diff options
author | Astatin <[email protected]> | 2024-08-15 22:46:34 +0900 |
---|---|---|
committer | Astatin <astatin@redacted> | 2024-08-15 22:46:34 +0900 |
commit | c5ee7cfdd9ecb83bc1547a66ab1895685e49aaa4 (patch) | |
tree | 648bd418cb427c6f88a471bd46349aba8361f26c /map | |
parent | 16e0ec4460954b65f3b972fab00f3ad7527062ff (diff) |
Generate a single tunnel in dungeon generation
Diffstat (limited to 'map')
-rw-r--r-- | map/generation.gbasm | 168 | ||||
-rw-r--r-- | map/loading.gbasm | 276 |
2 files changed, 444 insertions, 0 deletions
diff --git a/map/generation.gbasm b/map/generation.gbasm new file mode 100644 index 0000000..1bedffc --- /dev/null +++ b/map/generation.gbasm @@ -0,0 +1,168 @@ +Initial_dungeon: + .DB $00, $00, $00, $00, + .DB $00, $00, $00, $00, + .DB $00, $00, $00, $00, + .DB $00, $00, $00, $00, + .DB $00, $00, $00, $00, + .DB $00, $00, $00, $00, + .DB $00, $00, $00, $00, + .DB $03, $e0, $00, $00, + .DB $02, $20, $00, $00, + .DB $02, $20, $00, $00, + .DB $02, $20, $00, $00, + .DB $02, $20, $00, $00, + .DB $02, $20, $00, $00, + .DB $0e, $20, $00, $00, + .DB $3f, $20, $00, $00, + .DB $3f, $20, $00, $00, + .DB $3f, $3f, $80, $00, + .DB $3f, $00, $80, $00, + .DB $3f, $00, $80, $00, + .DB $3f, $00, $80, $00, + .DB $3f, $00, $80, $00, + .DB $3f, $00, $80, $00, + .DB $00, $01, $f8, $00, + .DB $00, $01, $f8, $00, + .DB $00, $01, $f8, $00, + .DB $00, $01, $f8, $00, + .DB $00, $01, $f8, $00, + .DB $00, $01, $ff, $80, + .DB $00, $01, $f8, $80, + .DB $00, $01, $f8, $80, + .DB $00, $00, $ff, $80, + .DB $00, $00, $00, $00, + +Initialize_Dungeon: + LD HL, $mem_dungeon_map + LD DE, =Initial_dungeon + LD BC, $0100 + JP =memcpy + +Carve_Tunnel: ; X in A, Y in B + PUSH BC + PUSH HL + LD A, C + + LD H, $00 + CP $10 + RL B + AND $0f + CP $08 + RL B + AND $07 + LD L, A + + LD C, B + LD B, $c8 + LD A, (BC) + + OR (HL) + LD (BC), A + + POP HL + POP BC + RET + +Dungeon_Generation: + ; Head initialization + LD HL, $mem_dungeon_generation_heads + CALL =RNG_Step + AND $03 + ADD $01 + LD (HL+), A + LD A, $10 + LD (HL+), A + LD (HL+), A + + LD A, $20 + PUSH AF + + Dungeon_Generation.Step: + LD HL, $mem_dungeon_generation_heads + + Dungeon_Generation.Head_loop: + LD B, (HL) + LD A, B + + CP $00 + JR Z, =Dungeon_Generation.Head_loop.end + + CALL =RNG_Step + AND $07 + JR NZ, =Dungeon_Generation.Direction_Change.end + Dungeon_Generation.Direction_Change: + DEC B + CALL =RNG_Step + AND $01 + XOR B + XOR $02 + INC A + LD B, A + LD (HL), B + Dungeon_Generation.Direction_Change.end: + + INC HL + + LD C, (HL) + LD A, B + + CP $01 + JR NZ =Dungeon_Generation.Left.end + Dungeon_Generation.Left: + DEC C + Dungeon_Generation.Left.end: + + CP $02 + JR NZ =Dungeon_Generation.Right.end + Dungeon_Generation.Right: + INC C + Dungeon_Generation.Right.end: + + AND $e0 + + JR NZ, =Dungeon_Generation.DonT_Update_X + LD (HL), C + Dungeon_Generation.DonT_Update_X: + + INC HL + + LD C, (HL) + LD A, B + + CP $03 + JR NZ =Dungeon_Generation.Up.end + Dungeon_Generation.Up: + DEC C + Dungeon_Generation.Up.end: + + CP $04 + JR NZ =Dungeon_Generation.Down.end + Dungeon_Generation.Down: + INC C + Dungeon_Generation.Down.end: + + AND $e0 + + JR NZ, =Dungeon_Generation.DonT_Update_Y + LD (HL), C + Dungeon_Generation.DonT_Update_Y: + + DEC HL + LD A, (HL+) + LD C, A + LD A, (HL+) + LD B, A + LD A, C + CALL =Carve_Tunnel + JP =Dungeon_Generation.Head_loop + + Dungeon_Generation.Head_loop.end: + + POP AF + DEC A + PUSH AF + CP $00 + JR NZ, =Dungeon_Generation.Step + + POP AF + RET diff --git a/map/loading.gbasm b/map/loading.gbasm new file mode 100644 index 0000000..8b3f414 --- /dev/null +++ b/map/loading.gbasm @@ -0,0 +1,276 @@ +Load_Map: + LD A, $mem_viewport_x + SUB $02 + LD C, A + ADD $10 + LD E, A + LD A, $mem_viewport_y + SUB $02 + LD B, A + ADD $10 + LD D, A + Load_Map.For_Y: + Load_Map.For_X: + LD A, C + CALL =Load_Block + + INC C + LD A, C + CP E + JR NZ, =Load_Map.For_X + + INC B + LD A, B + CP D + JR NZ, =Load_Map.For_Y + + RET + +Load_Row: ; (+1/-1 direction in B) + PUSH AF + PUSH BC + PUSH DE + LD A, B + CP $01 + JR NZ, =Load_Row.Up + + LD A, $mem_viewport_y + ADD $0C + LD B, A + JR =Load_Row.Set_X_Limits + + Load_Row.Up: + LD A, $mem_viewport_y + SUB $02 + LD B, A + + Load_Row.Set_X_Limits: + LD A, $mem_viewport_x + SUB $03 + LD D, A + LD A, $mem_viewport_x + ADD $0D + LD E, A + Load_Row.For_X: + LD A, D + CALL =Load_Block + + INC D + LD A, D + CP E + JR NZ, =Load_Row.For_X + + POP DE + POP BC + POP AF + RET + +Load_Column: ; (+1/-1 direction in B) + PUSH AF + PUSH BC + PUSH DE + LD A, B + CP $01 + JR NZ, =Load_Column.Left + + LD A, $mem_viewport_x + ADD $0C + LD D, A + JR =Load_Column.Set_Y_Limits + + Load_Column.Left: + LD A, $mem_viewport_x + SUB $02 + LD D, A + + Load_Column.Set_Y_Limits: + LD A, $mem_viewport_y + SUB $03 + LD B, A + LD A, $mem_viewport_y + ADD $0D + LD E, A + Load_Column.For_Y: + LD A, D + CALL =Load_Block + + INC B + LD A, B + CP E + JR NZ, =Load_Column.For_Y + + POP DE + POP BC + POP AF + RET + +Load_Block: ; X in A, Y in B + PUSH BC + PUSH AF + PUSH DE + + ; Construct Tile Map address from A and B in DE + PUSH AF + PUSH BC + + AND $0f + LD C, A + LD A, B + AND $0f + LD B, A + LD A, C + + LD D, $00 + LD E, $00 + LD E, B + SWAP E + SLA E + RL D + SLA E + RL D + SLA A + OR E + LD E, A + LD A, D + OR $98 + LD D, A + POP BC + POP AF + + PUSH AF + PUSH DE + + LD C, $00 + LD D, A + + ; Checking down block + LD A, D + INC B + CALL =Is_Solid + OR C + LD C, A + DEC B + SLA C + + ; Checking up block + LD A, D + DEC B + CALL =Is_Solid + OR C + LD C, A + INC B + SLA C + + ; Checking right block + LD A, D + INC A + CALL =Is_Solid + OR C + LD C, A + SLA C + + ; Checking left block + LD A, D + DEC A + CALL =Is_Solid + OR C + LD C, A + SLA C + + SLA C + + LD A, C + ADD $20 + LD C, A + + POP DE + POP AF + + CALL =Is_Solid + + CP $00 + JR Z, =Load_Block.Empty + Load_Block.Solid: + LD A, C + LD (DE), A + LD A, E + OR $20 + LD E, A + LD A, C + OR $02 + LD (DE), A + INC E + LD A, C + OR $03 + LD (DE), A + LD A, E + AND $DF + LD E, A + LD A, C + OR $01 + LD (DE), A + + JR =Load_Block.End + + Load_Block.Empty: + LD A, $00 + LD (DE), A + LD A, E + OR $20 + LD E, A + LD A, $00 + LD (DE), A + INC E + LD A, $00 + LD (DE), A + LD A, E + AND $DF + LD E, A + LD A, $00 + LD (DE), A + + Load_Block.End: + + POP DE + POP AF + POP BC + RET + +Is_Solid: ; X in A, Y in B, Result A + PUSH BC + + CP $20 + JR NC, =Is_Solid.Solid + + LD C, A + LD A, B + CP $20 + JR NC, =Is_Solid.Solid + LD A, C + + LD H, $00 + CP $10 + RL B + AND $0f + CP $08 + RL B + AND $07 + LD L, A + + LD C, B + LD B, $c8 + LD A, (BC) + + AND (HL) + CP $01 + LD A, $00 + RL A + + POP BC + RET + + Is_Solid.Solid: + LD A, $01 + POP BC + + RET |