2 +AUDVOL_VIN_RIGHT EQU %00001000 ; SO1 + + +; -- +; -- AUDTERM/NR51 ($FF25) +; -- Selection of Sound output terminal (R/W) +; -- +; -- Bit 7 - Output sound 4 to SO2 terminal +; -- Bit 6 - Output sound 3 to SO2 terminal +; -- Bit 5 - Output sound 2 to SO2 terminal +; -- Bit 4 - Output sound 1 to SO2 terminal +; -- Bit 3 - Output sound 4 to SO1 terminal +; -- Bit 2 - Output sound 3 to SO1 terminal +; -- Bit 1 - Output sound 2 to SO1 terminal +; -- Bit 0 - Output sound 0 to SO1 terminal +; -- +rNR51 EQU $FF25 +rAUDTERM EQU rNR51 + +; SO2 +AUDTERM_4_LEFT EQU %10000000 +AUDTERM_3_LEFT EQU %01000000 +AUDTERM_2_LEFT EQU %00100000 +AUDTERM_1_LEFT EQU %00010000 +; SO1 +AUDTERM_4_RIGHT EQU %00001000 +AUDTERM_3_RIGHT EQU %00000100 +AUDTERM_2_RIGHT EQU %00000010 +AUDTERM_1_RIGHT EQU %00000001 + + +; -- +; -- AUDENA/NR52 ($FF26) +; -- Sound on/off (R/W) +; -- +; -- Bit 7 - All sound on/off (sets all audio regs to 0!) +; -- Bit 3 - Sound 4 ON flag (doesn't work!) +; -- Bit 2 - Sound 3 ON flag (doesn't work!) +; -- Bit 1 - Sound 2 ON flag (doesn't work!) +; -- Bit 0 - Sound 1 ON flag (doesn't work!) +; -- +rNR52 EQU $FF26 +rAUDENA EQU rNR52 + +AUDENA_ON EQU %10000000 +AUDENA_OFF EQU %00000000 ; sets all audio regs to 0! + + +;*************************************************************************** +;* +;* SoundChannel #1 registers +;* +;*************************************************************************** + +; -- +; -- AUD1SWEEP/NR10 ($FF10) +; -- Sweep register (R/W) +; -- +; -- Bit 6-4 - Sweep Time +; -- Bit 3 - Sweep Increase/Decrease +; -- 0: Addition (frequency increases???) +; -- 1: Subtraction (frequency increases???) +; -- Bit 2-0 - Number of sweep shift (# 0-7) +; -- Sweep Time: (n*7.8ms) +; -- +rNR10 EQU $FF10 +rAUD1SWEEP EQU rNR10 + +AUD1SWEEP_UP EQU %00000000 +AUD1SWEEP_DOWN EQU %00001000 + + +; -- +; -- AUD1LEN/NR11 ($FF11) +; -- Sound length/Wave pattern duty (R/W) +; -- +; -- Bit 7-6 - Wave Pattern Duty (00:12.5% 01:25% 10:50% 11:75%) +; -- Bit 5-0 - Sound length data (# 0-63) +; -- +rNR11 EQU $FF11 +rAUD1LEN EQU rNR11 + + +; -- +; -- AUD1ENV/NR12 ($FF12) +; -- Envelope (R/W) +; -- +; -- Bit 7-4 - Initial value of envelope +; -- Bit 3 - Envelope UP/DOWN +; -- 0: Decrease +; -- 1: Range of increase +; -- Bit 2-0 - Number of envelope sweep (# 0-7) +; -- +rNR12 EQU $FF12 +rAUD1ENV EQU rNR12 + + +; -- +; -- AUD1LOW/NR13 ($FF13) +; -- Frequency lo (W) +; -- +rNR13 EQU $FF13 +rAUD1LOW EQU rNR13 + + +; -- +; -- AUD1HIGH/NR14 ($FF14) +; -- Frequency hi (W) +; -- +; -- Bit 7 - Initial (when set, sound restarts) +; -- Bit 6 - Counter/consecutive selection +; -- Bit 2-0 - Frequency's higher 3 bits +; -- +rNR14 EQU $FF14 +rAUD1HIGH EQU rNR14 + + +;*************************************************************************** +;* +;* SoundChannel #2 registers +;* +;*************************************************************************** + +; -- +; -- AUD2LEN/NR21 ($FF16) +; -- Sound Length; Wave Pattern Duty (R/W) +; -- +; -- see AUD1LEN for info +; -- +rNR21 