Commit Graph

62 Commits

Author SHA1 Message Date
daniel 0859eef060 removed (r) from automata'd nintendo logo since its not in the one in bootrom, added compilation flag to skip intro 2019-01-11 00:20:47 +01:00
daniel 88956f2779 new intro, louder sounds 2019-01-11 00:13:47 +01:00
daniel 67e3cca867 disabled nintendo rocketing out logo, changed default map to one that ressembles nintendo's logo 2019-01-10 13:28:55 +01:00
daniel 5147560898 lowered volume of sound when stepping to be less annoying 2019-01-09 00:53:44 +01:00
daniel a703a0c3a7 new cursor 2019-01-09 00:49:45 +01:00
daniel 3cd2f3d126 rewrote main loop, cleaned up stuff, B button to step one frame 2019-01-09 00:19:55 +01:00
daniel 25d999968e skip nintendo shake if running from gbc/gba 2019-01-08 21:41:14 +01:00
daniel dd138a0b70 less shake in intro, shake while clearing 2019-01-08 21:24:43 +01:00
daniel ec346ac476 prettier default screen 2019-01-07 22:54:23 +01:00
daniel ea776334b3 useful macros, jingle when toggling edit mode, sound effect when clearing 2019-01-07 22:21:44 +01:00
daniel ba57562bd8 simpler way of fading out sound in nintendo out animation + sounds when adding/removing cells 2019-01-07 14:53:45 +01:00
daniel 701606129b load obj palette 2019-01-06 23:00:11 +01:00
daniel d2afcd9225 added hardware.inc to project 2019-01-06 22:55:46 +01:00
daniel 860b68256b while paused, press select to clear screen 2019-01-06 22:40:39 +01:00
daniel 83bf451af0 repeat directions when keeping buttons pressed 2019-01-06 22:08:27 +01:00
daniel 103965a135 edit automata while paused 2019-01-06 19:22:22 +01:00
daniel 75e2589091 fixed inputs still missing sometimes, updated build script 2019-01-06 09:39:25 +01:00
daniel 07803eae64 joypad in its own file + optionally skip intro by compiling with DIRECT_TO_GAME 2019-01-06 09:29:01 +01:00
daniel 5753a7c1e7 read joypad in vbl so that inputs are more reactive 2019-01-06 09:26:20 +01:00
daniel 505227d5aa pause on the start button 2019-01-06 09:15:36 +01:00
daniel 99922c35f7 make nintendo logo fly off like a rocket 2019-01-04 16:50:29 +01:00
daniel b2cdcc65fe properly clear and enable interrupts 2019-01-04 14:54:08 +01:00
daniel dfedb739b9 scroll out nintendo logo 2019-01-04 00:15:00 +01:00
daniel 51d5e15eae separated background and sprite tiles, check only lines left in wait for render routine, added build files, rom, git ignore 2019-01-03 23:43:16 +01:00
daniel 2ade6c993c split into several files 2019-01-03 23:15:27 +01:00
daniel 635a9f4fb2 clear OAM, set sprite macro, empty tile equ 2019-01-03 22:42:14 +01:00
daniel bbbff34952 easily toggle rendering from hbl + avoid unnecessary halt after waiting for rendering when hbl render is off 2019-01-03 19:40:43 +01:00
daniel ea8f0df43d faster loading of lines left in render routine 2019-01-03 19:26:44 +01:00
daniel 1e207b5636 Merge branch 'master' of https://github.com/msklywenn/GB-GameOfLife 2019-01-03 19:25:01 +01:00
daniel 03aebd775f comments 2019-01-03 19:24:58 +01:00
daniel 06d426ff3b only check for lines left, not tiles, when starting render 2019-01-03 14:12:33 +01:00
daniel fa38bc45e9 swapped HL and DE in render routine so that we can 'inc e' since the video pointer low byte never overflows 2019-01-03 10:08:17 +01:00
daniel fef4452f4a Merge branch 'master' of https://github.com/msklywenn/GB-GameOfLife 2019-01-03 10:05:30 +01:00
daniel c12654ba1e properly shut sound off + comments 2019-01-03 10:05:27 +01:00
Eldred Habert 34010073a2 Optimize handlers slightly 2019-01-03 01:58:21 +01:00
daniel b7b00de3a5 use B and C registers for line and tile counters in rendering 2019-01-03 01:09:44 +01:00
daniel c21a794db9 share low byte of new/old pointers, compute directly from WRAM without loading in HRAM 2019-01-03 00:56:04 +01:00
daniel bdaa79be08 faster automata update + restored wait rendering because it's apparently necessary for some reason... 2019-01-01 23:36:56 +01:00
daniel dc3f21078c faster pointer increment while loading to hram + don't wait for rendering, update is too slow anyway 2019-01-01 23:19:53 +01:00
daniel 5d4a97c70d table based branchless automata update resolution. Actually not much faster, but at least has a stable execution time 2019-01-01 18:36:48 +01:00
daniel 6429f8ec92 avoid fully recomputing HL while loading cells to HRAM, 10 => 9 VBLs 2019-01-01 02:53:41 +01:00
daniel 8d95806abe use B directly for result instead of L 2019-01-01 02:47:14 +01:00
daniel 358f0912fc it's not necessary to load mask into A, and can use direct value too! 11 => 10 VBLs 2018-12-31 14:26:57 +01:00
daniel 1c927caba1 avoid resetting D to HIGH(BitsSet) unnecessarily 2018-12-31 14:23:56 +01:00
daniel 69bba61dcf faster way of counting bits set. 12 => 11VBLs 2018-12-31 14:21:49 +01:00
daniel 9478fd7e24 use L register to store result, not C, how could that have ever worked huh? I must have forgot to reload the rom when testing... Also, I now use a macro to load neighbors to avoid the loop, much faster. We're now down to "12 VBLs" to update the automata 2018-12-31 14:01:35 +01:00
daniel 6d3db56244 use C register to store 2x2 updated cell, instead of HRAM byte 2018-12-31 13:34:20 +01:00
daniel ab06a7db5a use H register instead of HRAM byte to store alive neighbor count 2018-12-31 02:21:18 +01:00
daniel da8f88d72c better interrupt handling, rendering in hbl still too slow, much faster automata update by only reading necessary neighbors 2018-12-31 02:09:14 +01:00
daniel 798e11c1d4 split totaltorender into linesleft and tilesleft, makes rendering code simpler and faster 2018-12-30 16:02:03 +01:00