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stefan.asm
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stefan.asm
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;-------------------------------
; StefaN
; (c) Tomasz Slanina
; tomasz@slanina.pl
; 1k 4way breakout clone
;-------------------------------
; Local variables
oldRandomVal equ $ff8a
vset equ $ff8b
keyInput equ $ff8c
ballDx equ $ff8d
ballDy equ $ff8e
ballDelay equ $ff8f
brickCnt equ $ff90
frame equ $ff91
delayEnd equ $ff92
killedFlag equ $ff93
; Hardware registers
rJOYP equ $ff00
rDIV equ $ff04
rIF equ $ff0f
rNR10 equ $ff10
rNR50 equ $ff24
rNR51 equ $ff25
rNR52 equ $ff26
rLCDC equ $ff40
rSTAT equ $ff41
rLY equ $ff44
rDMA equ $ff46
rVBK equ $ff4f
rBCPS equ $ff68
rBCPD equ $ff69
rIE equ $ffff
WORKRAM equ $c000
HiRAM equ $ff80
; Constants
MOVE_DELTA equ 3
MIN_PLAYER_Y equ 16
MAX_PLAYER_Y equ 128+8
MIN_PLAYER_X equ 8
MAX_PLAYER_X equ 160-16
BALL_SX equ 4
BALL_SY equ 4
BALL_MINX equ 8+6
BALL_MAXX equ 160-4+8
BALL_MINY equ 1+6
BALL_MAXY equ 144-4+16
SPLUS equ 1
SMINUS equ -1
SECTION "start",HOME[0]
ld a,32 ;keypad read
ld hl,rJOYP
ld de,WORKRAM+24
ld [hl],a
ld a,[hl]
ld a,[hl]
and $0f
swap a
ld b,a
ld a,16
ld [hl],a
ld a,[hl]
ld a,[hl]
ld a,[hl]
ld a,[hl] ; Stable i/o data after ~4 reads
and $0f
or b
cpl
ld [keyInput],a
bit 6,a ;Up
jr z,down
ld a,[de] ;y
cp MIN_PLAYER_Y
jr c,skip_vertical
sub MOVE_DELTA ;4 = offset
set_y:
ld [de],a
ld [WORKRAM+36],a
add 8
ld [WORKRAM+28],a
ld [WORKRAM+40],a
add 8
ld [WORKRAM+32],a
ld [WORKRAM+44],a
jr skip_vertical
nop
nop
push af
xor a
ld [vset],a
jp HiRAM ;40
nop
jp lcdc
down:
bit 7,a ;down
jr z,skip_vertical
ld a,[de]; y
cp MAX_PLAYER_Y
jr nc,skip_vertical
add MOVE_DELTA
jp set_y
skip_vertical:
ld de,WORKRAM+1
ld a,[keyInput]
bit 5,a
jr z,.skip_left
ld a,[de]
cp MIN_PLAYER_X
ret c
sub MOVE_DELTA
jr set_x
.skip_left:
bit 4,a
ret z
ld a,[de]
cp MAX_PLAYER_X
ret nc
add MOVE_DELTA
set_x:
ld [de],a
ld [WORKRAM+13],a
add 8
ld [WORKRAM+5],a
ld [WORKRAM+17],a
add 8
ld [WORKRAM+9],a
ld [WORKRAM+21],a
ld a,[ballDelay]
or a
ret z
ld a,[de]
add 8
ld [WORKRAM+49],a
ret
lcdc:
push af
push hl
ld a,[rLY] ; Current scanline
ld l,a
ld h,$68 ;$d0/2
add hl,hl
ld a,128
ld [rBCPS],a
ld a,[hl+]
ld [rBCPD],a
ld a,[hl]
ld [rBCPD],a
pop hl
pop af
reti
startpos:
db 16,9*8,4,64
db 16,10*8,5,64
db 16,11*8,4,64+32
db 17*8+16,9*8,4,0
db 17*8+16,10*8,5,0
db 17*8+16,11*8,4,32
db 16+7*8,8, 2,0
db 16+8*8,8, 3,0
db 16+9*8,8, 2,64
db 16+7*8,8+19*8, 2,32
db 16+8*8,8+19*8, 3,32
db 16+9*8,8+19*8, 2,32+64
db 16+16*8,8+9*8, 6,0
db 255,255,16,0,31,0,255,61,255,3,0,64
db 0,124,239,125,255,3,0,2,128,3,239,63
oamdma:
ld a,$c0 ; DMA Shadow OAM (WORKRAM) -> OAM
ld [rDMA],a
.wait:
dec a
jr nz,.wait ; wait for DMA completion
