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main.s
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main.s
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INCLUDE "hardware.inc"
SECTION "board", WRAM0
Board1: DS 8 ;; 8x8 matrix for the game of life.
Board2: DS 8 ;;
Board1Ptr: DS 2
Board2Ptr: DS 2
SECTION "main", ROM0
EXPORT main
main:
call initlcd
call init
.loop
call step
jr .loop
init:
ld hl, Board1
ld c, $8
call bzero
ld hl, Board2
ld c, $8
call bzero
ld hl, Board1Ptr
ld bc, Board1
ld [hl], c
inc hl
ld [hl], b
ld hl, Board2Ptr
ld bc, Board2
ld [hl], c
inc hl
ld [hl], b
call block
ret
block:
call swapboards
ld b, $0
ld c, $1
call setcell
ld b, $1
ld c, $2
call setcell
ld b, $2
ld c, $0
call setcell
ld b, $2
ld c, $1
call setcell
ld b, $2
ld c, $2
call setcell
call swapboards
ret
swapboards:
.prologue
push bc
push de
.start
ld hl, Board1Ptr
call deref
ld b, h
ld c, l
ld hl, Board2Ptr
call deref
ld d, h
ld e, l
ld hl, Board1Ptr
ld [hl], e
inc hl
ld [hl], d
ld hl, Board2Ptr
ld [hl], c
inc hl
ld [hl], b
.epilogue
pop de
pop bc
ret
;; Shift the value $01 into 'A' by 'C' bits. For example, the following
;; snippet will load the value $08 into 'A'.
;; ld c, $03
;; call onemask
;; Other examples: C=$00 -> A=$01, C=$07 -> A=$80
onemask:
.prologue
push bc
ld a, $1
inc c
.loop
dec c
jr z, .done
rla
jr .loop
.done
.epilogue
pop bc
ret
deref:
ld a, [hl+]
ld h, [hl]
ld l, a
ret
getcell:
.prologue
push de
.start
;; B = row, C = col
ld hl, Board1Ptr
call deref
ld d, 0
ld e, b
add hl, de ; Load 'HL' with address of row
call onemask ; Load 'A' with (1 << 'C').
and a, [hl] ; essentially: row | (1 << C)
.epilogue
pop de
ret
setcell:
.prologue
push de
.start
;; B = row, C = col
ld hl, Board2Ptr
call deref
ld d, 0
ld e, b
add hl, de ; Load 'HL' with address of row
call onemask ; Load 'A' with (1 << 'C').
or a, [hl] ; essentially: row | (1 << C)
ld [hl], a
.epilogue
pop de
ret
clrcell:
.prologue
push de
.start
;; B = row, C = col
ld hl, Board2Ptr
call deref
ld d, 0
ld e, b
add hl, de ; Load 'HL' with address of row
call onemask ; Load 'A' with (1 << 'C').
cpl ; Flip mask bits in 'A'
and a, [hl] ; essentially: row & ~(1 << C)
ld [hl], a
.epilogue
pop de
ret
decwrap:
or a, a
jr z, .min
dec a
ret
.min
ld a, $7 ; TODO: magic number
ret
incwrap:
cp a, $7 ; TODO: magic number
jr z, .max
inc a
ret
.max
xor a, a
ret
;; Decrement 'D' if the zero flag is not set.
incdifnz:
jr z, .zero
inc d
.zero
ret
;; Given a coordinate in 'BC' (B = row, and C = col), set 'A' equal to
;; the number of live neighbors.
neighbors:
.prologue
push bc
push de
.start
;; B = row, C = col
ld d, $0 ; number of neighbors
;; (-1, -1)
ld a, b
call decwrap
ld b, a
ld a, c
call decwrap
ld c, a
call getcell
call incdifnz
;; (-1, 0)
ld a, c
call incwrap
ld c, a
call getcell
call incdifnz
;; (-1, 1)
ld a, c
call incwrap
ld c, a
call getcell
call incdifnz
;; (0, 1)
ld a, b
call incwrap
ld b, a
call getcell
call incdifnz
;; (1, 1)
ld a, b
call incwrap
ld b, a
call getcell
call incdifnz
;; (1, 0)
ld a, c
call decwrap
ld c, a
call getcell
call incdifnz
;; (1, -1)
ld a, c
call decwrap
ld c, a
call getcell
call incdifnz
;; (0, -1)
ld a, b
call decwrap
ld b, a
call getcell
call incdifnz
ld a, d
.epilogue
pop de
pop bc
ret
stepcell:
;; B = row, C = col
call getcell
jr z, .cellisdead
.cellisalive
call neighbors
cp a, $2
jr c, .setdead
cp a, $4
jr nc, .setdead
jr .setalive
.cellisdead
call neighbors
cp a, $3
jr z, .setalive
jr .setdead
.setdead
call clrcell
ret
.setalive
call setcell
ret
step:
ld b, $0
ld c, $0
.loop
call stepcell
inc c
ld a, c
cp a, $8
jr nz, .loop
inc b
ld a, b
cp a, $8
jr z, .done
ld c, $0
jr .loop
.done
call swapboards
call draw
ret
drawcell:
push bc
push de
call getcell
jr z, .dead
.alive
ld a, $01
jr .cont
.dead
ld a, $00
.cont
;; push af
;; ld a, b
;; srl a
;; srl a
;; srl a
;; add a, c
;; ld c, a
;; and a, $F0
;; ld b, a
;; swap b
;; ld a, c
;; swap a
;; and a, $F0
;; ld c, a
;; ld hl, $9000
;; add hl, bc
;; pop af
ld hl, $9800
ld b, 0
add hl, bc
call waitvblank
ld d, 16
.blackloop
ld [hl+], a
dec d
jr nz, .blackloop
pop de
pop bc
ret
draw:
ld b, $0
ld c, $0
.loop
call drawcell
inc c
ld a, c
cp a, $8
jr nz, .loop
inc b
ld a, b
cp a, $8
jr z, .done
ld c, $0
jr .loop
.done
ret
;; Zero out a section of memory. Caller must set 'HL' to point the base
;; of the memory region. 'C' is the number of bytes to clear.
EXPORT bzero
bzero:
xor a, a
.loop
ld [hl+], a
dec c
jr nz, .loop
ret
;; Busy wait for the vertical blanking period. The gameboy hardware
;; disallows read/writes into video ram when the display is not in a
;; blanking period.
EXPORT waitvblank
waitvblank:
push af
.loop
ld a, [rLY]
cp $90
jr c, .loop
pop af
ret
initlcd:
call waitvblank
;; Disable the LCD
xor a, a
ld [rLCDC], a
;; Reset scroll registers
xor a, a
ld [rSCY], a
ld [rSCX], a
;; Set the palette
ld a, %11100100
ld [rBGP], a
;; Turn off sound
ld [rNR52], a
;; Set all background sprites to sprite $1
ld a, $40
ld d, $4
ld e, $0
ld hl, $9800
.screenloop
ld [hl+], a
dec e
jr nz, .screenloop
dec d
jr nz, .screenloop
;; Set all background sprites to sprite $0
ld a, 0
ld d, 8
ld e, 8
ld b, 0
ld c, 24
ld hl, $9800
.screenloop2
ld [hl+], a
dec d
jr nz, .screenloop2
dec e
ld d, 8
add hl, bc
jr nz, .screenloop2
;; Set sprite $40 to all black.
;; This will black out the entire screen.
ld d, 16
ld a, $FF
ld hl, $9400
.blackloop
ld [hl+], a
dec d
jr nz, .blackloop
;; Turn screen on, display background
ld a, %10000001
ld [rLCDC], a
ret