moar comments, moar constants
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@@ -23,7 +23,7 @@ BitsSet:
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EXPORT DefaultMap
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SECTION "Default Map", ROM0, ALIGN[8]
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DefaultMap:
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; 32x18 map matching the startup nintendo logo
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; 32x18 game of life map matching the startup nintendo logo
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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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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@@ -44,7 +44,8 @@ Intro:
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jr z, .setBGPalette
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; fade bg palette
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ld b, 8
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FADE_DELAY = 8 ; frames
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ld b, FADE_DELAY
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.fadeDelay0
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HaltAndClearInterrupts
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dec b
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@@ -53,7 +54,7 @@ Intro:
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ld a, %11111100
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ldh [rBGP], a
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ld b, 8
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ld b, FADE_DELAY
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.fadeDelay1
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HaltAndClearInterrupts
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dec b
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@@ -62,7 +63,7 @@ Intro:
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ld a, %11111000
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ldh [rBGP], a
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ld b, 8
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ld b, FADE_DELAY
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.fadeDelay2
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HaltAndClearInterrupts
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dec b
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@@ -127,7 +128,7 @@ Intro:
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
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ldh [rLCDC], a
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; sound
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; sweep sound while transforming nintendo logo into game of life of it
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ld a, $77
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ldh [rNR10], a ; sweep
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ld a, (%00 << 6) + 0
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@@ -146,22 +147,23 @@ FREQUENCY = 146
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ld b, 20
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.loopX
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ld c, 2
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; 3 frame delay
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HaltAndClearInterrupts
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HaltAndClearInterrupts
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HaltAndClearInterrupts
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.loopY
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; copy 8 tiles (that's how many there is before L and E overflow)
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; copy 8 tiles from (that's how many there is before L and E overflow)
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REPT 8
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ld a, [hl]
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ld [de], a
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ld a, l
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add a, $20
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add a, SCRN_VX_B
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ld l, a
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ld a, e
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add a, $20
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add a, SCRN_VX_B
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ld e, a
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ENDR
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; L and E overflowed, we can increment H and L
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; L and E overflowed, we can increment high byte of pointers (h and d)
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inc h
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inc d
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dec c
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@@ -171,10 +173,10 @@ REPT 2
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ld a, [hl]
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ld [de], a
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ld a, l
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add a, $20
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add a, SCRN_VX_B
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ld l, a
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ld a, e
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add a, $20
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add a, SCRN_VX_B
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ld e, a
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ENDR
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; back to beginning (high byte)
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@@ -187,10 +189,10 @@ ENDR
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; back to beginning + next column (low byte)
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ld a, l
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sub a, $3F
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sub a, SCRN_VX_B * 2 - 1
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ld l, a
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ld a, e
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sub a, $3F
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sub a, SCRN_VX_B * 2 - 1
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ld e, a
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dec b
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