diff --git a/.gitignore b/.gitignore index 89efb0f..65ba2cf 100644 --- a/.gitignore +++ b/.gitignore @@ -1,2 +1,3 @@ build *.swp +*.swo diff --git a/Makefile b/Makefile index b49a37a..5825962 100644 --- a/Makefile +++ b/Makefile @@ -11,7 +11,16 @@ ROM_OUTPUT=${BUILD}/${NAME}.gb OBJECT_OUTPUT=${BUILD}/${NAME}.o SYMFILE_OUTPUT=${BUILD}/${NAME}.sym +LICENSEE="tA" +OLDLIC="0x33" +MBC="0x00" +VERSION="0" +PAD="0xFF" +RAM="0x00" + +PP_FLAGS=-f lhg -j -t ${NAME} -k ${LICENSEE} -l ${OLDLIC} -m ${MBC} -n ${VERSION} -p ${PAD} -r ${RAM} + all : ${ENTRY} ${ASSEMBLER} -o ${OBJECT_OUTPUT} ${ENTRY} \ && ${LINKER} -o ${ROM_OUTPUT} -n ${SYMFILE_OUTPUT} ${OBJECT_OUTPUT} \ - && ${POSTPROC} -v -p 0 ${ROM_OUTPUT} + && ${POSTPROC} -v ${PP_FLAGS} ${ROM_OUTPUT} diff --git a/README.md b/README.md index ba72b1a..aa879d8 100644 --- a/README.md +++ b/README.md @@ -2,6 +2,17 @@ just me messing about trying to learn gameboy assembly +currently have an animation engine supporting: + * arbitary sized frames + * multiple actors + * multiple animation states per actor (up to 128) + * arbitary number of frames + * arbitary time per frame of animation + * distinct animation timers per actor + * distinct colour palletes per tile in frame (limit 2 as per hardware) + * arbitary position of tiles in the tile bank per actor type + * arbitary positioning of tiles in each frame, including overlapping + == requisites == built using `rgbds`, will need to be installed for makefile to compile @@ -11,3 +22,66 @@ built using `rgbds`, will need to be installed for makefile to compile simply run `make` in the root directory to build the ROM will appear as a `.gb` file in `./build` + +== actor format == + +each actor has the following header: + +``` +ActorROM:: +.structs: + dw ActorIdle + dw VillagerWaving +``` + +where each pointer under `.structs` is another structure in memory. these pointers may be shared between different actor definitions, however the tilesets for each actor will need to be compatible with the same animation for this to work. + +each animation state has the following definition: + +``` +VillagerWaving:: + db 90 + db 15 + dw .vwFrame01 + db 15 + dw .vwFrame02 + db 15 + dw .vwFrame03 + db 15 + dw .vwFrame04 + db 15 + dw .vwFrame05 + db 15 + dw .vwFrame06 +``` + +the first byte contains the total number of frames this animation will run for, and then each following set of 3 bytes contains: + * the number of ticks this animation frame persists for + * a pointer to the frame data + +each frame has the following data: + +``` +.vwFrame01 + db (.vwFrame01End - @) / 4 + db 8, -16, 17, 0 + db 8, -8, 18, 0 + db 0, -16, 19, OAMF_PAL1 + db 0, -8, 20, OAMF_PAL1 + db -8, -16, 21, 0 + db -8, -8, 22, 0 +.vwFrame01End +``` + +the first byte is the number of tiles present in this frame of animation (analogous to the number of lines in the frame struct). + +each