commit 1080656771f213107fcd559b727a1c779c9cbb68 Author: Louis Pearson Date: Tue Apr 16 21:04:45 2024 -0600 feat: initial commit, hello world + sprobjs_lib diff --git a/cat.2bpp b/cat.2bpp new file mode 100644 index 0000000..3392f1a --- /dev/null +++ b/cat.2bpp @@ -0,0 +1 @@ +ççÿ™Û¥ÿÛ¥fZ<< \ No newline at end of file diff --git a/hardware.inc b/hardware.inc new file mode 100644 index 0000000..281c772 --- /dev/null +++ b/hardware.inc @@ -0,0 +1,922 @@ +;* +;* 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 (Ãlvaro Cuesta) +;* Rev 2.9 - 28-Feb-20 : Added utility rP1 constants +;* Rev 3.0 - 27-Aug-20 : Register ordering, byte-based sizes, OAM additions, general cleanup (Blitter Object) +;* Rev 4.0 - 03-May-21 : Updated to use RGBDS 0.5.0 syntax, changed IEF_LCDC to IEF_STAT (Eievui) + +IF __RGBDS_MAJOR__ == 0 && __RGBDS_MINOR__ < 5 + FAIL "This version of 'hardware.inc' requires RGBDS version 0.5.0 or later." +ENDC + +; If all of these are already defined, don't do it again. + + IF !DEF(HARDWARE_INC) +DEF HARDWARE_INC EQU 1 + +MACRO rev_Check_hardware_inc +;NOTE: REVISION NUMBER CHANGES MUST BE ADDED +;TO SECOND PARAMETER IN FOLLOWING LINE. + IF \1 > 4.0 ;PUT REVISION NUMBER HERE + WARN "Version \1 or later of 'hardware.inc' is required." + ENDC +ENDM + +DEF _VRAM EQU $8000 ; $8000->$9FFF +DEF _VRAM8000 EQU _VRAM +DEF _VRAM8800 EQU _VRAM+$800 +DEF _VRAM9000 EQU _VRAM+$1000 +DEF _SCRN0 EQU $9800 ; $9800->$9BFF +DEF _SCRN1 EQU $9C00 ; $9C00->$9FFF +DEF _SRAM EQU $A000 ; $A000->$BFFF +DEF _RAM EQU $C000 ; $C000->$CFFF / $C000->$DFFF +DEF _RAMBANK EQU $D000 ; $D000->$DFFF +DEF _OAMRAM EQU $FE00 ; $FE00->$FE9F +DEF _IO EQU $FF00 ; $FF00->$FF7F,$FFFF +DEF _AUD3WAVERAM EQU $FF30 ; $FF30->$FF3F +DEF _HRAM EQU $FF80 ; $FF80->$FFFE + +; *** MBC5 Equates *** + +DEF rRAMG EQU $0000 ; $0000->$1fff +DEF rROMB0 EQU $2000 ; $2000->$2fff +DEF rROMB1 EQU $3000 ; $3000->$3fff - If more than 256 ROM banks are present. +DEF rRAMB EQU $4000 ; $4000->$5fff - Bit 3 enables rumble (if present) + + +;*************************************************************************** +;* +;* Custom registers +;* +;*************************************************************************** + +; -- +; -- P1 ($FF00) +; -- Register for reading joy pad info. (R/W) +; -- +DEF rP1 EQU $FF00 + +DEF P1F_5 EQU %00100000 ; P15 out port, set to 0 to get buttons +DEF P1F_4 EQU %00010000 ; P14 out port, set to 0 to get dpad +DEF P1F_3 EQU %00001000 ; P13 in port +DEF P1F_2 EQU %00000100 ; P12 in port +DEF P1F_1 EQU %00000010 ; P11 in port +DEF P1F_0 EQU %00000001 ; P10 in port + +DEF P1F_GET_DPAD EQU P1F_5 +DEF P1F_GET_BTN EQU P1F_4 +DEF P1F_GET_NONE EQU P1F_4 | P1F_5 + + +; -- +; -- SB ($FF01) +; -- Serial Transfer Data (R/W) +; -- +DEF rSB EQU $FF01 + + +; -- +; -- SC ($FF02) +; -- Serial I/O Control (R/W) +; -- +DEF rSC EQU $FF02 + + +; -- +; -- DIV ($FF04) +; -- Divider register (R/W) +; -- +DEF rDIV EQU $FF04 + + +; -- +; -- TIMA ($FF05) +; -- Timer counter (R/W) +; -- +DEF rTIMA EQU $FF05 + + +; -- +; -- TMA ($FF06) +; -- Timer modulo (R/W) +; -- +DEF rTMA EQU $FF06 + + +; -- +; -- TAC ($FF07) +; -- Timer control (R/W) +; -- +DEF rTAC EQU $FF07 + +DEF TACF_START EQU %00000100 +DEF TACF_STOP EQU %00000000 +DEF TACF_4KHZ EQU %00000000 +DEF TACF_16KHZ EQU %00000011 +DEF