EQU $FF16 +rAUD2LEN EQU rNR21 + + +; -- +; -- AUD2ENV/NR22 ($FF17) +; -- Envelope (R/W) +; -- +; -- see AUD1ENV for info +; -- +rNR22 EQU $FF17 +rAUD2ENV EQU rNR22 + + +; -- +; -- AUD2LOW/NR23 ($FF18) +; -- Frequency lo (W) +; -- +rNR23 EQU $FF18 +rAUD2LOW EQU rNR23 + + +; -- +; -- AUD2HIGH/NR24 ($FF19) +; -- Frequency hi (W) +; -- +; -- see AUD1HIGH for info +; -- +rNR24 EQU $FF19 +rAUD2HIGH EQU rNR24 + + +;*************************************************************************** +;* +;* SoundChannel #3 registers +;* +;*************************************************************************** + +; -- +; -- AUD3ENA/NR30 ($FF1A) +; -- Sound on/off (R/W) +; -- +; -- Bit 7 - Sound ON/OFF (1EQUON,0EQUOFF) +; -- +rNR30 EQU $FF1A +rAUD3ENA EQU rNR30 + + +; -- +; -- AUD3LEN/NR31 ($FF1B) +; -- Sound length (R/W) +; -- +; -- Bit 7-0 - Sound length +; -- +rNR31 EQU $FF1B +rAUD3LEN EQU rNR31 + + +; -- +; -- AUD3LEVEL/NR32 ($FF1C) +; -- Select output level +; -- +; -- Bit 6-5 - Select output level +; -- 00: 0/1 (mute) +; -- 01: 1/1 +; -- 10: 1/2 +; -- 11: 1/4 +; -- +rNR32 EQU $FF1C +rAUD3LEVEL EQU rNR32 + + +; -- +; -- AUD3LOW/NR33 ($FF1D) +; -- Frequency lo (W) +; -- +; -- see AUD1LOW for info +; -- +rNR33 EQU $FF1D +rAUD3LOW EQU rNR33 + + +; -- +; -- AUD3HIGH/NR34 ($FF1E) +; -- Frequency hi (W) +; -- +; -- see AUD1HIGH for info +; -- +rNR34 EQU $FF1E +rAUD3HIGH EQU rNR34 + + +; -- +; -- AUD4LEN/NR41 ($FF20) +; -- Sound length (R/W) +; -- +; -- Bit 5-0 - Sound length data (# 0-63) +; -- +rNR41 EQU $FF20 +rAUD4LEN EQU rNR41 + + +; -- +; -- AUD4ENV/NR42 ($FF21) +; -- Envelope (R/W) +; -- +; -- see AUD1ENV for info +; -- +rNR42 EQU $FF21 +rAUD4ENV EQU rNR42 + + +; -- +; -- AUD4POLY/NR43 ($FF22) +; -- Polynomial counter (R/W) +; -- +; -- Bit 7-4 - Selection of the shift clock frequency of the (scf) +; -- polynomial counter (0000-1101) +; -- freqEQUdrf*1/2^scf (not sure) +; -- Bit 3 - Selection of the polynomial counter's step +; -- 0: 15 steps +; -- 1: 7 steps +; -- Bit 2-0 - Selection of the dividing ratio of frequencies (drf) +; -- 000: f/4 001: f/8 010: f/16 011: f/24 +; -- 100: f/32 101: f/40 110: f/48 111: f/56 (fEQU4.194304 Mhz) +; -- +rNR43 EQU $FF22 +rAUD4POLY EQU rNR43 + + +; -- +; -- AUD4GO/NR44 ($FF23) +; -- (has wrong name and value (ff30) in Dr.Pan's doc!) +; -- +; -- Bit 7 - Inital +; -- Bit 6 - Counter/consecutive selection +; -- +rNR44 EQU $FF23 +rAUD4GO EQU rNR44 ; silly name! + + +; -- +; -- PCM12 ($FF76) +; -- Sound channel 1&2 PCM amplitude (R) +; -- +; -- Bit 7-4 - Copy of sound channel 2's PCM amplitude +; -- Bit 3-0 - Copy of sound channel 1's PCM amplitude +; -- +rPCM12 EQU $FF76 + + +; -- +; -- PCM34 ($FF77) +; -- Sound channel 3&4 PCM amplitude (R) +; -- +; -- Bit 7-4 - Copy of sound channel 4's PCM amplitude +; -- Bit 3-0 - Copy of sound channel 3's PCM amplitude +; -- +rPCM34 EQU $FF77 + + +;*************************************************************************** +;* +;* Flags common to multiple sound channels +;* +;*************************************************************************** + +; -- +; -- Square wave duty cycle +; -- +; -- Can be used with AUD1LEN and AUD2LEN +; -- See AUD1LEN for more info +; -- +AUDLEN_DUTY_12_5 EQU %00000000 ; 12.5% +AUDLEN_DUTY_25 EQU %01000000 ; 25% +AUDLEN_DUTY_50 EQU %10000000 ; 50% +AUDLEN_DUTY_75 EQU %11000000 ; 75% + + +; -- +; -- Audio envelope flags +; -- +; -- Can be used with AUD1ENV, AUD2ENV, AUD4ENV +; -- See AUD1ENV for more info +; -- +AUDENV_UP EQU %00001000 +AUDENV_DOWN EQU %00000000 + + +; -- +; -- Audio trigger flags +; -- +; -- Can be used with AUD1HIGH, AUD2HIGH, AUD3HIGH +; -- See AUD1HIGH for more info +; -- + +AUDHIGH_RESTART EQU %10000000 +AUDHIGH_LENGTH_ON EQU %01000000 +AUDHIGH_LENGTH_OFF EQU %00000000 + + +;*************************************************************************** +;* +;* Cart related +;* +;*************************************************************************** + +CART_COMPATIBLE_DMG EQU $00 +CART_COMPATIBLE_DMG_GBC EQU $80 +CART_COMPATIBLE_GBC EQU $C0 + +CART_ROM EQU $00 +CART_ROM_MBC1 EQU $01 +CART_ROM_MBC1_RAM EQU $02 +CART_ROM_MBC1_RAM_BAT EQU $03 +CART_ROM_MBC2 EQU $05 +CART_ROM_MBC2_BAT EQU $06 +CART_ROM_RAM EQU $08 +CART_ROM_RAM_BAT EQU $09 +CART_ROM_MBC3_BAT_RTC EQU $0F +CART_ROM_MBC3_RAM_BAT_RTC EQU $10 +CART_ROM_MBC3 EQU $11 +CART_ROM_MBC3_RAM EQU $12 +CART_ROM_MBC3_RAM_BAT EQU $13 +CART_ROM_MBC5 EQU $19 +CART_ROM_MBC5_BAT EQU $1A +CART_ROM_MBC5_RAM_BAT EQU $1B +CART_ROM_MBC5_RUMBLE EQU $1C +CART_ROM_MBC5_RAM_RUMBLE EQU $1D +CART_ROM_MBC5_RAM_BAT_RUMBLE EQU $1E +CART_ROM_MBC7_RAM_BAT_GYRO EQU $22 +CART_ROM_POCKET_CAMERA EQU $FC + +CART_ROM_256K EQU 0 ; 2 banks +CART_ROM_512K EQU 1 ; 4 banks +CART_ROM_1M EQU 2 ; 8 banks +CART_ROM_2M EQU 3 ; 16 banks +CART_ROM_4M EQU 4 ; 32 banks +CART_ROM_8M EQU 5 ; 64 banks +CART_ROM_16M EQU 6 ; 128 banks +CART_ROM_32M EQU 7 ; 256 banks +CART_ROM_64M EQU 8 ; 512 banks + +CART_RAM_NONE EQU 0 +CART_RAM_16K EQU 1 ; 1 incomplete bank +CART_RAM_64K EQU 2 ; 1 bank +CART_RAM_256K EQU 3 ; 4 banks +CART_RAM_1M EQU 4 ; 16 banks + +CART_RAM_ENABLE EQU $0A +CART_RAM_DISABLE EQU $00 + +;*************************************************************************** +;* +;* Keypad related +;* +;*************************************************************************** + +PADF_DOWN EQU $80 +PADF_UP EQU $40 +PADF_LEFT EQU $20 +PADF_RIGHT EQU $10 +PADF_START EQU $08 +PADF_SELECT EQU $04 +PADF_B EQU $02 +PADF_A EQU $01 + +PADB_DOWN EQU $7 +PADB_UP EQU $6 +PADB_LEFT EQU $5 +PADB_RIGHT EQU $4 +PADB_START EQU $3 +PADB_SELECT EQU $2 +PADB_B EQU $1 +PADB_A EQU $0 + +;*************************************************************************** +;* +;* Screen related +;* +;*************************************************************************** + +SCRN_X EQU 160 ; Width of screen in pixels +SCRN_Y EQU 144 ; Height of screen in pixels +SCRN_X_B EQU 20 ; Width of screen in bytes +SCRN_Y_B EQU 18 ; Height of screen in bytes + +SCRN_VX EQU 256 ; Virtual width of screen in pixels +SCRN_VY