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Copy pathrr_game.asm
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722 lines (565 loc) · 13.1 KB
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INCLUDE "rr_game_banks.asm"
GAME_PROCGEN:
; banks always move
CALL BANK_MOVE_BANKS
; ev 8*2=16 frames... before stack does on 0, so %00001111
LD A, (SCREEN_FRAME)
AND %00001111
CP %00001111
JP NZ, GAME_NOT_ATTR_TIME
CALL GAME_ROB_COUNTDOWN_SCOREBOARD_COUNTDOWN
CALL GAME_ADD_RAPIDS
CALL GAME_ADD_FISH
CALL GAME_ADD_ROCK
CALL GAME_ADD_RAPIDS
CALL GAME_ADD_FISH
CALL GAME_ADD_ROCK
JP BANK_ADD_BOBS
GAME_ADD_BOB_DONE:
GAME_NOT_ATTR_TIME:
RET ; GAME_PROCGEN
GAME_ROB_COUNTDOWN_SCOREBOARD_COUNTDOWN:
LD B, 8 ; 8 cols
LD HL, GAME_ROB_COUNTDOWN_SCOREBOARD
GAME_ROB_COUNTDOWN_SCOREBOARD_COUNTDOWN_LOOP:
LD A, (HL)
CP 0 ; skip if already zero
JP Z, GAME_ROB_COUNTDOWN_SCOREBOARD_COUNTDOWN_LOOP_NEXT
DEC A
LD (HL), A
GAME_ROB_COUNTDOWN_SCOREBOARD_COUNTDOWN_LOOP_NEXT:
INC HL
DJNZ GAME_ROB_COUNTDOWN_SCOREBOARD_COUNTDOWN_LOOP
RET ; GAME_ROB_COUNTDOWN_SCOREBOARD_COUNTDOWN
GAME_ADD_FISH:
; 1 in 32 chance
CALL RNG
LD A, (NEXT_RNG)
AND %00011111 ; 0-31
CP %00011111
RET NZ ; 1 in 32
; which col
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-7
LD D, 0
LD E, A ; 0-7 in DE
; check not clashing with existing object
LD HL, GAME_ROB_COUNTDOWN_SCOREBOARD
ADD HL, DE
LD A, (HL)
CP 0
RET NZ ; skip if it clashes
; update scorboard
LD HL, GAME_ROB_COUNTDOWN_SCOREBOARD
ADD HL, DE
LD (HL), 2 ; double block
; which colour fish
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-8
CP 0 ; i in 8
LD A, %00001000 ; black on blue
JP NZ, GAME_ADD_FISH_GOT_COLOUR
LD A, %00001110 ; yellow on blue
GAME_ADD_FISH_GOT_COLOUR:
; attr in buffer
LD HL, ATTR_BASE_24
ADD HL, DE
LD (HL), A
; extra for scroll
LD HL, ATTR_BASE_25
ADD HL, DE
LD (HL), A
; which fish
CALL RNG
LD A, (NEXT_RNG)
AND %00000011 ; 0-3
; LUT
RLCA ; 16bit, so shift left to double
LD H, 0
LD L, A ; offset in HL
LD BC, GAME_FISH_PIXELS_LUT
ADD HL, BC ; points to where pixels are
LD A, (HL) ; low byte of addr
INC HL
LD B, (HL) ; high byte
LD C, A ; BC now points to pixels
CALL GAME_ADD_8x8_PIXELS
RET ; GAME_ADD_FISH
GAME_ADD_ROCK:
; 1 in 8 chance
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-7
CP %00000111
RET NZ ; 1 in 8
; which col
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-7
LD D, 0
LD E, A ; 0-7 in DE
; check not clashing with existing object
LD HL, GAME_ROB_COUNTDOWN_SCOREBOARD
ADD HL, DE
LD A, (HL)
CP 0
RET NZ ; skip if it clashes
; update scorboard
LD HL, GAME_ROB_COUNTDOWN_SCOREBOARD
ADD HL, DE
LD (HL), 2 ; double block
; which colour rock
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-8
CP 0 ; i in 8
LD A, %00001011 ; mag on blue
JP NZ, GAME_ADD_ROCK_GOT_COLOUR
LD A, %00001010 ; red on blue
GAME_ADD_ROCK_GOT_COLOUR:
; attr in buffer
LD HL, ATTR_BASE_24
ADD HL, DE
LD (HL), A
; extra for scroll
LD HL, ATTR_BASE_25
ADD HL, DE
LD (HL), A
; which rock
CALL RNG
LD A, (NEXT_RNG)
AND %00000011 ; 0-3
; LUT
RLCA ; 16bit, so shift left to double
LD H, 0
LD L, A ; offset in HL
LD BC, GAME_ROCK_PIXELS_LUT
ADD HL, BC ; points to where pixels are
LD A, (HL) ; low byte of addr
INC HL
LD B, (HL) ; high byte
LD C, A ; BC now points to pixels
CALL GAME_ADD_8x8_PIXELS
RET ; GAME_ADD_ROCK