following line is 4 bytes, pertaining to (respectively): + + * the x offset of this tile + * the y offset of this tile + * the tile offset + * the attributes byte + +the position offsets do not need to take into account the gameboys blanket sprite offsets, and the tile offset is zero indexed, and will be added to another offset based on where this actors tiles lie in memory. + +the attribute byte is `xor`ed with the defaults in order to facilitate other pallettes or tile flips. diff --git a/ass/grass.ass b/ass/grass.ass new file mode 100644 index 0000000..476661f --- /dev/null +++ b/ass/grass.ass @@ -0,0 +1,5 @@ +SECTION "Grass Tile", ROM0 +grassTiles:: +DB $00,$00,$00,$00,$20,$00,$02,$00 +DB $04,$00,$44,$00,$20,$00,$00,$00 +grassTilesEnd:: diff --git a/ass/villager.ass b/ass/villager.ass new file mode 100644 index 0000000..e7db7c0 --- /dev/null +++ b/ass/villager.ass @@ -0,0 +1,32 @@ +SECTION "VillagerWaving", ROM0 + +VillagerTiles:: +DB $1F,$18,$3F,$20,$7F,$48,$74,$57 +DB $26,$25,$0E,$09,$0E,$0A,$1E,$12 +DB $F8,$18,$FC,$04,$FE,$12,$2E,$EA +DB $64,$A4,$70,$90,$70,$50,$78,$48 +DB $0F,$08,$1F,$12,$1D,$16,$1F,$10 +DB $0F,$09,$07,$04,$03,$02,$07,$04 +DB $F0,$10,$F8,$48,$B8,$68,$F8,$08 +DB $F0,$90,$E0,$20,$C0,$40,$E0,$20 +DB $00,$00,$00,$00,$00,$00,$00,$00 +DB $01,$01,$03,$02,$03,$02,$07,$04 +DB $00,$00,$00,$00,$00,$00,$00,$00 +DB $80,$80,$C0,$40,$C0,$40,$E0,$20 +DB $0F,$08,$1F,$10,$1F,$12,$1D,$16 +DB $0F,$08,$07,$05,$03,$02,$07,$04 +DB $F0,$10,$F8,$08,$F8,$48,$B8,$68 +DB $F0,$10,$E0,$A0,$C0,$40,$E0,$20 +DB $07,$04,$1F,$18,$3F,$20,$7C,$4F +DB $76,$55,$2E,$29,$0E,$0A,$1E,$12 +DB $E0,$20,$F8,$18,$FC,$04,$3E,$F2 +DB $6E,$AA,$74,$94,$70,$50,$78,$48 +DB $0F,$08,$1F,$12,$1D,$16,$1F,$10 +DB $0F,$09,$07,$04,$03,$02,$1F,$1C +DB $F0,$10,$F8,$48,$B8,$68,$F8,$08 +DB $F0,$90,$E0,$20,$C0,$40,$F8,$38 +DB $3F,$20,$7F,$48,$77,$54,$24,$27 +DB $06,$05,$0E,$09,$0E,$0A,$1E,$12 +DB $FC,$04,$FE,$12,$EE,$2A,$24,$E4 +DB $60,$A0,$70,$90,$70,$50,$78,$48 +VillagerTilesEnd:: diff --git a/src/.animation.asm.swo b/ass/villager.gbr similarity index 66% rename from src/.animation.asm.swo rename to ass/villager.gbr index 3d68081..f9e4ff1 100644 Binary files a/src/.animation.asm.swo and b/ass/villager.gbr differ diff --git a/src/actor.asm b/src/actor.asm index d25d022..ef1baee 100644 --- a/src/actor.asm +++ b/src/actor.asm @@ -7,7 +7,7 @@ SECTION "Actor", ROM0 ActorROM:: .structs: dw ActorIdle -.tiles: + dw VillagerWaving ActorIdle:: db 60 db 15 @@ -49,3 +49,77 @@ ActorIdle:: db 0, -8, 15, 0 db 0, 0, 16, 0 .frameVoEnd + +VillagerWaving:: + db 90 + db 15 + dw .vwFrame01 + db 15 + dw .vwFrame02 + db 15 + dw .vwFrame03 + db 15 + dw .vwFrame04 + db 15 + dw .vwFrame05 + db 15 + dw .vwFrame06 +.vwFrame01 + db (.vwFrame01End - @) / 4 + db 8, -16, 17, 0 + db 8, -8, 18, 0 + db 0, -16, 19, OAMF_PAL1 + db 0, -8, 20, OAMF_PAL1 + db -8, -16, 21, 0 + db -8, -8, 22, 0 +.vwFrame01End + +.vwFrame02 + db (.vwFrame02End - @) / 4 + db 8, -16, 17, 0 + db 8, -8, 18, 0 + db 0, -16, 23, OAMF_PAL1 + db 0, -8, 24, OAMF_PAL1 + db -8, -16, 21, 0 + db -8, -8, 22, 0 +.vwFrame02End + +.vwFrame03 + db (.vwFrame03End - @) / 4 + db 8, -16, 25, 0 + db 8, -8, 26, 0 + db 0, -16, 23, OAMF_PAL1 + db 0, -8, 24, OAMF_PAL1 + db -8, -16, 21, 0 + db -8, -8, 22, 0 +.vwFrame03End + +.vwFrame04 + db (.vwFrame04End - @) / 4 + db 8, -16, 17, 0 + db 8, -8, 18, 0 + db 0, -16, 23, OAMF_PAL1 + db 0, -8, 24, OAMF_PAL1 + db -8, -16, 21, 0 + db -8, -8, 22, 0 +.vwFrame04End + +.vwFrame05 + db (.vwFrame05End - @) / 4 + db 8, -16, 17, 0 + db 8, -8, 18, 0 + db 0, -16, 19, OAMF_PAL1 + db 0, -8, 20, OAMF_PAL1 + db -8, -16, 21, 0 + db -8, -8, 22, 0 +.vwFrame05End + +.vwFrame06 + db (.vwFrame06End - @) / 4 + db 8, -16, 29, 0 + db 8, -8, 30, 0 + db 0, -16, 27, OAMF_PAL1 + db 0, -8, 28, OAMF_PAL1 + db -8, -16, 21, 0 + db -8, -8, 22, 0 +.vwFrame06End diff --git a/src/animation.asm b/src/animation.asm index ff75495..3b1f88b 100644 --- a/src/animation.asm +++ b/src/animation.asm @@ -7,28 +7,32 @@ bytes 1, XPos bytes 1, GFXCounter bytes 1, GFXState - words 1, GFXData bytes 1, TileData + words 1, GFXData end_struct SECTION "Actor STructs", WRAM0 dstruct Actor, Player + dstruct Actor, NPC01 + dstruct Actor, NPC02 + dstruct Actor, NPC03 + dstruct Actor, NPC04 + dstruct Actor, NPC05 -SECTION "Animation Variables", WRAM0 +SECTION "Animation Variables", HRAM -wCameraX: dw -wCameraY: dw +hCameraX: dw +hCameraY: dw -wWorkingX: dw -wWorkingY: dw -wWorkingScreenX: db -wWorkingScreenY: db -wWorkingState: db -wWorkingCounter: db -wWorkingData: dw -wWorkingTile: db -wWorkingEnd: +hWorkingX: dw +hWorkingY: dw +hWorkingScreenX: db +hWorkingScreenY: db +hWorkingState: db +hWorkingCounter: db +hWorkingData: dw +hWorkingTile: db SECTION "Animations Subs", ROM0 @@ -47,117 +51,105 @@ SECTION "Animations Subs", ROM0 RenderActor:: ; @input: hl <- Player ; @input: de <- ShadowOAM place - ld a, [hli] ; a <- YPos - ld [wWorkingScreenY], a - ld a, [hli] ; a <- XPos - ld [wWorkingScreenX], a - push hl - ld a, [hli] ; a <- GFXCounter - ld [wWorkingCounter], a - ld a, [hli] ; a <- GFXState - ld [wWorkingState], a - ld a, [hli] ; a <- GFXData(Low) - ld [wWorkingData+1], a - ld a, [hli] ; a <- GFXData (High) - ld [wWorkingData], a - ld a, [hl] ; a <- TileData - ld [wWorkingTile], a -; fin loading data - ld a, [wWorkingData] + ; clobbers af, bc, de, hl + + ld a, [hli] ; a <- YPos + ldh [hWorkingScreenY], a + ld a, [hli] ; a <- XPos + ldh [hWorkingScreenX], a + push hl ; save counter pointer on stack + ld a, [hli] ; a <- GFXCounter + ldh [hWorkingCounter], a + ld a, [hli] ; a <- GFXState + ldh [hWorkingState], a + ld a, [hli] ; a <- TileData + ldh [hWorkingTile], a + ld a, [hli] ; a <- GFXData(Low) + ld h, [hl] ; a <- GFXData (High) ld l, a - ld a, [wWorkingData+1] - ld h, a -; add actor struct offset saved in wWorkingState - ld a, [wWorkingState] - rlca ; double state offset because of word length + + ld a, [hWorkingState] ; add actor struct offset saved in wWorkingState + rlca ; double state offset because of word length add a, l ld l, a adc a, h sub l - ld h, a ; hl contains state struct pointer - ld a, [hli] - ld b, a - ld a, [hl] - ld l, b - ld h, a - ld a, [hli] ; a <- state frame limit - ld b, a - ld a, [wWorkingCounter] + ld h, a ; hl contains state struct pointer + + ld a, [hli] ; + ld h, [hl] ; derefence [hl] + ld l, a ; + + ld a, [hWorkingCounter] inc a - ld c, a - ld a, b - ld b, c + ld b, a + ld a, [hli] ; a <- state frame limit cp b ld a, b jr nc, .continueAnimation xor a .continueAnimation - ; TODO: make counter 0 indexed so doesnt skip first frame - ld [wWorkingCounter], a - ld b, h - ld c, l - pop hl - ld [hl], a - ld h, b - ld l, c -.loopFrameFind - ld b, a ; b <- current frame count - ld a, [hli] ; a <- next frame block - ld c, a - ld a, b - ld b, c - sub b - jr z, .foundFrame - jr c, .foundFrame + ldh [hWorkingCounter], a + ld b, h ; + ld c, l ; save current hl + pop hl ; restore counter wram pointer + ld [hl], a ; + ld h, b ; restore hl + ld l, c ; + + ld c, a ; save current frame in c + xor a ; set a = 0 +.loopFrameFind ; + ld b, a ; b <- current total + ld a, [hli] ; a <- next frame tick limit + add b ; add to limit + cp c ; compare to limit + jr nc, .foundFrame ; if no carry, cum total > current frame inc hl inc hl jr .loopFrameFind + .foundFrame ld a, [hli] - ld b, a - ld a, [hl] - ld h, a - ld l, b ; hl <- pointer to frame data + ld h, [hl] + ld l, a ; hl <- pointer to frame data ld a, [hli] - ld b, a ; b <- sprite counter + ld b, a ; b <- sprite counter + .spriteLoop - ; load Y position, then offset by -16 - ld a, [hli] + + ld a, [hli] ; load Y position, then offset by -16 ld c, a - ld a, [wWorkingScreenY] + ld a, [hWorkingScreenY] add c ld c, 16 add c - ld [de], a ; store YPos in shadowOAM + ld [de], a ; store YPos in shadowOAM inc de - ; load X position, then offset by -8 - ld a, [hli] + + ld a, [hli] ; load X position, then offset by -8 ld c, a - ld a, [wWorkingScreenX] + ld a, [hWorkingScreenX] add c ld c, 8 add c - ld [de], a ; store YPos in shadowOAM + ld [de], a ; store XPos in shadowOAM inc de - ; load tile offset, and add to base tile pointer - ld a, [hli] + + ld a, [hli] ; load tile offset, and add to base tile pointer ld c, a - ld a, [wWorkingTile] + ld a, [hWorkingTile] add c ld [de], a inc de - ; load attributes and xor them - ld a, [hli] + + ld a, [hli] ; load attributes and xor them ld c, a - ld a, 0 ; TO DO: set base attributes + ld a, 0 ; TO DO: set base attributes xor c ld [de], a inc de - ; end of single sprite - dec b + + dec b ; end of single sprite jr nz, .spriteLoop ret - -BUFFER EQU 160 -TRUE