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bank0.asm
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bank0.asm
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;-------------
; PlantBoy - bank0.asm
;-------------
; Includes
;-------------
INCLUDE "hardware.asm"
INCLUDE "header.asm"
INCLUDE "tiles.asm"
INCLUDE "map.asm"
;-------------
; Start
;-------------
SECTION "Program Start",HOME[$150]
START:
ei ;enable interrupts
ld sp,$FFFE
ld a,IEF_VBLANK ;enable vblank interrupt
ld [rIE],a
ld a,$0
ldh [rLCDC],a ;LCD off
ldh [rSTAT],a
ld a,%11100100 ;shade palette (11 10 01 00)
ldh [rBGP],a ;setup palettes
ldh [rOCPD],a
ldh [rOBP0],a
call CLEAR_MAP
call LOAD_TILES
call LOAD_MAP
call INIT_PLAYER
call INIT_RABBITS
call INIT_TIMERS
ld a,%11010011 ;turn on LCD, BG0, OBJ0, etc
ldh [rLCDC],a ;load LCD flags
call DMA_COPY ;move DMA routine to HRAM
LOOP:
call WAIT_VBLANK
call READ_JOYPAD
call MOVE_PLAYER
call PLAYER_SHOOT
call UPDATE_BULLET
call SPAWN_RABBITS
call ANIMATE_RABBITS
call UPDATE_RABBITS
call UPDATE_PLAYER
call PLAYER_WATER
call _HRAM ;call DMA routine from HRAM
jp LOOP
;-------------
; Subroutines
;-------------
WAIT_VBLANK:
ld hl,vblank_flag
.wait_vblank_loop
halt
nop ;Hardware bug
ld a,$0
cp [hl]
jr z,.wait_vblank_loop
ld [hl],a
ld a,[vblank_count]
inc a
ld [vblank_count],a
ld a,[player_frame_time]
inc a
ld [player_frame_time],a
ld a,[rabbit_spawn_time]
inc a
ld [rabbit_spawn_time],a
ld a,[rabbit_y_spawn]
inc a
ld [rabbit_y_spawn],a
ld a,[rabbit_move_time]
inc a
ld [rabbit_move_time],a
ld a,[player_update_time]
inc a
ld [player_update_time],a
ld a,[rabbit_frame_time]
inc a
ld [rabbit_frame_time],a
ret
DMA_COPY:
ld de,$FF80 ;DMA routine, gets placed in HRAM
rst $28
DB $00,$0D
DB $F5, $3E, $C1, $EA, $46, $FF, $3E, $28, $3D, $20, $FD, $F1, $D9
ret
CLEAR_MAP:
ld hl,_SCRN0 ;load map0 ram
ld bc,$400
.clear_map_loop
ld a,$0
ld [hli],a ;clear tile, increment hl
dec bc
ld a,b
or c
jr nz,.clear_map_loop
ret
LOAD_TILES:
ld hl,TILE_DATA
ld de,_VRAM
ld bc,TILE_COUNT
.load_tiles_loop
ld a,[hli] ;grab a byte
ld [de],a ;store the byte in VRAM
inc de
dec bc
ld a,b
or c
jr nz,.load_tiles_loop
ret
LOAD_MAP:
ld hl,MAP_DATA ;same as LOAD_TILES
ld de,_SCRN0
ld bc,$400
.load_map_loop
ld a,[hli]
ld [de],a
inc de
dec bc
ld a,b
or c
jr nz,.load_map_loop
ret
INIT_TIMERS:
ld a,$0
ld [rabbit_spawn_time],a
ld [blood_count],a
ld [rabbit_move_time],a
ld [rabbit_spawn_side],a
ld [player_frame_time],a
ld [crop_count],a
ld [rabbit_y_spawn],a
ld [player_update_time],a
ld [rabbit_frame_time],a
ld a,$9
ld [rabbit_frame],a
ret
READ_JOYPAD:
ld a,%00100000 ;select dpad
ld [rP1],a
ld a,[rP1] ;takes a few cycles to get accurate reading
ld a,[rP1]
ld a,[rP1]
ld a,[rP1]
cpl ;complement a
and %00001111 ;select dpad buttons
swap a
ld b,a
ld a,%00010000 ;select other buttons
ld [rP1],a
ld a,[rP1]
ld a,[rP1]
ld a,[rP1]
ld a,[rP1]
cpl
and %00001111
or b
;lower nybble is other
ld b,a
ld a,[joypad_down]
cpl
and b
ld [joypad_pressed],a
;upper nybble is dpad
ld a,b
ld [joypad_down],a
ret
JOY_RIGHT:
and %00010000
cp %00010000
jp nz,JOY_FALSE
ld a,$1
ret
JOY_LEFT:
and %00100000
cp %00100000
jp nz,JOY_FALSE
ld a,$1
ret
JOY_UP:
and %01000000
cp %01000000
jp nz,JOY_FALSE
ld a,$1
ret
JOY_DOWN:
and %10000000
cp %10000000
jp nz,JOY_FALSE
ld a,$1
ret
JOY_A:
and %00000001
cp %00000001
jp nz,JOY_FALSE
ld a,$1
ret
JOY_B:
and %00000010
cp %00000010
jp nz,JOY_FALSE
ld a,$1
ret
JOY_SELECT:
and %00000100
cp %00000100
jp nz,JOY_FALSE
ld a,$1
ret
JOY_START:
and %00001000
cp %00001000
jp nz,JOY_FALSE
ld a,$1
ret
JOY_FALSE:
ld a,$0
ret
INIT_RABBITS:
ld hl,rabbit_sprites
ld b,8 ;8 sprites, 4 bytes each
.init_rabbit_loop
ld a,$0 ;off position
ld [hli],a ;y
ld [hli],a ;x
ld a,$9 ;default tile
ld [hli],a ;tile
ld a,$0 ;default flags
ld [hli],a ;flags
dec b
jr nz,.init_rabbit_loop
ret
SPAWN_RABBITS:
ld a,[rabbit_spawn_time]
cp $10
jr nz,.end ;spawn every x vblanks
ld a,[rabbit_spawn_side]
inc a
ld [rabbit_spawn_side],a
ld a,$0
ld [rabbit_spawn_time],a
ld b,$8 ;8 rabbits, 4 byte each
ld hl,rabbit_sprites
.find_idle_rabbit ;find a rabbit not currently used
ld a,[hl]
cp $0
jr nz,.next
jp .spawn
.next
inc hl ;y->x
inc hl ;x->tile
inc hl ;tile->flags
inc hl ;flags->next y
dec b
jr nz,.find_idle_rabbit
jp .end
.spawn
ld a,[rabbit_spawn_side]
cp $1
jr nz,.right
ld c,$0
ld e,%00000000
jp .spawn_now
.right
ld a,$0
ld [rabbit_spawn_side],a
ld c,$A4
ld e,%00100000
.spawn_now
ld a,[rabbit_y_spawn] ;y spawn
ld [hli],a ;y->x
ld a,c ;x spawn
ld [hli],a ;x->tile
inc hl ;tile->flags
ld [hl],e
.end
ret
ANIMATE_RABBITS:
ld a,[rabbit_frame_time]
cp $10
jr z,.animate
ret
.animate
ld a,$0
ld [rabbit_frame_time],a
ld a,[rabbit_frame]
inc a
cp $B
jr z,.reset
ld [rabbit_frame],a
ret
.reset
ld a,$9
ld [rabbit_frame],a
ld a,$0
ld [rabbit_frame_time],a
ret
UPDATE_RABBITS:
ld a,[rabbit_move_time] ;update every 4 vblanks
cp $4
jr nz,.end
ld a,$0
ld [rabbit_move_time],a
ld a,[rabbit_y_spawn]
cp $90
jr nz,.loop_start
ld a,$0
ld [rabbit_y_spawn],a
.loop_start
ld hl,rabbit_sprites
ld b,$8
.loop
ld a,[hli] ;y->x
cp $0
jr z,.next
.check
ld a,[hli] ;x->tile
cp $AF
jr nz,.move
dec hl ;x<-tile
dec hl ;y<-x
ld a,$0 ;despawn when off screen
