new intro, louder sounds

This commit is contained in:
2019-01-11 00:13:47 +01:00
parent 7a0c351b12
commit 88956f2779
10 changed files with 299 additions and 200 deletions

View File

@@ -21,46 +21,27 @@ BitsSet:
db 4; 15 = 1111 db 4; 15 = 1111
EXPORT DefaultMap EXPORT DefaultMap
SECTION "Default Map", ROM0 SECTION "Default Map", ROM0, ALIGN[8]
DefaultMap: DefaultMap:
; 20x18 map with a 3-step pulsar in the middle ; 32x18 map matching the startup nintendo logo
;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, 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, 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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;db 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 0, 3, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;db 0, 0, 0, 0, 0, 0, 0, 5, 0,10,10, 0, 0, 5, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;db 0, 0, 0, 0, 0, 0, 0, 1,12, 6, 2,12, 4, 1, 0, 0, 0, 0, 0, 0 db 0, 0, 0, 0,13, 5, 9, 4,14,12, 4,12, 8,14, 8, 4,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;db 0, 0, 0, 0, 0, 0, 0, 0,12, 4, 0,12, 4, 0, 0, 0, 0, 0, 0, 0 db 0, 0, 0, 0, 5,15,15,10,10,10,14, 5,15,14, 9, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;db 0, 0, 0, 0, 0, 0, 0, 5, 0,10,10, 0, 0, 5, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;db 0, 0, 0, 0, 0, 0, 0, 1, 0, 2, 2, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;db 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 0, 3, 1, 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, 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, 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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
; 20x18 map matching the nintendo logo
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, 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, 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, 0,13, 5, 1, 0,14,12, 4,12, 0,14, 0, 4,15, 0, 0, 0
db 0, 0, 0, 0, 5, 5, 5,15,10,10, 4, 5, 7,14, 2, 6, 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, 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, 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
EXPORT BackgroundTiles, BackgroundTilesEnd EXPORT BackgroundTiles, BackgroundTilesEnd
SECTION "Graphics", ROM0 SECTION "Graphics", ROM0

View File

@@ -237,7 +237,7 @@ ToggleCell:
.noise .noise
xor a xor a
ldh [rNR41], a ; sound length ldh [rNR41], a ; sound length
ld a, $F1 ld a, $F2
ldh [rNR42], a ; init volume + envelope sweep ldh [rNR42], a ; init volume + envelope sweep
ld a, $82 ld a, $82
ldh [rNR43], a ; frequency ldh [rNR43], a ; frequency
@@ -251,7 +251,7 @@ ToggleCell:
ldh [rNR10], a ; sweep ldh [rNR10], a ; sweep
ld a, (%01 << 6) + 30 ld a, (%01 << 6) + 30
ldh [rNR11], a ; pattern + sound length ldh [rNR11], a ; pattern + sound length
ld a, $43 ld a, $F1
ldh [rNR12], a ; init volume + envelope sweep ldh [rNR12], a ; init volume + envelope sweep
FREQUENCY = 100 FREQUENCY = 100
ld a, LOW(PULSE_FREQUENCY) ld a, LOW(PULSE_FREQUENCY)

