gb-tarot/main.asm

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5.9 KiB
NASM
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; FF80 CALL
; FF81 LOW
; FF82 HIGH
; FF83 RET
; pattern repeats for the first 16 bytes so we can have some call vectors for the scene system
DEF SCENE_SETUP EQU $c101
DEF SCENE_UPDATE EQU SCENE_SETUP + 4 ; call then ret is 3+1 bytes
DEF SCENE_DRAW EQU SCENE_UPDATE + 4
DEF SCENE_TEARDOWN EQU SCENE_DRAW + 4
DEF INTERRUPT_LCD EQU $c111
DEF rMYBTN EQU $FFA8
DEF rMYBTNP EQU rMYBTN + 1
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DEF rDELTAT EQU rMYBTNP + 1
DEF VARIABLES_START EQU rDELTAT+1
INCLUDE "hardware.inc"
SECTION "Interrupts", ROM0[$0]
ds $48 - @, 0
call INTERRUPT_LCD - 1
ret
SECTION "Header", ROM0[$100]
jp EntryPoint
ds $150 - @, 0 ; Make room for the header
EntryPoint:
; Shut down audio circuitry
ld a, 0
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ld [rNR52], a ; shut down audio
ldh [rDIV], a ; reset timer just in case??
; set up the scene and interrupt vectors
ld hl, Instructions
ld a, [hl] ; get the value of a call instruction so we can shove it into our handles
ld hl, SCENE_SETUP - 1
ld [SCENE_SETUP - 1], a
ld hl, SCENE_UPDATE - 1
ld [hl], a
ld hl, SCENE_DRAW - 1
ld [hl], a
ld hl, SCENE_TEARDOWN - 1
ld [hl], a
ld hl, INTERRUPT_LCD - 1
ld [hl], a
ld hl, Instructions
inc hl
ld a, [hl] ; get the value of a call instruction so we can shove it into our handles
ld hl, SCENE_SETUP
ld [hl], a
ld hl, SCENE_UPDATE
ld [hl], a
ld hl, SCENE_DRAW
ld [hl], a
ld hl, SCENE_TEARDOWN
ld [hl], a
ld hl, INTERRUPT_LCD
ld [hl], a
ld hl, Instructions
inc hl
inc hl
ld a, [hl] ; get the value of a call instruction so we can shove it into our handles
ld hl, SCENE_SETUP + 1
ld [hl], a
ld hl, SCENE_UPDATE + 1
ld [hl], a
ld hl, SCENE_DRAW + 1
ld [hl], a
ld hl, SCENE_TEARDOWN + 1
ld [hl], a
ld hl, INTERRUPT_LCD + 1
ld [hl], a
ld hl, Instructions
inc hl
inc hl
inc hl
ld a, [hl] ; get the value of a call instruction so we can shove it into our handles
ld hl, SCENE_SETUP + 2
ld [hl], a
ld hl, SCENE_UPDATE + 2
ld [hl], a
ld hl, SCENE_DRAW + 2
ld [hl], a
ld hl, SCENE_TEARDOWN + 2
ld [hl], a
ld hl, INTERRUPT_LCD + 2
ld [hl], a
; set up our scene vectors
ld hl, ScreenMainMenu
call ChangeScene
Loop:
di
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; okay this is kinda sketchy. we want a delta time variable.
; we've got two eight-bit counters, one at 4096hz and one at 16384hz
; we can definitely reset the faster counter.
; but! that's gonna overflow every frame.
; however! it should always overflow the same amount
; because we're basically running once per frame (AwaitLine call later)
; if we assume it overflows once per frame, then the total value should be
; 256 + [rDIV]. so if we divide by two (or more!) the total value will be
; 256/2 + [rDIV]/2. so we just have to right shift and add 128.
; or right shift twice and add 64. this loses us precision but we didn't need
; it anyway.
ldh a, [rDIV]
ldh [rDIV], a ; this will reset the timer
sra a
sra a
add a, 64
ldh [rDELTAT], a
xor a, a ; zero a out in one cycle
; store dpad and btn state in the rMYBTN register
ld hl, rP1
ld [hl], P1F_GET_DPAD
ld a, [hl]
ld a, [hl]
ld a, [hl]
ld a, [hl]
cpl
and a, %00001111
ld b, a
ld [hl], P1F_GET_BTN
ld a, [hl]
ld a, [hl]
ld a, [hl]
ld a, [hl]
cpl
and a, %00001111
swap a
or a, b
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ld b, a ; put new input state in b
ldh a, [rMYBTN] ; previous input state in a
cpl ; a holds buttons which weren't pressed last frame
and a, b ; select buttons which were pressed this frame, but not last frame
ldh [rMYBTNP], a ; save that as btnp state
ld a, b ; select buttons which were pressed this frame
ldh [rMYBTN], a ; save that as btn state
call SCENE_UPDATE - 1 ; hope this takes not too many scanlines!
ld b, 144
call AwaitLine
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call SCENE_DRAW - 1 ; hope this takes fewer than 9 scanlines!
; either way it's going to eat into the update timing
jp Loop
ChangeScene: ; hl should be a pointer to, in sequence, setup update draw teardown
call SCENE_TEARDOWN - 1
ld a, [hl+]
ld [SCENE_SETUP], a
ld a, [hl+]
ld [SCENE_SETUP+1], a
ld a, [hl+]
ld [SCENE_UPDATE], a
ld a, [hl+]
ld [SCENE_UPDATE+1], a
ld a, [hl+]
ld [SCENE_DRAW], a
ld a, [hl+]
ld [SCENE_DRAW+1], a
ld a, [hl+]
ld [SCENE_TEARDOWN], a
ld a, [hl+]
ld [SCENE_TEARDOWN+1], a
call SCENE_SETUP - 1
ret
AwaitLine: ; put the line you want to reach in b
ld a, [rLY]
cp b
jp nz, AwaitLine
ret
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ArrayClampLooping: ; loops a to be in the array, assuming hl points to the length
cp a, [hl] ; if a == length...
jp nz, :+
ld a, 0 ; set it to 0
:
cp a, $FF ; otherwise if a == $FF...
jp nz, :+
ld a, [hl]
dec a ; then set it to length-1
:
ret ; a is return value
PrintString: ; write ascii string which has been prefixed by its length.
ld b, [hl]
inc hl
PrintBChars: ;write ascii characters. will not respect newlines or anything like that
; hl should be the source of ascii text
; de should be the location in the tile map to start writing at
; b should be the length
ld a, [hli]
or a, %10000000
ld [de], a
inc de
dec b
jp nz, PrintBChars
ret
;thanks to https://gbdev.io/pandocs/OAM_DMA_Transfer.html for this routine
; a should be the high byte of where we're DMAing from (ld a, $c0 in my case probably)
; de should have the address in hram for where to paste to
RunDMA:
push de
push af
ld hl, run_dma_tail
ld bc, run_dma_tail.run_dma_tail_end - run_dma_tail
call CopyRangeUnsafe
pop af
run_dma: ; This part must be in ROM.
ld bc, $2846 ; B: wait time; C: LOW($FF46)
ret ; we pushed de before, so this should "return" to execute that (HRAM) address
run_dma_tail: ; This part must be in HRAM.
ldh [c], a
.wait
dec b
jr nz, .wait
ret z ; Conditional `ret` is 1 M-cycle slower, which avoids
; reading from the stack on the last M-cycle of DMA.
.run_dma_tail_end
Instructions:
call SCENE_UPDATE + 2
ret
INCLUDE "ScreenMainMenu.inc"
INCLUDE "ScreenCardRead.inc"
INCLUDE "ScreenSpreadSelect.inc"