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471 lines (418 loc) · 10.3 KB
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main.asm
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471 lines (418 loc) · 10.3 KB
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; RAW Prototype
include "hardware.inc"
section "Header", ROM0[$100]
jp EntryPoint
ds $150 - @, 0 ; Make room for the header
EntryPoint:
; 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
; 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
; Copy the tile data
ld de, Paddle
ld hl, $8000
ld bc, PaddleEnd - Paddle
call Memcopy
;
ld a, 0
ld b, 160
ld hl, _OAMRAM
ClearOam:
ld [hli], a
dec b
jp nz, ClearOam
ld hl, _OAMRAM
ld a, 128 + 16
ld [hli], a
ld a, 16 + 8
ld [hli], a
ld a, 0
ld [hli], a
ld [hl], a
; Turn the LCD on
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_OBJON
ld [rLCDC], a
; During the first (blank) frame, initiallize display registers
ld a, %11100100
ld [rBGP], a
ld a, %11100100
ld [rOBP0], a
Main:
; Wait until it's not VBlank
ld a, [rLY]
cp 144
jp nc, Main
WaitVBlank2:
ld a, [rLY]
cp 144
jp c, WaitVBlank2
; Check Keys
call UpdateKeys
call StopSound
; First, check if left button pressed
CheckPress:
ld a, [wCurKeys]
cp 0
jp z, Main
call PlaySound
; Move the paddle one pixel to the right
ld a, [_OAMRAM + 1]
inc a
ld [_OAMRAM + 1], a
jp Main
Memcopy:
ld a, [de]
ld [hli], a
inc de
dec bc
ld a, b
or a,c
jp nz, Memcopy
ret
UpdateKeys:
; Poll half the controller
ld a, P1F_GET_BTN
call .onenibble
ld b, a ; B7-4 = 1; B3-0 = unpressed buttons
; Poll the other half
ld a, P1F_GET_DPAD
call .onenibble
swap a ; A3-0 = unpressed directions; A7-4 = 1
xor a, b ; A = pressed buttons + directions
ld b, a ; B = pressed buttons + directions
; And release the controller
ld a, P1F_GET_NONE
ldh [rP1], a
; Combine with previous wCurKeys to make wNewKeys
ld a, [wCurKeys]
xor a, b ; A = keys that changed state
and a, b ; A = keys that changed to pressed
ld [wNewKeys], a
ld a, b
ld [wCurKeys], a
ret
.onenibble
ldh [rP1], a ; switch the key matrix
call .knownret ; burn 10 cycles calling a known ret
ldh a, [rP1] ; ignore value while waiting for the key matrix to settle
ldh a, [rP1]
ldh a, [rP1] ; this read counts
or a, $F0 ; A7-4 = 1; A3-0 = unpressed keys
.knownret
ret
PlaySoundFromRegB:
; Activate audio system
ld a, $80 ; Bit 7 a 1 para activar el sistema de sonido
ld [rNR52], a
; Configurar la longitud del tono y el ciclo de trabajo para el Canal 2
ld a, %01000000 ; NR21 - Longitud del tono (los 6 bits menos significativos), Ciclo de trabajo (los 2 bits más significativos)
ld [rNR21], a
; Configurar la envolvente de volumen para el Canal 2
ld a, %11110010 ; NR22 - Inicializar volumen (primeros 4 bits), Dirección de la envolvente (bit 3), Periodo de la envolvente (últimos 3 bits)
ld [rNR22], a
; Configurar la frecuencia baja del tono (1000Hz) para el Canal 2
;ld a, b ; NR23 - Parte baja de la frecuencia del tono (1000Hz)
ld a, b
ld [rNR23], a
; Configurar la frecuencia alta del tono (1000Hz) y activar el canal para el Canal 2
ld a, %10000111 ; NR24 - Parte alta de la frecuencia del tono (primeros 3 bits), Iniciar y parar el tono (bit 7)
ld [rNR24], a
ret
PlaySound:
ld b, 0
; A and B has same sound, modify B to append extra sound
ld a, [wCurKeys]
and a, PADF_B
jp z, PlaySound1
ld b, $77
PlaySound1:
ld a, [wCurKeys]
and a, PADF_A
jp z, PlaySound2
ld b, $57
PlaySound2:
; Activate audio system
ld a, $80 ; Bit 7 a 1 para activar el sistema de sonido
ld [rNR52], a
; Configurar la longitud del tono y el ciclo de trabajo para el Canal 2
ld a, %01000000 ; NR21 - Longitud del tono (los 6 bits menos significativos), Ciclo de trabajo (los 2 bits más significativos)
ld [rNR21], a
; Configurar la envolvente de volumen para el Canal 2
ld a, %11110010 ; NR22 - Inicializar volumen (primeros 4 bits), Dirección de la envolvente (bit 3), Periodo de la envolvente (últimos 3 bits)
ld [rNR22], a
