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puzzledata.asm
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INCLUDE "src/include/macros.inc"
INCLUDE "src/include/charmap.inc"
; Define puzzle
; \1 = bank, \2 = puzzle name
MACRO DefPuzzle
DB \1
DB HIGH(SLP_\2_Tiles)
DW SLP_\2_HighScore
ENDM
SECTION "Sliding Puzzle Data3x3", ROM0
_3x3_PuzzlesList::
DB 6 ; # of puzzles
DefPuzzle 5, MonaLisa
DefPuzzle 5, kitty
DefPuzzle 5, creeper
DefPuzzle 5, DSL
DefPuzzle 5, triforce
DefPuzzle 3, abstractcat
SECTION "Sliding Puzzle Data 4x4", ROM0
_4x4_PuzzlesList::
DB 4
DefPuzzle 5, klein
DefPuzzle 6, blackrose
DefPuzzle 6, clock
DefPuzzle 3, ChessBoard
SECTION "Sliding Puzzle Data 5x5", ROM0
_5x5_PuzzlesList::
DB 2
DefPuzzle 6, alphabet
DefPuzzle 2, MagicGirl
SECTION "Sliding Puzzle Data 6x6", ROM0
_6x6_PuzzlesList::
DB 1
DefPuzzle 6, confusion
;SECTION "Sliding Puzzle Data Handling", ROM0
SECTION "PuzzleLoadDataTilesetNoBorder", ROM0
PuzzleLoadDataTilesetNoBorder::
; need to obtain hl manually
ld hl, wPuzzleListAddress
ld a, [hli]
ld l, [hl]
ld h, a
; load ROMX bank
setBank [hli]
; get puzzle data address
ld d, [hl]
ld e, 0
ld c, e
ld b, 9
ld hl, wPuzzleOnTilemap
call loadMemory
setBank 4
jp PuzzleCopyTileset
SECTION "PuzzleLoadDataTileset", ROM0
; hl = puzzle list data address
PuzzleLoadDataTileset::
; load ROMX bank
setBank [hli]
; get puzzle data address
ld d, [hl]
ld e, 0
ld c, e
ld b, 9
ld hl, wPuzzleOnTilemap
call loadMemory
; following tiles there are 16 bytes of string
ld hl, $9A43
ld b, d
ld c, 14
call loadMemoryDOUBLE
setBank 4
ld a, [wPuzzle_Size]
cp 3
push af
call z, PuzzleLoadBorder3
pop af
cp 4
push af
call z, PuzzleLoadBorder4
pop af
cp 5
push af
call z, PuzzleLoadBorder5
pop af
cp 6
push af
call z, PuzzleLoadBorder6
pop af
ret
SECTION "PuzzleLoadBorder3", ROM0
PuzzleLoadBorder3::
ld b, HIGH(BorderMask3)
jp PuzzleCopyTilesetWithBorder
SECTION "PuzzleLoadBorder4", ROM0
PuzzleLoadBorder4::
ld b, HIGH(BorderMask4)
jp PuzzleCopyTilesetWithBorder
SECTION "PuzzleLoadBorder5", ROM0
PuzzleLoadBorder5::
ld b, HIGH(BorderMask5)
jp PuzzleCopyTilesetWithBorder
SECTION "PuzzleLoadBorder6", ROM0
PuzzleLoadBorder6::
ld b, HIGH(BorderMask6)
jp PuzzleCopyTilesetWithBorder
SECTION "PuzzleCopyTileset", ROM0
; copy tiles from wPuzzleOnTilemap to VRAM$9000=>$8800
PuzzleCopyTileset::
; get first 128 tiles
ld d, HIGH(wPuzzleOnTilemap)
ld e, 0
ld c, e
ld a, d
add 8
ld b, a
ld hl, $9000
call loadMemoryDOUBLE
; get last 16 tiles
inc b
ld hl, $8800
call loadMemoryDOUBLE
ret
; copy tileset but put the puzzle pieces in evidence
; b = border address HIGH byte
SECTION "PuzzleCopyTilesetWithBorder", ROM0