; DE is col offset, BC points to pixels
GAME_ADD_8x8_PIXELS:
; row 0
LD HL, SCREEN_BASE_192 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
; row 1
INC BC
LD HL, SCREEN_BASE_193 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
; row 2
INC BC
LD HL, SCREEN_BASE_194 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
; row 3
INC BC
LD HL, SCREEN_BASE_195 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
; row 4
INC BC
LD HL, SCREEN_BASE_196 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
; row 5
INC BC
LD HL, SCREEN_BASE_197 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
; row 6
INC BC
LD HL, SCREEN_BASE_198 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
; row 7
INC BC
LD HL, SCREEN_BASE_199 + 3
ADD HL, DE
LD A, (BC)
LD (HL), A
RET ; GAME_ADD_8x8_PIXELS
GAME_ADD_RAPIDS:
; 1 in 4 chance
CALL RNG
LD A, (NEXT_RNG)
AND %00000011 ; 0-3
CP %00000011
RET NZ ; 1 in 4
; which col
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-7
LD D, 0
LD E, A ; 0-7 in DE
; check not clashing with existing object
LD HL, GAME_ROB_COUNTDOWN_SCOREBOARD
ADD HL, DE
LD A, (HL)
CP 0
RET NZ ; skip if it clashes
; update scorboard
LD HL, GAME_ROB_COUNTDOWN_SCOREBOARD
ADD HL, DE
LD (HL), 2 ; bouble block
; which colour rapid
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-8
CP 0 ; i in 8
LD A, %00001111 ; white on blue
JP NZ, GAME_ADD_RAPID_GOT_COLOUR
LD A, %00001101 ; cyan on blue
GAME_ADD_RAPID_GOT_COLOUR:
; attr in buffer
LD HL, ATTR_BASE_24
ADD HL, DE
LD (HL), A
; extra for scroll
LD HL, ATTR_BASE_25
ADD HL, DE
LD (HL), A
; how many rows down
CALL RNG
LD A, (NEXT_RNG)
AND %00000111 ; 0-7
; LUT
RLCA ; 16bit, so shift left to double
LD H, 0
LD L, A ; offset in HL
LD BC, SCREEN_BASE_BUFFER_LUT
ADD HL, BC ; points to
LD A, (HL) ; low byte of addr
INC HL
LD H, (HL) ; high byte
LD L, A ; HL now points to pixels
ADD HL, DE ; add random col
PUSH HL ; RNG trashes HL
; random byte for rapid
CALL RNG
LD A, (NEXT_RNG)
POP HL ; restore HL
INC HL
INC HL
INC HL ; +3 river offset
LD (HL), A ; random byte into random position
RET ; GAME_ADD_RAPIDS
; any cyan on blue attrs in the boat rows need to be white
GAME_TOP_RAPIDS_WHITE:
; first boat row
LD B, 8 ; 8 attr cols
LD HL, ATTR_BASE_4
GAME_TOP_RAPIDS_WHITE_LOOP:
LD A, (HL)
CP %00001101 ; cyan on blue
JP NZ, GAME_TOP_RAPIDS_WHITE_LOOP_DONE
LD A, %00001111 ; white on blue
LD (HL), A
GAME_TOP_RAPIDS_WHITE_LOOP_DONE:
INC HL
DJNZ GAME_TOP_RAPIDS_WHITE_LOOP
RET ; GAME_TOP_RAPIDS_WHITE
GAME_ROCK_DAMAGE:
; only 2 main rows count as damage...
; get base sprite col
LD A, (SPRITE_X)
SRL A
SRL A
SRL A ; pixels / 8 is bytes
SUB 12 ; river starts 12 in
LD D, 0
LD E, A ; DE is col offset
; top left
LD HL, ATTR_BASE_2
ADD HL, DE ; HL points to an attr
LD A, (HL) ; A has the ATTR
CP %00001011 ; mag on blue
JP Z, GAME_DAMAGE_TOP_LEFT
CP %00001010 ; red on blue
JP Z, GAME_DAMAGE_TOP_LEFT_X2
JP GAME_NO_DAMAGE_TOP_LEFT
GAME_DAMAGE_TOP_LEFT_X2:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_DAMAGE_TOP_LEFT:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_NO_DAMAGE_TOP_LEFT:
INC HL
LD A, (HL) ; A has the ATTR
CP %00001011 ; mag on blue
JP NZ, GAME_NO_DAMAGE_TOP_MID
CALL BORDER_BUFFER_HEALTH_DEC
GAME_NO_DAMAGE_TOP_MID:
LD A, (SPRITE_X)
AND %00000111
CP 0 ; are we byte aliged?
