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 ld a, 0 ld b, 160 ld hl, _OAMRAM .resetOAM ld [hli], a dec b jp nz, .resetOAM ; Copy cat sprite ld de, GfxCat ld hl, $8000 ld bc, GfxCat.end - GfxCat call Memcopy ; Reset positions ld d, 0 ld hl, wMetaspriteBegin ld bc, wMetaspriteEnd - wMetaspriteBegin call Memset ; Clear player data ld a, $05 ld [wMetaspritePosition.x+1], a ld [wMetaspritePosition.y+1], a ; Copy the tile data ld de, Tiles ld hl, $9000 ld bc, TilesEnd - Tiles call Memcopy ; Clear the tilemap ld hl, $9800 ld bc, (32 * 20) ld d, 0 call Memset ; Clear shadown OAM ld hl, wShadowOAM ld bc, 160 ld d, 0 call Memset ; 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 call UpdateJoypadState call HandleInput call HandlePhysics call HandleRender 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 ld a, [wJoypadPressed] bit PADB_A, a jr z, .boostclear ld a, [wMetaspriteVelocity.z] sub a, $20 ld b, a ld [wMetaspriteVelocity.z], a ld a, [wMetaspriteVelocity.z+1] sbc a, $00 ld c, a ld [wMetaspriteVelocity.z+1], a jr .boostend .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: ret HandleRender:: ; 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] add a, c ld c, a ld a, [wMetaspritePosition.z + 1] ld b, a ld a, [wMetaspritePosition.y + 1] adc a, b ld b, a ld hl, CatMetasprite call RenderMetasprite ; 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 ret HandlePhysics:: ; 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 ; Apply gravity ld a, [wMetaspriteVelocity.z] add a, $04 ld [wMetaspriteVelocity.z], a ld a, [wMetaspriteVelocity.z+1] adc a, $00 ld [wMetaspriteVelocity.z+1], a .endGravity: ; Calculate new z, place in bc ld a, [wMetaspriteVelocity.z] ld c, a ld a, [wMetaspritePosition.z] add c ld c, a ld a, [wMetaspriteVelocity.z + 1] ld b, a ld a, [wMetaspritePosition.z + 1] adc b ld b, a ; If z is greater than or equal to 0, pos/vel to 0 jr nz, .endLanding jr nc, .endLanding .startLanding ld a, 0 ld [wMetaspritePosition.z], a ld [wMetaspritePosition.z+1], a ld [wMetaspriteVelocity.z], a ld [wMetaspriteVelocity.z+1], a ld b, a ld c, a .endLanding ; Update z position ld a, c ld [wMetaspritePosition.z], a ld a, b ld [wMetaspritePosition.z+1], a ret 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 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 ; @param hl - Location ; @param bc - Length ; @param d - Value SECTION "Memset Routine", ROM0 Memset:: dec bc inc b inc c .loop: ld a, d ld [hli], a 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] 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: INCBIN "tileset.2bpp" TilesEnd: SECTION "Tilemap", ROM0 Tilemap: INCBIN "tileset.tilemap" TilemapEnd: SECTION "Level data", ROM0 db $03 ; width db $03 ; height ; Each byte stores whether it is solid or not ; Z = 1 db $01 db $01 db $01 db $01 db $01 db $01 db $01 db $01 db $00 ; Z = 2 db $01 db $01 db $01 db $01 db $01 db $01 db $00 db $00 db $00 ; Z = 3 db $01 db $00 db $00 db $00 db $00 db $00 db $00 db $00 db $00 SECTION "Graphics", ROM0 GfxCat: INCBIN "sprites.2bpp" .end:: CatMetasprite: db 0, 0, 2, 0 db 8, 0, 6, 0 db 128 ShadowMetasprite: db 12, 0, 1, 0 db 128 SECTION "Position Vars", WRAM0 wMetaspriteBegin: ; Q12.4 fixed-point X posiition wMetaspritePosition:: .x: dw .y: dw .z: dw ; Q4.4 fixed-point velocity wMetaspriteVelocity:: .x: dw .y: dw .z: dw .boost: db .boosting: db wMetaspriteEnd: SECTION "Joypad Vars", WRAM0 wJoypadState: ds 1 wJoypadPressed: ds 1