split into several files
This commit is contained in:
320
Code/automata.asm
Normal file
320
Code/automata.asm
Normal file
@@ -0,0 +1,320 @@
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INCLUDE "hardware.inc"
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; automata buffers with 4 cells per byte
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; 2x2 bytes per cell, bit ordering:
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; ___ ___
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; |0 1| |0 1|
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; |2 3| eg. |1 0| is %0110 = 6
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; ‾‾‾ ‾‾‾
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; bits 4, 5, 6 and 7 are not used
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EXPORT Buffer0
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SECTION "Automata buffer 0", WRAM0, ALIGN[9]
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Buffer0: ds 20 * 18
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EXPORT Buffer1
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SECTION "Automata buffer 1", WRAM0, ALIGN[9]
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Buffer1: ds 20 * 18
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SECTION "Automata data", HRAM
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New: ds 1 ; high byte of pointer to bufferX
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Old: ds 1 ; high byte of pointer to bufferX
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Progress: ds 1; low byte of pointer to bufferX, common to new and old
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XLoop: ds 1
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YLoop: ds 1
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AddConstantToHL: MACRO
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IF \1 == 1
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inc hl
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ELIF \1 == -1
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dec hl
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ELIF \1 > 0 && \1 <= 255
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ld a, l
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add a, \1
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ld l, a
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jr nc, .nocarry1\@
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inc h
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.nocarry1\@
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ELIF \1 > -255 && \1 < 0
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ld a, l
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sub a, -(\1)
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ld l, a
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jr nc, .nocarry2\@
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ld l, a
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dec h
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.nocarry2\@
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ELIF \1 > 255
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ld a, l
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add a, LOW(\1)
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ld l, a
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ld a, h
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adc a, HIGH(\1)
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ld h, a
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ELIF \1 <= -255
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ld a, l
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sub a, LOW(-(\1))
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ld l, a
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ld a, h
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sbc a, HIGH(-(\1))
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ld h, a
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ELSE
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ENDC
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ENDM
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AddLiveNeighbors: MACRO
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; \1 offset
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; \2 is mask for 2x2 cell
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; D must be high byte of a BitsSet table (for 0..15)
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; C register will be incremented with number of alive neighbors
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; moves HL with given offset
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; destroys A, E
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; does not touch B
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; load current 2x2 cell and mask out bits that are not neighbors
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AddConstantToHL \1
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ld a, [hl]
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and a, \2
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; count bits set
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ld e, a
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ld a, [de]
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; add to alive
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add a, c
