gb3dplatformer/main.asm

561 lines
15 KiB
NASM
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INCLUDE "hardware.inc"
INCLUDE "sprobjs_lib.asm"
SECTION "Header", ROM0[$100]
jp Init
ds $150 - @, 0 ; Make room for the header
SECTION "Main", ROM0
Init:
; Shut down audio circuitry
ld a, 0
ld [rNR52], a
; Do not turn the LCD off outside of VBlank
WaitVBlank:
ld a, [rLY]
cp 144
jp c, WaitVBlank
; Turn the LCD off
ld a, 0
ld [rLCDC], a
; Initialize Sprite Object Library
call InitSprObjLib
; Reset hardware OAM
xor a, a
ld b, 160
ld hl, _OAMRAM
.resetOAM
ld [hli], a
dec b
jr nz, .resetOAM
; Copy cat sprite
ld de, GfxCat
ld hl, $8000
ld bc, GfxCat.end - GfxCat
call Memcopy
; Reset positions
ld hl, wMetaspritePosition.x
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ld a, $10
ld [wMetaspritePosition.x], a
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ld a, $0
ld [wMetaspritePosition.x + 1], a
ld hl, wMetaspritePosition.y
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ld a, $10
ld [wMetaspritePosition.y], a
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ld a, $01
ld [wMetaspritePosition.y + 1], a
ld hl, wMetaspritePosition.z
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ld a, $00
ld [wMetaspritePosition.z], a
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ld a, $0
ld [wMetaspritePosition.z + 1], a
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; Reset velocity
ld hl, wMetaspriteVelocity.x
ld a, $0
ld [wMetaspriteVelocity.x], a
ld a, $0
ld [wMetaspriteVelocity.x + 1], a
ld hl, wMetaspriteVelocity.y
ld a, $0
ld [wMetaspriteVelocity.y], a
ld a, $0
ld [wMetaspriteVelocity.y + 1], a
ld hl, wMetaspriteVelocity.z
ld a, $0
ld [wMetaspriteVelocity.z], a
ld a, $0
ld [wMetaspriteVelocity.z + 1], a
ld hl, wMetaspriteVelocity.boost
ld a, $0
ld [wMetaspriteVelocity.boost], a
ld [wMetaspriteVelocity.boosting], a
; Copy the tile data
ld de, Tiles
ld hl, $9000
ld bc, TilesEnd - Tiles
call Memcopy
; Copy the tilemap
ld de, Tilemap
ld hl, $9800
ld bc, TilemapEnd - Tilemap
call Memcopy
; Turn the LCD on
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_OBJON | LCDCF_OBJ8
ld [rLCDC], a
; During the first (blank) frame, initialize display registers
ld a, %11100100
ld [rBGP], a
ld [rOBP0], a
ld [rOBP1], a
; Enable vblank interrupt
ld a, IEF_VBLANK
ldh [rIE], a
; Clear interrupt register to 0
xor a, a
ldh [rIF], a
; Enable interrupts
ei
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Main::
call ResetShadowOAM
call UpdateJoypadState
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call HandleInput
call HandlePhysics
call HandleRender
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halt
nop
jp Main
HandleInput::
ld a, [wJoypadState]
bit PADB_LEFT, a
jr nz, .leftend
ld a, [wMetaspritePosition.x]
add a, 16
ld b, a
ld [wMetaspritePosition.x], a
ld a, [wMetaspritePosition.x+1]
adc 0
ld c, a
ld [wMetaspritePosition.x+1], a
.leftend:
ld a, [wJoypadState]
bit PADB_RIGHT, a
jr nz, .rightend
ld a, [wMetaspritePosition.x]
sub a, 16
ld b, a
ld [wMetaspritePosition.x], a
ld a, [wMetaspritePosition.x+1]
sbc 0
ld c, a
ld [wMetaspritePosition.x+1], a
.rightend:
ld a, [wJoypadState]
bit PADB_UP, a