; Configurar la frecuencia baja del tono (1000Hz) para el Canal 2
;ld a, b ; NR23 - Parte baja de la frecuencia del tono (1000Hz)
ld a, [wCurKeys]
add a, b ; add B pressed value
ld [rNR23], a
; Configurar la frecuencia alta del tono (1000Hz) y activar el canal para el Canal 2
ld a, %10000111 ; NR24 - Parte alta de la frecuencia del tono (primeros 3 bits), Iniciar y parar el tono (bit 7)
ld [rNR24], a
ret
StopSound:
; Detener el sonido en el Canal 2
ld a, %00000000 ; NR24 - Iniciar y parar el tono (bit 7 a 0)
ld [rNR24], a
ret
Done:
jp Done
Tilemap:
db $00, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $02, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $05, $06, $05, $06, $05, $06, $05, $06, $05, $06, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $0A, $0B, $0C, $0D, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $0E, $0F, $10, $11, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $12, $13, $14, $15, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $07, $03, $16, $17, $18, $19, $03, 0,0,0,0,0,0,0,0,0,0,0,0
db $04, $09, $09, $09, $09, $09, $09, $09, $09, $09, $09, $09, $09, $07, $03, $03, $03, $03, $03, $03, 0,0,0,0,0,0,0,0,0,0,0,0
TilemapEnd:
Tiles:
dw `33333333
dw `33333333
dw `33333333
dw `33322222
dw `33322222
dw `33322222
dw `33322211
dw `33322211
dw `33333333
dw `33333333
dw `33333333
dw `22222222
dw `22222222
dw `22222222
dw `11111111
dw `11111111
dw `33333333
dw `33333333
dw `33333333
dw `22222333
dw `22222333
dw `22222333
dw `11222333
dw `11222333
dw `33333333
dw `33333333
dw `33333333
dw `33333333
dw `33333333
dw `33333333
dw `33333333
dw `33333333
dw `33322211
dw `33322211
dw `33322211
dw `33322211
dw `33322211
dw `33322211
dw `33322211
dw `33322211
dw `22222222
dw `20000000
dw `20111111
dw `20111111
dw `20111111
dw `20111111
dw `22222222
dw `33333333
dw `22222223
dw `00000023
dw `11111123
dw `11111123
dw `11111123
dw `11111123
dw `22222223
dw `33333333
dw `11222333
dw `11222333
dw `11222333
dw `11222333
dw `11222333
dw `11222333
dw `11222333
dw `11222333
dw `00000000
dw `00000000
dw `00000000
dw `00000000
dw `00000000
dw `00000000
dw `00000000
dw `00000000
dw `11001100
dw `11111111
dw `11111111
dw `21212121
dw `22222222
dw `22322232
dw `23232323
dw `33333333
; Paste your logo here:
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222211
dw `22222211
dw `22222211
dw `22222222
dw `22222222
dw `22222222
dw `11111111
dw `11111111
dw `11221111
dw `11221111
dw `11000011
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `11222222
dw `11222222
dw `11222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222211
dw `22222200
dw `22222200
dw `22000000
dw `22000000
dw `22222222
dw `22222222
dw `22222222
dw `11000011
dw `11111111
dw `11111111
dw `11111111
dw `11111111
dw `11111111
dw `11111111
dw `11000022
dw `11222222
dw `11222222
dw `11222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222200
dw `22222200
dw `22222211
dw `22222211
dw `22221111
dw `22221111
dw `22221111
dw `11000022
dw `00112222
dw `00112222
dw `11112200
dw `11112200
dw `11220000
dw `11220000
dw `11220000
dw `22222222
dw `22222222
dw `22222222
dw `22000000
dw `22000000
dw `00000000
dw `00000000
dw `00000000
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `22222222
dw `11110022
dw `11110022
dw `11110022
dw `22221111
dw `22221111
dw `22221111
dw `22221111
dw `22221111
dw `22222211
dw `22222211
dw `22222222
dw `11220000
dw `11110000
dw `11110000
dw `11111111
dw `11111111
dw `11111111
dw `11111111
dw `22222222
dw `00000000
dw `00111111
dw `00111111
dw `11111111
dw `11111111
dw `11111111
dw `11111111
dw `22222222
dw `11110022
dw `11000022
dw `11000022
dw `00002222
dw `00002222
dw `00222222
dw `00222222
dw `22222222
TilesEnd:
Paddle:
dw `13333331
dw `30000003
dw `13333331
dw `00000000
dw `00000000
dw `00000000
dw `00000000
dw `00000000
PaddleEnd:
SECTION "Counter", wram0
wFrameCoutner: db
SECTION "Input Variables", WRAM0
wCurKeys: db
wNewKeys: db