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galaxia.asm
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galaxia.asm
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; Galaxia GBC v1.1
; (c) 2003-2018 Tomasz Slanina
;
; Minigame compo entry
; 1024 bytes size limit (including header and N logo)
; up/down/left/right to move
; A/B to shot
;
; 3 difficulty levels
_SCRN0 equ $9800
_HRAM equ $ff80
rP1 equ $ff00
rDIV equ $ff04
rIF equ $ff0f
rLCDC equ $ff40
rSTAT equ $ff41
rSCX equ $ff43
rLY equ $ff44
rDMA equ $ff46
rVBK equ $ff4f
rBCPS equ $ff68
rIE equ $ffff
;limits
MIN_PLAYER_Y equ 24
MAX_PLAYER_Y equ 144
MIN_PLAYER_X equ 16
MAX_PLAYER_X equ 96
;player starting position
START_Y equ 84
;inactivity flag
SPRITE_INACTIVE equ -16
;collision rectangles
PLAYER_Y equ 8
PLAYER_Y2 equ 16
PLAYER_X equ 16
PLAYER_X2 equ 16+8
BULLET_Y equ 8
BULLET_Y2 equ 16
BULLET_X equ 8
BULLET_X2 equ 16
;tiles and colors
TILE_BULLET equ 4
TILE_ENEMY equ 5
COLOR_ENEMY equ 1
SHIP_COLOR equ 0
;speed of enemies
START_SPEED equ 2
HARD_SPEED equ 4
;difficulty increase after MAX_HIT hits
MAX_HIT equ 5
;varaiables in HiRAM (for faster access)
scrollPosition equ $ffda
oldKeys equ $ffdb
enemySpeed equ $ffdc
hitCounter equ $ffdd
increaseDifficulty equ $ffde
autoMove equ $ffdf
SECTION "start",ROM0[0]
restartzero: ;label must be set before any local labels
ld [hl],a ; 2nd part of keyread
ld a,[hl]
ld a,[hl]
and $0f
swap a
ld b,a
ld a,16
ld [hl],a
ld a,[hl] ;4 times (should be 6 times)
ld a,[hl]
ld a,[hl]
ld a,[hl]
and $0f
or b
cpl
ld b,a
bit 6,a ;Up
jr z,.down
ld a,[de] ;y
cp MIN_PLAYER_Y
ret c
sub 4 ;4 = offset
jr .setY
.down:
bit 7,a ;down
ret z
ld a,[de];y
cp MAX_PLAYER_Y
ret nc
add 4
.setY:
ld [de],a
ld [shadowOAM+4],a
ret
spritePalette: ; unused space
db %00000001,%01111101
db %00000000,%00000000
db %00000000,%01000100
db %00010000,%00000010
db %00000000,%00000000
db %00011111,%00001101
db %11100000,%00000011
SECTION "vblank",ROM0[$40] ;VBL interrupt vector
push af
ld a,[scrollPosition] ;scroll offset
inc a
jp _HRAM ; jump to HRAM
SECTION "hblank",ROM0[$48] ;LCDC interrupt vector (hblank mode)
hblank:
push af
push bc
ld a,[scrollPosition] ;pseudo paralax scrolling
ld b,a
ld a,[rLY] ;current scanline
cp 1
jr z,.set
cp 121
jr z,.set
srl b
cp 17
jr z,.set
cp 105
jr z,.set
srl b
cp 33
jr z,.set
cp 89