pop af
reti
SECTION "boot",HOME[$100]
nop
jp main
SECTION "header",HOME[$134]
db "STEFAN ",$c0
db 0,0,0,0,0,0,0,0,0,0,0,0
main:
di
ld a,$8b ;sound init
ld [rNR52],a
ld a,$ff
ld [rNR51],a
ld a,$17
ld [rNR50],a
xor a
ld [rLCDC],a ;LCD off
ld sp,$cfff
ld [rVBK],a
ld h,$80
ld l,a
ld de,brick
ld c,16
.empty_copy:
ld [hl+],a
dec c
jr nz,.empty_copy
ld c,16*6 ; 6 tiles, 16 bytes each (8x8 2bpp)
.tiles_copy:
ld a,[de]
inc de
ld [hl+],a
dec c
jr nz,.tiles_copy
ld h,$98 ; BG tilemap address
ld l,c ;c=0
ld d,0
.loop_y:
ld e,0
.loop_x:
ld a,e
cp 3
jr c,.empty
cp 17
jr nc,.empty
ld a,d
cp 3
jr c,.empty
cp 15
jr nc,.empty
ld c,1
.inner_loop:
ld a,[rDIV]
ld b,a
ld a,[oldRandomVal]
xor b
ld [oldRandomVal],a
cpl
and $3
cp 3
jr z,.inner_loop
ld b,a ; random(?) palette
jr .put_tile
.empty:
ld bc,0
.put_tile:
xor a
ld [rVBK],a
ld [hl],c
inc a
ld [rVBK],a
ld [hl],b
inc hl
inc e
ld a,e
cp 32
jr c,.loop_x
inc d
ld a,d
cp 18
jr c,.loop_y
ld hl,oamdma
ld de,HiRAM
ld c,a
inc c
.copy1:
ld a,[hl+]
ld [de],a
inc de
dec c
jr nz,.copy1
ld hl,WORKRAM ; shadow OAM clear
ld a,-16
ld c,a
.clearOAM:
ld [hl+],a
dec c
jr nz,.clearOAM
ld hl,startpos
ld de,WORKRAM
ld c,3*4*4+4
.setOAM:
ld a,[hl+]
ld [de],a
inc de
dec c
jr nz,.setOAM
ld de,rBCPS ; BG palette
ld a,128
ld [de],a
inc de
ld c,8*3
.pal:
ld a,[hl+]
ld [de],a
dec c
jr nz, .pal
inc de
ld a,128+2
ld [de],a
inc de
xor a
ld [de],a
ld [de],a
cpl
ld [de],a
ld [de],a
ld [ballDy],a
xor 254
ld [ballDx],a
ld de,$d000+144*2-2 ; color table generator
ld hl,$d000
ld c,72
.localloop:
ld a,72-8
ld [ballDelay],a
sub c
jr nc,.skipclear
xor a
.skipclear:
srl a
ld [hl+],a
ld [de],a
inc de
ld a,255
ld [hl+],a
ld [de],a
dec de
dec de
dec de
dec c
jr nz,.localloop
ld a,128+16+2 ; LCD Enable + BG tiledata @8000-8FFF + Obj enable
ld [rLCDC],a
ld a,8 ; Mode 0 H-blan int enabled (shot on each scanline)
ld [rSTAT],a
xor a
ld [delayEnd],a
ld [frame],a
ld [rIF],a
ld a,3 ; VBL + HBL interrupts enable
ld [rIE],a
ld a,12*14
ld [brickCnt],a
ei ; Enable interrupts
.mainloop:
ld a,[vset]
or a
jr nz,.mainloop
inc a
ld [vset],a
ld a,[delayEnd]
or a
jr nz,.endWait
ld a,[frame]
xor 1
ld [frame],a
call z, moveball
rst 0
jr .mainloop
.endWait:
dec a
ld [delayEnd],a
or a
jr nz,.mainloop
jp $100 ;restart
moveball:
ld a,[ballDelay]
or a
jr z,.continue
dec a
ld [ballDelay],a
ret
.continue:
xor a
ld [rVBK],a
ld [killedFlag],a
ld c,0 ;bounce
ld a,[WORKRAM+48]
add BALL_SY
ld d,a
ld a,[WORKRAM+49]
add BALL_SX
ld e,a ;de = yx of ball center
ld a,[ballDx]
add e
ld b,a
;check borders
cp BALL_MINX
jr nc,.not_left
;check collision with paddle
.coll_chk:
ld a,[WORKRAM+24]
cp d
jp nc,.kill_me
add 3*8
cp d
jp c,.kill_me
ld a,[rDIV]
bit 3,a
jr z,.skip_set
set 0,c
.skip_set:
set 1,c
jr .h_done
.not_left:
cp BALL_MAXX