JP Z, GAME_NO_DAMAGE_TOP_RIGHT
INC HL
LD A, (HL) ; A has the ATTR
CP %00001011 ; mag on blue
JP Z, GAME_DAMAGE_TOP_RIGHT
CP %00001010 ; red on blue
JP Z, GAME_DAMAGE_TOP_RIGHT_X2
JP GAME_NO_DAMAGE_TOP_RIGHT
GAME_DAMAGE_TOP_RIGHT_X2:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_DAMAGE_TOP_RIGHT:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_NO_DAMAGE_TOP_RIGHT:
; bot left
LD HL, ATTR_BASE_3
ADD HL, DE ; HL points to an attr
LD A, (HL) ; A has the ATTR
CP %00001011 ; mag on blue
JP Z, GAME_DAMAGE_BOT_LEFT
CP %00001010 ; red on blue
JP Z, GAME_DAMAGE_BOT_LEFT_X2
JP GAME_NO_DAMAGE_BOT_LEFT
GAME_DAMAGE_BOT_LEFT_X2:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_DAMAGE_BOT_LEFT:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_NO_DAMAGE_BOT_LEFT:
INC HL
LD A, (HL) ; A has the ATTR
CP %00001011 ; mag on blue
JP Z, GAME_DAMAGE_BOT_MID
CP %00001010 ; red on blue
JP Z, GAME_DAMAGE_BOT_MID_X2
JP GAME_NO_DAMAGE_BOT_MID
GAME_DAMAGE_BOT_MID_X2:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_DAMAGE_BOT_MID:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_NO_DAMAGE_BOT_MID:
LD A, (SPRITE_X)
AND %00000111
CP 0 ; are we byte aliged?
JP Z, GAME_NO_DAMAGE_BOT_RIGHT
INC HL
LD A, (HL) ; A has the ATTR
CP %00001011 ; mag on blue
JP Z, GAME_DAMAGE_BOT_RIGHT
CP %00001010 ; red on blue
JP Z, GAME_DAMAGE_BOT_RIGHT_X2
JP GAME_NO_DAMAGE_BOT_RIGHT
GAME_DAMAGE_BOT_RIGHT_X2:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_DAMAGE_BOT_RIGHT:
CALL BORDER_BUFFER_HEALTH_DEC
GAME_NO_DAMAGE_BOT_RIGHT:
RET ; GAME_ROCK_DAMAGE
GAME_CATCH_FISH:
; get base sprite col
LD A, (SPRITE_X)
SRL A
SRL A
SRL A ; pixels / 8 is bytes
SUB 12 ; attr river starts 12 in
LD D, 0
LD E, A ; DE is col offset
; mid/main left
LD HL, ATTR_BASE_4
ADD HL, DE ; HL points to an attr
LD A, (HL) ; A has the ATTR
CP %00001000 ; black on blue
JP Z, GAME_CATCH_FISH_MID_LEFT
CP %00001110 ; yellow on blue
JP Z, GAME_CATCH_FISH_MID_LEFT_X2
JP GAME_CATCH_FISH_NO_MID_LEFT
GAME_CATCH_FISH_MID_LEFT_X2:
CALL BORDER_BUFFER_FISH_INC
GAME_CATCH_FISH_MID_LEFT:
CALL BORDER_BUFFER_FISH_INC
LD (HL), %00001111 ; white on blue
CALL GAME_CLEAR_FISH_PIXELS
GAME_CATCH_FISH_NO_MID_LEFT:
INC HL
INC DE ; for fish pixel call
LD A, (HL) ; A has the ATTR
CP %00001000 ; black on blue
JP Z, GAME_CATCH_FISH_MID_MID
CP %00001110 ; yellow on blue
JP Z, GAME_CATCH_FISH_MID_MID_X2
JP GAME_CATCH_FISH_NO_MID_MID
GAME_CATCH_FISH_MID_MID_X2:
CALL BORDER_BUFFER_FISH_INC
GAME_CATCH_FISH_MID_MID:
CALL BORDER_BUFFER_FISH_INC
LD (HL), %00001111 ; white on blue
CALL GAME_CLEAR_FISH_PIXELS
GAME_CATCH_FISH_NO_MID_MID:
LD A, (SPRITE_X)
AND %00000111
CP 0 ; are we byte aliged?