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ld c, a
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ENDM
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Conway: MACRO
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; \1 = bit of target cell in 2x2 group
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; (\2, \3), (\4, \5), (\6, \7) = (offset to neighbor, neighbor mask)
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;
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; B will be updated with cell result
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; destroys all other registers
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; reset alive counter
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ld c, 0
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; Check all neighbors
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AddLiveNeighbors 0, (~(1 << \1)) & $F
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AddLiveNeighbors \2, \3
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AddLiveNeighbors \4 - \2, \5
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AddLiveNeighbors \6 - \4, \7
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AddConstantToHL -(\6)
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; if there are 3 neighbors, it's always alive
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ld a, c
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cp a, 3
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jr z, .alive\@
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; if there are only 2 neighbors, it's alive only if it was dead
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cp a, 2
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jr nz, .dead\@
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; load current old cell and test if alive
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ld a, [hl]
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bit \1, a
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jr z, .dead\@
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.alive\@
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set \1, b
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.dead\@
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ENDM
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; \1..\8 offset to neighbors
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; destroys all registers
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ConwayGroup: MACRO
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ld d, HIGH(BitsSet)
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; load old pointer into hl
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ldh a, [Old]
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ld h, a
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ldh a, [Progress]
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ld l, a
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; reset result
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xor a
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ld b, a
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; compute all 4 cells in current 2x2 cell group
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Conway 0, \5, 10, \6, 8, \7, 12
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Conway 1, \1, 5, \7, 12, \8, 4
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Conway 2, \5, 10, \4, 2, \3, 3
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Conway 3, \1, 5, \3, 3, \2, 1
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; load new pointer
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ldh a, [New]
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ld h, a
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; save result to new buffer
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ld [hl], b
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ENDM
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EXPORT UpdateAutomata
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SECTION "Update Automata", ROM0
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UpdateAutomata:
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.topleft
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; handle top left corner
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ConwayGroup 1, 21, 20, 39, 19, 359, 340, 341
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; advance to next cell in top row
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ld hl, Progress
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inc [hl]
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; handle all cells in top row except corners
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ld a, 18
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.top
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ld [XLoop], a
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; handle top row cell
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ConwayGroup 1, 21, 20, 19, -1, 339, 340, 341
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; advance to next cell in top row
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ld hl, Progress
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inc [hl]
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; loop horizontally
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ld a, [XLoop]