171
Code/intro.asm Normal file
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@@ -0,0 +1,171 @@
INCLUDE "hardware.inc"
INCLUDE "utils.inc"
EXPORT Random, RandomEnd
SECTION "Random", ROM0, ALIGN[4]
Random:
db -1, 1, 2, -1, 2, 0, -2, -1, -2, 3, -1, -2, 2
RandomEnd:
EXPORT Intro
SECTION "Intro", ROM0
; unpack routine from bootrom
; adapted to run even with LCD on
GraphicA:
ld c, a
GraphicB:
ld b, 4
.loop:
push bc
rl c
rla
pop bc
rl c
rla
dec b
jr nz, .loop
ld b, a
.waitVRAM
ldh a, [rSTAT]
and a, STATF_BUSY
jr nz, .waitVRAM
ld a, b
ld [hl+], a
inc hl
ld [hl+], a
inc hl
ret
Intro:
; fade bg palette
ld b, 8
.fadeDelay0
HaltAndClearInterrupts
dec b
jr nz, .fadeDelay0
ld a, %11111100
ldh [rBGP], a
ld b, 8
.fadeDelay1
HaltAndClearInterrupts
dec b
jr nz, .fadeDelay1
ld a, %11111000
ldh [rBGP], a
ld b, 8
.fadeDelay2
HaltAndClearInterrupts
dec b
jr nz, .fadeDelay2
; load bg and obj palette [0=black, 1=dark gray, 2=light gray, 3=white]
ld a, %11100100
ldh [rBGP], a
; copy nintendo logo tiles from rom to block 1
; borrowed from boot rom
ld de, NINTENDOLOGO_ROM
ld hl, _VRAM + $810
.logoloop
ld a, [de]
call GraphicA
call GraphicB
inc de
ld a, e
cp $34
jr nz, .logoloop
; move all map indices to block 1
ld hl, _SCRN0
ld bc, 18 * 32
.copy
ldh a, [rSTAT]
and a, STATF_BUSY
jr nz, .copy
ld a, [hl]
add a, $80
ld [hl+], a
dec bc
ld a, b
or c
jr nz, .copy
; display nintendo logo from new map
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
ldh [rLCDC], a
; sound
ld a, $77
ldh [rNR10], a ; sweep
ld a, (%00 << 6) + 0
ldh [rNR11], a ; pattern + sound length
ld a, $F6
ldh [rNR42], a ; set volume with long sweep
FREQUENCY = 146
ld a, LOW(PULSE_FREQUENCY)
ldh [rNR13], a
ld a, SOUND_START | HIGH(PULSE_FREQUENCY)
ldh [rNR14], a
; slowly copy default map to v-ram column by column
ld hl, DefaultMap
ld de, _SCRN0
ld b, 20
.loopX
ld c, 2
HaltAndClearInterrupts
HaltAndClearInterrupts
HaltAndClearInterrupts
.loopY
; copy 8 tiles (that's how many there is before L and E overflow)
REPT 8
ld a, [hl]
ld [de], a
ld a, l
add a, $20
ld l, a
ld a, e
add a, $20
ld e, a
ENDR
; L and E overflowed, we can increment H and L
inc h
inc d
dec c
jr nz, .loopY
; copy last 2 tiles
REPT 2
ld a, [hl]
ld [de], a
ld a, l
add a, $20
ld l, a
ld a, e
add a, $20
ld e, a
ENDR
; back to beginning (high byte)
ld a, h
sub a, 2
ld h, a
ld a, d
sub a, 2
ld d, a
; back to beginning + next column (low byte)
ld a, l
sub a, $3F
ld l, a
ld a, e
sub a, $3F
ld e, a
dec b
jp nz, .loopX
ret

