diff --git a/Code/data.asm b/Code/data.asm index efd8052..5f84162 100644 --- a/Code/data.asm +++ b/Code/data.asm @@ -23,7 +23,7 @@ BitsSet: EXPORT DefaultMap SECTION "Default Map", ROM0, ALIGN[8] DefaultMap: - ; 32x18 map matching the startup nintendo logo + ; 32x18 game of life 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 diff --git a/Code/intro.asm b/Code/intro.asm index 61e2141..7a73108 100644 --- a/Code/intro.asm +++ b/Code/intro.asm @@ -44,7 +44,8 @@ Intro: jr z, .setBGPalette ; fade bg palette - ld b, 8 +FADE_DELAY = 8 ; frames + ld b, FADE_DELAY .fadeDelay0 HaltAndClearInterrupts dec b @@ -53,7 +54,7 @@ Intro: ld a, %11111100 ldh [rBGP], a - ld b, 8 + ld b, FADE_DELAY .fadeDelay1 HaltAndClearInterrupts dec b @@ -62,7 +63,7 @@ Intro: ld a, %11111000 ldh [rBGP], a - ld b, 8 + ld b, FADE_DELAY .fadeDelay2 HaltAndClearInterrupts dec b @@ -127,7 +128,7 @@ Intro: ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800 ldh [rLCDC], a - ; sound + ; sweep sound while transforming nintendo logo into game of life of it ld a, $77 ldh [rNR10], a ; sweep ld a, (%00 << 6) + 0 @@ -146,22 +147,23 @@ FREQUENCY = 146 ld b, 20 .loopX ld c, 2 + ; 3 frame delay HaltAndClearInterrupts HaltAndClearInterrupts HaltAndClearInterrupts .loopY - ; copy 8 tiles (that's how many there is before L and E overflow) + ; copy 8 tiles from (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 + add a, SCRN_VX_B ld l, a ld a, e - add a, $20 + add a, SCRN_VX_B ld e, a ENDR - ; L and E overflowed, we can increment H and L + ; L and E overflowed, we can increment high byte of pointers (h and d) inc h inc d dec c @@ -171,10 +173,10 @@ REPT 2 ld a, [hl] ld [de], a ld a, l - add a, $20 + add a, SCRN_VX_B ld l, a ld a, e - add a, $20 + add a, SCRN_VX_B ld e, a ENDR ; back to beginning (high byte) @@ -187,10 +189,10 @@ ENDR ; back to beginning + next column (low byte) ld a, l - sub a, $3F + sub a, SCRN_VX_B * 2 - 1 ld l, a ld a, e - sub a, $3F + sub a, SCRN_VX_B * 2 - 1 ld e, a dec b