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dec a
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jp nz, .top
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; handle top right corner
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.topright
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ConwayGroup -19, 1, 20, 19, -1, 339, 340, 321
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; advance pointers to next row
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ld hl, Progress
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inc [hl]
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ld a, 16
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.leftcolumn
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ld [YLoop], a
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; handle first element in row
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ConwayGroup 1, 21, 20, 39, 19, -1, -20, -19
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; advance to next cell
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ld hl, Progress
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inc [hl]
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ld a, 18
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.inner
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ld [XLoop], a
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; handle element inside row
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ConwayGroup 1, 21, 20, 19, -1, -21, -20, -19
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; advance to next cell
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ld hl, Progress
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inc [hl]
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jr nz, .noCarry
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ld hl, Old
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inc [hl]
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ld hl, New
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inc [hl]
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.noCarry
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; loop horizontally
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ld a, [XLoop]
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dec a
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jp nz, .inner
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; handle last element in row
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.rightcolumn
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ConwayGroup -19, 1, 20, 19, -1, -21, -20, -39
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; advance to next row
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ld hl, Progress
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inc [hl]
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; loop vertically
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ld a, [YLoop]
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dec a
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jp nz, .leftcolumn
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; handle bottom left element
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.bottomleft
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ConwayGroup 1, -339, -340, -321, 19, -1, -20, -19
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; advance to next cell in bottom row
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ld hl, Progress
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inc [hl]
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; handle all cells in bottom row except corners
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ld a, 18
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.bottom
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ld [XLoop], a
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; handle top row cell
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ConwayGroup 1, -339, -340, -341, -1, -21, -20, -19
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; advance to next cell in top row
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ld hl, Progress
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inc [hl]
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; loop horizontally
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ld a, [XLoop]
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dec a
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jp nz, .bottom
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; handle last element
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.bottomright
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ConwayGroup -19, -359, -340, -341, -1, -21, -20, -39
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ret
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EXPORT SwapBuffers, InitAutomata
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SECTION "Swap Buffers", ROM0
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SwapBuffers:
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; check which buffer has just been rendered
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ldh a, [Old]
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cp a, HIGH(Buffer1)
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jr nc, .newToBuffer1
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.newToBuffer0
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; set old and rendered pointers to buffer1