TACF_65KHZ EQU %00000010 +DEF TACF_262KHZ EQU %00000001 + + +; -- +; -- IF ($FF0F) +; -- Interrupt Flag (R/W) +; -- +DEF rIF EQU $FF0F + + +; -- +; -- AUD1SWEEP/NR10 ($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) +; -- +DEF rNR10 EQU $FF10 +DEF rAUD1SWEEP EQU rNR10 + +DEF AUD1SWEEP_UP EQU %00000000 +DEF AUD1SWEEP_DOWN EQU %00001000 + + +; -- +; -- AUD1LEN/NR11 ($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) +; -- +DEF rNR11 EQU $FF11 +DEF rAUD1LEN EQU rNR11 + + +; -- +; -- AUD1ENV/NR12 ($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) +; -- +DEF rNR12 EQU $FF12 +DEF rAUD1ENV EQU rNR12 + + +; -- +; -- AUD1LOW/NR13 ($FF13) +; -- Frequency low byte (W) +; -- +DEF rNR13 EQU $FF13 +DEF rAUD1LOW EQU rNR13 + + +; -- +; -- AUD1HIGH/NR14 ($FF14) +; -- Frequency high byte (W) +; -- +; -- Bit 7 - Initial (when set, sound restarts) +; -- Bit 6 - Counter/consecutive selection +; -- Bit 2-0 - Frequency's higher 3 bits +; -- +DEF rNR14 EQU $FF14 +DEF rAUD1HIGH EQU rNR14 + + +; -- +; -- AUD2LEN/NR21 ($FF16) +; -- Sound Length; Wave Pattern Duty (R/W) +; -- +; -- see AUD1LEN for info +; -- +DEF rNR21 EQU $FF16 +DEF rAUD2LEN EQU rNR21 + + +; -- +; -- AUD2ENV/NR22 ($FF17) +; -- Envelope (R/W) +; -- +; -- see AUD1ENV for info +; -- +DEF rNR22 EQU $FF17 +DEF rAUD2ENV EQU rNR22 + + +; -- +; -- AUD2LOW/NR23 ($FF18) +; -- Frequency low byte (W) +; -- +DEF rNR23 EQU $FF18 +DEF rAUD2LOW EQU rNR23 + + +; -- +; -- AUD2HIGH/NR24 ($FF19) +; -- Frequency high byte (W) +; -- +; -- see AUD1HIGH for info +; -- +DEF rNR24 EQU $FF19 +DEF rAUD2HIGH EQU rNR24 + + +; -- +; -- AUD3ENA/NR30 ($FF1A) +; -- Sound on/off (R/W) +; -- +; -- Bit 7 - Sound ON/OFF (1=ON,0=OFF) +; -- +DEF rNR30 EQU $FF1A +DEF rAUD3ENA EQU rNR30 + + +; -- +; -- AUD3LEN/NR31 ($FF1B) +; -- Sound length (R/W) +; -- +; -- Bit 7-0 - Sound length +; -- +DEF rNR31 EQU $FF1B +DEF rAUD3LEN EQU rNR31 + + +; -- +; -- AUD3LEVEL/NR32 ($FF1C) +; -- Select output level +; -- +; -- Bit 6-5 - Select output level +; -- 00: 0/1 (mute) +; -- 01: 1/1 +; -- 10: 1/2 +; -- 11: 1/4 +; -- +DEF rNR32 EQU $FF1C +DEF rAUD3LEVEL EQU rNR32 + + +; -- +; -- AUD3LOW/NR33 ($FF1D) +; -- Frequency low byte (W) +; -- +; -- see AUD1LOW for info +; -- +DEF rNR33 EQU $FF1D +DEF rAUD3LOW EQU rNR33 + + +; -- +; -- AUD3HIGH/NR34 ($FF1E) +; -- Frequency high byte (W) +; -- +; -- see AUD1HIGH for info +; -- +DEF rNR34 EQU $FF1E +DEF rAUD3HIGH EQU rNR34 + + +; -- +; -- AUD4LEN/NR41 ($FF20) +; -- Sound length (R/W) +; -- +; -- Bit 5-0 - Sound length data (# 0-63) +; -- +DEF rNR41 EQU $FF20 +DEF rAUD4LEN EQU rNR41 + + +; -- +; -- AUD4ENV/NR42 ($FF21) +; -- Envelope (R/W) +; -- +; -- see AUD1ENV for info +; -- +DEF rNR42 EQU $FF21 +DEF rAUD4ENV EQU rNR42 + + +; -- +; -- AUD4POLY/NR43 ($FF22) +; -- Polynomial counter (R/W) +; -- +; -- Bit 7-4 - Selection of the shift clock frequency of the (scf) +; -- polynomial counter (0000-1101) +; -- freq=drf*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 (f=4.194304 Mhz) +; -- +DEF rNR43 EQU $FF22 +DEF rAUD4POLY EQU rNR43 + + +; -- +; -- AUD4GO/NR44 ($FF23) +; -- +; -- Bit 7 - Inital +; -- Bit 6 - Counter/consecutive selection +; -- +DEF rNR44 EQU $FF23 +DEF rAUD4GO EQU rNR44 + + +; -- +; -- AUDVOL/NR50 ($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) +; -- +DEF