jr nz, .upend
ld a, [wMetaspritePosition.y]
add a, 16
ld b, a
ld [wMetaspritePosition.y], a
ld a, [wMetaspritePosition.y+1]
adc 0
ld c, a
ld [wMetaspritePosition.y+1], a
.upend:
ld a, [wJoypadState]
bit PADB_DOWN, a
jr nz, .downend
ld a, [wMetaspritePosition.y]
sub a, 16
ld b, a
ld [wMetaspritePosition.y], a
ld a, [wMetaspritePosition.y+1]
sbc 0
ld c, a
ld [wMetaspritePosition.y+1], a
.downend:
; Skip jump code if not on ground
ld a, [wMetaspritePosition.z]
ld b, a
ld a, [wMetaspritePosition.z + 1]
or a, b
jr nz, .jumpend
; While on ground, set boost
ld a, $8
ld [wMetaspriteVelocity.boost], a
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ld a, [wJoypadPressed]
bit PADB_A, a
jr z, .boostclear
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ld a, [wMetaspriteVelocity.z]
sub a, $20
ld b, a
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ld [wMetaspriteVelocity.z], a
ld a, [wMetaspriteVelocity.z+1]
sbc a, $00
ld c, a
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ld [wMetaspriteVelocity.z+1], a
jr .boostend
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.jumpend:
ld a, [wJoypadState]
bit PADB_A, a
jr z, .boostclear
ld a, $FF
ld [wMetaspriteVelocity.boosting], a
jr .boostend
.boostclear:
ld a, $00
ld [wMetaspriteVelocity.boosting], a
.boostend:
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ret
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HandleRender::
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; Render the player
; load de
ld a, [wMetaspritePosition.x]
ld e, a
ld a, [wMetaspritePosition.x + 1]
ld d, a
; load bc
ld a, [wMetaspritePosition.z]
ld c, a
ld a, [wMetaspritePosition.y]
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add a, c
ld c, a
ld a, [wMetaspritePosition.z + 1]
ld b, a
ld a, [wMetaspritePosition.y + 1]
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adc a, b
ld b, a
ld hl, CatMetasprite
call RenderMetasprite
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; Render the shadow
; load de
ld a, [wMetaspritePosition.x]
ld e, a
ld a, [wMetaspritePosition.x + 1]
ld d, a
; load bc
ld a, [wMetaspritePosition.y]
ld c, a
ld a, [wMetaspritePosition.y + 1]
ld b, a
ld hl, ShadowMetasprite
call RenderMetasprite
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ret
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HandlePhysics::
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; Skip gravity if on ground
ld a, [wMetaspritePosition.z]
ld b, a
ld a, [wMetaspritePosition.z + 1]
or a, b
jr z, .endGravity
; Skip gravity if boosting
ld a, [wMetaspriteVelocity.boosting]
ld b, a
ld a, [wMetaspriteVelocity.boost]
and a, b
cp 0
jr z, .startGravity
ld a, [wMetaspriteVelocity.boost]
dec a
ld [wMetaspriteVelocity.boost], a
jr .endGravity
.startGravity
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; Apply gravity
ld a, [wMetaspriteVelocity.z]
add a, $04
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ld [wMetaspriteVelocity.z], a
ld a, [wMetaspriteVelocity.z+1]
adc a, $00
ld [wMetaspriteVelocity.z+1], a
.endGravity:
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; Calculate new z, place in bc
ld a, [wMetaspriteVelocity.z]
ld c, a
ld a, [wMetaspritePosition.z]