jr z,.set
srl b
cp 49
jr nz,.exit
.set:
ld a,b
ld [rSCX],a ; BG scroll X offset
.exit:
pop bc
pop af
reti
; collisions ship - obstacles
collisions:
ld hl,$c000 ;ship coords
ld a,[hl+]
ld b,a ;y
ld c,[hl] ;x
ld d,SPRITE_INACTIVE
ld l,2*4+4*4 ;skip bullets
.collLoop:
ld a,[hl]
cp d ;SPRITE_INACTIVE
jr z,.notused
cp 255
jp z,collisionscd ;bullets collisions
push hl
inc hl
sub PLAYER_Y ;calculations of collision rectangles
cp b
jr nc,.skip
add PLAYER_Y2
cp b
jr c,.skip
ld a,[hl]
sub PLAYER_X
cp c
jr nc,.skip
add PLAYER_X2
cp c
jr c,.skip
.wait: ;game over
dec hl
ld a,h
or l
jr nz,.wait
jp $100 ; restart
.skip:
pop hl
.notused:
ld a,4 ; next sprite
add l
ld l,a
jr .collLoop
;bullets collisions
bulletCollision:
ld a,[hl]
cp d ; SPRITE_INACTIVE
ret z
push hl
inc hl
ld b,a ;y
ld c,[hl] ;x
ld l,2*4+4*4 ; enemies
.bulletLoop:
ld a,[hl]
cp d
jr z,.notused
cp 255
jr z,.exitCheck
push hl
inc hl
sub BULLET_Y
cp b
jr nc,.skip
add BULLET_Y2
cp b
jr c,.skip
ld a,[hl]
sub BULLET_X
cp c
jr nc,.skip
add BULLET_X2
cp c
jr c,.skip
pop hl
inc hl ;x
inc hl ;tile
ld a,[hl-]
cp TILE_ENEMY
jr nz,.notEnemy
dec hl
ld [hl],d ;remove enemy
ld a,[hitCounter]
inc a
cp MAX_HIT
jr c,.spo
ld a,$ff
ld [increaseDifficulty],a
cpl
.spo:
ld [hitCounter],a
.notEnemy:
pop hl
ld [hl],d ;remove bullet
ret
.exitCheck:
pop hl
ret
.skip:
pop hl
.notused:
ld a,4
add l
ld l,a
jr .bulletLoop
SECTION "boot",ROM0[$100]
nop
jp main
SECTION "header",ROM0[$134]
db "Galaxia ",$c0
db 0,0,0,0,0,0,0,0,0,0,0,0
main:
di
xor a
ld [rLCDC],a ;LCD off
ld sp,$cfff
ld [rVBK],a ;vram bank 0
ld h,$80
ld l,a
ld de,tiles
.loopFill:
cpl
ld [hl+],a
bit 4,l ; 16 bytes fill
jr z,.loopFill
.copyTileLoop:
ld a,[de]
inc de
ld [hl+],a
bit 1,h
jr z,.copyTileLoop
ld hl,_SCRN0 ; tilemap
push hl
ld e,32
ld b,4
.bigLoop:
ld c,e
xor a
.fillSolid:
ld [hl+],a ; solid color
dec c
jr nz,.fillSolid
ld c,e
ld a,1
.fill3:
ld [hl+],a
dec c
jr nz,.fill3
dec b
jr nz,.bigLoop
ld c,32*2 ;middle of the screen
xor a
.fill4:
ld [hl+],a
dec c
jr nz,.fill4
ld b,4 ; bottom part of bg screen
.bLoop:
ld c,e
ld a,1
.l3x:
ld [hl+],a
dec c
jr nz,.l3x
ld c,e
xor a
.fillSolid2:
ld [hl+],a ; solid color
dec c
jr nz,.fillSolid2
dec b
jr nz,.bLoop
pop hl
ld a,1
ld [rVBK],a ; VRAM bank 1
ld d,b ;0
ld b,4
.bigLoop2:
ld c,e
ld a,d
.lx1:
ld [hl+],a ;solid
dec c
jr nz,.lx1
inc d
ld c,16 ;only 16 !
