@@ -0,0 +1 @@ | |||||
build |
@@ -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} |
@@ -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` |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 <EQU WY <EQU 143 | |||||
; -- | |||||
rWY EQU $FF4A | |||||
; -- | |||||
; -- WX ($FF4B) | |||||
; -- Window X Position (R/W) | |||||
; -- | |||||
; -- 7 <EQU WX <EQU 166 | |||||
; -- | |||||
rWX EQU $FF4B | |||||
; -- | |||||
; -- KEY 1 ($FF4D) | |||||
; -- Select CPU Speed (R/W) | |||||
; -- | |||||
rKEY1 EQU $FF4D | |||||
; -- | |||||
; -- VBK ($FF4F) | |||||
; -- Select Video RAM Bank (R/W) | |||||
; -- | |||||
rVBK EQU $FF4F | |||||
; -- | |||||
; -- HDMA1 ($FF51) | |||||
; -- Horizontal Blanking, General Purpose DMA (W) | |||||
; -- | |||||
rHDMA1 EQU $FF51 | |||||
; -- | |||||
; -- HDMA2 ($FF52) | |||||
; -- Horizontal Blanking, General Purpose DMA (W) | |||||
; -- | |||||
rHDMA2 EQU $FF52 | |||||
; -- | |||||
; -- HDMA3 ($FF53) | |||||
; -- Horizontal Blanking, General Purpose DMA (W) | |||||
; -- | |||||
rHDMA3 EQU $FF53 | |||||
; -- | |||||
; -- HDMA4 ($FF54) | |||||
; -- Horizontal Blanking, General Purpose DMA (W) | |||||
; -- | |||||
rHDMA4 EQU $FF54 | |||||
; -- | |||||
; -- HDMA5 ($FF55) | |||||
; -- Horizontal Blanking, General Purpose DMA (R/W) | |||||
; -- | |||||
rHDMA5 EQU $FF55 | |||||
; -- | |||||
; -- RP ($FF56) | |||||
; -- Infrared Communications Port (R/W) | |||||
; -- | |||||
rRP EQU $FF56 | |||||
; -- | |||||
; -- BCPS ($FF68) | |||||
; -- Background Color Palette Specification (R/W) | |||||
; -- | |||||
rBCPS EQU $FF68 | |||||
; -- | |||||
; -- BCPD ($FF69) | |||||
; -- Background Color Palette Data (R/W) | |||||
; -- | |||||
rBCPD EQU $FF69 | |||||
; -- | |||||
; -- BCPS ($FF6A) | |||||
; -- Object Color Palette Specification (R/W) | |||||
; -- | |||||
rOCPS EQU $FF6A | |||||
; -- | |||||
; -- BCPD ($FF6B) | |||||
; -- Object Color Palette Data (R/W) | |||||
; -- | |||||
rOCPD EQU $FF6B | |||||
; -- | |||||
; -- SVBK ($FF4F) | |||||
; -- Select Main RAM Bank (R/W) | |||||
; -- | |||||
rSVBK EQU $FF70 | |||||
; -- | |||||
; -- IE ($FFFF) | |||||
; -- Interrupt Enable (R/W) | |||||
; -- | |||||
rIE EQU $FFFF | |||||
IEF_HILO EQU %00010000 ; Transition from High to Low of Pin number P10-P13 | |||||
IEF_SERIAL EQU %00001000 ; Serial I/O transfer end | |||||
IEF_TIMER EQU %00000100 ; Timer Overflow | |||||
IEF_LCDC EQU %00000010 ; LCDC (see STAT) | |||||
IEF_VBLANK EQU %00000001 ; V-Blank | |||||
;*************************************************************************** | |||||
;* | |||||
;* Sound control registers | |||||
;* | |||||
;*************************************************************************** | |||||
; -- | |||||
; -- AUDVOL/NR50 ($FF24) | |||||
; -- Channel control / ON-OFF / Volume (R/W) | |||||
; -- | |||||
; -- Bit 7 - Vin->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 |
@@ -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 |
@@ -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 |
@@ -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 | |||||
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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" |
@@ -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 | |||||
@@ -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 | |||||
@@ -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 | |||||
@@ -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 |