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ld a, HIGH(Buffer1)
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ldh [Old], a
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ldh [Rendered + 1], a
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; set new pointer to buffer0
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ld a, HIGH(Buffer0)
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ldh [New], a
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; set video pointer to first tilemap
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ld a, HIGH(_SCRN1)
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ldh [Video + 1], a
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; display bg 9800 that has just been filled
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
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ld [rLCDC], a
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jr InitAutomata.resetLow
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.newToBuffer1
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InitAutomata:
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; set old and rendered pointers to buffer0
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ld a, HIGH(Buffer0)
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ldh [Old], a
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ldh [Rendered + 1], a
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; set new pointer to buffer1
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ld a, HIGH(Buffer1)
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ldh [New], a
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; set video pointer to second tilemap
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ld a, HIGH(_SCRN0)
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ldh [Video + 1], a
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; display bg 9C00 that has just been filled
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9C00
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ld [rLCDC], a
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.resetLow
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; reset low bytes of pointers
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xor a
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ldh [Progress], a
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ldh [Rendered], a
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ldh [Video], a
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ret
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50
Code/data.asm
Normal file
50
Code/data.asm
Normal file
@@ -0,0 +1,50 @@
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INCLUDE "hardware.inc"
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EXPORT BitsSet
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SECTION "Bits Set", ROM0, ALIGN[8]
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BitsSet:
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db 0; 0 = 0000
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db 1; 1 = 0001
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db 1; 2 = 0010
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db 2; 3 = 0011
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db 1; 4 = 0100
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db 2; 5 = 0101
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db 2; 6 = 0110
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db 3; 7 = 0111
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db 1; 8 = 1000
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db 2; 9 = 1001
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db 2; 10 = 1010
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db 3; 11 = 1011
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db 2; 12 = 1100
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db 3; 13 = 1101
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db 3; 14 = 1110
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db 4; 15 = 1111
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EXPORT DefaultMap
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SECTION "Default Map", ROM0
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DefaultMap:
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; 20x18 map with a glider on the top left corner
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db 2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 3, 1, 0, 0, 0, 0, 0, 1, 2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 9,12, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 3, 1, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 5, 0,10,10, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 1,12, 6, 2,12, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0,12, 4, 0,12, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 5, 0,10,10, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 1, 0, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 3, 1, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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EXPORT Tiles, TilesEnd
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SECTION "Graphics", ROM0
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Tiles:
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INCBIN "Tiles.bin"
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TilesEnd: ds 0