jr nc,.coll_chk
jr .brick_collide
.kill_me:
push af
ld a,1
ld [killedFlag],a
pop af
jr .h_done
.brick_collide: ;brick coll
ld a,b ;x
sub 8
srl a
srl a
srl a
ld b,a
ld a,d ;y
sub 16
and %11111000
ld h,$26
sla a
rl h
sla a
rl h
or b
ld l,a
ld a,[hl]
or a
jr z,.h_done
set 1,c
set 7,c
push hl
.h_done: ;H done
ld a,[ballDy]
add d
ld b,a
cp BALL_MINY
jr nc,.not_over
;paddle
.coll_chk_y:
ld a,[WORKRAM+1]
cp e
jp nc,.skip_chk_test
add 3*8
cp e
jp c,.skip_chk_test
xor a
ld [killedFlag],a
ld a,[rDIV]
bit 4,a
jr nz,.skip_fl_set
set 1,c
.skip_fl_set:
set 0,c
jr .v_done
.not_over:
cp BALL_MAXY
jr nc,.coll_chk_y
jr .checks_ok
.skip_chk_test:
bit 1,c
jr nz, .v_done
jp .ded
.checks_ok:
ld a,e ;x
sub 8
srl a
srl a
srl a ;/8
ld e,a
ld a,b ;y
sub 16
and %11111000
ld h,$26
sla a
rl h
sla a
rl h
or e
ld l,a
ld a,[hl]
or a
jr z,.v_done
set 0,c
set 6,c
push hl
.v_done:
ld a,[killedFlag]
or a
jr nz, .ded
ld a,c
or a
jr z,.skip_sfx
ld hl,rNR10 ; play sfx
ld a,$2d
ld [hl+],a
ld a,$80
ld [hl+],a
ld a,$f1
ld [hl+],a
ld a,$e1
ld [hl+],a
ld a,$8e
ld [hl],a
.skip_sfx:
bit 6,c
jr z,.skip_brick
pop hl
call check_brick
.skip_brick:
bit 7,c
jr z,.skip_brick_2
pop hl
call check_brick
.skip_brick_2:
bit 1,c
jr z,.skip_x_toggle
ld a,[ballDx]
xor 254 ; toggle ball x
ld [ballDx],a
.skip_x_toggle:
ld a,[ballDx]
ld e,a
ld a,[WORKRAM+49]
add e
ld [WORKRAM+49],a
bit 0,c
jr z,.skip_y_toggle
ld a,[ballDy]
xor 254 ; toggle ball y
ld [ballDy],a
.skip_y_toggle:
ld a,[ballDy]
ld e,a
ld a,[WORKRAM+48]
add e
ld [WORKRAM+48],a
ret
.ded:
bit 7,c
jr z,.skip_hl_pop
pop hl
.skip_hl_pop:
bit 6,c
jr z,skip_hl_2nd_pop
pop hl
skip_hl_2nd_pop:
ld a,100
ld [delayEnd],a
ret
check_brick:
ld a,1
ld [rVBK],a ; atributes bg map
ld a,[hl]
or a
jr nz,.decrease
xor a
ld [rVBK],a
ld [hl],a
ld a,[brickCnt]
dec a
ld [brickCnt],a
or a
jp z, skip_hl_2nd_pop
ret
.decrease: ;G->B->R->remove
dec a
ld [hl],a
ret
brick:
db %11111111, %00000000
db %10000001, %01111111
db %10000001, %01111111
db %10000001, %01111111
db %10000001, %01111111
db %10000001, %01111111
db %10000001, %01111111
db %11111111, %01111111
db %01111000, %00000000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %01001000, %00110000
db %00000000, %00000000
db %00000000, %00000000
db %00000000, %00000000
db %11111111, %00000000
db %10000000, %01111111
db %10000000, %01111111
db %11111111, %00000000
db %00000000, %00000000
db %00000000, %00000000
db %00000000, %00000000
db %00000000, %00000000
db %11111111, %00000000
db %00000000, %11111111
db %00000000, %11111111
db %11111111, %00000000
db %00000000, %00000000
db %00000000, %00000000
db %00000000, %00000000
db %00111100, %00000000
db %00100100, %00011000
db %00100100, %00011000
db %00111100, %00000000
db %00000000, %00000000
db %00000000, %00000000