Files
GB-GameOfLife/Code/main.asm

626 lines
12 KiB
NASM

INCLUDE "hardware.inc"
_VRAM_BG_TILES EQU $9000
SECTION "Memory Copy", ROM0
; hl = destination
; de = source
; bc = count
MemoryCopy:
ld a, [de]
ld [hl+], a
inc de
dec bc
ld a, b
or c
jr nz, MemoryCopy
ret
SECTION "Memory Set", ROM0
; hl = destination
; d = data
; bc = count
MemorySet:
ld a, d
ld [hl+], a
dec bc
ld a, b
or c
jr nz, MemorySet
ret
AddConstantToHL: MACRO
IF \1 == 1
inc hl
ELIF \1 == -1
dec hl
ELIF \1 > 0 && \1 <= 255
ld a, l
add a, \1
ld l, a
jr nc, .nocarry1\@
inc h
.nocarry1\@
ELIF \1 > -255 && \1 < 0
ld a, l
sub a, -(\1)
ld l, a
jr nc, .nocarry2\@
ld l, a
dec h
.nocarry2\@
ELIF \1 > 255
ld a, l
add a, LOW(\1)
ld l, a
ld a, h
adc a, HIGH(\1)
ld h, a
ELIF \1 <= -255
ld a, l
sub a, LOW(-(\1))
ld l, a
ld a, h
sbc a, HIGH(-(\1))
ld h, a
ELSE
ENDC
ENDM
AddLiveNeighbors: MACRO
; \1 offset
; \2 is mask for 2x2 cell
; D must be high byte of a BitsSet table (for 0..15)
; C register will be incremented with number of alive neighbors
; moves HL with given offset
; destroys A, E
; does not touch B
; load current 2x2 cell and mask out bits that are not neighbors
AddConstantToHL \1
ld a, [hl]
and a, \2
; count bits set
ld e, a
ld a, [de]
; add to alive
add a, c
ld c, a
ENDM
Conway: MACRO
; \1 = bit of target cell in 2x2 group
; (\2, \3), (\4, \5), (\6, \7) = (offset to neighbor, neighbor mask)
;
; B will be updated with cell result
; destroys all other registers
; reset alive counter
ld c, 0
; Check all neighbors
AddLiveNeighbors 0, (~(1 << \1)) & $F
AddLiveNeighbors \2, \3
AddLiveNeighbors \4 - \2, \5
AddLiveNeighbors \6 - \4, \7
AddConstantToHL -(\6)
; if there are 3 neighbors, it's always alive
ld a, c
cp a, 3
jr z, .alive\@
; if there are only 2 neighbors, it's alive only if it was dead
cp a, 2
jr nz, .dead\@
; load current old cell and test if alive
ld a, [hl]
bit \1, a
jr z, .dead\@
.alive\@
set \1, b
.dead\@
ENDM
SECTION "Load cell group and 8 neighbors to HRAM, then compute", ROM0
; \1..\8 offset to neighbors
; destroys all registers
ConwayGroup: MACRO
ld d, HIGH(BitsSet)
; load old pointer into hl
ldh a, [Old]
ld h, a
ldh a, [Progress]
ld l, a
; reset result
xor a
ld b, a
; compute all 4 cells in current 2x2 cell group
Conway 0, \5, 10, \6, 8, \7, 12
Conway 1, \1, 5, \7, 12, \8, 4
Conway 2, \5, 10, \4, 2, \3, 3
Conway 3, \1, 5, \3, 3, \2, 1
; load new pointer
ldh a, [New]
ld h, a
; save result to new buffer
ld [hl], b
ENDM
SECTION "Timer Interrupt Handler", ROM0[$50]
TimerInterruptHandler:
reti
SECTION "Serial Interrupt Handler", ROM0[$58]
SerialInterruptHandler:
reti
SECTION "Joypad Interrupt Handler", ROM0[$60]
JoypadInterruptHandler:
reti
SECTION "Header", ROM0[$100]
EntryPoint:
di
jp Start
REPT $150 - $104
db 0
ENDR
SECTION "Main", ROM0[$150]
Start:
; shut sound off
ld [rNR52], a
; set old and rendered pointers to buffer0
ld a, HIGH(Buffer0)
ldh [Old], a
ldh [Rendered + 1], a
; set new pointer to buffer1
ld a, HIGH(Buffer1)