EQU 256 ; Virtual height of screen in pixels +SCRN_VX_B EQU 32 ; Virtual width of screen in bytes +SCRN_VY_B EQU 32 ; Virtual height of screen in bytes + +;* +;* Nintendo scrolling logo +;* (Code won't work on a real GameBoy) +;* (if next lines are altered.) +NINTENDO_LOGO : MACRO + DB $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D + DB $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 + DB $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E +ENDM + + ENDC ;HARDWARE_INC diff --git a/src/.actor.asm.swp b/src/.actor.asm.swp new file mode 100644 index 0000000..e3410fe Binary files /dev/null and b/src/.actor.asm.swp differ diff --git a/src/.animation.asm.swo b/src/.animation.asm.swo new file mode 100644 index 0000000..3d68081 Binary files /dev/null and b/src/.animation.asm.swo differ diff --git a/src/.entry.asm.swp b/src/.entry.asm.swp new file mode 100644 index 0000000..07c6146 Binary files /dev/null and b/src/.entry.asm.swp differ diff --git a/src/actor.asm b/src/actor.asm new file mode 100644 index 0000000..2360155 --- /dev/null +++ b/src/actor.asm @@ -0,0 +1,59 @@ +;----------------- +; Actor Animation +;----------------- + +SECTION "Actor Variables Struct", WRAM, ALIGN[8] + +wWorldX: dw +wWorldY: dw +wActorState: db +wActorCounter: db +wActorData: dw +wActorTile: dw + +SECTION "Actor", ROM0 + +Actor:: +.structs: + dw ActorIdle +.tiles: +ActorIdle:: + db 60 + dw .framePa + db 15 + dw .frameRe + db 15 + dw .frameCi + db 15 + dw .frameVo +.framePa + db (.framePaEnd - @) / 4 + db -8, -8, 1, 0 + db -8, 0, 2, 0 + db 0, -8, 9, 0 + db 0, 0, 10, 0 +.framePaEnd + +.frameRe + db (.frameReEnd - @) / 4 + db -8, -8, 3, 0 + db -8, 0, 4, 0 + db 0, -8, 11, 0 + db 0, 0, 12, 0 +.frameReEnd + +.frameCi + db (.frameCiEnd - @) / 4 + db -8, -8, 5, 0 + db -8, 0, 6, 0 + db 0, -8, 13, 0 + db 0, 0, 14, 0 +.frameCiEnd + +.frameVo + db (.frameVoEnd - @) / 4 + db -8, -8, 7, 0 + db -8, 0, 8, 0 + db 0, -8, 15, 0 + db 0, 0, 16, 0 +.frameVoEnd diff --git a/src/animation.asm b/src/animation.asm new file mode 100644 index 0000000..8835b4c --- /dev/null +++ b/src/animation.asm @@ -0,0 +1,59 @@ +;---------------- +; Animation Subs +;---------------- + +SECTION "Animation Variables", HRAM + + hCameraX: dw + hCameraY: dw + + hWorkingX: dw + hWorkingY: dw + hWorkingScreenX: db + hWorkingScreenY: db + hWorkingState: db + hWorkingCounter: db + hWorkingData: dw + hWorkingTile: dw +hWorkingEnd: + +SECTION "Animations Subs", ROM0 + +; RenderActor: +; takes a pointer to an actor struct +; and renders it to shadow OAM, advancinc +; the animation frame and constructing +; each frame as needed. + +; initial input: +; [hl] <- start of Actor Struct in WRAM +; output: +; an oam object for each line in the frame data, +; copied to shadowOAM (wShadowOAM) + +RenderActor:: + +; load world X and Y to temp RAM + ld a, [hli] + ld [hWorkingX], a + ld a, [hli] + ld [hWorkingX+1], a + ld a, [hli] + ld [hWorkingY], a + ld a, [hli] + ld [hWorkingY+1], a +; done loading X and Y +; figure out if within 