rNR50 EQU $FF24 +DEF rAUDVOL EQU rNR50 + +DEF AUDVOL_VIN_LEFT EQU %10000000 ; SO2 +DEF AUDVOL_VIN_RIGHT EQU %00001000 ; SO1 + + +; -- +; -- AUDTERM/NR51 ($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 +; -- +DEF rNR51 EQU $FF25 +DEF rAUDTERM EQU rNR51 + +; SO2 +DEF AUDTERM_4_LEFT EQU %10000000 +DEF AUDTERM_3_LEFT EQU %01000000 +DEF AUDTERM_2_LEFT EQU %00100000 +DEF AUDTERM_1_LEFT EQU %00010000 +; SO1 +DEF AUDTERM_4_RIGHT EQU %00001000 +DEF AUDTERM_3_RIGHT EQU %00000100 +DEF AUDTERM_2_RIGHT EQU %00000010 +DEF AUDTERM_1_RIGHT EQU %00000001 + + +; -- +; -- AUDENA/NR52 ($FF26) +; -- Sound on/off (R/W) +; -- +; -- Bit 7 - All sound on/off (sets all audio regs to 0!) +; -- Bit 3 - Sound 4 ON flag (read only) +; -- Bit 2 - Sound 3 ON flag (read only) +; -- Bit 1 - Sound 2 ON flag (read only) +; -- Bit 0 - Sound 1 ON flag (read only) +; -- +DEF rNR52 EQU $FF26 +DEF rAUDENA EQU rNR52 + +DEF AUDENA_ON EQU %10000000 +DEF AUDENA_OFF EQU %00000000 ; sets all audio regs to 0! + + +; -- +; -- LCDC ($FF40) +; -- LCD Control (R/W) +; -- +DEF rLCDC EQU $FF40 + +DEF LCDCF_OFF EQU %00000000 ; LCD Control Operation +DEF LCDCF_ON EQU %10000000 ; LCD Control Operation +DEF LCDCF_WIN9800 EQU %00000000 ; Window Tile Map Display Select +DEF LCDCF_WIN9C00 EQU %01000000 ; Window Tile Map Display Select +DEF LCDCF_WINOFF EQU %00000000 ; Window Display +DEF LCDCF_WINON EQU %00100000 ; Window Display +DEF LCDCF_BG8800 EQU %00000000 ; BG & Window Tile Data Select +DEF LCDCF_BG8000 EQU %00010000 ; BG & Window Tile Data Select +DEF LCDCF_BG9800 EQU %00000000 ; BG Tile Map Display Select +DEF LCDCF_BG9C00 EQU %00001000 ; BG Tile Map Display Select +DEF LCDCF_OBJ8 EQU %00000000 ; OBJ Construction +DEF LCDCF_OBJ16 EQU %00000100 ; OBJ Construction +DEF LCDCF_OBJOFF EQU %00000000 ; OBJ Display +DEF LCDCF_OBJON EQU %00000010 ; OBJ Display +DEF LCDCF_BGOFF EQU %00000000 ; BG Display +DEF LCDCF_BGON EQU %00000001 ; BG Display +; "Window Character Data Select" follows BG + + +; -- +; -- STAT ($FF41) +; -- LCDC Status (R/W) +; -- +DEF rSTAT EQU $FF41 + +DEF STATF_LYC EQU %01000000 ; LYC=LY Coincidence (Selectable) +DEF STATF_MODE10 EQU %00100000 ; Mode 10 +DEF STATF_MODE01 EQU %00010000 ; Mode 01 (V-Blank) +DEF STATF_MODE00 EQU %00001000 ; Mode 00 (H-Blank) +DEF STATF_LYCF EQU %00000100 ; Coincidence Flag +DEF STATF_HBL EQU %00000000 ; H-Blank +DEF STATF_VBL EQU %00000001 ; V-Blank +DEF STATF_OAM EQU %00000010 ; OAM-RAM is used by system +DEF STATF_LCD EQU %00000011 ; Both OAM and VRAM used by system +DEF STATF_BUSY EQU %00000010 ; When set, VRAM access is unsafe + + +; -- +; -- SCY ($FF42) +; -- Scroll Y (R/W) +; -- +DEF rSCY EQU $FF42 + + +; -- +; -- SCX ($FF43) +; -- Scroll X (R/W) +; -- +DEF rSCX EQU $FF43 + + +; -- +; -- LY ($FF44) +; -- LCDC Y-Coordinate (R) +; -- +; -- Values range from 0->153. 