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Copy pathscoundrel.asm
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2209 lines (1897 loc) · 44.9 KB
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INCLUDE "hardware.inc"
INCLUDE "charmap.inc"
MACRO ENUM
RSRESET
ENDM
MACRO ENUM_END
RSRESET
ENDM
MACRO ENUM_MEMBER
def \1 rb
ENDM
ENUM VRAM_QUEUE
ENUM_MEMBER VRAM_QUEUE_COMPLETE
ENUM_MEMBER VRAM_QUEUE_PENDING
ENUM_MEMBER VRAM_QUEUE_PAUSED
ENUM_END
; Setting up a game state enum
ENUM STATE
ENUM_MEMBER STATE_INIT
ENUM_MEMBER STATE_ROOM
ENUM_MEMBER STATE_SELECT
ENUM_MEMBER STATE_SELECT_ATTACK
ENUM_MEMBER STATE_SHOW_DAMAGE
ENUM_MEMBER STATE_END_TURN
ENUM_MEMBER STATE_END_WIN
ENUM_MEMBER STATE_END_LOSE
ENUM_MEMBER STATE_COUNT
ENUM_END
SECTION "rst28", ROM0[$0028]
JumpTable::
push de
ld e, a
ld d, 0
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
; SECTION "rst30", ROM0[$0030]
ld l, a
pop de
jp hl
SECTION "Joypad Interrupt", ROM0[INT_HANDLER_JOYPAD]
JoypadInterrupt:
push af
ldh A, [rLY]
ldh [hLY], A
pop af
reti
SECTION "VBlank Interrupt", ROM0[INT_HANDLER_VBLANK]
VBlankInterrupt:
; This instruction is equivalent to `ret` and `ei`
push af
push bc
push de
push hl
jp VBlankHandler
SECTION "VBlank Handler", ROM0
VBlankHandler:
; Now we just have to `pop` those registers and return!
; Make sure to use `ldh` for HRAM and registers, and not a regular `ld`
ld a, %11100100
ldh [rBGP], a
ld A, STAT_LYC
ldh [rSTAT], A
ldh a, [hFrameCounter]
inc a
ldh [hFrameCounter], a
ld a, 1
ldh [hVBlankFlag], a
; update OAM
ld a, HIGH(wShadowOAM)
call hOAMDMA
call ReadVRAMUpdate
pop hl
pop de
pop bc
pop af
reti
SECTION "STAT Interrupt", ROM0[INT_HANDLER_STAT]
HBlankInterrupt:
; This needs to be super fast
; This instruction is equivalent to `ret` and `ei`
push af
jp StatHandler
SECTION "STAT Handler", ROM0
StatHandler:
ldh A, [rSTAT]
and A, STAT_LYCF
jr z, :+
call WaitForHBlank
ld a, %00011011
ld [rBGP], a
jr .handlerComplete
:
ldh A, [hUpdateVRAMFlag]
cp A, $2
jr nz, .handlerComplete
push BC
push DE
push HL
call ReadVRAMUpdate
pop HL
pop DE
pop BC
.handlerComplete
pop af
reti
SECTION "Header", ROM0[$100]
jp EntryPoint
ds $150 - @, 0 ; Make room for the header
EntryPoint:
di
ld SP, $E000 ; reposition the stack pointer to the end of WRAM
call CopyDMARoutine
; ----------------------
; Audio setup
ld a,AUDTERM_4_LEFT|AUDTERM_4_RIGHT |AUDTERM_1_LEFT|AUDTERM_1_RIGHT
ldh [rAUDTERM], a ; Pan channel 1 left and right.
; Turn on audio circuitry
ld a,AUDENA_ON
ldh [rAUDENA], a ; Turn on the audio system.
ld a,$77
ldh [rAUDVOL], a ; Max volume.
; ------------------
; Enable the VBLANK interrupt
ld a, IE_VBLANK | IE_JOYPAD
ldh [rIE], a
; Clear rIF for safety
xor a, a ; This is equivalent to `ld a, 0`!