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563
Code/main.asm
563
Code/main.asm
@@ -1,183 +1,8 @@
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INCLUDE "hardware.inc"
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RENDER_IN_HBL EQU 0
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EMPTY_BG_TILE EQU 17
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_VRAM_BG_TILES EQU $9000
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SECTION "Memory Copy", ROM0
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; hl = destination
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; de = source
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; bc = count
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MemoryCopy:
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ld a, [de]
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ld [hl+], a
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inc de
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dec bc
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ld a, b
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or c
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jr nz, MemoryCopy
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ret
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SECTION "Memory Set", ROM0
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; hl = destination
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; d = data
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; bc = count
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MemorySet:
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ld a, d
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ld [hl+], a
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dec bc
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ld a, b
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or c
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jr nz, MemorySet
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ret
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; \1: sprite ID
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; \2: X position
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; \3: Y position
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; \4: tile number
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; \5: flags
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SetSprite: MACRO
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ld hl, _OAMRAM + \1 * 4
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ld a, \3
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ld [hl+], a
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ld a, \2
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ld [hl+], a
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ld a, \4
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ld [hl+], a
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ld a, \5
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ld [hl+], a
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ENDM
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AddConstantToHL: MACRO
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IF \1 == 1
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inc hl
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ELIF \1 == -1
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dec hl
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ELIF \1 > 0 && \1 <= 255
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||||
ld a, l
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add a, \1
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ld l, a
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jr nc, .nocarry1\@
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inc h
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.nocarry1\@
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ELIF \1 > -255 && \1 < 0
|
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ld a, l
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||||
sub a, -(\1)
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||||
ld l, a
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jr nc, .nocarry2\@
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ld l, a
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dec h
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.nocarry2\@
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ELIF \1 > 255
|
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ld a, l
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add a, LOW(\1)
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ld l, a
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||||
ld a, h
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adc a, HIGH(\1)
|
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ld h, a
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ELIF \1 <= -255
|
||||
ld a, l
|
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sub a, LOW(-(\1))
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||||
ld l, a
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||||
ld a, h
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sbc a, HIGH(-(\1))
|
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ld h, a
|
||||
ELSE
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ENDC
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||||
ENDM
|
||||
|
||||
AddLiveNeighbors: MACRO
|
