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88956f2779
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new intro, louder sounds
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2019-01-11 00:13:47 +01:00 |
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67e3cca867
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disabled nintendo rocketing out logo, changed default map to one that ressembles nintendo's logo
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2019-01-10 13:28:55 +01:00 |
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5147560898
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lowered volume of sound when stepping to be less annoying
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2019-01-09 00:53:44 +01:00 |
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3cd2f3d126
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rewrote main loop, cleaned up stuff, B button to step one frame
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2019-01-09 00:19:55 +01:00 |
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25d999968e
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skip nintendo shake if running from gbc/gba
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2019-01-08 21:41:14 +01:00 |
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701606129b
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load obj palette
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2019-01-06 23:00:11 +01:00 |
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103965a135
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edit automata while paused
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2019-01-06 19:22:22 +01:00 |
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75e2589091
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fixed inputs still missing sometimes, updated build script
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2019-01-06 09:39:25 +01:00 |
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07803eae64
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joypad in its own file + optionally skip intro by compiling with DIRECT_TO_GAME
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2019-01-06 09:29:01 +01:00 |
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505227d5aa
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pause on the start button
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2019-01-06 09:15:36 +01:00 |
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99922c35f7
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make nintendo logo fly off like a rocket
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2019-01-04 16:50:29 +01:00 |
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dfedb739b9
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scroll out nintendo logo
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2019-01-04 00:15:00 +01:00 |
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51d5e15eae
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separated background and sprite tiles, check only lines left in wait for render routine, added build files, rom, git ignore
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2019-01-03 23:43:16 +01:00 |
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2ade6c993c
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split into several files
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2019-01-03 23:15:27 +01:00 |
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635a9f4fb2
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clear OAM, set sprite macro, empty tile equ
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2019-01-03 22:42:14 +01:00 |
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bbbff34952
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easily toggle rendering from hbl + avoid unnecessary halt after waiting for rendering when hbl render is off
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2019-01-03 19:40:43 +01:00 |
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ea8f0df43d
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faster loading of lines left in render routine
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2019-01-03 19:26:44 +01:00 |
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1e207b5636
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Merge branch 'master' of https://github.com/msklywenn/GB-GameOfLife
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2019-01-03 19:25:01 +01:00 |
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03aebd775f
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comments
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2019-01-03 19:24:58 +01:00 |
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06d426ff3b
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only check for lines left, not tiles, when starting render
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2019-01-03 14:12:33 +01:00 |
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fa38bc45e9
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swapped HL and DE in render routine so that we can 'inc e' since the video pointer low byte never overflows
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2019-01-03 10:08:17 +01:00 |
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fef4452f4a
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Merge branch 'master' of https://github.com/msklywenn/GB-GameOfLife
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2019-01-03 10:05:30 +01:00 |
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c12654ba1e
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properly shut sound off + comments
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2019-01-03 10:05:27 +01:00 |
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Eldred Habert
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34010073a2
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Optimize handlers slightly
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2019-01-03 01:58:21 +01:00 |
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b7b00de3a5
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use B and C registers for line and tile counters in rendering
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2019-01-03 01:09:44 +01:00 |
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c21a794db9
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share low byte of new/old pointers, compute directly from WRAM without loading in HRAM
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2019-01-03 00:56:04 +01:00 |
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bdaa79be08
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faster automata update + restored wait rendering because it's apparently necessary for some reason...
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2019-01-01 23:36:56 +01:00 |
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dc3f21078c
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faster pointer increment while loading to hram + don't wait for rendering, update is too slow anyway
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2019-01-01 23:19:53 +01:00 |
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5d4a97c70d
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table based branchless automata update resolution. Actually not much faster, but at least has a stable execution time
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2019-01-01 18:36:48 +01:00 |
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6429f8ec92
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avoid fully recomputing HL while loading cells to HRAM, 10 => 9 VBLs
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2019-01-01 02:53:41 +01:00 |
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8d95806abe
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use B directly for result instead of L
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2019-01-01 02:47:14 +01:00 |
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358f0912fc
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it's not necessary to load mask into A, and can use direct value too! 11 => 10 VBLs
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2018-12-31 14:26:57 +01:00 |
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1c927caba1
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avoid resetting D to HIGH(BitsSet) unnecessarily
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2018-12-31 14:23:56 +01:00 |
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69bba61dcf
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faster way of counting bits set. 12 => 11VBLs
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2018-12-31 14:21:49 +01:00 |
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9478fd7e24
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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
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2018-12-31 14:01:35 +01:00 |
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6d3db56244
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use C register to store 2x2 updated cell, instead of HRAM byte
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2018-12-31 13:34:20 +01:00 |
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ab06a7db5a
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use H register instead of HRAM byte to store alive neighbor count
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2018-12-31 02:21:18 +01:00 |
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da8f88d72c
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better interrupt handling, rendering in hbl still too slow, much faster automata update by only reading necessary neighbors
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2018-12-31 02:09:14 +01:00 |
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798e11c1d4
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split totaltorender into linesleft and tilesleft, makes rendering code simpler and faster
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2018-12-30 16:02:03 +01:00 |
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eb63517a49
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automata bugfix
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2018-12-29 20:41:49 +01:00 |
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6d932e0166
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automata bugfixes
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2018-12-29 19:48:24 +01:00 |
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816db6c101
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rendering! which shows computation is totally buggy :D
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2018-12-29 19:09:06 +01:00 |
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5d2fbf30a6
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bugfixes
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2018-12-29 01:51:33 +01:00 |
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cc2bf13512
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store 4 cells per byte, raised resolution to 40x36, no rendering yet
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2018-12-29 00:42:12 +01:00 |
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d25ce019e7
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rendering! there are bugs and I don't know if they are rendering related or automaton...
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2018-12-28 00:23:20 +01:00 |
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23b6ad662f
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added interrupt handlers for rendering (no rendering yet)
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2018-12-27 19:39:42 +01:00 |
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0ea98b1904
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do computations in work ram on a 32x32 grid (no display yet)
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2018-12-27 13:38:30 +01:00 |
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a92f2dfd17
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do not disable screen while computing, wait h-blank before reading to vram. Simple implementation, awfully slow, at least doesn't blink :)
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2018-12-26 16:18:52 +01:00 |
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1bd335dd56
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made memory copy a function instead of a macro
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2018-12-26 15:56:35 +01:00 |
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9fe236ab42
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fixed offset table for top left corner
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2018-12-26 14:22:31 +01:00 |
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