ldh [rIF], a
; Do not turn the LCD off outside of VBlank
call WaitForVBlank
; Turn the LCD off
ld a, 0
ldh [rLCDC], a
; Copy the tile data
ld de, Tiles
ld hl, $8000
ld bc, TilesEnd - Tiles
call MemCopy
; Copy the tilemap
ld de, TitleTilemap
ld hl, $9800
ld bc, TitleTilemapEnd - TitleTilemap
call MemCopy
ld d, 0
ld bc, 160 ; 160 bytes, 4 * 40
ld hl, wShadowOAM
call Memset
; Set up the VRAM update queue
ld d, 0
ld bc, (256 * 4)
ld hl, wQueue
call Memset
xor a
ldh [hUpdateVRAMFlag], a
ld a, LOW(wQueue)
ld [wQueuePtr], a
ld a, HIGH(wQueue)
ld [wQueuePtr+1], a
; Turn the LCD on
; Combine flag constants defined in hardware.inc into a single value with logical ORs and load it into A
; Note that some of these constants (LCDCF_OBJOFF, LCDCF_WINOFF) are zero, but are included for clarity
ld A, 134 - WX_OFS
ldh [rLYC], A ; this is a line prior so we can pull some HBlank trickery
inc A
ld A, 144
ldh [rWY], A
ld A, $07
ldh [rWX], A
ld a, LCDC_ON | LCDC_BLOCK01 | LCDC_BG_ON | LCDC_OBJ_OFF | LCDC_WIN_OFF
ldh [rLCDC], a ; Enable and configure the LCD to show the background
; During the first (blank) frame, initialize background palette
ld a, %11100100
ld [rBGP], a
; Initialize data to 0
ld a, 0
ldh [hScene], a
ldh [hFrameCounter], a
ld [wCurKeys], a
ld [wNewKeys], a
ld a, 1
ldh [hRNGState], a
ei
GameLoop:
call PauseForVBlank
; We didn't quite finish the VRAM update, skip a frame
ldh A, [hUpdateVRAMFlag]
and A
jr z, :+
jr GameLoop
:
call ResetVRAMQueue
call UpdateKeys
; Check which scene we're in
ldh a, [hScene]
cp a, 2 ; 1 = Game
jp nz, .skipEnd
call UpdateGameoverScene
jp .endGameLoop
.skipEnd
ldh a, [hScene]
cp a, 1 ; 1 = Game
jp nz, .skipGame
call UpdateGameScene
jp .endGameLoop
; Do game loop processing
.skipGame
call UpdateTitleScene
; Default to the title screen
.endGameLoop
call ConcludeVRAMQueue
jp GameLoop
; ----------------------------
InitGameScene:
; Turn the LCD off
call WaitForVBlank
di
ld a, 0
ld [wRunFlag], a
ld [wCursor], a
ld [wMenuCursor], a
ld [wCardFlags], a
ld [wActions], a
ld [wHealFlag], a
ldh [hGameState], a
; Display set up
ld A, STAT_LYC
ldh [rSTAT], A
; Enable the VBLANK interrupt
ld a, IE_VBLANK | IE_STAT
ldh [rIE], a
ld a, 0
ldh [rLCDC], a ; LCD Off
; Setup the game board
ld de, GameTilemap
ld bc, GameTilemapEnd - GameTilemap
ld hl, $9800
call MemCopy
ld de, HealthTilemap
ld hl, $9A00
ld bc, HealthTilemapEnd - HealthTilemap
call MemCopy
ld de, AttackMenuTilemap
ld hl, $9C00
ld bc, AttackMenuTilemapEnd - AttackMenuTilemap
call MemCopy
; we're ready now
; enable the background
; enable the window
; turn on the display
ld a, LCDC_ON | LCDC_BLOCK01 | LCDC_BG_ON | LCDC_OBJ_ON | LCDC_WIN_ON | LCDC_WIN_9C00
ldh [rLCDC], a
ld a, %11100100
ldh [rOBP0], a
ldh [rOBP1], a
ei
ret
; ----------------------------
; ----------------------------
UpdateGameScene:
ldh A, [hGameState]
ld HL, StateJumpTable
rst JumpTable
call DrawCursorSprites
call UpdateCardGraphics
ret
GameInit:
;; init health
ld a, $14
ld [wHealth], a
xor A
ld [wLastCard], a
; set room
ld d, 0
ld bc, 6
ld hl, wCards
call Memset
; initialize the deck with cards
; suit by suit
;
; cards are encoded $xz
; x = suit 0:none 4:spade, 3:club, 1: heart, 2:diamonds, 5:special (joker?)