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@@ -45,7 +45,7 @@ FREQUENCY = 330
ldh [rNR10], a ; sweep ldh [rNR10], a ; sweep
ld a, (%01 << 6) + 30 ld a, (%01 << 6) + 30
ldh [rNR11], a ; pattern + sound length ldh [rNR11], a ; pattern + sound length
ld a, $43 ld a, $F1
ldh [rNR12], a ; init volume + envelope sweep ldh [rNR12], a ; init volume + envelope sweep
ld a, l ld a, l
ldh [rNR13], a ldh [rNR13], a
@@ -70,9 +70,6 @@ FREQUENCY = 330
SECTION "Main", ROM0[$150] SECTION "Main", ROM0[$150]
Start: Start:
; save gameboy type in B
ld b, a
; enable sound ; enable sound
ld a, $80 ld a, $80
ld [rNR52], a ; sound ON ld [rNR52], a ; sound ON
@@ -85,50 +82,63 @@ Start:
ld a, IEF_VBLANK ld a, IEF_VBLANK
ld [rIE], a ld [rIE], a
xor a HaltAndClearInterrupts
ldh [rIF], a
;IF !DEF(DIRECT_TO_GAME)
; ; skip if running on GBC or GBA
; ld a, b
; cp a, $11
; jr z, .skip
;
; call ScrollNintendoOut
;
;.skip
;ENDC
; disable screen
halt
xor a
ldh [rLCDC], a
; load bg and obj palette [0=black, 1=dark gray, 2=light gray, 3=white]
ld a, %11100100
ldh [rBGP], a
ldh [rOBP0], a
; load 18 tiles ; load 18 tiles
; 0..15: 2x2 cell combinations ; 0..15: 2x2 cell combinations
; 16: sprite selection tile ; 16: sprite selection tile
; 17: empty tile ; 17: empty tile
ld hl, _VRAM_BG_TILES ld de, _VRAM_BG_TILES
ld de, BackgroundTiles ld hl, BackgroundTiles
ld bc, BackgroundTilesEnd - BackgroundTiles ld bc, BackgroundTilesEnd - BackgroundTiles
call MemoryCopy call VideoMemoryCopy
HaltAndClearInterrupts
call Intro
ld hl, _VRAM ; copy sprite tiles
ld de, SpriteTiles HaltAndClearInterrupts
ld de, _VRAM
ld hl, SpriteTiles
ld bc, SpriteTilesEnd - SpriteTiles ld bc, SpriteTilesEnd - SpriteTiles
call MemoryCopy call VideoMemoryCopy
; clear OAM ; clear OAM over 4 frames
HaltAndClearInterrupts
ld hl, _OAMRAM ld hl, _OAMRAM
ld d, 0 ld d, 0
ld bc, 40 * 4 REPT 2
ld bc, 40 * 2
call MemorySet call MemorySet
HaltAndClearInterrupts
ENDR
; copy default map into 20x18 automata buffer
ld hl, DefaultMap
ld de, Buffer0
ld c, 18
.loopY
ld b, 20
.loopX
ld a, [hl+]
ld [de], a
inc de
dec b
jr nz, .loopX
dec c
jr z, .next
ld a, l
add a, 32 - 20
ld l, a
jr nc, .loopY
inc h
jr .loopY
.next
; set scrolling to (0, 0) ; set scrolling to (0, 0)
xor a xor a
ldh [rSCX], a ldh [rSCX], a
@@ -137,31 +147,20 @@ Start:
; animate by default ; animate by default
ld a, ANIMATE ld a, ANIMATE
ldh [Control], a ldh [Control], a
; clear screen (both buffers)
ld hl, _SCRN0
ld d, EMPTY_BG_TILE
ld bc, 32 * 32 * 2
call MemorySet
; init buffer 0
ld hl, Buffer0
ld de, DefaultMap
ld bc, 20 * 18
call MemoryCopy
call InitJoypad call InitJoypad
call InitAutomata call InitAutomata
call InitRender call InitRender
call InitEdit call InitEdit
; load bg and obj palette [0=black, 1=dark gray, 2=light gray, 3=white]
ld a, %11100100
ldh [rBGP], a
ldh [rOBP0], a
; enable h-blank interrupt in lcd stat ; enable h-blank interrupt in lcd stat
ld a, STATF_MODE00 ld a, STATF_MODE00
ld [rSTAT], a ld [rSTAT], a
; enable screen but don't display anything yet
ld a, LCDCF_ON
ldh [rLCDC], a
ClearAndEnableInterrupts ClearAndEnableInterrupts

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@@ -1,88 +0,0 @@
INCLUDE "hardware.inc"
INCLUDE "utils.inc"
EXPORT Random, RandomEnd
SECTION "Random", ROM0, ALIGN[4]
Random:
db -1, 1, 2, -1, 2, 0, -2, -1, -2, 3, -1, -2, 2
RandomEnd:
EXPORT ScrollNintendoOut
SECTION "Scroll Nintendo Out", ROM0
ScrollNintendoOut:
; wait a moment
ld b, 32
.wait
HaltAndClearInterrupts
dec b
jr nz, .wait
; make noise
xor a
ldh [rNR41], a ; set sound duration
ld a, $F0
ldh [rNR42], a ; set volume
ld a, $72
ldh [rNR43], a ; set frequency
ld a, $80
ldh [rNR44], a ; turn on
; nudge nintendo logo
ld d, HIGH(Random)
ld e, 0
ld b, 42
.noise
HaltAndClearInterrupts
HaltAndClearInterrupts
ld a, [de]
ldh [rSCY], a
inc e
ld a, e
cp a, RandomEnd - Random
jr nz, .next
ld e, 0
.next
ld a, [de]
ldh [rSCX], a
inc e
ld a, e
cp a, RandomEnd - Random
jr nz, .next2
ld e, 0
.next2
dec b
jr nz, .noise
xor a
ldh [rSCY], a
; change noise
xor a
ldh [rNR41], a ; set sound duration
ld a, $F4
ldh [rNR42], a ; set volume with long sweep
ld a, $62
ldh [rNR43], a ; set frequency
ld a, $80
ldh [rNR44], a ; start
; nintendo logo lift-off!
.scrollup
HaltAndClearInterrupts
; scroll up
ldh a, [rSCY]
inc a
ldh [rSCY], a
; loop until nintendo logo is out of screen
ldh a, [rSCY]
cp a, 88
jp nz, .scrollup
ret