add c
ld c, a
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ld a, [wMetaspriteVelocity.z + 1]
ld b, a
ld a, [wMetaspritePosition.z + 1]
adc b
ld b, a
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; If z is greater than or equal to 0, pos/vel to 0
jr nz, .endLanding
jr nc, .endLanding
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.startLanding
ld a, 0
ld [wMetaspritePosition.z], a
ld [wMetaspritePosition.z+1], a
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ld [wMetaspriteVelocity.z], a
ld [wMetaspriteVelocity.z+1], a
ld b, a
ld c, a
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.endLanding
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; Update z position
ld a, c
ld [wMetaspritePosition.z], a
ld a, b
ld [wMetaspritePosition.z+1], a
ret
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SECTION "Joypad Routine", ROM0
UpdateJoypadState::
ld hl, rP1
ld [hl], P1F_GET_BTN
; Read button state twice to ensure we get the proper state
ld a, [hl]
ld a, [hl]
ld [hl], P1F_GET_DPAD
cpl ; Inputs are active low - invert so it makes more sense
and PADF_A | PADF_B | PADF_SELECT | PADF_START
ld c, a ; Store lower 4 button bits in c
; On real hardware, rP1 needs to be read 8 times to ensure proper state is read
ld b, 8
.dpadDebounceLoop:
ld a, [hl]
dec b
jr nz, .dpadDebounceLoop
ld [hl], P1F_GET_NONE ; Disable joypad inputs
swap a ; Swap the nibbles to store dpad in upper 4 bits
cpl ; invert the bits
and PADF_RIGHT | PADF_LEFT | PADF_UP | PADF_DOWN
or c
ld c, a
; Compare with previously stored state
ld hl, wJoypadState
xor [hl]
and c
ld [wJoypadPressed], a
ld a, c
ld [wJoypadState], a
ret
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SECTION "MemCopy Routine", ROM0
Memcopy::
dec bc
inc b
inc c
.loop:
ld a, [de]
ld [hli], a
inc de
dec c
jr nz, .loop
dec b
jr nz, .loop
ret
SECTION "VBlank Interrupt", ROM0[$0040]
VBlankInterrupt:
; Store registers to prevent clobbering
push af
push bc
push de
push hl
jp VBlankHandler
SECTION "VBlank Handler", ROM0
VBlankHandler:
ldh a, [hFrameCounter]
/*
bit 5, a
ld a, %11100100
jr z, .skipCpl
cpl ; Invert a
.skipCpl:
ldh [rBGP], a
*/
ld a, HIGH(wShadowOAM)
call hOAMDMA
; Reset registers to orignal state
pop hl
pop de
pop bc
pop af
reti
SECTION "Frame Counter", HRAM
hFrameCounter:
db
SECTION "Tile data", ROM0
Tiles:
db $00,$ff, $00,$ff, $00,$ff, $00,$ff, $00,$ff, $00,$ff, $00,$ff, $00,$ff
db $00,$ff, $00,$80, $00,$80, $00,$80, $00,$80, $00,$80, $00,$80, $00,$80
db $00,$ff, $00,$7e, $00,$7e, $00,$7e, $00,$7e, $00,$7e, $00,$7e, $00,$7e
db $00,$ff, $00,$01, $00,$01, $00,$01, $00,$01, $00,$01, $00,$01, $00,$01
db $00,$ff, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00
db $00,$ff, $00,$7f, $00,$7f, $00,$7f, $00,$7f, $00,$7f, $00,$7f, $00,$7f
db $00,$ff, $03,$fc, $00,$f8, $00,$f0, $00,$e0, $20,$c0, $00,$c0, $40,$80
db $00,$ff, $c0,$3f, $00,$1f, $00,$0f, $00,$07, $04,$03, $00,$03, $02,$01
db $00,$80, $00,$80, $7f,$80, $00,$80, $00,$80, $7f,$80, $7f,$80, $00,$80
db $00,$7e, $2a,$7e, $d5,$7e, $2a,$7e, $54,$7e, $ff,$00, $ff,$00, $00,$00
db $00,$01, $00,$01, $ff,$01, $00,$01, $01,$01, $fe,$01, $ff,$01, $00,$01
db $00,$80, $80,$80, $7f,$80, $80,$80, $00,$80, $ff,$80, $7f,$80, $80,$80