PuzzleCopyTilesetWithBorder::
ld de, wPuzzleOnTilemap
ld c, 0
ld a, $90
ld [wBackupHL], a
xor a
ld [wBackupHL+1], a
; solve VRAM$9000
ld a, 8
.loop
push af
ld hl, wBorderFactory
ld a, 128
.innerLoop
push af
ld a, [bc] ; read border byte
inc bc
push bc
cpl
ld b, a
ld a, [de] ; read tile byte
inc de
and b ; retain thee part without border
ld [hli], a ; temporary store
ld a, [de]
inc de
and b
ld [hli], a
pop bc
pop af
dec a
jr nz, .innerLoop
push de
push bc
ld de, wBorderFactory
ld bc, wBorderFactory + 256
ld hl, wBackupHL
ld a, [hli]
ld l, [hl]
ld h, a
call loadMemoryDOUBLE
ld a, h
ld [wBackupHL], a
ld a, l
ld [wBackupHL+1], a
pop bc
pop de
pop af
dec a
jr nz, .loop
; solve VRAM$8800
ld hl, wBorderFactory
ld a, 128
.lastLoop
push af
ld a, [bc] ; read border byte
inc bc
push bc
cpl
ld b, a
ld a, [de] ; read tile byte
inc de
and b ; retain thee part without border
ld [hli], a ; temporary store
ld a, [de]
inc de
and b
ld [hli], a
pop bc
pop af
dec a
jr nz, .lastLoop
ld de, wBorderFactory
ld bc, wBorderFactory + 256
ld hl, $8800
call loadMemoryDOUBLE
ret
SECTION "PuzzleDisplayFull", ROM0
PuzzleDisplayFull::
ld a, [wPuzzle_Size]
cp 5
jp z, PuzzleDisplayFull5
jp PuzzleDisplayFull346
SECTION "PuzzleDisplayFull346", ROM0
PuzzleDisplayFull346:
call waitForVBlank
ld hl, $9884
ld de, 20
xor a
ld b, 12
.loopRow:
ld c, 12
.loopCol:
ld [hli], a
inc a
dec c
jr nz, .loopCol
add hl, de
dec b
jr nz, .loopRow
ret
SECTION "PuzzleDisplayFull5", ROM0
PuzzleDisplayFull5:
call waitForVBlank
ld hl, $98A5
ld de, 22
xor a
ld b, 10
.loopRow:
ld c, 10
.loopCol:
ld [hli], a
inc a
dec c
jr nz, .loopCol
add hl, de
dec b
jr nz, .loopRow
ret
;SECTION "Sliding puzzle renderer", ROM0
SECTION "Sliding puzzle renderer From Matrix 3x3", ROM0
PuzzleRenderFromMatrix3::
xor a
ld hl, wSPMatrix
.loop
ld b, a
push af
ld a, [hli]
ld c, a
push hl
call PuzzlePutPiece3
pop hl
pop af
inc a
cp 9
jr nz, .loop
ret
SECTION "Puzzle put piece 3", ROM0
; b = piece position in matrix (0-8)
; c = piece id (1-9, 0=empty)
PuzzlePutPiece3::
ld a, b
sla a
ld e, a
ld d, 0
ld hl, PuzzleRendererPiecePos3
add hl, de
; hl = Piece position in VRAM
ld a, [hli]
ld h, [hl]
ld l, a
ld de, 28
ld a, c
or a
jr nz, .normalPiece
.emptyPiece:
REPT(4)
wait_vram
ld a, $BD
ld [hli], a
ld [hli], a
ld [hli], a
ld [hli], a
add hl, de
ENDR
ret
.normalPiece:
dec c
ld de, PuzzleRendererPieceTiles3
; de = de + 16*c
swap c
ld a, c
add e
ld e, a
ld a, 0
adc a, d
ld d, a
ld b, 4
.outerLoop
ld c, 2
.innerLoop
wait_vram
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .innerLoop
push bc
ld bc, 28
add hl, bc
pop bc
dec b
jr nz, .outerLoop
ret
SECTION "Sliding puzzle renderer From Matrix 4x4", ROM0
