704 lines
13 KiB
NASM
704 lines
13 KiB
NASM
INCLUDE "hardware.inc"
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_VRAM_BG_TILES EQU $9000
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SECTION "Memory Copy", ROM0
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; hl = destination
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; de = source
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; bc = count
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MemoryCopy:
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ld a, [de]
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ld [hl+], a
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inc de
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dec bc
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ld a, b
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or c
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jr nz, MemoryCopy
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ret
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SECTION "Memory Set", ROM0
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; hl = destination
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; d = data
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; bc = count
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MemorySet:
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ld a, d
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ld [hl+], a
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dec bc
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ld a, b
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or c
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jr nz, MemorySet
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ret
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AddLiveNeighbors: MACRO
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; \1 is offset in Cells table in HRAM
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; \2 is mask for 2x2 cell
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; D must be high byte of a BitsSet table (for 0..15)
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; H register will be incremented with number of alive neighbors
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; destroys A, C, E
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; does not touch B, L
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; load current 2x2 cell and mask out bits that are not neighbors
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ld c, LOW(Cells + \1)
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ld a, [$FF00+c]
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and a, \2
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; count bits set
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ld e, a
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ld a, [de]
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; add to alive
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add a, h
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ld h, a
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ENDM
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SECTION "Game of life resolution table", ROM0, ALIGN[8]
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ResolutionTable:
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db 0, 0, 0,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 0
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db 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 1
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db 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 2
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 3
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db 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 4
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 5
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 6
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 7
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db 0, 0, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; 8
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Conway: MACRO
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; \1 = mask for neighbors in inner cell
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; \2 = first useful neighbor 2x2 cell
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; \3 = mask for first useful neighbor 2x2 cell
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; \4 = mask for second useful neighbor 2x2 cell
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; \5 = mask for third useful neighbor 2x2 cell
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;
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; B will be updated with cell result
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; destroys all other registers
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; reset alive counter
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ld h, 0
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; set high byte of DE to BitsSet high address
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ld d, HIGH(BitsSet)
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; Check all neighbors
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AddLiveNeighbors 0, \1
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AddLiveNeighbors (1 + (\2 + 0) % 8), \3
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AddLiveNeighbors (1 + (\2 + 1) % 8), \4
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AddLiveNeighbors (1 + (\2 + 2) % 8), \5
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; load current cell group
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ldh a, [Cells]
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; mask data
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and a, (~\1) & $F
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; multiply by 16
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rla ; ..x2
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rla ; ..x4
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rla ; ..x8
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rla ; ..x16
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; add alive neighbor count
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add a, h
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; load result
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ld d, HIGH(ResolutionTable)
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ld e, a
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ld a, [de]
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; mask result
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and a, (~\1) & $F
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; add to global result
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or a, b
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ld b, a
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ENDM
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LoadCellToHRAM: MACRO
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; \1 = offset to Old pointer
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; destroys A
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; increments C
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; does not touch B, D, E, H, L
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; load neighbor
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ld a, [hl]
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; store in HRAM
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ld [$FF00+c], a
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; increment hram pointer
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inc c
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ENDM
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IncHL: MACRO
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IF (\1) == 1
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inc hl
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ELIF (\1) == -1
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dec hl
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ELSE
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ld de, (\1)
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add hl, de
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ENDC
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ENDM
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SECTION "Load cell group and 8 neighbors to HRAM, then compute", ROM0
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; \1..\8 offset to neighbors
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; destroys all registers
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ConwayGroup: MACRO
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; pointer to HRAM
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ld c, LOW(Cells)
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; load old pointer into hl
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ld hl, Old
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ld a, [hl+]
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ld h, [hl]
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ld l, a
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; load current 2x2 cell then neighbor 2x2 cells to HRAM from old buffer
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LoadCellToHRAM
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IncHL \1
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LoadCellToHRAM
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IncHL \2 - \1
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LoadCellToHRAM
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IncHL \3 - \2
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LoadCellToHRAM
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IncHL \4 - \3
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LoadCellToHRAM
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IncHL \5 - \4
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LoadCellToHRAM
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IncHL \6 - \5
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LoadCellToHRAM
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IncHL \7 - \6
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LoadCellToHRAM
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IncHL \8 - \7
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LoadCellToHRAM
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; reset result
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xor a
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ld b, a
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; compute all 4 cells in current 2x2 cell
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Conway 14, 4, 10, 8, 12
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Conway 13, 6, 12, 4, 5
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Conway 11, 2, 3, 2, 10
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Conway 7, 0, 5, 1, 3
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; load new pointer
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ld hl, New
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ld a, [hl+]
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ld h, [hl]
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ld l, a
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; save result to new buffer
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ld [hl], b
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ENDM
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SECTION "Timer Interrupt Handler", ROM0[$50]
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TimerInterruptHandler:
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reti
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SECTION "Serial Interrupt Handler", ROM0[$58]
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SerialInterruptHandler:
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reti
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SECTION "Joypad Interrupt Handler", ROM0[$60]
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JoypadInterruptHandler:
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reti
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SECTION "Header", ROM0[$100]
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EntryPoint:
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di