db $00,$7f, $2a,$7f, $d5,$7f, $2a,$7f, $55,$7f, $ff,$00, $ff,$00, $00,$00
db $00,$ff, $aa,$ff, $55,$ff, $aa,$ff, $55,$ff, $fa,$07, $fd,$07, $02,$07
db $00,$7f, $2a,$7f, $d5,$7f, $2a,$7f, $55,$7f, $aa,$7f, $d5,$7f, $2a,$7f
db $00,$ff, $80,$ff, $00,$ff, $80,$ff, $00,$ff, $80,$ff, $00,$ff, $80,$ff
db $40,$80, $00,$80, $7f,$80, $00,$80, $00,$80, $7f,$80, $7f,$80, $00,$80
db $00,$3c, $02,$7e, $85,$7e, $0a,$7e, $14,$7e, $ab,$7e, $95,$7e, $2a,$7e
db $02,$01, $00,$01, $ff,$01, $00,$01, $01,$01, $fe,$01, $ff,$01, $00,$01
db $00,$ff, $80,$ff, $50,$ff, $a8,$ff, $50,$ff, $a8,$ff, $54,$ff, $a8,$ff
db $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80
db $ff,$00, $ff,$00, $ff,$00, $ab,$7e, $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e
db $ff,$01, $fe,$01, $ff,$01, $fe,$01, $ff,$01, $fe,$01, $ff,$01, $fe,$01
db $7f,$80, $ff,$80, $7f,$80, $ff,$80, $7f,$80, $ff,$80, $7f,$80, $ff,$80
db $ff,$00, $ff,$00, $ff,$00, $aa,$7f, $d5,$7f, $aa,$7f, $d5,$7f, $aa,$7f
db $f8,$07, $f8,$07, $f8,$07, $80,$ff, $00,$ff, $aa,$ff, $55,$ff, $aa,$ff
db $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $ff,$80, $7f,$80, $ff,$80
db $d5,$7f, $aa,$7f, $d5,$7f, $aa,$7f, $d5,$7f, $aa,$7f, $d5,$7f, $aa,$7f
db $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e, $d5,$7e, $eb,$3c
db $54,$ff, $aa,$ff, $54,$ff, $aa,$ff, $54,$ff, $aa,$ff, $54,$ff, $aa,$ff
db $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $00,$ff
db $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e, $d5,$7e, $2a,$ff
db $ff,$01, $fe,$01, $ff,$01, $fe,$01, $ff,$01, $fe,$01, $ff,$01, $80,$ff
db $7f,$80, $ff,$80, $7f,$80, $ff,$80, $7f,$80, $ff,$80, $7f,$80, $aa,$ff
db $ff,$00, $ff,$00, $ff,$00, $ff,$00, $ff,$00, $ff,$00, $ff,$00, $2a,$ff
db $ff,$01, $fe,$01, $ff,$01, $fe,$01, $fe,$01, $fe,$01, $fe,$01, $80,$ff
db $7f,$80, $ff,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $7f,$80, $00,$ff
db $fe,$01, $fe,$01, $fe,$01, $fe,$01, $fe,$01, $fe,$01, $fe,$01, $80,$ff
db $3f,$c0, $3f,$c0, $3f,$c0, $1f,$e0, $1f,$e0, $0f,$f0, $03,$fc, $00,$ff
db $fd,$03, $fc,$03, $fd,$03, $f8,$07, $f9,$07, $f0,$0f, $c1,$3f, $82,$ff
db $55,$ff, $2a,$7e, $54,$7e, $2a,$7e, $54,$7e, $2a,$7e, $54,$7e, $00,$7e
db $01,$ff, $00,$01, $01,$01, $00,$01, $01,$01, $00,$01, $01,$01, $00,$01
db $54,$ff, $ae,$f8, $50,$f0, $a0,$e0, $60,$c0, $80,$c0, $40,$80, $40,$80
db $55,$ff, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00
db $55,$ff, $6a,$1f, $05,$0f, $02,$07, $05,$07, $02,$03, $03,$01, $02,$01
db $54,$ff, $80,$80, $00,$80, $80,$80, $00,$80, $80,$80, $00,$80, $00,$80
db $55,$ff, $2a,$1f, $0d,$07, $06,$03, $01,$03, $02,$01, $01,$01, $00,$01
db $55,$ff, $2a,$7f, $55,$7f, $2a,$7f, $55,$7f, $2a,$7f, $55,$7f, $00,$7f
db $55,$ff, $aa,$ff, $55,$ff, $aa,$ff, $55,$ff, $aa,$ff, $55,$ff, $00,$ff
db $15,$ff, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00, $00,$00
db $55,$ff, $6a,$1f, $0d,$07, $06,$03, $01,$03, $02,$01, $03,$01, $00,$01
db $54,$ff, $a8,$ff, $54,$ff, $a8,$ff, $50,$ff, $a0,$ff, $40,$ff, $00,$ff
db $00,$7e, $2a,$7e, $d5,$7e, $2a,$7e, $54,$7e, $ab,$76, $dd,$66, $22,$66
db $00,$7c, $2a,$7e, $d5,$7e, $2a,$7e, $54,$7c, $ff,$00, $ff,$00, $00,$00