EQU $42 -FALSE EQU $69 diff --git a/src/defines.asm b/src/defines.asm index 665352f..28323c3 100644 --- a/src/defines.asm +++ b/src/defines.asm @@ -12,19 +12,8 @@ P1F_DPAD EQU $20 SECTION "ROM Vars", ROM0 -dPlayerWidth: db 2 -dPlayerHeight: db 2 -dPlayerSpriteTiles: db $01, $02, $09, $0A - SECTION "WRAM Vars", WRAM0[$C000] -X: dw -N: dw -ANS: db - -rPlayerX: db -rPlayerY: db - SECTION "HRAM Vars", HRAM hVBlankFlag: db diff --git a/src/entry.asm b/src/entry.asm index 185cd8a..a65f801 100644 --- a/src/entry.asm +++ b/src/entry.asm @@ -6,9 +6,9 @@ INCLUDE "src/actor.asm" SECTION "Program Start", ROM0[$150] Start: - ei ld a, IEF_VBLANK ld [rIE], a + ei xor a ld [hVBlankFlag], a call Wait_VBlank @@ -17,40 +17,130 @@ Start: call Clear_Map call Clear_OAM call Load_Tiles - ; call Load_Map + call Load_Map ld a, %11100100 ld [rBGP], a ld [rOBP0], a + ld a, %11000100 + ld [rOBP1], a xor a ld [rSCY], a ld [rSCX], a ld [rNR52], a - ld a, LCDCF_ON | LCDCF_OBJON | LCDCF_BGON - ld [rLCDC], a call CopyDMARoutine - ld a, 72 + ld a, $3F ld [Player_YPos], a - ld a, 80 + ld a, $3A ld [Player_XPos], a - xor a + ld a, $FF ld [Player_GFXCounter], a + ld a, 1 ld [Player_GFXState], a + xor a ld [Player_TileData], a ld a, HIGH(ActorROM) - ld [Player_GFXData], a + ld [Player_GFXData+1], a ld a, LOW(ActorROM) - ld [Player_GFXData + 1], a + ld [Player_GFXData], a + + ld a, $71 + ld [NPC01_YPos], a + ld a, $8C + ld [NPC01_XPos], a + ld a, 20 + ld [NPC01_GFXCounter], a + ld a, 1 + ld [NPC01_GFXState], a + xor a + ld [NPC01_TileData], a + ld a, HIGH(ActorROM) + ld [NPC01_GFXData+1], a + ld a, LOW(ActorROM) + ld [NPC01_GFXData], a + + ld a, $15 + ld [NPC02_YPos], a + ld a, $1C + ld [NPC02_XPos], a + ld a, 30 + ld [NPC02_GFXCounter], a + ld a, 1 + ld [NPC02_GFXState], a + xor a + ld [NPC02_TileData], a + ld a, HIGH(ActorROM) + ld [NPC02_GFXData+1], a + ld a, LOW(ActorROM) + ld [NPC02_GFXData], a + + ld a, $29 + ld [NPC03_YPos], a + ld a, $90 + ld [NPC03_XPos], a + ld a, 40 + ld [NPC03_GFXCounter], a + ld a, 1 + ld [NPC03_GFXState], a + xor a + ld [NPC03_TileData], a + ld a, HIGH(ActorROM) + ld [NPC03_GFXData+1], a + ld a, LOW(ActorROM) + ld [NPC03_GFXData], a + + ld a, $71 + ld [NPC04_YPos], a + ld a, $4F + ld [NPC04_XPos], a + ld a, 50 + ld [NPC04_GFXCounter], a + ld a, 1 + ld [NPC04_GFXState], a + xor a + ld [NPC04_TileData], a + ld a, HIGH(ActorROM) + ld [NPC04_GFXData+1], a + ld a, LOW(ActorROM) + ld [NPC04_GFXData], a + + ld a, $4A + ld [NPC05_YPos], a + ld a, $67 + ld [NPC05_XPos], a + ld a, $FF + ld [NPC05_GFXCounter], a + ld a, 1 + ld [NPC05_GFXState], a + xor a + ld [NPC05_TileData], a + ld a, HIGH(ActorROM) + ld [NPC05_GFXData+1], a + ld a, LOW(ActorROM) + ld [NPC05_GFXData], a + + ld a, LCDCF_ON | LCDCF_OBJON | LCDCF_BGON + ld [rLCDC], a game_loop: - call Wait_VBlank + call Hide_OAM call Read_Pad call PC_Update - call Clear_OAM