256 of camera +; --------- +; first compare upper byte of XXYY +; if this is more than 1 away, break + ld a, [hCameraX] + ld b, a + ld a, [hWorkingX] +; b = camera byte +; a = actor byte +; work out if actor minus camera is <= 1 + sub b +; --------- + +.skipRendering diff --git a/src/defines.asm b/src/defines.asm new file mode 100644 index 0000000..665352f --- /dev/null +++ b/src/defines.asm @@ -0,0 +1,33 @@ +;---------------- +; Definitions +;---------------- + +P1F_NONE EQU $30 +P1F_BUTTONS EQU $10 +P1F_DPAD EQU $20 + +;---------------- +; RAM Vars +;---------------- + +SECTION "ROM Vars", ROM0 + +dPlayerWidth: db 2 +dPlayerHeight: db 2 +dPlayerSpriteTiles: db $01, $02, $09, $0A + +SECTION "WRAM Vars", WRAM0[$C000] + +X: dw +N: dw +ANS: db + +rPlayerX: db +rPlayerY: db + +SECTION "HRAM Vars", HRAM + +hVBlankFlag: db +hCurKeys: db +hNewKeys: db + diff --git a/src/dma.asm b/src/dma.asm new file mode 100644 index 0000000..90ce5c6 --- /dev/null +++ b/src/dma.asm @@ -0,0 +1,59 @@ +;------------------ +; DMA Subroutines +;------------------ + +; In order to use, simply put your destination +; address into the `a` register, and call `hOAMDMA` + +; Here we copy our DMA Routine into +; HRAM, which it needs to be in so +; it can function. + +; Note: we can only copy into HRAM +; while the screen /ISN'T/ updating + +SECTION "OAM DMA Routine", ROM0 + +; A DMA Transfor takes 160 microseconds +; to complete, which is 40 machine cycles. +; here we copy the high bit of our destination +; address (stored in a) to the DMA register +; then wait the time needed for the copy to +; complete. + +DMARoutine: + ldh [rDMA], a + ld a, 40 +.wait + dec a + jr nz, .wait + ret +.end + +CopyDMARoutine: + ld hl, DMARoutine + ld b, DMARoutine.end - DMARoutine + ld c, LOW(hOAMDMA) +.copy + ld a, [hli] + ldh [c], a + inc c + dec b + jr nz, .copy + ret + +; We reserve space in HRAM to keep our +; DMA routine. + +SECTION "OAM DMA", HRAM +hOAMDMA: + ds DMARoutine.end - DMARoutine + +; We also reserve space to have a copy +; of OAM that we can write to at any time +; The DMA will then mirror this data to +; the real OAM. + +SECTION "Shadow OAM", WRAM0,ALIGN[8] +wShadowOAM:: + ds 4*40 diff --git a/src/entry.asm b/src/entry.asm new file mode 100644 index 0000000..c35dc6d --- /dev/null +++ b/src/entry.asm @@ -0,0 +1,160 @@ +;---------------- +; Program Start +;---------------- + +BUFFER EQU 160 +TRUE EQU $42 +FALSE EQU $69 + +SECTION "Program Start", ROM0[$150] +Start: + ei + ld a, IEF_VBLANK + ld [rIE], a + xor a + ld [hVBlankFlag], a + call Wait_VBlank + xor a + ldh [rLCDC], a + call Clear_Map + call Load_Tiles + ; call Load_Map + ld a, %11100100 + ld [rBGP], a + ld [rOBP0], a + xor a + ld [rSCY], a + ld [rSCX], a + ld [rNR52], a + ld a, LCDCF_ON | LCDCF_OBJON | LCDCF_BGON + ld [rLCDC], a + + call CopyDMARoutine + + ld a, 72 + ld [rPlayerX], a + ld a, 88 + ld [rPlayerY], a + +;---- +; Testing +;---- + ld a, HIGH(ANS) + ld h, a + ld a, LOW(ANS) + ld l, a + +; Case One: Camera@E100 vs Actor@E195 (Pass) + ld a, $E1 + ld [N], a + ld a, $E1 + ld [X], a + ld a, $00 + ld [N+1], a + ld a, $95 + ld [X+1], a + call CheckBoundry + +; Case One: Camera@E095 vs Actor@E120 (Pass) + ld a, $E0 + ld [N], a + ld a, $E1 + ld [X], a + ld a, $95 + ld [N+1], a + ld a, $20 + ld [X+1], a + call CheckBoundry + +; Case One: Camera@E100 vs Actor@E1FF (Fail) + ld a, $E1 + ld [N], a + ld a, $E1 + ld [X], a + ld a, $00 + ld [N+1], a + ld a, $FF + ld [X+1], a + call CheckBoundry + +; Case One: Camera@E1F0 vs Actor@E2DE (Fail) + ld a, $E1 + ld [N], a + ld a, $E2 + ld [X], a + ld a, $F0 + ld [N+1], a + ld a, $DE + ld [X+1], a + call CheckBoundry + +game_loop: + call Wait_VBlank + call Read_Pad + call PC_Update + call Player_To_OAM + ld a, HIGH(wShadowOAM) + call hOAMDMA + jr game_loop + +CheckBoundry:: +;----- +; Check if word X is within BUFFER ahead of N +; BUFFER is always <= 255 +; hl contains address to save result to +;----- + ;= load high bytes + ld a, [N] + ld b, a + ld a, [X] + sub b + ;= if carry is set, N is behind X, so skip + jr c, .skipRender + ld b, a + ld a, 2 + cp b + ;= if the difference is 2 or greater + ;= we are not within BUFFER, so skip + jr c, .skipRender + jr z, .skipRender + dec a + cp b + ;= if the high byte differ by 1, we + ;= need to check over a a page + jr z, .swap + ;= load the low bytes + ld a, [N+1] + ld b, a + ld a, [X+1] + sub b + ld b, a + ld a, BUFFER + cp b + ;= if the difference is greater than + ;= the buffer, skip + jr c, .skipRender + jr .render +.swap + ;= load the low bytes in the opposite order + ld a, [X+1] + ld b, a + ld a, [N+1] + sub b + ld b, a + ld a, $FF - BUFFER + cp b + ;= if they differ by the inverse of the buffer + ;= they will not be within the gap between pages + jr nc, .skipRender +.render + ;= success, do rendering stuff + ; beep boop rendering stuff + ld a, TRUE + ld [hli], a + ret +.skipRender + ;= failure, skip this one + ; doing other stuff here + ld a, FALSE + ld [hli], a + ret diff --git a/src/header.asm b/src/header.asm new file mode 100644 index 0000000..1ee56d4 --- /dev/null +++ b/src/header.asm @@ -0,0 +1,45 @@ +;----------------- +; Gameboy Header +;----------------- + +SECTION "Header", ROM0[$100] + +; Jump to the "Start" label +; which we must define ourselves + +EntryPoint: + nop + jp Start; + +; ROM Header $104 to $150 +RomHeader: +; Nintendo Logo $104-$133 + db $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D + db $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 + db $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E +; Title (11 characters) $134-$13E + db "ANIMATION",$00,$00 +; Manufacturer Code (4 characters) $13F-$142 + db "LATA" +; CGB Flag $143 + db $00 +; Licensee Code (2 characters) $144-$145 + db "00" +; SGB Flag $146 + db $00 +; Cartridge Type $147 + db $00 +; ROM Size $148 + db $00 +; RAM Size $149 + db $00 +; Destination Code $14A + db $01 +; Depreciated Licensee Code $14B + db $33 +; Version Number $14C + db $00 +; Header Checksum $14D + db $00 +; Global Checksum $14E-$14F + db $00, $00 diff --git a/src/main.asm b/src/main.asm new file mode 100644 index 0000000..7a53691 --- /dev/null +++ b/src/main.asm @@ -0,0 +1,11 @@ +INCLUDE "inc/hardware.inc" +INCLUDE "ass/parecivo.ass" +INCLUDE "ass/tiles.ass" +INCLUDE "ass/map.ass" +INCLUDE "src/entry.asm" +INCLUDE "src/header.asm" +INCLUDE "src/defines.asm" +INCLUDE "src/dma.asm" +INCLUDE "src/util.asm" +INCLUDE "src/vid.asm" +INCLUDE "src/misc.asm" diff --git a/src/misc.asm b/src/misc.asm new file mode 100644 index 0000000..3912601 --- /dev/null +++ b/src/misc.asm @@ -0,0 +1,167 @@ +Player_To_OAM: +; -- first loop -- + ld hl, wShadowOAM + ld a, [dPlayerHeight] + ld b, a + ld d, 16 + ld a, [rPlayerY] + add d ; d has the base Y value (counting offsets) + ld d, a +.fouter + ld a, [dPlayerWidth] + ld c, a ; c is finner counter +.finner + ld a, d + ld [hl], a + ld a, 4 + call .add4hl +; end of finner loop + dec c + jr nz, .finner + ld a, d + ld d, 8 + add d + ld d, a +; end of fouter loop + dec b + jr nz, .fouter +; -- second loop -- + ld hl, wShadowOAM+1 + ld a, [dPlayerHeight] + ld b, a +.souter + ld d, 8 + ld a, [rPlayerX] + add d + ld d, a + ld a, [dPlayerWidth] + ld c, a +.sinner + ld a, d + ld [hl], a + add 8 + ld d, a + ld a, 4 + call .add4hl + dec c + jr nz, .sinner + dec b + jr nz, .souter +; -- third loop -- + ld hl, wShadowOAM+2 + ld de, dPlayerSpriteTiles + ld a, [dPlayerHeight] + ld b, a + ld a, [dPlayerWidth] + ld c, a + xor a +.tloop1 + add b + dec c + jr nz, .tloop1 + ld c, a +.tloop2 + ld a, [de] + ld [hl], a + ld a, 4 + call .add4hl + inc de + dec c + jr nz, .tloop2 +; -- fourth loop -- + ld hl, wShadowOAM+3 + ld a, [dPlayerHeight] + ld b, a + ld a, [dPlayerWidth] + ld c, a + xor a +.lloop1 + add b + dec c + jr nz, .lloop1 + ld c, a +.lloop2 + xor a + ld [hl], a + ld a, 4 + call .add4hl + dec c + jr nz, .lloop2 + ret + +.add4hl: + add a, l ; a = low + old_l + ld l, a ; a = low + old_l = new_l + adc a, h ; a = new_l + old_h + carry + sub l ; a = old_h + carry + ld h, a + ret + +PC_Update: + ld b, 0 + ld c, 0 + ld a, [hCurKeys] + and %10000000 + cp %10000000 ; 0 if down pressed + jr nz, .up + ld b, 1 +.up: + ld a, [hCurKeys] + and %01000000 + cp %01000000 ; 0 if up pressed + jr nz, .left + ld b, 255 +.left: + ld a, [hCurKeys] + and %00100000 + cp %00100000 ; 0 if down pressed + jr nz, .right + ld c, 255 +.right: + ld a, [hCurKeys] + and %00010000 + cp %00010000 ; 0 if up pressed + jr nz, .last + ld c, 1 +.last: + ld a, [rPlayerX] + add c + ld [rPlayerX], a + ld a, [rPlayerY] + add b + ld [rPlayerY], a +.end: + ret + + +Clear_Map: + xor a + ld hl, _SCRN0 + ld bc, _SCRN0_END - _SCRN0 +.loop: + ld [hli], a + dec bc + ld a, b + or c + jr z, .loop + ret + +Load_Tiles: + ld hl, _BGTILES + ld de, parecivo_tile_data + ld bc, parecivo_tile_data_size + call MemCpy + ld hl, _VRAM + ld de, parecivo_tile_data + ld bc, parecivo_tile_data_size + call MemCpy + ret + +Load_Map: + ld hl, _SCRN0 + ld de, Map + ld bc, Map_Size + call MemCpy + ret + + diff --git a/src/util.asm b/src/util.asm