144->153 is the VBlank period. +; -- +DEF rLY EQU $FF44 + + +; -- +; -- LYC ($FF45) +; -- LY Compare (R/W) +; -- +; -- When LY==LYC, STATF_LYCF will be set in STAT +; -- +DEF rLYC EQU $FF45 + + +; -- +; -- DMA ($FF46) +; -- DMA Transfer and Start Address (W) +; -- +DEF 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 +; -- +DEF rBGP EQU $FF47 + + +; -- +; -- OBP0 ($FF48) +; -- Object Palette 0 Data (W) +; -- +; -- See BGP for info +; -- +DEF rOBP0 EQU $FF48 + + +; -- +; -- OBP1 ($FF49) +; -- Object Palette 1 Data (W) +; -- +; -- See BGP for info +; -- +DEF rOBP1 EQU $FF49 + + +; -- +; -- WY ($FF4A) +; -- Window Y Position (R/W) +; -- +; -- 0 <= WY <= 143 +; -- When WY = 0, the window is displayed from the top edge of the LCD screen. +; -- +DEF rWY EQU $FF4A + + +; -- +; -- WX ($FF4B) +; -- Window X Position (R/W) +; -- +; -- 7 <= WX <= 166 +; -- When WX = 7, the window is displayed from the left edge of the LCD screen. +; -- Values of 0-6 and 166 are unreliable due to hardware bugs. +; -- +DEF rWX EQU $FF4B + + +; -- +; -- SPEED ($FF4D) +; -- Select CPU Speed (R/W) +; -- +DEF rKEY1 EQU $FF4D +DEF rSPD EQU rKEY1 + +DEF KEY1F_DBLSPEED EQU %10000000 ; 0=Normal Speed, 1=Double Speed (R) +DEF KEY1F_PREPARE EQU %00000001 ; 0=No, 1=Prepare (R/W) + + +; -- +; -- VBK ($FF4F) +; -- Select Video RAM Bank (R/W) +; -- +; -- Bit 0 - Bank Specification (0: Specify Bank 0; 1: Specify Bank 1) +; -- +DEF rVBK EQU $FF4F + + +; -- +; -- HDMA1 ($FF51) +; -- High byte for Horizontal Blanking/General Purpose DMA source address (W) +; -- CGB Mode Only +; -- +DEF rHDMA1 EQU $FF51 + + +; -- +; -- HDMA2 ($FF52) +; -- Low byte for Horizontal Blanking/General Purpose DMA source address (W) +; -- CGB Mode Only +; -- +DEF rHDMA2 EQU $FF52 + + +; -- +; -- HDMA3 ($FF53) +; -- High byte for Horizontal Blanking/General Purpose DMA destination address (W) +; -- CGB Mode Only +; -- +DEF rHDMA3 EQU $FF53 + + +; -- +; -- HDMA4 ($FF54) +; -- Low byte for Horizontal Blanking/General Purpose DMA destination address (W) +; -- CGB Mode Only +; -- +DEF rHDMA4 EQU $FF54 + + +; -- +; -- HDMA5 ($FF55) +; -- Transfer length (in tiles minus 1)/mode/start for Horizontal Blanking, General Purpose DMA (R/W) +; -- CGB Mode Only +; -- +DEF rHDMA5 EQU $FF55 + +DEF HDMA5F_MODE_GP EQU %00000000 ; General Purpose DMA (W) +DEF HDMA5F_MODE_HBL EQU %10000000 ; HBlank DMA (W) + +; -- Once DMA has started, use HDMA5F_BUSY to check when the transfer is complete +DEF HDMA5F_BUSY EQU %10000000 ; 0=Busy (DMA still in progress), 1=Transfer complete (R) + + +; -- +; -- RP ($FF56) +; -- Infrared Communications Port (R/W) +; -- CGB Mode Only +; -- +DEF rRP EQU $FF56 + +DEF RPF_ENREAD EQU %11000000 +DEF RPF_DATAIN EQU %00000010 ; 0=Receiving IR Signal, 1=Normal +DEF RPF_WRITE_HI EQU %00000001 +DEF RPF_WRITE_LO EQU %00000000 + + +; -- +; -- BCPS ($FF68) +; -- Background Color Palette Specification (R/W) +; -- +DEF rBCPS EQU $FF68 + +DEF BCPSF_AUTOINC EQU %10000000 ; Auto Increment (0=Disabled, 1=Increment after Writing) + + +; -- +; -- BCPD ($FF69) +; -- Background Color Palette Data (R/W) +; -- +DEF rBCPD EQU $FF69 + + +; -- +; -- OCPS ($FF6A) +; -- Object Color Palette Specification (R/W) +; -- +DEF rOCPS EQU $FF6A + +DEF OCPSF_AUTOINC EQU %10000000 ; Auto Increment (0=Disabled, 1=Increment after Writing) + + +; -- +; -- OCPD ($FF6B) +; -- Object Color Palette Data (R/W) +; -- +DEF rOCPD EQU $FF6B + + +; -- +; -- SMBK/SVBK ($FF70) +; -- Select Main RAM Bank (R/W) +; -- +; -- Bit 2-0 - Bank Specification (0,1: Specify Bank 1; 2-7: Specify Banks 2-7) +; -- +DEF rSVBK EQU $FF70 +DEF rSMBK EQU rSVBK + + +; -- +; -- PCM12 ($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 +; -- +DEF 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 +; -- +DEF rPCM34 