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jp Start
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REPT $150 - $104
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db 0
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ENDR
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SECTION "Main", ROM0[$150]
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Start:
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; shut sound off
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ld [rNR52], a
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; set old and rendered pointers to buffer0
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ld a, HIGH(Buffer0)
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ldh [Old + 1], a
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ldh [Rendered + 1], a
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; set new pointer to buffer1
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ld a, HIGH(Buffer1)
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ldh [New + 1], a
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; set video pointer to first tilemap
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ld a, HIGH(_SCRN0)
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ldh [Video + 1], a
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; reset low bytes of pointers (all buffers are aligned)
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xor a
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ldh [New], a
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ldh [Old], a
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ldh [Rendered], a
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ldh [Video], a
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; set lines and tiles left to 0 to avoid rendering in interrupts
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ldh [LinesLeft], a
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ldh [TilesLeft], a
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; enable v-blank interrupt
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ld a, IEF_VBLANK
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ld [rIE], a
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xor a
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ldh [rIF], a
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; wait for v-blank
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halt
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; disable screen
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xor a
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ld [rLCDC], a
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; load bg palette [0=black, 1=dark gray, 2=light gray, 3=white]
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ld a, %11100100
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ld [rBGP], a
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; load 18 tiles
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; 0..15: 2x2 cell combinations
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; 16: sprite selection tile
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; 17: empty tile
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ld hl, _VRAM_BG_TILES
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ld de, Tiles
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ld bc, TilesEnd - Tiles
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call MemoryCopy
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; set scrolling to (0, 0)
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xor a
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ld [rSCX], a
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ld [rSCY], a
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; clear screen (both buffers)
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ld hl, _SCRN0
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ld d, 17 ; empty tile
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ld bc, 32 * 32 * 2
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call MemorySet
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; clear screen (both buffers)
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ld hl, _SCRN1
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ld d, 0 ; empty tile
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ld bc, 32 * 32
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call MemorySet
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; init buffer 0
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ld hl, Buffer0
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ld de, DefaultMap
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ld bc, 20 * 18
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call MemoryCopy
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; set total to render to start rendering
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ld a, 18
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ldh [LinesLeft], a
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ld a, 20
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ldh [TilesLeft], a
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; enable h-blank interrupt in lcd stat
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ld a, STATF_MODE00
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ld [rSTAT], a
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; enable screen but don't display anything yet
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ld a, LCDCF_ON
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ld [rLCDC], a
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.mainloop
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; start rendering
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ld a, 20
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ldh [TilesLeft], a
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ld a, 18
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ldh [LinesLeft], a
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; enable v-blank and lcd stat interrupt for h-blank
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; rendering routine is too slow for lcdc right now so disabled
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ld a, IEF_VBLANK; | IEF_LCDC
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ld [rIE], a
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xor a
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ei
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ldh [rIF], a
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.topleft
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; handle top left corner
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ConwayGroup 1, 21, 20, 39, 19, 359, 340, 341
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; advance to next cell in top row
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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; handle all cells in top row except corners
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ld a, 18
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.top
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ld [XLoop], a
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; handle top row cell
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ConwayGroup 1, 21, 20, 19, -1, 339, 340, 341
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; advance to next cell in top row
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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; loop horizontally
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ld a, [XLoop]
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dec a
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jp nz, .top
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; handle top right corner
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.topright
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ConwayGroup -19, 1, 20, 19, -1, 339, 340, 321
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; advance pointers to next row
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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ld a, 16
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.leftcolumn
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ld [YLoop], a
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; handle first element in row
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ConwayGroup 1, 21, 20, 39, 19, -1, -20, -19
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; advance to next cell
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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ld a, 18
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.inner
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ld [XLoop], a
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; handle element inside row
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ConwayGroup 1, 21, 20, 19, -1, -21, -20, -19
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; advance to next cell
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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jr nz, .noCarry
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inc hl ; old+1
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inc [hl]
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ld hl, New + 1
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inc [hl]
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.noCarry
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; loop horizontally
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ld a, [XLoop]
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dec a
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jp nz, .inner
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; handle last element in row
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.rightcolumn
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ConwayGroup -19, 1, 20, 19, -1, -21, -20, -39
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; advance to next row
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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; loop vertically
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ld a, [YLoop]
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dec a
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jp nz, .leftcolumn
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; handle bottom left element
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.bottomleft
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ConwayGroup 1, -339, -340, -321, 19, -1, -20, -19
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; advance to next cell in bottom row
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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; handle all cells in bottom row except corners
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ld a, 18
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.bottom
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ld [XLoop], a
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; handle top row cell
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ConwayGroup 1, -339, -340, -341, -1, -21, -20, -19
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; advance to next cell in top row
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ld hl, New
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inc [hl]
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ld hl, Old
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inc [hl]
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; loop horizontally
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ld a, [XLoop]
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dec a
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jp nz, .bottom
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; handle last element
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.bottomright
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ConwayGroup -19, -359, -340, -341, -1, -21, -20, -39
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; increment old pointer to first byte after buffer
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ld hl, Old
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inc [hl]
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; wait end of rendering (not necessary, update is way slower than rendering...)