; z = value, 2-14
ld hl, wDeck
ld c, $09 ;
ld b, $10 ; suit
call InitSuit
ld c, $09 ;
ld b, $20 ; suit
call InitSuit
ld c, $0D ;
ld b, $40 ; suit
call InitSuit
ld c, $0D ;
ld b, $30 ; suit
call InitSuit
ld a, 44
ld [wDeckSize], a
ld hl, wDeckTop
ld a, 0
ld [hl], a
; pointer for the bottom of the deck, should point at the next open slot in circular buffer
ld hl, wDeckBottom
ld a, [wDeckSize]
ld [hl], a
call InitRNGState
call ShuffleDeck
ld A, STATE_ROOM
ldh [hGameState], A
ld A, [wCardFlags]
or A, $C0 ; Only update the deck count and health
ld [wCardFlags], A
ret
GameDrawRoom:
; Draw cards to fill the room
xor A
ld C, 4
; loop through four slots
; if a slot is empty, check if there's a card in the deck to draw
; if so, draw and insert.
ld DE, wCards
.loopStart
ld A, [DE] ; card = cards[i]
swap a
and a, $0F ; check the suit to see if a card is present
jr nz, .loopDec
call DrawCard
; put card into A
ld [DE], A ; card[i] = drawCard(deck); i++
.loopDec
inc DE
dec C
jr nz, .loopStart
.loopExit
ld A, [wCardFlags]
or A, $8F ; Only update the deck count and health
ld [wCardFlags], A
ld A, STATE_SELECT
ldh [hGameState], A
ret
; ---------------------------------
; A = card
BuryCard:
ld D, A
ld A, [wDeckBottom]
ld E, A
ld A, D
ld D, HIGH(wDeck)
ld [DE], A ; deck[bottom] = A
; check deck bounds
ld A, E
inc A
cp A, 48 ; 48 is max allocated size for deck buffer I guess
jr c, .finishMove
ld A, 0
.finishMove
ld [wDeckBottom], A
ld HL, wDeckSize
inc [HL]
ret
; ---------------------------------
CalculateScore:
ld A, [wDeckTop]
ld L, A ; L = top
ld A, [wDeckBottom]
ld D, A
cp A, L ; top == bottom?
jr z, .emptyDeck
ld A, [wHealth]
ld B, A ; B = card value
ld H, HIGH(wDeck)
ld A, 0
ld B, 0
.loop
ld A, [HL]
ld C, A ; C = card
and A, $F0 ; get suit
swap A
cp A, 3 ; a <= 2, we skip
jr c, .skipCard
ld A, C
and A, $0F
adc A, B ; score -= card value
ld B, A
.skipCard
inc HL
ld A, L
cp A, 48 ; ccheck if we overran the list
jr c, .checkExit
ld L, 0
.checkExit
ld A, L
cp A, D ; A == D
jr nz, .loop
.exit
ld A, [wHealth]
sbc A, B
cpl
inc A
jr .end
.emptyDeck
ld A, [wHealth]
cp A, 20
; health is 20, check if last card was a health potion
jr c, .end
ld B, A ; B = score
ld A, [wLastCard]
ld C, A ; C = card
and A, $F0 ; get suit
swap A
cp A, 1 ; a != 1, we skip
jr z, .addLast
ld A, B
jr .end
.addLast
ld A, C
and A, $0F
add A, B ; A = score + last card
.end
ret
PlayNoiseSound:
ld a, 56
ldh [rAUD4LEN], a ; Set length. Adjust to taste.
ld a, AUD4ENV_INIT_VOLUME | AUD4ENV_DOWN | AUD4ENV_PACE
ldh [rAUD4ENV], a ; Set volume envelope. Adjust to taste.
ld a, %0101_0000 | AUD4POLY_7STEP | %00000_100
ldh [rAUD4POLY], a ; Randomness/period
ld a, AUD4GO_RESTART | AUD4GO_LENGTH_ON
ldh [rAUD4GO], a
ret
PlayLowSound:
ld a, AUD1LEN_DUTY_12_5
ldh [rAUD1LEN], a ; Set PWM duty. Adjust to taste.
ld a, $71
ldh [rAUD1ENV], a ; Set volume envelope. Adjust to taste.
ld a, $01
ldh [rAUD1LOW], a ; Low portion of pitch value. $00-ff. Adjust to taste.
ld a, AUD1HIGH_RESTART | $0
ldh [rAUD1HIGH], a ; High portion of pitch value. $0-7. Adjust to taste.
ret
PlayHighSound:
ld a, AUD1LEN_DUTY_75
ldh [rAUD1LEN], a ; Set PWM duty. Adjust to taste.
ld a, $71
ldh [rAUD1ENV], a ; Set volume envelope. Adjust to taste.
ld a, $FF
ldh [rAUD1LOW], a ; Low portion of pitch value. $00-ff. Adjust to taste.
ld a, AUD1HIGH_RESTART | $4
ldh [rAUD1HIGH], a ; High portion of pitch value. $0-7. Adjust to taste.
ret
; ---------------------------------
DrawCard:
push DE
ld D, 0
; Read the
ld A, [wDeckBottom]
ld E, A ; E = bottom
ld A, [wDeckTop]
cp A, E ; top == bottom?