EQU $FF77 + + +; -- +; -- IE ($FFFF) +; -- Interrupt Enable (R/W) +; -- +DEF rIE EQU $FFFF + +DEF IEF_HILO EQU %00010000 ; Transition from High to Low of Pin number P10-P13 +DEF IEF_SERIAL EQU %00001000 ; Serial I/O transfer end +DEF IEF_TIMER EQU %00000100 ; Timer Overflow +DEF IEF_STAT EQU %00000010 ; STAT +DEF IEF_VBLANK EQU %00000001 ; V-Blank + + +;*************************************************************************** +;* +;* Flags common to multiple sound channels +;* +;*************************************************************************** + +; -- +; -- Square wave duty cycle +; -- +; -- Can be used with AUD1LEN and AUD2LEN +; -- See AUD1LEN for more info +; -- +DEF AUDLEN_DUTY_12_5 EQU %00000000 ; 12.5% +DEF AUDLEN_DUTY_25 EQU %01000000 ; 25% +DEF AUDLEN_DUTY_50 EQU %10000000 ; 50% +DEF AUDLEN_DUTY_75 EQU %11000000 ; 75% + + +; -- +; -- Audio envelope flags +; -- +; -- Can be used with AUD1ENV, AUD2ENV, AUD4ENV +; -- See AUD1ENV for more info +; -- +DEF AUDENV_UP EQU %00001000 +DEF AUDENV_DOWN EQU %00000000 + + +; -- +; -- Audio trigger flags +; -- +; -- Can be used with AUD1HIGH, AUD2HIGH, AUD3HIGH +; -- See AUD1HIGH for more info +; -- + +DEF AUDHIGH_RESTART EQU %10000000 +DEF AUDHIGH_LENGTH_ON EQU %01000000 +DEF AUDHIGH_LENGTH_OFF EQU %00000000 + + +;*************************************************************************** +;* +;* CPU values on bootup (a=type, b=qualifier) +;* +;*************************************************************************** + +DEF BOOTUP_A_DMG EQU $01 ; Dot Matrix Game +DEF BOOTUP_A_CGB EQU $11 ; Color GameBoy +DEF BOOTUP_A_MGB EQU $FF ; Mini GameBoy (Pocket GameBoy) + +; if a=BOOTUP_A_CGB, bit 0 in b can be checked to determine if real CGB or +; other system running in GBC mode +DEF BOOTUP_B_CGB EQU %00000000 +DEF BOOTUP_B_AGB EQU %00000001 ; GBA, GBA SP, Game Boy Player, or New GBA SP + + +;*************************************************************************** +;* +;* Cart related +;* +;*************************************************************************** + +; $0143 Color GameBoy compatibility code +DEF CART_COMPATIBLE_DMG EQU $00 +DEF CART_COMPATIBLE_DMG_GBC EQU $80 +DEF CART_COMPATIBLE_GBC EQU $C0 + +; $0146 GameBoy/Super GameBoy indicator +DEF CART_INDICATOR_GB EQU $00 +DEF CART_INDICATOR_SGB EQU $03 + +; $0147 Cartridge type +DEF CART_ROM EQU $00 +DEF CART_ROM_MBC1 EQU $01 +DEF CART_ROM_MBC1_RAM EQU $02 +DEF CART_ROM_MBC1_RAM_BAT EQU $03 +DEF CART_ROM_MBC2 EQU $05 +DEF CART_ROM_MBC2_BAT EQU $06 +DEF CART_ROM_RAM EQU $08 +DEF CART_ROM_RAM_BAT EQU $09 +DEF CART_ROM_MMM01 EQU $0B +DEF CART_ROM_MMM01_RAM EQU $0C +DEF CART_ROM_MMM01_RAM_BAT EQU $0D +DEF CART_ROM_MBC3_BAT_RTC EQU $0F +DEF CART_ROM_MBC3_RAM_BAT_RTC EQU $10 +DEF CART_ROM_MBC3 EQU $11 +DEF CART_ROM_MBC3_RAM EQU $12 +DEF CART_ROM_MBC3_RAM_BAT EQU $13 +DEF CART_ROM_MBC5 EQU $19 +DEF CART_ROM_MBC5_BAT EQU $1A +DEF CART_ROM_MBC5_RAM_BAT EQU $1B +DEF CART_ROM_MBC5_RUMBLE EQU $1C +DEF CART_ROM_MBC5_RAM_RUMBLE EQU $1D +DEF CART_ROM_MBC5_RAM_BAT_RUMBLE EQU $1E +DEF CART_ROM_MBC7_RAM_BAT_GYRO EQU $22 +DEF CART_ROM_POCKET_CAMERA EQU $FC +DEF CART_ROM_BANDAI_TAMA5 EQU $FD +DEF CART_ROM_HUDSON_HUC3 EQU $FE +DEF CART_ROM_HUDSON_HUC1 EQU $FF + +; $0148 ROM size +; these are kilobytes +DEF CART_ROM_32KB EQU $00 ; 