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; \1 offset
|
||||
; \2 is mask for 2x2 cell
|
||||
; D must be high byte of a BitsSet table (for 0..15)
|
||||
; C register will be incremented with number of alive neighbors
|
||||
; moves HL with given offset
|
||||
; destroys A, E
|
||||
; does not touch B
|
||||
|
||||
; load current 2x2 cell and mask out bits that are not neighbors
|
||||
AddConstantToHL \1
|
||||
ld a, [hl]
|
||||
and a, \2
|
||||
|
||||
; count bits set
|
||||
ld e, a
|
||||
ld a, [de]
|
||||
|
||||
; add to alive
|
||||
add a, c
|
||||
ld c, a
|
||||
ENDM
|
||||
|
||||
Conway: MACRO
|
||||
; \1 = bit of target cell in 2x2 group
|
||||
; (\2, \3), (\4, \5), (\6, \7) = (offset to neighbor, neighbor mask)
|
||||
;
|
||||
; B will be updated with cell result
|
||||
; destroys all other registers
|
||||
|
||||
; reset alive counter
|
||||
ld c, 0
|
||||
|
||||
; Check all neighbors
|
||||
AddLiveNeighbors 0, (~(1 << \1)) & $F
|
||||
AddLiveNeighbors \2, \3
|
||||
AddLiveNeighbors \4 - \2, \5
|
||||
AddLiveNeighbors \6 - \4, \7
|
||||
AddConstantToHL -(\6)
|
||||
|
||||
; if there are 3 neighbors, it's always alive
|
||||
ld a, c
|
||||
cp a, 3
|
||||
jr z, .alive\@
|
||||
|
||||
; if there are only 2 neighbors, it's alive only if it was dead
|
||||
cp a, 2
|
||||
jr nz, .dead\@
|
||||
|
||||
; load current old cell and test if alive
|
||||
ld a, [hl]
|
||||
bit \1, a
|
||||
jr z, .dead\@
|
||||
|
||||
.alive\@
|
||||
set \1, b
|
||||
|
||||
.dead\@
|
||||
ENDM
|
||||
|
||||
; \1..\8 offset to neighbors
|
||||
; destroys all registers
|
||||
ConwayGroup: MACRO
|
||||
|
||||
ld d, HIGH(BitsSet)
|
||||
|
||||
; load old pointer into hl
|
||||
ldh a, [Old]
|
||||
ld h, a
|
||||
ldh a, [Progress]
|
||||
ld l, a
|
||||
|
||||
; reset result
|
||||
xor a
|
||||
ld b, a
|
||||
|
||||
; compute all 4 cells in current 2x2 cell group
|
||||
Conway 0, \5, 10, \6, 8, \7, 12
|
||||
Conway 1, \1, 5, \7, 12, \8, 4
|
||||
Conway 2, \5, 10, \4, 2, \3, 3
|
||||
Conway 3, \1, 5, \3, 3, \2, 1
|
||||
|
||||
; load new pointer
|
||||
ldh a, [New]
|
||||
ld h, a
|
||||
|
||||
; save result to new buffer
|
||||
ld [hl], b
|
||||
ENDM
|
||||
|
||||
SECTION "Header", ROM0[$100]
|
||||
EntryPoint:
|
||||
di
|
||||
@@ -192,19 +17,6 @@ Start:
|
||||
xor a
|
||||
ld [rNR52], a
|
||||
|
||||
; set old and rendered pointers to buffer0
|
||||
ld a, HIGH(Buffer0)
|
||||
ldh [Old], a
|
||||
ldh [Rendered + 1], a
|
||||
|
||||
; set new pointer to buffer1
|
||||
ld a, HIGH(Buffer1)
|
||||
ldh [New], a
|
||||
|
||||
; set video pointer to first tilemap
|
||||
ld a, HIGH(_SCRN0)
|
||||
ldh [Video + 1], a
|
||||
|
||||
; enable v-blank interrupt
|
||||
ld a, IEF_VBLANK
|
||||
ld [rIE], a
|
||||
@@ -255,6 +67,8 @@ Start:
|
||||
ld bc, 20 * 18
|
||||
call MemoryCopy
|
||||
|
||||
call InitAutomata
|
||||
|
||||
; enable h-blank interrupt in lcd stat
|
||||
ld a, STATF_MODE00
|
||||
ld [rSTAT], a
|
||||
@@ -264,373 +78,8 @@ Start:
|
||||
ld [rLCDC], a
|
||||
|
||||
.mainloop
|
||||
; reset low bytes of pointers
|
||||
xor a
|
||||
ldh [Progress], a
|
||||
ldh [Rendered], a
|
||||
ldh [Video], a
|
||||
|
||||
; start rendering
|
||||
ld a, 20
|
||||
ldh [TilesLeft], a
|
||||
ld a, 18
|
||||
ldh [LinesLeft], a
|
||||
|
||||
; enable v-blank and lcd stat interrupt for h-blank
|
||||
; rendering routine is too slow for lcdc right now so disabled
|
||||
IF RENDER_IN_HBL != 0
|
||||
ld a, IEF_VBLANK | IEF_LCDC
|
||||
ELSE
|
||||
ld a, IEF_VBLANK
|
||||
ENDC
|
||||
ld [rIE], a
|
||||
xor a
|
||||
ei
|
||||
ldh [rIF], a
|
||||
|
||||
.topleft
|
||||
; handle top left corner
|
||||
ConwayGroup 1, 21, 20, 39, 19, 359, 340, 341
|
||||
|
||||
; advance to next cell in top row
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
|
||||
; handle all cells in top row except corners
|
||||
ld a, 18
|
||||
.top
|
||||
ld [XLoop], a
|
||||
|
||||
; handle top row cell
|
||||
ConwayGroup 1, 21, 20, 19, -1, 339, 340, 341
|
||||
|
||||
; advance to next cell in top row
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
|
||||
; loop horizontally
|
||||
ld a, [XLoop]
|
||||
dec a
|
||||
jp nz, .top
|
||||
|
||||
; handle top right corner
|
||||
.topright
|
||||
ConwayGroup -19, 1, 20, 19, -1, 339, 340, 321
|
||||
|
||||
; advance pointers to next row
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
|
||||
ld a, 16
|
||||
.leftcolumn
|
||||
ld [YLoop], a
|
||||
|
||||
; handle first element in row
|
||||
ConwayGroup 1, 21, 20, 39, 19, -1, -20, -19
|
||||
|
||||
; advance to next cell
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
|
||||
ld a, 18
|
||||
.inner
|
||||
ld [XLoop], a
|
||||
|
||||
; handle element inside row
|
||||
ConwayGroup 1, 21, 20, 19, -1, -21, -20, -19
|
||||
|
||||
; advance to next cell
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
jr nz, .noCarry
|
||||
ld hl, Old
|
||||
inc [hl]
|
||||
ld hl, New
|
||||
inc [hl]
|
||||
.noCarry
|
||||
|
||||
; loop horizontally
|
||||
ld a, [XLoop]
|
||||
dec a
|
||||
jp nz, .inner
|
||||
|
||||
; handle last element in row
|
||||
.rightcolumn
|
||||
ConwayGroup -19, 1, 20, 19, -1, -21, -20, -39
|
||||
|
||||
; advance to next row
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
|
||||
; loop vertically
|
||||
ld a, [YLoop]
|
||||
dec a
|
||||
jp nz, .leftcolumn
|
||||
|
||||
; handle bottom left element
|
||||
.bottomleft
|
||||
ConwayGroup 1, -339, -340, -321, 19, -1, -20, -19
|
||||
|
||||
; advance to next cell in bottom row
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