jr z, .emptyDeck
ld H, HIGH(wDeck)
ld L, A
ld B, [HL] ; A = deck[top]
ld [HL], D
inc A
cp A, 48 ; 48 is max allocated size for deck buffer I guess
jr c, .finishMove
ld A, 0
.finishMove
ld [wDeckTop], A
ld A, B
ld HL, wDeckSize
dec [HL]
jr .finishDraw
.emptyDeck
xor A ; No value here if we're empty deck
.finishDraw
pop DE
ret
; ---------------------------------
HideAttackCursor:
ld A, 144
ldh [rWY], A
ld hl, wShadowOAM + (4 * 4)
xor A
ld [hli], A
ld [hli], A
ld [hli], A
ld [hl], A
ret
; ---------------------------------
DrawAttackMenu:
ld A, 112
ldh [rWY], A
ld hl, wShadowOAM + (4 * 4)
ld A, 128
ld [hli], A
ld A, [wMenuCursor]
and A
jr nz, .punch
ld a, 33
ld [hli], A
jr .exit
.punch
ld a, 97
ld [hli], A
.exit
ld a, $5B
ld [hli], A
ld a, $00
ld [hl], A
ret
; ---------------------------------
GameEnd:
ld A, 2
ldh [hScene], A
call InitGameoverScene
ret
MoveMenuCursor:
ld A, [wMenuCursor]
xor $01
ld [wMenuCursor], A
ret
GameShowDamageInit:
ld A, 30
ld [hChangeTimer], A
ld A, [hChangeValue]
call BCDSplit ; A is ones, B is 10s
inc A
ldh [hChangeOnes], A
ld A, B
inc A
ldh [hChangeTens], A
ld A, STATE_SHOW_DAMAGE
ldh [hGameState], A
ret
GameShowDamage:
ldh A, [hChangeTimer]
dec A
ld [hChangeTimer], A
jr z, .stateComplete
cp A, 15
jr c, .zeroMove
sub A, 15
srl A
jr .skipZero
.zeroMove
xor A
.skipZero
add A, 136
ld B, A
ld hl, wShadowOAM + (5 * 4)
ld A, B
ld [hli], A
ld A, 112
ld [hli], A
ld A, $0C
ld [hli], A
xor A
ld [hli], A
ld A, B
ld [hli], A
ld A, 120
ld [hli], A
ldh A, [hChangeTens]
ld [hli], A
xor A
ld [hli], A
ld A, B
ld [hli], A
ld A, 128
ld [hli], A
ldh A, [hChangeOnes]
ld [hli], A
xor A
ld [hl], A
ret
.stateComplete
ld A, STATE_SELECT
ldh [hGameState], A
ld hl, wShadowOAM + (5 * 4)
xor A
ld [hli], A
ld [hli], A
ld [hli], A
ld [hli], A
;
ld [hli], A
ld [hli], A
ld [hli], A
ld [hli], A
;
ld [hli], A
ld [hli], A
ld [hli], A
ld [hl], A
ret
GameSelectAttack:
ld a, [wNewKeys]
and a, PAD_LEFT | PAD_RIGHT
jr z, :+
call MoveMenuCursor
:
ld a, [wNewKeys]
and a, PAD_A
jr z, :+
call PlayNoiseSound
jp CompleteAttackAction
:
ld a, [wNewKeys]
and a, PAD_B
jr z, :+
ld A, STATE_SELECT
ldh [hGameState], A
jp HideAttackCursor
:
; tail call
jp DrawAttackMenu
; ----------------------------
CompleteAttackAction:
ld A, STATE_SELECT
ldh [hGameState], A
ld A, [hCardValue]
ld C, A
ld A, [wMenuCursor]
and A
jr z, .weapon
; punch
ld B, C
ld A,B
ldh [hChangeValue], A
call DecreaseHealth
call GameShowDamageInit
jr .cleanup
.weapon
ldh A, [hAttackValue]
; A = weapon value
; B = enemy value
sub A, C ; A = A - B
jr nc, .weaponComplete ; c: B > A (overflow damage)
cpl A
inc A
ldh [hChangeValue], A
ld B, A
call DecreaseHealth
call GameShowDamageInit
.weaponComplete
; copy enemy to weapon power
ldh A, [hCardSuit]
swap A
or C ; A = combined card
ld [wCards + 5], A
ld A, [wCardFlags]
or a, $20
ld [wCardFlags], a
.cleanup
call DiscardSelection
ld A, [wCardFlags]
or a, $40
ld [wCardFlags], a
ld A, [wActions]
inc A
ld [wActions], A
jp HideAttackCursor
; -----------------------------------
GameEndTurn:
xor A
ld [wActions], A
ld [wHealFlag], A
ld [wRunFlag], A
ld A, STATE_ROOM
ldh [hGameState], A
ret
; -----------------------------------
GameSelectMove:
ld a, [wActions]
cp a, 3
jr nz, .skip
ld A, STATE_END_TURN
ldh [hGameState], A
.skip
call CheckEndConditions
ld a, [wNewKeys]
and a, PAD_UP | PAD_DOWN
jr z, :+
call MoveCursorRow
:
ld a, [wNewKeys]
and a, PAD_LEFT
jr z, :+
call MoveCursorLeft
:
ld a, [wNewKeys]
and a, PAD_RIGHT
jr z, :+
call MoveCursorRight
:
ld a, [wNewKeys]
and a, PAD_A
jr z, :+
call PerformGameAction
:
ret
; ---------------------------------
CheckEndConditions:
; Check end condition
ld A, [wHealth]
and A
ld A, STATE_END_LOSE
jr z, .gameEnded
ld A, [wDeckSize]
and A
jr nz, .complete
; iterate over the room?