ld [hl],a
inc hl ;y->x
jp .next
.move
inc hl ;tile->flags
ld a,[hl]
dec hl ;tile<-flags
dec hl ;x<-tile
and %00100000
jr z,.right
.left
ld a,[hl]
dec a
dec a
ld [hl],a
jp .coll_up
.right
ld a,[hl]
inc a
inc a
ld [hl],a ;below is basic AABB collision
.coll_up
dec hl ;y
ld a,[bullet_y]
add $4
sub [hl]
jr nc,.coll_down
jp .con_next
.coll_down
ld a,[bullet_y]
sub $4
sub [hl]
jr nc,.con_next
jp .coll_left
.coll_left
inc hl ;x
ld a,[bullet_x]
add $6
sub [hl]
jr nc,.coll_right
dec hl ;y
jp .con_next
.coll_right
ld a,[bullet_x]
sub $4
sub [hl]
dec hl ;y
jr nc,.con_next
jp .die
.con_next
inc hl ;x
jp .next
.next
inc hl ;x->tile
ld a,[rabbit_frame]
ld [hl],a
inc hl ;tile->flags
inc hl ;flags->next y
dec b
jr nz,.loop
.end
ret
.die
ld a,$0
ld [hl],a
ld [bullet_x],a
ld [bullet_y],a
ld [bullet_reset],a
call PLAY_SWEEP
ld a,$1
ld [blood_count],a
ret
INIT_PLAYER:
ld a,$50
ld [player_x],a
ld [player_y],a
ld [crop_x],a
ld [crop_y],a
ld a,$4
ld [player_tile],a
ld a,$6
ld [bullet_tile],a
ld a,$0
ld [player_flags],a
ld [bullet_flags],a
ld [bullet_x],a
ld [bullet_y],a
ld [bullet_reset],a
ld [blood_count_flags],a
ld [crop_flags],a
ld [crop_count_flags],a
ld a,$B
ld [crop_tile],a
ld a,$98
ld [crop_count_y],a
ld a,$69
ld [crop_count_x],a
ld a,$98
ld [blood_count_y],a
ld a,$31
ld [blood_count_x],a
ld a,$15
ld [blood_count_tile],a
ld [crop_count_tile],a
ret
MOVE_PLAYER:
ld a,[player_frame_time] ;animate player tile
cp $8
jr nz,.move_speed
ld a,$0
ld [player_frame_time],a
ld a,[player_tile]
inc a
cp $6
jr z,.tile_reset
ld b,a
ld a,[joypad_down] ;dpad pressed?
and %11110000
jr z,.tile_reset
ld a,b
ld [player_tile],a
.move_speed
ld a,[vblank_count]
cp $2
jp nz,.move_done
ld a,$0
ld [vblank_count],a
jp .move_right
.tile_reset
ld a,$4
ld [player_tile],a
jp .move_speed
.move_right
ld a,[player_x] ;right bound
cp $A0
jr z,.move_left
ld a,[joypad_down]
call JOY_RIGHT
jr nz,.move_left
ld a,[player_x]
inc a
ld [player_x],a
ld a,[player_flags] ;flip tile
res 5,a
ld [player_flags],a
.move_left
ld a,[player_x] ;left bound
cp $8
jr z,.move_up
ld a,[joypad_down]
call JOY_LEFT
jr nz,.move_up
ld a,[player_x]
dec a
ld [player_x],a
ld a,[player_flags] ;flip tile
set 5,a
ld [player_flags],a
.move_up
ld a,[player_y] ;up bound
cp $10
jr z,.move_down
ld a,[joypad_down]
call JOY_UP
jr nz,.move_down
ld a,[player_y]
dec a
ld [player_y],a
.move_down
ld a,[player_y] ;left bound
cp $90
jr z,.move_done
ld a,[joypad_down]
call JOY_DOWN
jr nz,.move_done
ld a,[player_y]
inc a
ld [player_y],a
.move_done
ret
PLAYER_SHOOT:
ld a,[joypad_pressed]
call JOY_A
cp $1
jr z,.shoot ;a pressed?