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;.waitRender
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; ldh a, [LinesLeft]
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; ld b, a
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; ldh a, [TilesLeft]
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; or a, b
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; jr z, .swap
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; halt
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; jr .waitRender
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;
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;.swap
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; enable only v-blank interrupt
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di
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ld a, IEF_VBLANK
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ld [rIE], a
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xor a
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ldh [rIF], a
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; wait v-blank
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halt
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; check which buffer has just been rendered
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ldh a, [Old + 1]
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cp a, HIGH(Buffer1)
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jr nc, .newToBuffer1
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.newToBuffer0
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; set old and rendered pointers to buffer1
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ld a, HIGH(Buffer1)
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ldh [Old + 1], a
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ldh [Rendered + 1], a
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; set new pointer to buffer0
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ld a, HIGH(Buffer0)
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ldh [New + 1], a
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; set video pointer to first tilemap
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ld a, HIGH(_SCRN1)
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ldh [Video + 1], a
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; display bg 9800 that has just been filled
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
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ld [rLCDC], a
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jr .resetLowBytes
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.newToBuffer1
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; set old and rendered pointers to buffer0
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ld a, HIGH(Buffer0)
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ldh [Old + 1], a
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ldh [Rendered + 1], a
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; set new pointer to buffer1
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ld a, HIGH(Buffer1)
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ldh [New + 1], a
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; set video pointer to second tilemap
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ld a, HIGH(_SCRN0)
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ldh [Video + 1], a
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; display bg 9C00 that has just been filled
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9C00
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ld [rLCDC], a
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.resetLowBytes
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; reset low bytes of pointers
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xor a
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ldh [New], a
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ldh [Old], a
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ldh [Rendered], a
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ldh [Video], a
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jp .mainloop
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SECTION "V-Blank Interrupt Handler", ROM0[$40]
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VBlankInterruptHandler:
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; save registers
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push af
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push bc
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push de
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push hl
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; render
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jp Render
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SECTION "LCD Stat Interrupt Handler", ROM0[$48]
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LCDStatInterruptHandler:
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; save registers
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push af
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push bc
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push de
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push hl
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; render
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jp Render
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SECTION "Render", ROM0
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Render:
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; check there are tiles to render
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ldh a, [LinesLeft]
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ld b, a
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ldh a, [TilesLeft]
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or b
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jr z, .exit
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.render
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; load buffer pointer into DE
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ld hl, Rendered
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ld a, [hl+]
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ld d, [hl]
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ld e, a
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; load video pointer into HL
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ld hl, Video
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ld a, [hl+]
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ld h, [hl]
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ld l, a
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; set c to point to tiles left to render
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.nextline
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ld c, LOW(TilesLeft)
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.loop
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; check we can still render
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ldh a, [rSTAT]
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and a, STATF_BUSY
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jr nz, .finish
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; copy one byte
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ld a, [de]
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ld [hl+], a
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inc de
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; loop while there are tiles to render
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ld a, [$FF00+c]
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dec a
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ld [$FF00+c], a
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jr nz, .loop
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; go to next line
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ld a, l
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add a, 32 - 20
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ld l, a
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jr nc, .nocarry
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inc h
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.nocarry
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; loop while there are lines to render
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ld c, LOW(LinesLeft)
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ld a, [$FF00+c]
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dec a
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ld [$FF00+c], a
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jr z, .finish
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ld a, 20
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ldh [TilesLeft], a
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ld c, a
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jr .nextline
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; save incremented video and buffer pointers
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.finish
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ld a, l
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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
|
|
Old: ds 2 ; pointer to bufferX
|
|
New: ds 2 ; pointer to bufferX
|
|
XLoop: ds 1
|
|
YLoop: ds 1
|
|
Cells: ds 9 ; cells loaded from old buffer, order is: self then right, clockwise
|
|
|
|
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
|