ldh [New], a
; set video pointer to first tilemap
ld a, HIGH(_SCRN0)
ldh [Video + 1], a
; enable v-blank interrupt
ld a, IEF_VBLANK
ld [rIE], a
xor a
ldh [rIF], a
; wait for v-blank
halt
; disable screen
xor a
ld [rLCDC], a
; load bg palette [0=black, 1=dark gray, 2=light gray, 3=white]
ld a, %11100100
ld [rBGP], a
; load 18 tiles
; 0..15: 2x2 cell combinations
; 16: sprite selection tile
; 17: empty tile
ld hl, _VRAM_BG_TILES
ld de, Tiles
ld bc, TilesEnd - Tiles
call MemoryCopy
; set scrolling to (0, 0)
xor a
ld [rSCX], a
ld [rSCY], a
; clear screen (both buffers)
ld hl, _SCRN0
ld d, 17 ; empty tile
ld bc, 32 * 32 * 2
call MemorySet
; init buffer 0
ld hl, Buffer0
ld de, DefaultMap
ld bc, 20 * 18
call MemoryCopy
; enable h-blank interrupt in lcd stat
ld a, STATF_MODE00
ld [rSTAT], a
; enable screen but don't display anything yet
ld a, LCDCF_ON
ld [rLCDC], a
.mainloop
; reset low bytes of pointers
xor a
ldh [Progress], a
ldh [Rendered], a
ldh [Video], a
; start rendering
ld a, 20
ldh [TilesLeft], a
ld a, 18
ldh [LinesLeft], a
; enable v-blank and lcd stat interrupt for h-blank
; rendering routine is too slow for lcdc right now so disabled
ld a, IEF_VBLANK; | IEF_LCDC
ld [rIE], a
xor a
ei
ldh [rIF], a
.topleft
; handle top left corner
ConwayGroup 1, 21, 20, 39, 19, 359, 340, 341
; advance to next cell in top row
ld hl, Progress
inc [hl]
; handle all cells in top row except corners
ld a, 18
.top
ld [XLoop], a
; handle top row cell
ConwayGroup 1, 21, 20, 19, -1, 339, 340, 341
; advance to next cell in top row
ld hl, Progress
inc [hl]
; loop horizontally
ld a, [XLoop]
dec a
jp nz, .top
; handle top right corner
.topright
ConwayGroup -19, 1, 20, 19, -1, 339, 340, 321
; advance pointers to next row
ld hl, Progress
inc [hl]
ld a, 16
.leftcolumn
ld [YLoop], a
; handle first element in row
ConwayGroup 1, 21, 20, 39, 19, -1, -20, -19
; advance to next cell
ld hl, Progress
inc [hl]
ld a, 18
.inner
ld [XLoop], a
; handle element inside row
ConwayGroup 1, 21, 20, 19, -1, -21, -20, -19
; advance to next cell
ld hl, Progress
inc [hl]
jr nz, .noCarry
ld hl, Old
inc [hl]
ld hl, New
inc [hl]
.noCarry
; loop horizontally
ld a, [XLoop]
dec a
jp nz, .inner
; handle last element in row
.rightcolumn
ConwayGroup -19, 1, 20, 19, -1, -21, -20, -39
; advance to next row
ld hl, Progress
inc [hl]
; loop vertically
ld a, [YLoop]
dec a
jp nz, .leftcolumn
; handle bottom left element
.bottomleft
ConwayGroup 1, -339, -340, -321, 19, -1, -20, -19
; advance to next cell in bottom row
ld hl, Progress
inc [hl]
; handle all cells in bottom row except corners
ld a, 18
.bottom
ld [XLoop], a
; handle top row cell
ConwayGroup 1, -339, -340, -341, -1, -21, -20, -19
; advance to next cell in top row
ld hl, Progress
inc [hl]
; loop horizontally
ld a, [XLoop]
dec a
jp nz, .bottom
; handle last element
.bottomright
ConwayGroup -19, -359, -340, -341, -1, -21, -20, -39
; wait end of rendering (not necessary, update is way slower than rendering...)