2 banks +DEF CART_ROM_64KB EQU $01 ; 4 banks +DEF CART_ROM_128KB EQU $02 ; 8 banks +DEF CART_ROM_256KB EQU $03 ; 16 banks +DEF CART_ROM_512KB EQU $04 ; 32 banks +DEF CART_ROM_1024KB EQU $05 ; 64 banks +DEF CART_ROM_2048KB EQU $06 ; 128 banks +DEF CART_ROM_4096KB EQU $07 ; 256 banks +DEF CART_ROM_8192KB EQU $08 ; 512 banks +DEF CART_ROM_1152KB EQU $52 ; 72 banks +DEF CART_ROM_1280KB EQU $53 ; 80 banks +DEF CART_ROM_1536KB EQU $54 ; 96 banks + +; $0149 SRAM size +; these are kilobytes +DEF CART_SRAM_NONE EQU 0 +DEF CART_SRAM_2KB EQU 1 ; 1 incomplete bank +DEF CART_SRAM_8KB EQU 2 ; 1 bank +DEF CART_SRAM_32KB EQU 3 ; 4 banks +DEF CART_SRAM_128KB EQU 4 ; 16 banks + +DEF CART_SRAM_ENABLE EQU $0A +DEF CART_SRAM_DISABLE EQU $00 + +; $014A Destination code +DEF CART_DEST_JAPANESE EQU $00 +DEF CART_DEST_NON_JAPANESE EQU $01 + + +;*************************************************************************** +;* +;* Keypad related +;* +;*************************************************************************** + +DEF PADF_DOWN EQU $80 +DEF PADF_UP EQU $40 +DEF PADF_LEFT EQU $20 +DEF PADF_RIGHT EQU $10 +DEF PADF_START EQU $08 +DEF PADF_SELECT EQU $04 +DEF PADF_B EQU $02 +DEF PADF_A EQU $01 + +DEF PADB_DOWN EQU $7 +DEF PADB_UP EQU $6 +DEF PADB_LEFT EQU $5 +DEF PADB_RIGHT EQU $4 +DEF PADB_START EQU $3 +DEF PADB_SELECT EQU $2 +DEF PADB_B EQU $1 +DEF PADB_A EQU $0 + + +;*************************************************************************** +;* +;* Screen related +;* +;*************************************************************************** + +DEF SCRN_X EQU 160 ; Width of screen in pixels +DEF SCRN_Y EQU 144 ; Height of screen in pixels +DEF SCRN_X_B EQU 20 ; Width of screen in bytes +DEF SCRN_Y_B EQU 18 ; Height of screen in bytes + +DEF SCRN_VX EQU 256 ; Virtual width of screen in pixels +DEF SCRN_VY EQU 256 ; Virtual height of screen in pixels +DEF SCRN_VX_B EQU 32 ; Virtual width of screen in bytes +DEF SCRN_VY_B EQU 32 ; Virtual height of screen in bytes + + +;*************************************************************************** +;* +;* OAM related +;* +;*************************************************************************** + +; OAM attributes +; each entry in OAM RAM is 4 bytes (sizeof_OAM_ATTRS) +RSRESET +DEF OAMA_Y RB 1 ; y pos +DEF OAMA_X RB 1 ; x pos +DEF OAMA_TILEID RB 1 ; tile id +DEF OAMA_FLAGS RB 1 ; flags (see below) +DEF sizeof_OAM_ATTRS RB 0 + +DEF OAM_COUNT EQU 40 ; number of OAM entries in OAM RAM + +; flags +DEF OAMF_PRI EQU %10000000 ; Priority +DEF OAMF_YFLIP EQU %01000000 ; Y flip +DEF OAMF_XFLIP EQU %00100000 ; X flip +DEF OAMF_PAL0 EQU %00000000 ; Palette number; 0,1 (DMG) +DEF OAMF_PAL1 EQU %00010000 ; Palette number; 0,1 (DMG) +DEF OAMF_BANK0 EQU %00000000 ; Bank number; 0,1 (GBC) +DEF OAMF_BANK1 EQU %00001000 ; Bank number; 0,1 (GBC) + +DEF OAMF_PALMASK EQU %00000111 ; Palette (GBC) + +DEF OAMB_PRI EQU 7 ; Priority +DEF OAMB_YFLIP EQU 6 ; Y flip +DEF OAMB_XFLIP EQU 5 ; X flip +DEF OAMB_PAL1 EQU 4 ; Palette number; 0,1 (DMG) +DEF OAMB_BANK1 EQU 3 ; Bank number; 0,1 (GBC) + + +;* +;* Nintendo scrolling logo +;* (Code won't work on a real GameBoy) +;* (if next lines are altered.) +MACRO NINTENDO_LOGO + 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 + +; Deprecated constants. Please avoid