.lx2:
ld a,d
ld [hl+],a
set 5,a ;flip h on
ld [hl+],a
dec c
jr nz,.lx2
dec b
jr nz,.bigLoop2
ld c,32*2
ld a,4
.fillD2:
ld [hl+],a
dec c
jr nz,.fillD2
ld b,4
.bigLoop3:
ld c,16
ld a,d
set 6,a ; flip v always on
.lx2x:
ld [hl+],a
set 5,a ;flip h on
ld [hl+],a
res 5,a ;flip h off
dec c
jr nz,.lx2x
dec d
ld c,e
ld a,d
.fillD1:
ld [hl+],a ; solid line
dec c
jr nz,.fillD1
dec b
jr nz,.bigLoop3
ld hl,rBCPS ; BG palette
ld a,128
ld [hl+],a
ld c,8
ld d,h
xor a
.pall:
ld [hl],a ;palette generator
ld [hl],d
add 5
ld [hl],a
ld [hl],d
ld [hl],d
ld [hl],d
ld [hl],d
ld [hl],d
dec c
jr nz,.pall
inc hl ;rBCPD
ld a,128+2
ld [hl+],a
ld de,spritePalette
ld c,64
.copy:
ld a,[de]
ld [hl],a
inc de
dec c
jr nz,.copy
ld a,8 ;LCDC interrupt = hblank
ld [rSTAT],a ;LCDC set
ld hl,hiramCode ;OAM DMA code MUST be executed from HiRAM
ld de,_HRAM
.copy1:
ld a,[hl+]
ld [de],a
inc de
bit 5,e
jr z,.copy1
ld hl,shadowOAM ; shadow OAM clear
ld a,SPRITE_INACTIVE
.clear:
ld [hl+],a
bit 0,h
jr z,.clear
xor a ; varaibles set
ld [oldKeys],a ;tutaj
ld [hitCounter],a
ld [increaseDifficulty],a
ld [autoMove],a
ld l,a
cpl
ld [shadowEnd],a ; set end marker for sprites
ld a,START_SPEED
ld [enemySpeed],a
ld a,START_Y ;ship sprites
ld h,$c0
ld [hl+],a
ld a,10
ld [hl+],a
ld a,2 ;tile
ld [hl+],a
ld a,SHIP_COLOR
ld [hl+],a
ld a,START_Y
ld [hl+],a
ld a,10+8
ld [hl+],a
ld a,2+1 ;tile
ld [hl+],a
ld a,SHIP_COLOR
ld [hl],a
ld a,128+16+2 ;on , chr 8000 , bg 9800 , 8x16 , obj on
ld [rLCDC],a
xor a
ld [rIF],a ;clear interrupts flag
ld a,3
ld [rIE],a ;set interrupts = VBL+LCDC
ei
mainloop:
ld hl,scrollPosition
ld a,[hl]
.waitframe:
cp [hl]
jr z,.waitframe ;wait for next frame
ld a,[increaseDifficulty] ;difficulty increase
or a
jr z,.noinc
ld a,[enemySpeed] ; speed of enemies
cp START_SPEED
jr nz,.extraDifficulty
ld a,HARD_SPEED
ld [enemySpeed],a
jr .noinc
.extraDifficulty:
ld [autoMove],a
.noinc:
xor a
ld [increaseDifficulty],a
bit 1,[hl]
ld a,32 ;keypad read
ld hl,rP1
ld de,shadowOAM
rst 0 ; keypad read and test up/down
bit 5,b
jr z,.left
ld a,[shadowOAM+1];x
cp MIN_PLAYER_X
jr c,.skipmove
sub 4
ld [shadowOAM+1],a
add 8
ld [shadowOAM+5],a
jr .skipmove
.left:
bit 4,b
jr z,.skipmove
ld a,[shadowOAM+1];x
cp MAX_PLAYER_X
jr nc,.skipmove
add 4
ld [shadowOAM+1],a
add 8
ld [shadowOAM+5],a
.skipmove:
ld a,[oldKeys] ; old buttons status
xor b
and b
ld c,a
ld a,b
ld [oldKeys],a
ld a,c
and 3
jr z,.noshot
;shot
ld hl,shadowOAM+4*2
ld c,4
.loz:
ld a,[hl]
cp SPRITE_INACTIVE
jr nz,.nextbullet
ld a,[shadowOAM] ;free slot was found
ld [hl+],a
ld a,[shadowOAM+1]
add 9
ld [hl+],a
ld a,TILE_BULLET
ld [hl+],a
ld a,1
ld [hl],a
jr .noshot
.nextbullet:
ld a,4
add a,l
ld l,a
dec c
jr nz,.loz
.noshot:
;new enemies
ld a,[scrollPosition] ; pseudo "timer"
and %11100
jr nz,.endenemyadd
ld hl,shadowOAM+4*2+4*4 ; skiping player/bullets
.l1:
ld a,[hl]
cp SPRITE_INACTIVE ; is active ?