new file mode 100644 index 0000000..7282f66 --- /dev/null +++ b/src/util.asm @@ -0,0 +1,70 @@ +;---------------------- +; Utility Subroutines +;---------------------- + +SECTION "Util Subs", ROM0 + +; MemCpy assumes: +; hl contains destination address +; de contains source address +; bc contains number of bytes to copy + +MemCpy: +.copy + ld a, [de] + ld [hli], a + inc de + dec bc + ld a, b + or c + jr nz, .copy + ret + +; Read_Pad will set the variable _PAD +; such that bits are as follows: +; 7 - 4: down up left right +; 3 - 0: start select b a + +Read_Pad: + ld a,P1F_BUTTONS + call .onenibble + ld b,a ; B7-4 = 1; B3-0 = unpressed buttons + + ld a,P1F_DPAD + call .onenibble + swap a ; A3-0 = unpressed directions; A7-4 = 1 + xor b ; A = pressed buttons + directions + ld b,a ; B = pressed buttons + directions + ; check illegal buttons + and %11000000 ; Up and Down buttons + cp %11000000 + jr nz, .legalUpDown + ld a, b + and %00111111 + ld b, a +.legalUpDown + and %00110000 ; Left and Right buttons + cp %00110000 + jr nz, .legalLeftRight + ld a, b + and %11001111 +.legalLeftRight + ld a,P1F_NONE + ld [rP1],a + + ldh a,[hCurKeys] + xor b ; A = keys that changed state + and b ; A = keys that changed to pressed + ldh [hNewKeys],a + ld a,b + ldh [hCurKeys],a + ret + +.onenibble: + ldh [rP1],a + ldh a,[rP1] + ldh a,[rP1] + ldh a,[rP1] + or $F0 + ret + diff --git a/src/vid.asm b/src/vid.asm new file mode 100644 index 0000000..049ae10 --- /dev/null +++ b/src/vid.asm @@ -0,0 +1,22 @@ +;-------------------- +; Video Subroutines +;-------------------- + +SECTION "VBlank Int", ROM0[$40] + ld a, 1 + ld [hVBlankFlag], a + reti + +SECTION "Vid Subs", ROM0 + +Wait_VBlank:: + ld hl, hVBlankFlag ; hl=pointer to vblank_flag +.wait: ; wait... + halt ; suspend CPU - wait for ANY interrupt + nop + xor a + cp a,[hl] ; vblank flag still zero? + jr z, .wait ; wait more if zero + ld [hl],a ; set vblank_flag back to zero + ret + diff --git a/testing/ISSOtm.asm b/testing/ISSOtm.asm new file mode 100644 index 0000000..0e2deee --- /dev/null +++ b/testing/ISSOtm.asm @@ -0,0 +1,54 @@ +PlayerGfx:: +INCLUDE "res/actors/player.pal.asm" ; CGB palette + db OAMF_PAL1 ; Additional attr + dw PlayerTiles + +PlayerTiles: + ; number of tiles: + db (.displayStructs - .tiles) / 16 +.tiles +INCBIN "res/actors/player.2bpp" +.displayStructs + dw PlayerStandingUp + dw PlayerWalkingUp + dw PlayerStandingDown + dw PlayerWalkingDown + dw PlayerStandingLeft + dw PlayerWalkingLeft + dw PlayerStandingRight + dw PlayerWalkingRight + +PlayerWalkingDown: + db $20 + db 8 + dw .frame0 + db 8 + dw .frame1 + db 8 + dw .frame0 + db 8 + dw .frame2 + +.frame0 + db (.frame0End - @) / 4 + db -31, -8, 0, 0 + db -15, -8, 2, 0 + db -31, 0, 4, 0 + db -15, 0, 6, 0 +.frame0End + +.frame1 + db (.frame1End - @) / 4 + db -31, -8, 8, 0 + db -15, -8, 10, 0 + db -31, 0, 12, 0 + db -15, 0, 14, 0 +.frame1End + +.frame2 + db (.frame2End - @) / 4 + db -31, -8, 16, 0 + db -15, -8, 18, 0 + db -31, 0, 20, 0 + db -15, 0, 22, 0 +.frame2End