.end
ret
.shoot
ld a,[bullet_reset]
cp $0
jr nz,.end ;bullet at 0x0?
ld a,[player_x] ;set bullet to player pos
ld [bullet_x],a
ld a,[player_y]
ld [bullet_y],a
ld a,[player_flags]
ld [bullet_flags],a
ld a,$1
ld [bullet_reset],a
call PLAY_NOISE
ret
UPDATE_PLAYER:
ld a,[blood_count]
cp $1
jr z,.blood_1
ld a,$15
ld [blood_count_tile],a
jp .loop_start
.blood_1
ld a,$16
ld [blood_count_tile],a
.loop_start
ld hl,rabbit_sprites
ld b,$8
.loop
ld a,[hli] ;y->x
cp $0
jr z,.next
.coll_up
dec hl ;y
ld a,[player_y]
add $4
sub [hl]
jr nc,.coll_down
jp .con_next
.coll_down
ld a,[player_y]
sub $4
sub [hl]
jr nc,.con_next
jp .coll_left
.coll_left
inc hl ;x
ld a,[player_x]
add $6
sub [hl]
jr nc,.coll_right
dec hl ;y
jp .con_next
.coll_right
ld a,[player_x]
sub $4
sub [hl]
dec hl ;y
jr nc,.con_next
jp .die
.con_next
inc hl ;x
jp .next
.next
inc hl ;tile
inc hl ;flags
inc hl ;next y
dec b
jr nz,.loop
.end
ret
.die
call START
ret
PLAYER_WATER:
ld a,[joypad_pressed]
call JOY_B
jr nz,.done
ld a,[blood_count]
cp $1
jr z,.has_blood
jp .done
.has_blood
call PLAY_WATER
ld a,$0
ld [blood_count],a
.coll_up
ld hl,crop_y
ld a,[player_y]
add $4
sub [hl]
jr nc,.coll_down
jp .done
.coll_down
ld a,[player_y]
sub $4
sub [hl]
jr nc,.done
jp .coll_left
.coll_left
ld hl,crop_x
ld a,[player_x]
add $6
sub [hl]
jr nc,.coll_right
jp .done
.coll_right
ld a,[player_x]
sub $4
sub [hl]
jr nc,.done
.con
ld a,[crop_tile]
inc a
cp $E
jr z,.reset
ld [crop_tile],a
jp .done
.reset
ld a,[crop_count]
inc a
ld [crop_count],a
add $15
ld [crop_count_tile],a
ld a,$B
ld [crop_tile],a
.done
ret
UPDATE_BULLET:
ld a,[bullet_flags]
and %00100000
ld a,[bullet_x]
jr z,.right
.left
dec a
jp .check_collision
.right
inc a
.check_collision
ld [bullet_x],a
cp $0
jr z,.reset
cp $A4
jr z,.reset
.end
ret
.reset
ld a,$0
ld [bullet_x],a
ld [bullet_y],a
ld [bullet_reset],a
ret
PLAY_NOISE:
ld a,%01000101
ld [rNR42],a
ld a,%01111001
ld [rNR43],a
ld a,%11111111
ld [rNR50],a
ld [rNR51],a
ld a,%10000000
ld [rNR44],a
ret
PLAY_SWEEP:
ld a,%10000001
ld [rNR42],a
ld a,%01111001
ld [rNR43],a
ld a,%11111111
ld [rNR50],a
ld [rNR51],a
ld a,%10000000
ld [rNR44],a
ret
PLAY_WATER:
ld a,%10000001
ld [rNR42],a
ld a,%01111011
ld [rNR43],a
ld a,%11111111
ld [rNR50],a
ld [rNR51],a
ld a,%10000000
ld [rNR44],a
ret
;-------------
; RAM Vars
;-------------
SECTION "RAM Vars",BSS[$C000]
vblank_flag:
db
rabbit_spawn_time:
db
vblank_count:
db
joypad_down:
db ;dow/up/lef/rig/sta/sel/a/b
joypad_pressed:
db
player_frame_time:
db
player_update_time:
db
bullet_reset:
db
rabbit_y_spawn:
db
rabbit_move_time:
db
rabbit_spawn_side:
db
rabbit_frame_time:
db
rabbit_frame:
db
blood_count:
db
crop_count:
db
SECTION "RAM OAM Vars",BSS[$C100]
player_y:
db
player_x:
db
player_tile:
db
player_flags:
db
bullet_y:
db
bullet_x:
db
bullet_tile:
db
bullet_flags:
db
crop_y:
db
crop_x:
db
crop_tile:
db
crop_flags:
db
blood_count_y:
db
blood_count_x:
db
blood_count_tile:
db
blood_count_flags:
db
crop_count_y:
db
crop_count_x:
db
crop_count_tile:
db
crop_count_flags:
db
rabbit_sprites:
db ;8 wabbits
;-------------
; End of file
;-------------