jr z,.insert
cp 255 ; end of sprites
jr z,.endenemyadd
inc hl
inc hl
inc hl
inc hl
jr .l1
.insert: ;free slot
ld a,[rDIV] ; "random" number
ld b,a
ld a,[scrollPosition]
cpl
rla
rla
xor b
swap a
and 127 ;limit
add 20 ; move a bit down
ld [hl+],a ; y
ld a,170 ; x
ld [hl+],a
ld a,[rDIV]
bit 0,a ;red or green ?
ld a,TILE_ENEMY
ld b,COLOR_ENEMY
jr z,.storeData
inc a ;second enemy tile
.storeData:
ld [hl+],a
ld [hl],b
.endenemyadd:
;sprite autorun
ld hl,shadowOAM+4*2 ;starting form "bullets"
ld c,SPRITE_INACTIVE
.loopauto:
ld a,[enemySpeed]
ld e,a
ld a,[hl+] ;x
cp c ;is active?
jr z,.skipme
cp 255 ; end marker
jr z,.end
inc hl ;tile
ld a,[hl]
cp TILE_BULLET
jr z,.bulletAuto
cp TILE_ENEMY
jr z,.enemyAuto
ld a,[autoMove]
srl e
or a
jr z,.enemyAuto ;skip in easy mode
dec hl
ld a,[hl];x
and 15
sub 7
ld b,a
dec hl
ld a,[hl]
add b
ld [hl+],a
ld a,[hl]
sub START_SPEED/2
jr .cont
.enemyAuto:
dec hl ;x
ld a,[hl]
sub e
.cont:
ld [hl],a ;x
cp 8
jr nc,.skipme
dec hl ;y
ld a,c
ld [hl+],a
.skipme:
inc hl ;tile
inc hl ;atrib
inc hl ;next
jr .loopauto
.bulletAuto:
dec hl
ld a,[hl]
add 5
ld [hl],a
cp 160 ;check if went out of screen
jr c,.skipme
dec hl
ld a,c
ld [hl+],a
jr .skipme
.end:
call collisions
jp mainloop
collisionscd:
ld l,8
call bulletCollision
ld l,12
call bulletCollision
ld l,16
call bulletCollision
ld l,20
jp bulletCollision
hiramCode:
inc a ; second part of the scroll update code
ld [scrollPosition],a
ld a,$c0 ; DMA Shadow OAM -> OAM
ld [rDMA],a
.wait:
dec a
jr nz,.wait
pop af
reti
tiles:
;BG tile
db %00000000,%10000000
db %10000000,%01000000
db %11000000,%00100000
db %11100000,%00010000
db %11110000,%00001100
db %11111100,%00000011
db %11111111,%00000000
db %11111111,%00000000
;Player tiles
db %00000000,%00011110
db %00000000,%00001111
db %00000111,%00000111
db %00000000,%00011111
db %00000000,%00011111
db %00000111,%00000111
db %00000000,%00001111
db %00000000,%00011110
db %00000000,%00000000
db %00000000,%10000000
db %11111110,%11111110
db %01111111,%10000001
db %01111111,%10000001
db %11111110,%11111110
db %00000000,%10000000
db %00000000,%00000000
;Bullet
db %00000000,%00000000
db %00000000,%00000000
db %00000000,%00000000
db %00111100,%00000000
db %00111100,%00000000
db %00000000,%00000000
db %00000000,%00000000
db %00000000,%00000000
;Enemies
db %00011000,%00000000
db %00111100,%00011000
db %01111110,%00111100
db %11111111,%01111110
db %11111111,%01111110
db %01111110,%00111100
db %00111100,%00011000
db %00011000,%00000000
db %11111111,%00000000
db %10000001,%01111110
db %10000001,%01111110
db %10000001,%01111110
db %10000001,%01111110
db %10000001,%01111110
db %10000001,%01111110
db %11111111,%00000000
SECTION "RAM",WRAM0[$c000]
shadowOAM: ds 40*4 ;Shadow OAM
shadowEnd: ds 1 ;0xff = end marker of sprite table