ld de, wShadowOAM ld hl, Player call RenderActor + ld hl, NPC01 + call RenderActor + ld hl, NPC02 + call RenderActor + ld hl, NPC03 + call RenderActor + ld hl, NPC04 + call RenderActor + ld hl, NPC05 + call RenderActor + call Wait_VBlank ld a, HIGH(wShadowOAM) call hOAMDMA jr game_loop diff --git a/src/header.asm b/src/header.asm index 1ee56d4..fc3680a 100644 --- a/src/header.asm +++ b/src/header.asm @@ -2,44 +2,9 @@ ; Gameboy Header ;----------------- -SECTION "Header", ROM0[$100] - -; Jump to the "Start" label -; which we must define ourselves - -EntryPoint: - nop +SECTION "Entry", ROM0[$100] + di jp Start; -; ROM Header $104 to $150 -RomHeader: -; Nintendo Logo $104-$133 - db $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D - db $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 - db $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E -; Title (11 characters) $134-$13E - db "ANIMATION",$00,$00 -; Manufacturer Code (4 characters) $13F-$142 - db "LATA" -; CGB Flag $143 - db $00 -; Licensee Code (2 characters) $144-$145 - db "00" -; SGB Flag $146 - db $00 -; Cartridge Type $147 - db $00 -; ROM Size $148 - db $00 -; RAM Size $149 - db $00 -; Destination Code $14A - db $01 -; Depreciated Licensee Code $14B - db $33 -; Version Number $14C - db $00 -; Header Checksum $14D - db $00 -; Global Checksum $14E-$14F - db $00, $00 + ; Reserve space for header + ds $150 - @, 0 diff --git a/src/main.asm b/src/main.asm index ed34230..eb728d1 100644 --- a/src/main.asm +++ b/src/main.asm @@ -2,6 +2,8 @@ INCLUDE "inc/hardware.inc" INCLUDE "inc/structs.asm" INCLUDE "ass/parecivo.ass" INCLUDE "ass/tiles.ass" +INCLUDE "ass/grass.ass" +INCLUDE "ass/villager.ass" INCLUDE "ass/map.ass" INCLUDE "src/animation.asm" INCLUDE "src/entry.asm" diff --git a/src/misc.asm b/src/misc.asm index 4edbb4e..86e096a 100644 --- a/src/misc.asm +++ b/src/misc.asm @@ -1,102 +1,3 @@ -Player_To_OAM: -; -- first loop -- - ld hl, wShadowOAM - ld a, [dPlayerHeight] - ld b, a - ld d, 16 - ld a, [rPlayerY] - add d ; d has the base Y value (counting offsets) - ld d, a -.fouter - ld a, [dPlayerWidth] - ld c, a ; c is finner counter -.finner - ld a, d - ld [hl], a - ld a, 4 - call .add4hl -; end of finner loop - dec c - jr nz, .finner - ld a, d - ld d, 8 - add d - ld d, a -; end of fouter loop - dec b - jr nz, .fouter -; -- second loop -- - ld hl, wShadowOAM+1 - ld a, [dPlayerHeight] - ld b, a -.souter - ld d, 8 - ld a, [rPlayerX] - add d - ld d, a - ld a, [dPlayerWidth] - ld c, a -.sinner - ld a, d - ld [hl], a - add 8 - ld d, a - ld a, 4 - call .add4hl - dec c - jr nz, .sinner - dec b - jr nz, .souter -; -- third loop -- - ld hl, wShadowOAM+2 - ld de, dPlayerSpriteTiles - ld a, [dPlayerHeight] - ld b, a - ld a, [dPlayerWidth] - ld c, a - xor a -.tloop1 - add b - dec c - jr nz, .tloop1 - ld c, a -.tloop2 - ld a, [de] - ld [hl], a - ld a, 4 - call .add4hl - inc de - dec c - jr nz, .tloop2 -; -- fourth loop -- - ld hl, wShadowOAM+3 - ld a, [dPlayerHeight] - ld b, a - ld a, [dPlayerWidth] - ld c, a - xor a -.lloop1 - add b - dec c - jr nz, .lloop1 - ld c, a -.lloop2 - xor a - ld [hl], a - ld a, 4 - call .add4hl - dec c - jr nz, .lloop2 - ret - -.add4hl: - add a, l ; a = low + old_l - ld l, a ; a = low + old_l = new_l - adc a, h ; a = new_l + old_h + carry - sub l ; a = old_h + carry - ld h, a - ret - PC_Update: ld b, 0 ld c, 0 @@ -130,6 +31,14 @@ PC_Update: ld a, [Player_YPos] add b ld [Player_YPos], a +.a: + ld a, [hNewKeys] + and %00000001 ; a pressed + cp %00000001 + jr nz, .end + ld a, [Player_GFXState] + xor %00000001 + ld [Player_GFXState], a .end: ret @@ -146,6 +55,20 @@ Clear_OAM: jr nz, .loop ret +Hide_OAM: + ld hl, wShadowOAM + ld c, (wShadowOAMEnd - wShadowOAM) / 4 +.loop: + xor a + ld [hl], a + ld a, l + or 3 + inc a + ld l, a + dec c + jr nz, .loop + ret + Clear_Map: ld hl, _SCRN0 ld bc, _SCRN0_END - _SCRN0 @@ -160,20 +83,24 @@ Clear_Map: Load_Tiles: ld hl, _BGTILES - ld de, parecivo_tile_data - ld bc, parecivo_tile_data_size + ld de, grassTiles + ld bc, grassTilesEnd - grassTiles call MemCpy ld hl, _VRAM ld de, parecivo_tile_data ld bc, parecivo_tile_data_size call MemCpy - ret - -Load_Map: - ld hl, _SCRN0 - ld de, Map - ld bc, Map_Size + ld de, VillagerTiles + ld bc, VillagerTilesEnd - VillagerTiles call MemCpy ret - +Load_Map: + xor a + ld hl, _SCRN0 + ld c, 0 +.loop + ld [hl], a + dec c + jr nz, .loop + ret diff --git a/src/textRendering.asm b/src/textRendering.asm new file mode 100644 index 0000000..4171cca --- /dev/null +++ b/src/textRendering.asm @@ -0,0 +1,6 @@ +;---------------- +; Text Rendering +;---------------- + +; Aims +; Get a renderable text to the graphics window, diff --git a/testing/ISSOtm.asm b/testing/ISSOtm.asm deleted file mode 100644 index 0e2deee..0000000 --- a/testing/ISSOtm.asm +++ /dev/null @@ -1,54 +0,0 @@ -PlayerGfx:: -INCLUDE "res/actors/player.pal.asm" ; CGB palette - db OAMF_PAL1 ; Additional attr - dw PlayerTiles - -PlayerTiles: - ; number of tiles: - db (.displayStructs - .tiles) / 16 -.tiles -INCBIN "res/actors/player.2bpp" -.displayStructs - dw PlayerStandingUp - dw PlayerWalkingUp - dw PlayerStandingDown - dw PlayerWalkingDown - dw PlayerStandingLeft - dw PlayerWalkingLeft - dw PlayerStandingRight - dw PlayerWalkingRight - -PlayerWalkingDown: - db $20 - db 8 - dw .frame0 - db 8 - dw .frame1 - db 8 - dw .frame0 - db 8 - dw .frame2 - -.frame0 - db (.frame0End - @) / 4 - db -31, -8, 0, 0 - db -15, -8, 2, 0 - db -31, 0, 4, 0 - db -15, 0, 6, 0 -.frame0End - -.frame1 - db (.frame1End - @) / 4 - db -31, -8, 8, 0 - db -15, -8, 10, 0 - db -31, 0, 12, 0 - db -15, 0, 14, 0 -.frame1End - -.frame2 - db (.frame2End - @) / 4 - db -31, -8, 16, 0 - db -15, -8, 18, 0 - db -31, 0, 20, 0 - db -15, 0, 22, 0 -.frame2End