|
||||
; handle all cells in bottom row except corners
|
||||
ld a, 18
|
||||
.bottom
|
||||
ld [XLoop], a
|
||||
|
||||
; handle top row cell
|
||||
ConwayGroup 1, -339, -340, -341, -1, -21, -20, -19
|
||||
|
||||
; advance to next cell in top row
|
||||
ld hl, Progress
|
||||
inc [hl]
|
||||
|
||||
; loop horizontally
|
||||
ld a, [XLoop]
|
||||
dec a
|
||||
jp nz, .bottom
|
||||
|
||||
; handle last element
|
||||
.bottomright
|
||||
ConwayGroup -19, -359, -340, -341, -1, -21, -20, -39
|
||||
|
||||
; wait end of rendering
|
||||
.waitRender
|
||||
ldh a, [LinesLeft]
|
||||
ld b, a
|
||||
ldh a, [TilesLeft]
|
||||
or a, b
|
||||
jr z, .swap
|
||||
halt
|
||||
jr .waitRender
|
||||
|
||||
.swap
|
||||
|
||||
IF RENDER_IN_HBL != 0
|
||||
; enable only v-blank interrupt and wait for vbl
|
||||
ld a, IEF_VBLANK
|
||||
ld [rIE], a
|
||||
xor a
|
||||
ldh [rIF], a
|
||||
halt
|
||||
ENDC
|
||||
|
||||
; check which buffer has just been rendered
|
||||
ldh a, [Old]
|
||||
cp a, HIGH(Buffer1)
|
||||
jr nc, .newToBuffer1
|
||||
|
||||
.newToBuffer0
|
||||
; set old and rendered pointers to buffer1
|
||||
ld a, HIGH(Buffer1)
|
||||
ldh [Old], a
|
||||
ldh [Rendered + 1], a
|
||||
|
||||
; set new pointer to buffer0
|
||||
ld a, HIGH(Buffer0)
|
||||
ldh [New], a
|
||||
|
||||
; set video pointer to first tilemap
|
||||
ld a, HIGH(_SCRN1)
|
||||
ldh [Video + 1], a
|
||||
|
||||
; display bg 9800 that has just been filled
|
||||
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
|
||||
ld [rLCDC], a
|
||||
|
||||
jr .resetLowBytes
|
||||
|
||||
.newToBuffer1
|
||||
; set old and rendered pointers to buffer0
|
||||
ld a, HIGH(Buffer0)
|
||||
ldh [Old], a
|
||||
ldh [Rendered + 1], a
|
||||
|
||||
; set new pointer to buffer1
|
||||
ld a, HIGH(Buffer1)
|
||||
ldh [New], a
|
||||
|
||||
; set video pointer to second tilemap
|
||||
ld a, HIGH(_SCRN0)
|
||||
ldh [Video + 1], a
|
||||
|
||||
; display bg 9C00 that has just been filled
|
||||
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9C00
|
||||
ld [rLCDC], a
|
||||
|
||||
.resetLowBytes
|
||||
|
||||
call StartRender
|
||||
call UpdateAutomata
|
||||
call WaitRender
|
||||
call SwapBuffers
|
||||
jp .mainloop
|
||||
|
||||
SECTION "V-Blank Interrupt Handler", ROM0[$40]
|
||||
VBlankInterruptHandler:
|
||||
jr LCDStatInterruptHandler
|
||||
|
||||
SECTION "LCD Stat Interrupt Handler", ROM0[$48]
|
||||
LCDStatInterruptHandler:
|
||||
; save registers
|
||||
push af
|
||||
push bc
|
||||
|
||||
; check there are tiles to render
|
||||
ldh a, [LinesLeft]
|
||||
or a
|
||||
jr z, .exit
|
||||
|
||||
; move lines left to B
|
||||
ld b, a
|
||||
|
||||
push de
|
||||
push hl
|
||||
|
||||
.render
|
||||
; load buffer pointer into DE
|
||||
ld hl, Video
|
||||
ld a, [hl+]
|
||||
ld d, [hl]
|
||||
ld e, a
|
||||
|
||||
; load video pointer into HL
|
||||
ld hl, Rendered
|
||||
ld a, [hl+]
|
||||
ld h, [hl]
|
||||
ld l, a
|
||||
|
||||
; load counters
|
||||
ldh a, [TilesLeft]
|
||||
ld c, a
|
||||
|
||||
.loop
|
||||
; check we can still render
|
||||
ldh a, [rSTAT]
|
||||
and a, STATF_BUSY
|
||||
jr nz, .finish
|
||||
|
||||
; copy one byte
|
||||
ld a, [hl+]
|
||||
ld [de], a
|
||||
inc e ; it will never overflow since it only increments
|
||||
; up to 20 bytes starting on 32 byte boundaries
|
||||
|
||||
; loop while there are tiles to render
|
||||
dec c
|
||||
jr nz, .loop
|
||||
|
||||
; go to next line
|
||||
ld a, e
|
||||
add a, 32 - 20
|
||||
ld e, a
|
||||
jr nc, .nocarry
|
||||
inc d
|
||||
.nocarry
|
||||
|
||||
; loop while there are lines to render
|
||||
dec b
|
||||
jr z, .finish
|
||||
|
||||
; reset tile counter
|
||||
ld c, 20
|
||||
|
||||
jr .loop
|
||||
|
||||
.finish
|
||||
; save counters
|
||||
ld a, c
|
||||
ldh [TilesLeft], a
|
||||
ld a, b
|
||||
ldh [LinesLeft], a
|
||||
|
||||
; save incremented video pointer and buffer pointer
|
||||
ld a, e
|
||||
ldh [Video], a
|
||||
ld a, d
|
||||
ldh [Video + 1], a
|
||||
|
||||
ld a, l
|
||||
ldh [Rendered], a
|
||||
ld a, h
|
||||
ldh [Rendered + 1], a
|
||||
|
||||
; restore registers saved in interrupt handler
|
||||
pop hl
|
||||
pop de
|
||||
|
||||
.exit
|
||||
pop bc
|
||||
pop af
|
||||
|
||||
; return from v-blank or lcd interrupt
|
||||
reti
|
||||
|
||||
; automata buffers with 4 cells per byte
|
||||
; 2x2 bytes per cell, bit ordering:
|
||||
; ___ ___
|
||||
; |0 1| |0 1|
|
||||
; |2 3| eg. |1 0| is %0110 = 6
|
||||
; ‾‾‾ ‾‾‾
|
||||
; bits 4, 5, 6 and 7 are not used
|
||||
SECTION "Automata buffer 0", WRAM0, ALIGN[9]
|
||||
Buffer0: ds 20 * 18
|
||||
SECTION "Automata buffer 1", WRAM0, ALIGN[9]
|
||||
Buffer1: ds 20 * 18
|
||||
|
||||
SECTION "Compute Memory", HRAM
|
||||
New: ds 1 ; high byte of pointer to bufferX
|
||||
Old: ds 1 ; high byte of pointer to bufferX
|
||||
Progress: ds 1; low byte of pointer to bufferX, common to new and old
|
||||
XLoop: ds 1
|
||||
YLoop: ds 1
|
||||
|
||||
SECTION "Render Memory", HRAM
|
||||
LinesLeft: ds 1 ; number of lines left to render
|
||||
TilesLeft: ds 1 ; number of tiles left to render in current line
|
||||
Video: ds 2 ; progressing pointer in tilemap (VRAM)
|
||||
Rendered: ds 2 ; progressing pointer in old buffer
|
||||
|
||||
SECTION "Bits Set", ROM0, ALIGN[8]
|
||||
BitsSet:
|
||||
db 0; 0 = 0000
|
||||
db 1; 1 = 0001
|
||||
db 1; 2 = 0010
|
||||
db 2; 3 = 0011
|
||||
db 1; 4 = 0100
|
||||
db 2; 5 = 0101
|
||||
db 2; 6 = 0110
|
||||
db 3; 7 = 0111
|
||||
db 1; 8 = 1000
|
||||
db 2; 9 = 1001
|