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@@ -2,18 +2,36 @@ INCLUDE "hardware.inc"
EXPORT MemoryCopy EXPORT MemoryCopy
SECTION "Memory Copy", ROM0 SECTION "Memory Copy", ROM0
; hl = destination ; de = destination
; de = source ; hl = source
; bc = count ; bc = count
MemoryCopy: MemoryCopy:
ld a, [de] ld a, [hl+]
ld [hl+], a ld [de], a
inc de inc de
dec bc dec bc
ld a, b ld a, b
or c or c
jr nz, MemoryCopy jr nz, MemoryCopy
ret ret
EXPORT VideoMemoryCopy
SECTION "Video Memory Copy", ROM0
; de = destination
; hl = source
; bc = count
VideoMemoryCopy:
ldh a, [rSTAT]
and a, STATF_BUSY
jr nz, VideoMemoryCopy
ld a, [hl+]
ld [de], a
inc de
dec bc
ld a, b
or c
jr nz, VideoMemoryCopy
ret
EXPORT MemorySet EXPORT MemorySet
SECTION "Memory Set", ROM0 SECTION "Memory Set", ROM0
@@ -28,3 +46,20 @@ MemorySet:
or c or c
jr nz, MemorySet jr nz, MemorySet
ret ret
EXPORT VideoMemorySet
SECTION "Video Memory Set", ROM0
; hl = destination
; d = data
; bc = count
VideoMemorySet:
ldh a, [rSTAT]
and a, STATF_BUSY
jr nz, VideoMemorySet
ld a, d
ld [hl+], a
dec bc
ld a, b
or c
jr nz, VideoMemorySet
ret

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@@ -1,9 +1,11 @@
INCLUDE "hardware.inc" INCLUDE "hardware.inc"
JOYPAD_DIRECTIONS EQU (PADF_UP | PADF_DOWN | PADF_LEFT | PADF_RIGHT) NINTENDOLOGO_ROM EQU $104
JOYPAD_DIRECTIONS EQU (PADF_UP | PADF_DOWN | PADF_LEFT | PADF_RIGHT)
SOUND_START EQU $80 SWEEP_ENABLE EQU $8
PULSE_FREQUENCY EQUS "(-131072 / (FREQUENCY) + 2048)" SOUND_EXPIRE EQU $40
SOUND_START EQU $80
PULSE_FREQUENCY EQUS "(-131072 / (FREQUENCY) + 2048)"
; destroys A ; destroys A
ClearAndEnableInterrupts: MACRO ClearAndEnableInterrupts: MACRO

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@@ -1,10 +1,10 @@
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\main.o Code\main.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\main.o Code\main.asm
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\data.o Code\data.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\data.o Code\data.asm
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\automata.o Code\automata.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\automata.o Code\automata.asm
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\render.o Code\render.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\render.o Code\render.asm
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\utils.o Code\utils.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\utils.o Code\utils.asm
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\nintendo-out.o Code\nintendo-out.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\intro.o Code\intro.asm
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\edit.o Code\edit.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\edit.o Code\edit.asm
..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\joypad.o Code\joypad.asm ..\..\Assembler\rgbasm %* -i Graphics\ -i Code\ -o Build\joypad.o Code\joypad.asm
..\..\Assembler\rgblink -n rom.sym -w -t -o rom.gb -d Build/main.o Build/data.o Build/automata.o Build/render.o Build/utils.o Build/nintendo-out.o Build/edit.o Build/joypad.o ..\..\Assembler\rgblink -n rom.sym -w -t -o rom.gb -d Build/main.o Build/data.o Build/automata.o Build/render.o Build/utils.o Build/intro.o Build/edit.o Build/joypad.o
..\..\Assembler\rgbfix -t "Game of Life" -v -p 0 rom.gb ..\..\Assembler\rgbfix -t "Game of Life" -v -p 0 rom.gb

BIN
rom.gb

Binary file not shown.

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@@ -1,4 +1,3 @@
- music - music
- title screen - title screen
- crossfade nintendo boot logo into nintendo logo in automata
- cartridge! - cartridge!