db $00,$01, $00,$01, $ff,$01, $02,$01, $07,$01, $fe,$03, $fd,$07, $0a,$0f
db $00,$7c, $2a,$7e, $d5,$7e, $2a,$7e, $54,$7e, $ab,$7e, $d5,$7e, $2a,$7e
db $00,$ff, $a0,$ff, $50,$ff, $a8,$ff, $54,$ff, $a8,$ff, $54,$ff, $aa,$ff
db $dd,$62, $bf,$42, $fd,$42, $bf,$40, $ff,$00, $ff,$00, $f7,$08, $ef,$18
db $ff,$00, $ff,$00, $ff,$00, $ab,$7c, $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e
db $f9,$07, $fc,$03, $fd,$03, $fe,$01, $ff,$01, $fe,$01, $ff,$01, $fe,$01
db $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7e, $d5,$7e, $ab,$7c
db $f7,$18, $eb,$1c, $d7,$3c, $eb,$3c, $d5,$3e, $ab,$7e, $d5,$7e, $2a,$ff
db $ff,$01, $fe,$01, $ff,$01, $fe,$01, $ff,$01, $fe,$01, $ff,$01, $a2,$ff
db $7f,$c0, $bf,$c0, $7f,$c0, $bf,$e0, $5f,$e0, $af,$f0, $57,$fc, $aa,$ff
db $ff,$01, $fc,$03, $fd,$03, $fc,$03, $f9,$07, $f0,$0f, $c1,$3f, $82,$ff
db $55,$ff, $2a,$ff, $55,$ff, $2a,$ff, $55,$ff, $2a,$ff, $55,$ff, $00,$ff
db $45,$ff, $a2,$ff, $41,$ff, $82,$ff, $41,$ff, $80,$ff, $01,$ff, $00,$ff
db $54,$ff, $aa,$ff, $54,$ff, $aa,$ff, $54,$ff, $aa,$ff, $54,$ff, $00,$ff
db $15,$ff, $2a,$ff, $15,$ff, $0a,$ff, $15,$ff, $0a,$ff, $01,$ff, $00,$ff
db $01,$ff, $80,$ff, $01,$ff, $80,$ff, $01,$ff, $80,$ff, $01,$ff, $00,$ff
TilesEnd:
SECTION "Tilemap", ROM0
Tilemap:
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $01, $02, $03, $01, $04, $03, $01, $05, $00, $01, $05, $00, $06, $04, $07, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $08, $09, $0a, $0b, $0c, $0d, $0b, $0e, $0f, $08, $0e, $0f, $10, $11, $12, $13, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $14, $15, $16, $17, $18, $19, $1a, $1b, $0f, $14, $1b, $0f, $14, $1c, $16, $1d, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $1e, $1f, $20, $21, $22, $23, $24, $22, $25, $1e, $22, $25, $26, $22, $27, $1d, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $01, $28, $29, $2a, $2b, $2c, $2d, $2b, $2e, $2d, $2f, $30, $2d, $31, $32, $33, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $08, $34, $0a, $0b, $11, $0a, $0b, $35, $36, $0b, $0e, $0f, $08, $37, $0a, $38, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $14, $39, $16, $17, $1c, $16, $17, $3a, $3b, $17, $1b, $0f, $14, $3c, $16, $1d, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $1e, $3d, $3e, $3f, $22, $27, $21, $1f, $20, $21, $22, $25, $1e, $22, $40, $1d, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $41, $42, $43, $44, $30, $33, $41, $45, $43, $41, $30, $43, $41, $30, $33, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, 0,0,0,0,0,0,0,0,0,0,0,0
TilemapEnd:
SECTION "Graphics", ROM0
GfxCat:
INCBIN "cat.2bpp"
.end::
CatMetasprite:
db 16, 8, 0, 0
db 12, 16, 0, 0
db 20, 20, 0, 0
db 24, 12, 0, 0
db 128
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ShadowMetasprite:
db 24, 12, 0, 0
db 128
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SECTION "Position Vars", WRAM0
; Q12.4 fixed-point X posiition
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wMetaspritePosition::
.x:
dw
.y:
dw
.z:
dw
; Q4.4 fixed-point velocity
wMetaspriteVelocity::
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.x:
dw
.y:
dw
.z:
dw
.boost:
db
.boosting:
db
SECTION "Joypad Vars", WRAM0
wJoypadState:
ds 1
wJoypadPressed:
ds 1