||||
db 2; 10 = 1010
|
||||
db 3; 11 = 1011
|
||||
db 2; 12 = 1100
|
||||
db 3; 13 = 1101
|
||||
db 3; 14 = 1110
|
||||
db 4; 15 = 1111
|
||||
|
||||
SECTION "Default Map", ROM0
|
||||
DefaultMap:
|
||||
; 20x18 map with a glider on the top left corner
|
||||
db 2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 3, 1, 0, 0, 0, 0, 0, 1, 2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 9,12, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 3, 1, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 5, 0,10,10, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 1,12, 6, 2,12, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0,12, 4, 0,12, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 5, 0,10,10, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 1, 0, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 3, 1, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
|
||||
SECTION "Graphics", ROM0
|
||||
Tiles:
|
||||
INCBIN "Tiles.bin"
|
||||
TilesEnd: ds 0
|
||||
|
||||
155
Code/render.asm
Normal file
155
Code/render.asm
Normal file
@@ -0,0 +1,155 @@
|
||||
INCLUDE "hardware.inc"
|
||||
|
||||
RENDER_IN_HBL EQU 0
|
||||
|
||||
EXPORT Video, Rendered
|
||||
SECTION "Render Memory", HRAM
|
||||
LinesLeft: ds 1 ; number of lines left to render
|
||||
TilesLeft: ds 1 ; number of tiles left to render in current line
|
||||
Video: ds 2 ; progressing pointer in tilemap (VRAM)
|
||||
Rendered: ds 2 ; progressing pointer in old buffer
|
||||
|
||||
SECTION "V-Blank Interrupt Handler", ROM0[$40]
|
||||
VBlankInterruptHandler:
|
||||
jr LCDStatInterruptHandler
|
||||
|
||||
SECTION "LCD Stat Interrupt Handler", ROM0[$48]
|
||||
LCDStatInterruptHandler:
|
||||
; save registers
|
||||
push af
|
||||
push bc
|
||||
|
||||
; check there are tiles to render
|
||||
ldh a, [LinesLeft]
|
||||
or a
|
||||
jr z, .exit
|
||||
|
||||
; move lines left to B
|
||||
ld b, a
|
||||
|
||||
push de
|
||||
push hl
|
||||
|
||||
.render
|
||||
; load buffer pointer into DE
|
||||
ld hl, Video
|
||||
ld a, [hl+]
|
||||
ld d, [hl]
|
||||
ld e, a
|
||||
|
||||
; load video pointer into HL
|
||||
ld hl, Rendered
|
||||
ld a, [hl+]
|
||||
ld h, [hl]
|
||||
ld l, a
|
||||
|
||||
; load counters
|
||||
ldh a, [TilesLeft]
|
||||
ld c, a
|
||||
|
||||
.loop
|
||||
; check we can still render
|
||||
ldh a, [rSTAT]
|
||||
and a, STATF_BUSY
|
||||
jr nz, .finish
|
||||
|
||||
; copy one byte
|
||||
ld a, [hl+]
|
||||
ld [de], a
|
||||
inc e ; it will never overflow since it only increments
|
||||
; up to 20 bytes starting on 32 byte boundaries
|
||||
|
||||
; loop while there are tiles to render
|
||||
dec c
|
||||
jr nz, .loop
|
||||
|
||||
; go to next line
|
||||
ld a, e
|
||||
add a, 32 - 20
|
||||
ld e, a
|
||||
jr nc, .nocarry
|
||||
inc d
|
||||
.nocarry
|
||||
|
||||
; loop while there are lines to render
|
||||
dec b
|
||||
jr z, .finish
|
||||
|
||||
; reset tile counter
|
||||
ld c, 20
|
||||
|
||||
jr .loop
|
||||
|
||||
.finish
|
||||
; save counters
|
||||
ld a, c
|
||||
ldh [TilesLeft], a
|
||||
ld a, b
|
||||
ldh [LinesLeft], a
|
||||
|
||||
; save incremented video pointer and buffer pointer
|
||||
ld a, e
|
||||
ldh [Video], a
|
||||
ld a, d
|
||||
ldh [Video + 1], a
|
||||
|
||||
ld a, l
|
||||
ldh [Rendered], a
|
||||
ld a, h
|
||||
ldh [Rendered + 1], a
|
||||
|
||||
; restore registers saved in interrupt handler
|
||||
pop hl
|
||||
pop de
|
||||
|
||||
.exit
|
||||
pop bc
|
||||
pop af
|
||||
|
||||
; return from v-blank or lcd interrupt
|
||||
reti
|
||||
|
||||
EXPORT StartRender
|
||||
SECTION "StartRender", ROM0
|
||||
StartRender:
|
||||
; start rendering
|
||||
ld a, 20
|
||||
ldh [TilesLeft], a
|
||||
ld a, 18
|
||||
ldh [LinesLeft], a
|
||||
|
||||
; enable v-blank and lcd stat interrupt for h-blank
|
||||
; rendering routine is too slow for lcdc right now so disabled
|
||||
IF RENDER_IN_HBL != 0
|
||||
ld a, IEF_VBLANK | IEF_LCDC
|
||||
ELSE
|
||||
ld a, IEF_VBLANK
|
||||
ENDC
|
||||
ld [rIE], a
|
||||
xor a
|
||||
ei
|
||||
ldh [rIF], a
|
||||
|
||||
ret
|
||||
|
||||
EXPORT WaitRender
|
||||
SECTION "WaitRender", ROM0
|
||||
WaitRender:
|
||||
ldh a, [LinesLeft]
|
||||
ld b, a
|
||||
ldh a, [TilesLeft]
|
||||
or a, b
|
||||
ret z
|
||||
halt
|
||||
jr WaitRender
|
||||
|
||||
IF RENDER_IN_HBL != 0
|
||||
; enable only v-blank interrupt and wait for vbl
|
||||
ld a, IEF_VBLANK
|
||||
ld [rIE], a
|
||||
xor a
|
||||
ldh [rIF], a
|
||||
halt
|
||||
ENDC
|
||||
|
||||
ret
|
||||
47
Code/utils.asm
Normal file
47
Code/utils.asm
Normal file
@@ -0,0 +1,47 @@
|
||||
INCLUDE "hardware.inc"
|
||||
|
||||
EXPORT MemoryCopy
|
||||
SECTION "Memory Copy", ROM0
|
||||
; hl = destination
|
||||
; de = source
|
||||
; bc = count
|
||||
MemoryCopy:
|
||||
ld a, [de]
|
||||
ld [hl+], a
|
||||
inc de
|
||||
dec bc
|
||||
ld a, b
|
||||
or c
|
||||
jr nz, MemoryCopy
|
||||
ret
|
||||
|
||||
EXPORT MemorySet
|
||||
SECTION "Memory Set", ROM0
|
||||
; hl = destination
|
||||
; d = data
|
||||
; bc = count
|
||||
MemorySet:
|
||||
ld a, d
|
||||
ld [hl+], a
|
||||
dec bc
|
||||
ld a, b
|
||||
or c
|
||||
jr nz, MemorySet
|
||||
ret
|
||||
|
||||
; \1: sprite ID
|
||||
; \2: X position
|
||||
; \3: Y position
|
||||
; \4: tile number
|
||||
; \5: flags
|
||||
SetSprite: MACRO
|
||||
ld hl, _OAMRAM + \1 * 4
|
||||
ld a, \3
|
||||
ld [hl+], a
|
||||
ld a, \2
|
||||
ld [hl+], a
|
||||
ld a, \4
|
||||
ld [hl+], a
|
||||
ld a, \5
|
||||
ld [hl+], a
|
||||
ENDM
|
||||
Reference in New Issue
Block a user