feat: 3d movement

Needs gravity, shadow
main
Louis Pearson 2024-04-18 01:48:36 -06:00
parent 01b231bc03
commit 2ab9a1f3a0
2 changed files with 184 additions and 16 deletions

View File

@ -10,6 +10,7 @@ pub fn build(b: *std.Build) !void {
}); });
const assemble = b.addRunArtifact(rgbds.artifact("rgbasm")); const assemble = b.addRunArtifact(rgbds.artifact("rgbasm"));
assemble.addArg("-H");
assemble.addArg("-L"); assemble.addArg("-L");
assemble.addArg("-o"); assemble.addArg("-o");
const main_obj = assemble.addOutputFileArg("main.o"); const main_obj = assemble.addOutputFileArg("main.o");

181
main.asm
View File

@ -7,7 +7,7 @@ SECTION "Header", ROM0[$100]
ds $150 - @, 0 ; Make room for the header ds $150 - @, 0 ; Make room for the header
SECTION "Init", ROM0 SECTION "Main", ROM0
Init: Init:
; Shut down audio circuitry ; Shut down audio circuitry
ld a, 0 ld a, 0
@ -46,11 +46,23 @@ WaitVBlank:
ld a, 8 ld a, 8
ld [hl], a ld [hl], a
ld hl, wMetaspritePosition ld hl, wMetaspritePosition.x
ld a, 0 ld a, 0
ld [wMetaspritePosition], a ld [wMetaspritePosition.x], a
ld a, $80 ld a, $80
ld [wMetaspritePosition + 1], a ld [wMetaspritePosition.x + 1], a
ld hl, wMetaspritePosition.y
ld a, 0
ld [wMetaspritePosition.y], a
ld a, $80
ld [wMetaspritePosition.y + 1], a
ld hl, wMetaspritePosition.z
ld a, 0
ld [wMetaspritePosition.z], a
ld a, 0
ld [wMetaspritePosition.z + 1], a
; Copy the tile data ; Copy the tile data
ld de, Tiles ld de, Tiles
@ -85,6 +97,103 @@ WaitVBlank:
Main: Main:
call ResetShadowOAM call ResetShadowOAM
call UpdateJoypadState
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:
ld a, [wJoypadState]
bit PADB_A, a
jr nz, .jumpend
ld a, [wMetaspritePosition.z]
add a, 16
ld b, a
ld [wMetaspritePosition.z], a
ld a, [wMetaspritePosition.z+1]
adc 0
ld c, a
ld [wMetaspritePosition.z+1], a
.jumpend
ld a, [wJoypadState]
bit PADB_B, a
jr nz, .fallend
ld a, [wMetaspritePosition.z + 1]
cp 0
jr nz, .fall
ld a, [wMetaspritePosition.z]
cp 16
jr nc, .fall
ld a, 0
ld [wMetaspritePosition.z], a
jr .fallend
.fall
ld a, [wMetaspritePosition.z]
sub a, 16
ld b, a
ld [wMetaspritePosition.z], a
ld a, [wMetaspritePosition.z+1]
sbc 0
ld c, a
ld [wMetaspritePosition.z+1], a
.fallend
ld de, $0100 ld de, $0100
ld c, 8 ld c, 8
@ -94,11 +203,24 @@ Main:
ld hl, wSimplePosition ld hl, wSimplePosition
inc [hl] inc [hl]
ld bc, (96.0 >> 12) & $FFFF ; load de
ld a, [wMetaspritePosition] ld a, [wMetaspritePosition.x]
ld e, a ld e, a
ld a, [wMetaspritePosition + 1] ld a, [wMetaspritePosition.x + 1]
ld d, a ld d, a
; load bc
ld a, [wMetaspritePosition.z]
ld c, a
ld a, [wMetaspritePosition.y]
sub a, c
ld c, a
ld a, [wMetaspritePosition.z + 1]
ld b, a
ld a, [wMetaspritePosition.y + 1]
sbc a, b
ld b, a
ld hl, CatMetasprite ld hl, CatMetasprite
call RenderMetasprite call RenderMetasprite
@ -125,6 +247,40 @@ Memcopy::
jr nz, .loop jr nz, .loop
ret ret
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
SECTION "VBlank Interrupt", ROM0[$0040] SECTION "VBlank Interrupt", ROM0[$0040]
VBlankInterrupt: VBlankInterrupt:
@ -282,8 +438,19 @@ wSimplePosition:
; Q12.4 fixed-point X posiition ; Q12.4 fixed-point X posiition
wMetaspritePosition: wMetaspritePosition:
.x:
dw
.y:
dw
.z:
dw dw
; Q4.4 fixed-point velocity ; Q4.4 fixed-point velocity
wMetaspriteVelocity:: wMetaspriteVelocity::
db db
SECTION "Joypad Vars", WRAM0
wJoypadState:
ds 1
wJoypadPressed:
ds 1