using. + +DEF IEF_LCDC EQU %00000010 ; LCDC (see STAT) + + ENDC ;HARDWARE_INC \ No newline at end of file diff --git a/main.asm b/main.asm new file mode 100644 index 0000000..6c937a2 --- /dev/null +++ b/main.asm @@ -0,0 +1,289 @@ +INCLUDE "hardware.inc" +INCLUDE "sprobjs_lib.asm" + +SECTION "Header", ROM0[$100] + + jp Init + + ds $150 - @, 0 ; Make room for the header + +SECTION "Init", 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, wSimplePosition + ld a, 8 + ld [hl], a + + ld hl, wMetaspritePosition + ld a, 0 + ld [wMetaspritePosition], a + ld a, $80 + ld [wMetaspritePosition + 1], 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 + +Main: + call ResetShadowOAM + + ld de, $0100 + ld c, 8 + ld b, 16 + call RenderSimpleSprite + + ld hl, wSimplePosition + inc [hl] + + ld bc, (96.0 >> 12) & $FFFF + ld a, [wMetaspritePosition] + ld e, a + ld a, [wMetaspritePosition + 1] + ld d, a + ld hl, CatMetasprite + call RenderMetasprite + + ldh a, [hFrameCounter] + inc a + ldh [hFrameCounter], a + + halt + nop + + jp Main + +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 + +SECTION "Position Vars", WRAM0 +; 8-bit X position +wSimplePosition: + ds 1 + +; Q12.4 fixed-point X posiition +wMetaspritePosition: + dw + +; Q4.4 fixed-point velocity +wMetaspriteVelocity:: + db diff --git a/sprobjs_lib.asm b/sprobjs_lib.asm new file mode 100644 index 0000000..4b4c9de --- /dev/null +++ b/sprobjs_lib.asm @@ -0,0 +1,202 @@ +; Sprite Objects Library - by Eievui +; +; This is a small, lightweight library meant to facilitate the rendering of +; sprite objects, including Shadow OAM and OAM DMA, single-entry "simple" sprite +; objects, and Q12.4 fixed-point position metasprite rendering. +; +; The library is only 127 bytes of ROM0, 160 bytes of WRAM0 for Shadow OAM, and a +; single HRAM byte for tracking the current position in OAM. +; +; The library is relatively simple to use, with 4 steps to rendering: +; 1. Call InitSprObjLib during initilizations - This copies the OAMDMA function to +; HRAM. +; 2. Call ResetShadowOAM at the beginning of each frame - This hides all sprites +; and resets hOAMIndex, allowing you to render a new frame of sprites. +; 3. Call rendering functions - Push simple sprites or metasprites to Shadow OAM. +; 4. Wait for VBlank and call hOAMDMA - Copies wShadowOAM to the Game Boy's OAM in +; just 160 M-cycles. Make sure to pass HIGH(wShadowOAM) in the a register. +; +; Copyright 2021, Eievui +; +; This software is provided 'as-is', without any express or implied +; warranty. In no event will the authors be held liable for any damages +; arising from the use of this software. +; +; Permission is granted to anyone to use this software for any purpose, +; including commercial applications, and to alter it and redistribute it +; freely, subject to the following restrictions: +; +; 1. The origin of this software must not be misrepresented; you must not +; claim that you wrote the original software. If you use this software +; in a product, an acknowledgment in the product documentation would be +; appreciated but is not required. +; 2. Altered source versions must be plainly marked as such, and must not be +; misrepresented as being the original software. +; 3. This notice may not be removed or altered from any source