0859eef060
removed (r) from automata'd nintendo logo since its not in the one in bootrom, added compilation flag to skip intro
daniel2019-01-11 00:20:47 +01:00
88956f2779
new intro, louder sounds
daniel2019-01-11 00:13:47 +01:00
07803eae64
joypad in its own file + optionally skip intro by compiling with DIRECT_TO_GAME
daniel2019-01-06 09:29:01 +01:00
5753a7c1e7
read joypad in vbl so that inputs are more reactive
daniel2019-01-06 09:26:20 +01:00
505227d5aa
pause on the start button
daniel2019-01-06 09:15:36 +01:00
99922c35f7
make nintendo logo fly off like a rocket
daniel2019-01-04 16:50:29 +01:00
b2cdcc65fe
properly clear and enable interrupts
daniel2019-01-04 14:54:08 +01:00
dfedb739b9
scroll out nintendo logo
daniel2019-01-04 00:15:00 +01:00
51d5e15eae
separated background and sprite tiles, check only lines left in wait for render routine, added build files, rom, git ignore
daniel2019-01-03 23:43:16 +01:00
2ade6c993c
split into several files
daniel2019-01-03 23:15:27 +01:00
bbbff34952
easily toggle rendering from hbl + avoid unnecessary halt after waiting for rendering when hbl render is off
daniel2019-01-03 19:40:43 +01:00
ea8f0df43d
faster loading of lines left in render routine
daniel2019-01-03 19:26:44 +01:00
06d426ff3b
only check for lines left, not tiles, when starting render
daniel2019-01-03 14:12:33 +01:00
fa38bc45e9
swapped HL and DE in render routine so that we can 'inc e' since the video pointer low byte never overflows
daniel2019-01-03 10:08:17 +01:00
b7b00de3a5
use B and C registers for line and tile counters in rendering
daniel2019-01-03 01:09:44 +01:00
c21a794db9
share low byte of new/old pointers, compute directly from WRAM without loading in HRAM
daniel2019-01-03 00:56:04 +01:00
bdaa79be08
faster automata update + restored wait rendering because it's apparently necessary for some reason...
daniel2019-01-01 23:36:56 +01:00
dc3f21078c
faster pointer increment while loading to hram + don't wait for rendering, update is too slow anyway
daniel2019-01-01 23:19:53 +01:00
5d4a97c70d
table based branchless automata update resolution. Actually not much faster, but at least has a stable execution time
daniel2019-01-01 18:36:48 +01:00
6429f8ec92
avoid fully recomputing HL while loading cells to HRAM, 10 => 9 VBLs
daniel2019-01-01 02:53:41 +01:00
8d95806abe
use B directly for result instead of L
daniel2019-01-01 02:47:14 +01:00
358f0912fc
it's not necessary to load mask into A, and can use direct value too! 11 => 10 VBLs
daniel2018-12-31 14:26:57 +01:00
1c927caba1
avoid resetting D to HIGH(BitsSet) unnecessarily
daniel2018-12-31 14:23:56 +01:00
69bba61dcf
faster way of counting bits set. 12 => 11VBLs
daniel2018-12-31 14:21:49 +01:00
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
daniel2018-12-31 14:01:35 +01:00
6d3db56244
use C register to store 2x2 updated cell, instead of HRAM byte
daniel2018-12-31 13:34:20 +01:00
ab06a7db5a
use H register instead of HRAM byte to store alive neighbor count
daniel2018-12-31 02:21:18 +01:00
da8f88d72c
better interrupt handling, rendering in hbl still too slow, much faster automata update by only reading necessary neighbors
daniel2018-12-31 02:09:14 +01:00
798e11c1d4
split totaltorender into linesleft and tilesleft, makes rendering code simpler and faster
daniel2018-12-30 16:02:03 +01:00
a92f2dfd17
do not disable screen while computing, wait h-blank before reading to vram. Simple implementation, awfully slow, at least doesn't blink :)
daniel2018-12-26 16:18:52 +01:00
1bd335dd56
made memory copy a function instead of a macro
daniel2018-12-26 15:56:35 +01:00
9fe236ab42
fixed offset table for top left corner
daniel2018-12-26 14:22:31 +01:00
72f4fb7b95
processingjs implementation for reference
daniel2018-12-26 13:31:07 +01:00
501487cf34
Merge pull request #1 from msklywenn/add-license-1
daniel2018-12-26 13:28:42 +01:00