PuzzleRenderFromMatrix4::
xor a
ld hl, wSPMatrix
.loop
ld b, a
push af
ld a, [hli]
ld c, a
push hl
call PuzzlePutPiece4
pop hl
pop af
inc a
cp 16
jr nz, .loop
ret
SECTION "Puzzle put piece 4", ROM0
; b = piece position in matrix (0-15)
; c = piece id (1-16, 0=empty)
PuzzlePutPiece4::
ld a, b
sla a
ld e, a
ld d, 0
ld hl, PuzzleRendererPiecePos4
add hl, de
; hl = Piece position in VRAM
ld a, [hli]
ld h, [hl]
ld l, a
ld de, 29
ld a, c
or a
jr nz, .normalPiece
.emptyPiece:
REPT(3)
wait_vram
ld a, $BD
ld [hli], a
ld [hli], a
ld [hli], a
add hl, de
ENDR
ret
.normalPiece:
dec c
ld de, PuzzleRendererPieceTiles4
; de = de + 9*c
ld a, c
rlca
rlca
rlca
add c
add e
ld e, a
ld a, 0
adc a, d
ld d, a
ld b, 3
.outerLoop
ld c, 3
.innerLoop
wait_vram
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .innerLoop
push bc
ld bc, 29
add hl, bc
pop bc
dec b
jr nz, .outerLoop
ret
SECTION "Sliding puzzle renderer From Matrix 5x5", ROM0
PuzzleRenderFromMatrix5::
xor a
ld hl, wSPMatrix
.loop
ld b, a
push af
ld a, [hli]
ld c, a
push hl
call PuzzlePutPiece5
pop hl
pop af
inc a
cp 25
jr nz, .loop
ret
SECTION "Puzzle put piece 5", ROM0
; b = piece position in matrix (0-24)
; c = piece id (1-25, 0=empty)
PuzzlePutPiece5::
ld a, b
sla a
ld e, a
ld d, 0
ld hl, PuzzleRendererPiecePos5
add hl, de
; hl = Piece position in VRAM
ld a, [hli]
ld h, [hl]
ld l, a
ld de, 30
ld a, c
or a
jr nz, .normalPiece
.emptyPiece:
wait_vram
ld a, $BD
ld [hli], a
ld [hli], a
add hl, de
ld [hli], a
ld [hli], a
ret
.normalPiece:
dec c
ld de, PuzzleRendererPieceTiles5
; de = de + 4*c
ld a, c
rlca
rlca
add e
ld e, a
ld a, 0
adc a, d
ld d, a
ld b, 2
.outerLoop
wait_vram
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
push bc
ld bc, 30
add hl, bc
pop bc
dec b
jr nz, .outerLoop
ret
SECTION "Sliding puzzle renderer From Matrix 6x6", ROM0
PuzzleRenderFromMatrix6::
xor a
ld hl, wSPMatrix
.loop
ld b, a
push af
ld a, [hli]
ld c, a
push hl
call PuzzlePutPiece6
pop hl
pop af
inc a
cp 36
jr nz, .loop
ret
SECTION "Puzzle put piece 6", ROM0
; b = piece position in matrix (0-35)
; c = piece id (1-36, 0=empty)
PuzzlePutPiece6::
ld a, b
sla a
ld e, a
ld d, 0
ld hl, PuzzleRendererPiecePos6
add hl, de
; hl = Piece position in VRAM
ld a, [hli]
ld h, [hl]
ld l, a
ld de, 30
ld a, c
or a
jr nz, .normalPiece
.emptyPiece:
wait_vram
ld a, $BD
ld [hli], a
ld [hli], a
add hl, de
ld [hli], a
ld [hli], a
ret
.normalPiece:
dec c
ld de, PuzzleRendererPieceTiles6
; de = de + 4*c
ld a, c
rlca
rlca
add e
ld e, a
ld a, 0
adc a, d
ld d, a
ld b, 2
.outerLoop
wait_vram
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
push bc
ld bc, 30
add hl, bc
pop bc
dec b
jr nz, .outerLoop
ret