distribution. +; + +INCLUDE "hardware.inc" + +SECTION "OAM DMA Code", ROM0 +OAMDMACode:: +LOAD "OAM DMA", HRAM +; Begin an OAM DMA, waiting 160 cycles for the DMA to finish. +; This quickly copies Shadow OAM to the Game Boy's OAM, allowing the PPU to draw +; the objects. hOAMDMA should be called once per frame near the end of your +; VBlank interrupt. While an OAM DMA is running no sprites objects can be drawn +; by the PPU, which makes it preferrable to run within the VBlank interrupt, but +; it can be run at any point if more than 40 sprite objects are needed. +; @param a: High byte of active Shadow OAM. Shadow OAM must be aligned to start +; at the beginning of a page (low byte == $00). +hOAMDMA:: + ldh [rDMA], a + ld a, 40 +.wait + dec a + jr nz, .wait + ret +ENDL +OAMDMACodeEnd:: + +SECTION "Initialize Sprite Object Library", ROM0 +; Initializes the sprite object library, copying things such as the hOAMDMA +; function and reseting hOAMIndex +; @clobbers: a, bc, hl +InitSprObjLib:: + ; Copy OAM DMA. + ld b, OAMDMACodeEnd - OAMDMACode + ld c, LOW(hOAMDMA) + ld hl, OAMDMACode +.memcpy + ld a, [hli] + ldh [c], a + inc c + dec b + jr nz, .memcpy + xor a, a + ldh [hOAMIndex], a ; hOAMIndex must be reset before running ResetShadowOAM. + ret + +SECTION "Reset Shadow OAM", ROM0 +; Reset the Y positions of every sprite object that was used in the last frame, +; effectily hiding them, and reset hOAMIndex. Run this function each frame +; before rendering sprite objects. +; @clobbers: a, c, hl +ResetShadowOAM:: + xor a, a ; clear carry + ldh a, [hOAMIndex] + rra + rra ; a / 4 + and a, a + jr z, .skip + ld c, a + ld hl, wShadowOAM + xor a, a +.clearOAM + ld [hli], a + inc l + inc l + inc l + dec c + jr nz, .clearOAM + ldh [hOAMIndex], a +.skip + ret + +SECTION "Render Simple Sprite", ROM0 +; Render a single object, or sprite, to OAM. +; @param b: Y position +; @param c: X position +; @param d: Tile ID +; @param e: Tile Attribute +; @clobbers: hl +RenderSimpleSprite:: + ld h, HIGH(wShadowOAM) + ldh a, [hOAMIndex] + ld l, a + ld a, b + add a, 16 + ld [hli], a + ld a, c + add a, 8 + ld [hli], a + ld a, d + ld [hli], a + ld a, e + ld [hli], a + ld a, l + ldh [hOAMIndex], a + ret + +SECTION "Render Metasprite", ROM0 +; Render a metasprite to OAM. +; @param bc: Q12.4 fixed-point Y position. +; @param de: Q12.4 fixed-point X position. +; @param hl: Pointer to current metasprite. +RenderMetasprite:: + ; Adjust Y and store in b. + ld a, c + rrc b + rra + rrc b + rra + rrc b + rra + rrc b + rra + ld b, a + ; Adjust X and store in c. + ld a, e + rrc d + rra + rrc d + rra + rrc d + rra + rrc d + rra + ld c, a + ; Load Shadow OAM pointer. + ld d, HIGH(wShadowOAM) + ldh a, [hOAMIndex] + ld e, a + ; Now: + ; bc - Y, X + ; de - Shadow OAM + ; hl - Metasprite + ; Time to render! +.loop + ; Load Y. + ld a, [hli] + add a, b + ld [de], a + inc e + ; Load X. + ld a, [hli] + add a, c + ld [de], a + inc e + ; Load Tile. + ld a, [hli] + ld [de], a + inc e + ; Load Attribute. + ld a, [hli] + ld [de], a + inc e + ; Check for null end byte. + ld a, [hl] + cp a, 128 + jr nz, .loop + ld a, e + ldh [hOAMIndex], a + ret + +SECTION "Shadow OAM", WRAM0, ALIGN[8] +wShadowOAM:: + ds 160 + +SECTION "Shadow OAM Index", HRAM +; The current low byte of shadow OAM. +hOAMIndex:: + db