JP Z, GAME_CATCH_FISH_NO_RIGHT_MID
INC HL
INC DE ; for fish pixel call
LD A, (HL) ; A has the ATTR
CP %00001000 ; black on blue
JP Z, GAME_CATCH_FISH_RIGHT_MID
CP %00001110 ; yellow on blue
JP Z, GAME_CATCH_FISH_RIGHT_MID_X2
JP NZ, GAME_CATCH_FISH_NO_RIGHT_MID
GAME_CATCH_FISH_RIGHT_MID_X2:
CALL BORDER_BUFFER_FISH_INC
GAME_CATCH_FISH_RIGHT_MID:
CALL BORDER_BUFFER_FISH_INC
LD (HL), %00001111 ; white on blue
CALL GAME_CLEAR_FISH_PIXELS
GAME_CATCH_FISH_NO_RIGHT_MID:
RET ; GAME_CATCH_FISH
; DE is attr col offset, so +3 for river pixelsxz
GAME_CLEAR_FISH_PIXELS:
PUSH HL
; row 0
LD HL, SCREEN_BASE_24 + 3
ADD HL, DE
LD (HL), 0
; row 1
LD HL, SCREEN_BASE_25 + 3
ADD HL, DE
LD (HL), 0
; row 2
LD HL, SCREEN_BASE_26 + 3
ADD HL, DE
LD (HL), 0
; row 3
LD HL, SCREEN_BASE_27 + 3
ADD HL, DE
LD (HL), 0
; row 4
LD HL, SCREEN_BASE_28 + 3
ADD HL, DE
LD (HL), 0
; row 5
LD HL, SCREEN_BASE_29 + 3
ADD HL, DE
LD (HL), 0
; row 6
LD HL, SCREEN_BASE_30 + 3
ADD HL, DE
LD (HL), 0
; row 7
LD HL, SCREEN_BASE_31 + 3
ADD HL, DE
LD (HL), 0
POP HL
RET ; GAME_CLEAR_FISH
GAME_FISH_PIXELS_LUT:
DEFW GAME_FISH_PIXELS_1
DEFW GAME_FISH_PIXELS_2
DEFW GAME_FISH_PIXELS_3
DEFW GAME_FISH_PIXELS_4
GAME_FISH_PIXELS_1:
DEFB %00001000
DEFB %00011100
DEFB %00111100
DEFB %00111110
DEFB %01111100
DEFB %00111000
DEFB %00011100
DEFB %00001110
GAME_FISH_PIXELS_2:
DEFB %00001000
DEFB %00011100
DEFB %00111100
DEFB %00111110
DEFB %01111100
DEFB %00111000
DEFB %00011100
DEFB %01110000
GAME_FISH_PIXELS_3:
DEFB %00001111
DEFB %00011100
DEFB %00111100
DEFB %00111110
DEFB %01111100
DEFB %00111000
DEFB %00011100
DEFB %00001110
GAME_FISH_PIXELS_4:
DEFB %11111000
DEFB %00011100
DEFB %00111100
DEFB %00111110
DEFB %01111100
DEFB %00111000
DEFB %00011100
DEFB %00001110
GAME_ROCK_PIXELS_LUT:
DEFW GAME_ROCK_PIXELS_1
DEFW GAME_ROCK_PIXELS_2
DEFW GAME_ROCK_PIXELS_3
DEFW GAME_ROCK_PIXELS_4
GAME_ROCK_PIXELS_1:
DEFB %00000000
DEFB %00111000
DEFB %00111100
DEFB %01111110
DEFB %01111110
DEFB %00111110
DEFB %00111000
DEFB %00000000
GAME_ROCK_PIXELS_2:
DEFB %00110000
DEFB %00111000
DEFB %00111100
DEFB %01111110
DEFB %01111110
DEFB %00111110
DEFB %00111000
DEFB %00000000
GAME_ROCK_PIXELS_3:
DEFB %00000000
DEFB %00111000
DEFB %00111100
DEFB %01111110
DEFB %01111110
DEFB %00111110
DEFB %00111111
DEFB %00000000
GAME_ROCK_PIXELS_4:
DEFB %00000000
DEFB %00111000
DEFB %00111100
DEFB %01111110
DEFB %01111110
DEFB %00111110
DEFB %00111000
DEFB %01111000
; countdown scoreboard for when can draw next
GAME_ROB_COUNTDOWN_SCOREBOARD:
DEFS 8
; Address (Hex) Binary (High Byte) Bit 0 Bit 1 Bit 2 Bit 3 Bit 4
; $FEFE 1111 1110 SHIFT Z X C V
; $FDFE 1111 1101 A S D F G
; $FBFE 1111 1011 Q W E R T
; $F7FE 1111 0111 1 2 3 4 5
; $EFFE 1110 1111 0 9 8 7 6
; $DFFE 1101 1111 P O I U Y
; $BFFE 1011 1111 ENTER L K J H
; $7FFE 0111 1111 SPACE SYM M N B
USER_INPUT:
LD BC, $FEFE ; SHIFT Z X C V
IN A, (C)
PUSH AF
BIT 1, A ; z
CALL Z, SPRITE_MOVE_LEFT
POP AF
BIT 2, A ; x
CALL Z, SPRITE_MOVE_RIGHT
RET ; USER_INPUT