.waitRender
ldh a, [LinesLeft]
ld b, a
ldh a, [TilesLeft]
or a, b
jr z, .swap
halt
jr .waitRender
.swap
; enable only v-blank interrupt
di
ld a, IEF_VBLANK
ld [rIE], a
xor a
ldh [rIF], a
; wait v-blank
halt
; check which buffer has just been rendered
ldh a, [Old]
cp a, HIGH(Buffer1)
jr nc, .newToBuffer1
.newToBuffer0
; set old and rendered pointers to buffer1
ld a, HIGH(Buffer1)
ldh [Old], a
ldh [Rendered + 1], a
; set new pointer to buffer0
ld a, HIGH(Buffer0)
ldh [New], a
; set video pointer to first tilemap
ld a, HIGH(_SCRN1)
ldh [Video + 1], a
; display bg 9800 that has just been filled
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
ld [rLCDC], a
jr .resetLowBytes
.newToBuffer1
; set old and rendered pointers to buffer0
ld a, HIGH(Buffer0)
ldh [Old], a
ldh [Rendered + 1], a
; set new pointer to buffer1
ld a, HIGH(Buffer1)
ldh [New], a
; set video pointer to second tilemap
ld a, HIGH(_SCRN0)
ldh [Video + 1], a
; display bg 9C00 that has just been filled
ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9C00
ld [rLCDC], a
.resetLowBytes
jp .mainloop
SECTION "V-Blank Interrupt Handler", ROM0[$40]
VBlankInterruptHandler:
; save registers
push af
push bc
push de
push hl
; render
jp Render
SECTION "LCD Stat Interrupt Handler", ROM0[$48]
LCDStatInterruptHandler:
; save registers
push af
push bc
push de
push hl
; render
jp Render
SECTION "Render", ROM0
Render:
; check there are tiles to render
ldh a, [LinesLeft]
ld b, a
ldh a, [TilesLeft]
or b
jr z, .exit
.render
; load buffer pointer into DE
ld hl, Rendered
ld a, [hl+]
ld d, [hl]
ld e, a
; load video pointer into HL
ld hl, Video
ld a, [hl+]
ld h, [hl]
ld l, a
; set c to point to tiles left to render
.nextline
ld c, LOW(TilesLeft)
.loop
; check we can still render
ldh a, [rSTAT]
and a, STATF_BUSY
jr nz, .finish
; copy one byte
ld a, [de]
ld [hl+], a
inc de
; loop while there are tiles to render
ld a, [$FF00+c]
dec a
ld [$FF00+c], a
jr nz, .loop
; go to next line
ld a, l
add a, 32 - 20
ld l, a
jr nc, .nocarry
inc h
.nocarry
; loop while there are lines to render
ld c, LOW(LinesLeft)
ld a, [$FF00+c]
dec a
ld [$FF00+c], a
jr z, .finish
ld a, 20
ldh [TilesLeft], a
ld c, a
jr .nextline
; save incremented video and buffer pointers
.finish
ld a, l
ldh [Video], a
ld a, h
ldh [Video + 1], a
ld a, e
ldh [Rendered], a
ld a, d
ldh [Rendered + 1], a
.exit
; restore registers saved in interrupt handler
pop hl
pop de
pop bc
pop af
; return from v-blank or lcd interrupt
reti
; automata buffers with 4 cells per byte
; 2x2 bytes per cell, bit ordering:
; ___ ___
; |0 1| |0 1|
; |2 3| eg. |1 0| is %0110 = 6
; ‾‾‾ ‾‾‾
; bits 4, 5, 6 and 7 are not used
SECTION "Automata buffer 0", WRAM0, ALIGN[9]
Buffer0: ds 20 * 18
SECTION "Automata buffer 1", WRAM0, ALIGN[9]
Buffer1: ds 20 * 18
SECTION "Compute Memory", HRAM
New: ds 1 ; high byte of pointer to bufferX
Old: ds 1 ; high byte of pointer to bufferX
Progress: ds 1; low byte of pointer to bufferX, common to new and old
XLoop: ds 1
YLoop: ds 1
SECTION "Render Memory", HRAM
LinesLeft: ds 1 ; number of lines left to render
TilesLeft: ds 1 ; number of tiles left to render in current line
Video: ds 2 ; progressing pointer in tilemap (VRAM)
Rendered: ds 2 ; progressing pointer in old buffer
SECTION "Bits Set", ROM0, ALIGN[8]
BitsSet:
db 0; 0 = 0000
db 1; 1 = 0001
db 1; 2 = 0010
db 2; 3 = 0011
db 1; 4 = 0100
db 2; 5 = 0101
db 2; 6 = 0110
db 3; 7 = 0111
db 1; 8 = 1000
db 2; 9 = 1001
db 2; 10 = 1010
db 3; 11 = 1011
db 2; 12 = 1100
db 3; 13 = 1101
db 3; 14 = 1110
db 4; 15 = 1111
SECTION "Default Map", ROM0
DefaultMap:
; 20x18 map with a glider on the top left corner
db 2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 3, 1, 0, 0, 0, 0, 0, 1, 2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 9,12, 5, 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
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 3, 1, 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
db 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
db 0, 0, 3, 1, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 5, 0,10,10, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 1,12, 6, 2,12, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0,12, 4, 0,12, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 5, 0,10,10, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 1, 0, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 3, 1, 0, 3, 1, 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
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
SECTION "Graphics", ROM0
Tiles:
INCBIN "Tiles.bin"
TilesEnd: ds 0