ld C, 4
ld HL, wCards
.loopStart
ld A, [HLI] ; card = cards[i]
swap a
and a, $0F ; check the suit to see if a card is present
jr nz, .complete
dec C
jr nz, .loopStart
ld A, STATE_END_WIN
jr z, .gameEnded
jr .complete
.gameEnded
ldh [hGameState], A
.complete
ret
; ---------------------------------
PerformGameAction:
ld A, [wCursor]
cp A, 4
jr nz, .notDeck
call PerformRedraw
jr .complete
.notDeck
ld DE, wCards
add A, E
ld E, A
ld A, [DE] ; card = cards[i]
ld [wLastCard], A
; now do something with card
ld B, A
swap a
and a, $0F ; check the suit to see if a card is present
jr z, .complete
ldh [hCardSuit], A ; save the suit
ld A, B
and A, $0F ; split value
ldh [hCardValue], A ; save the value
ldh A, [hCardSuit]
ld HL, PerformActionTable
rst JumpTable
and A
jr nz, .complete ; if not zero, we didn't complete an action
call DiscardSelection
.actionComplete
ld A, [wActions]
inc A
ld [wActions], A
.complete
ret
; ---------------------------------
PerformNone:
ret
PerformHeal:
ld A, [wHealFlag]
or A ; fast compare to 0
jr nz, .complete ; skip if we healed on this turn already
ld A, [hCardValue]
ld B, A
call IncreaseHealth
ld A, [wCardFlags]
or a, $40
ld [wCardFlags], a
ld A, 1
ld [wHealFlag], A
call PlayHighSound
.complete
xor A
ret
PerformWeaponPickup:
ld A, [hCardValue]
ld B, A
ld A, [hCardSuit]
swap A
or B
ld [wCards + 4], A
; clear weapon power stack
xor A
ld [wCards + 5], A
ld A, [wCardFlags]
or a, $30
ld [wCardFlags], a
call PlayLowSound
xor A
ret
PerformAttack:
; if a weapon is equipped
; if no monster killed yet, open menu
; check last killed with value
; if so, open the menu, presenting punch and strike options
; else punch it.
ld A, [hCardValue]
ld B, A ; b = target
ld A, [wCards + 4] ; get value of weapon?
ld C, A ; C = weapon
swap a
and a, $0F ; check the suit to see if a weapon is present
jr z, .punch ; no weapon equipped, jump to punch
ld A, [wCards + 5] ; check last monster killed
ld D, A ; D = last monster
swap a
and a, $0F ;
jr z, .setWeapon ; no monster killed yet, open menu to choose
; compare the current weapon strength with the target
ld A, D ; A = last monster [total]
and A, $0F ; get value of monster
ld D, A ; D = weapon strength
inc B
cp A, B ; weapon - monster?
jr nc, .setWeapon
dec B
jr .punch
.setWeapon
ld A, C
and A, $0F
ldh [hAttackValue], A
.openMenu
call DuplicateHealthBar
ld A, 112
ldh [rWY], A
xor A
ld [wMenuCursor], A
ld A, STATE_SELECT_ATTACK
ldh [hGameState], A
; A must not be zero
jr .complete
.punch
ld A,B
ldh [hChangeValue], A
call DecreaseHealth
call GameShowDamageInit
ld A, [wCardFlags]
or a, $40
ld [wCardFlags], a
call PlayNoiseSound
xor A