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Add Part 3: coding a complete shoot-em-up game (#57)
Co-authored-by: Antonio Vivace <avivace4@gmail.com> Co-authored-by: Zumi <13794376+ZoomTen@users.noreply.github.com>
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/target/ | ||
.DS_Store | ||
/po/messages.pot | ||
/galactic-armada/src/generated | ||
/galactic-armada/dist/ | ||
/galactic-armada/obj/ |
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# You can set the name of the .gb ROM file here | ||
PROJECTNAME = GalacticArmada | ||
SRCDIR = src | ||
LIBDIR = libs | ||
OBJDIR = obj | ||
DSTDIR = dist | ||
RESDIR = $(SRCDIR)/resources | ||
ASMDIR = $(SRCDIR)/main | ||
RESSPRITES = $(RESDIR)/sprites | ||
RESBACKGROUNDS = $(RESDIR)/backgrounds | ||
GENDIR = $(SRCDIR)/generated | ||
GENSPRITES = $(GENDIR)/sprites | ||
GENBACKGROUNDS = $(GENDIR)/backgrounds | ||
BINS = $(DSTDIR)/$(PROJECTNAME).gb | ||
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# Tools | ||
RGBDS ?= | ||
ASM := $(RGBDS)rgbasm | ||
GFX := $(RGBDS)rgbgfx | ||
LINK := $(RGBDS)rgblink | ||
FIX := $(RGBDS)rgbfix | ||
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# Tool flags | ||
ASMFLAGS := -L | ||
FIXFLAGS := -v -p 0xFF | ||
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# https://stackoverflow.com/a/18258352 | ||
# Make does not offer a recursive wild card function, so here's one: | ||
rwildcard = $(foreach d,\ | ||
$(wildcard $(1:=/*)), \ | ||
$(call rwildcard,$d,$2) $(filter $(subst *,%,$2),$d) \ | ||
) | ||
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# https://stackoverflow.com/a/16151140 | ||
# This makes it so every entry in a space-delimited list appears only once | ||
unique = $(if $1,\ | ||
$(firstword $1) $(call unique,$(filter-out $(firstword $1),$1)) \ | ||
) | ||
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# Collect ASM sources from ASMDIR and LIBDIR. | ||
ASMSOURCES_COLLECTED = \ | ||
$(call rwildcard,$(ASMDIR),*.asm) $(call rwildcard,$(LIBDIR),*.asm) | ||
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OBJS = $(patsubst %.asm,$(OBJDIR)/%.o,$(notdir $(ASMSOURCES_COLLECTED))) | ||
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all: $(BINS) | ||
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# ANCHOR: generate-graphics | ||
NEEDED_GRAPHICS = \ | ||
$(GENSPRITES)/player-ship.2bpp \ | ||
$(GENSPRITES)/enemy-ship.2bpp \ | ||
$(GENSPRITES)/bullet.2bpp \ | ||
$(GENBACKGROUNDS)/text-font.2bpp \ | ||
$(GENBACKGROUNDS)/star-field.tilemap \ | ||
$(GENBACKGROUNDS)/title-screen.tilemap | ||
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# Generate sprites, ensuring the containing directories have been created. | ||
$(GENSPRITES)/%.2bpp: $(RESSPRITES)/%.png | $(GENSPRITES) | ||
$(GFX) -c "#FFFFFF,#cfcfcf,#686868,#000000;" --columns -o $@ $< | ||
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# Generate background tile set, ensuring the containing directories have been created. | ||
$(GENBACKGROUNDS)/%.2bpp: $(RESBACKGROUNDS)/%.png | $(GENBACKGROUNDS) | ||
$(GFX) -c "#FFFFFF,#cbcbcb,#414141,#000000;" -o $@ $< | ||
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# Generate background tile map *and* tile set, ensuring the containing directories | ||
# have been created. | ||
$(GENBACKGROUNDS)/%.tilemap: $(RESBACKGROUNDS)/%.png | $(GENBACKGROUNDS) | ||
$(GFX) -c "#FFFFFF,#cbcbcb,#414141,#000000;" \ | ||
--tilemap $@ \ | ||
--unique-tiles \ | ||
-o $(GENBACKGROUNDS)/$*.2bpp \ | ||
$< | ||
# ANCHOR_END: generate-graphics | ||
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compile.bat: Makefile | ||
@echo "REM Automatically generated from Makefile" > compile.bat | ||
@make -sn | sed y/\\/\\\\/\\\\\\\^/ | grep -v make >> compile.bat | ||
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# ANCHOR: generate-objects | ||
# Extract directories from collected ASM sources and append "%.asm" to each one, | ||
# creating a wildcard-rule. | ||
ASMSOURCES_DIRS = $(patsubst %,%%.asm,\ | ||
$(call unique,$(dir $(ASMSOURCES_COLLECTED))) \ | ||
) | ||
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# This is a Makefile "macro". | ||
# It defines a %.o target from a corresponding %.asm, ensuring the | ||
# "prepare" step has ran and the graphics are already generated. | ||
define object-from-asm | ||
$(OBJDIR)/%.o: $1 | $(OBJDIR) $(NEEDED_GRAPHICS) | ||
$$(ASM) $$(ASMFLAGS) -o $$@ $$< | ||
endef | ||
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# Run the macro for each directory listed in ASMSOURCES_DIRS, thereby | ||
# creating the appropriate targets. | ||
$(foreach i, $(ASMSOURCES_DIRS), $(eval $(call object-from-asm,$i))) | ||
# ANCHOR_END: generate-objects | ||
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# Link and build the final ROM. | ||
$(BINS): $(OBJS) | $(DSTDIR) | ||
$(LINK) -o $@ $^ | ||
$(FIX) $(FIXFLAGS) $@ | ||
# Ensure directories for generated files exist. | ||
define ensure-directory | ||
$1: | ||
mkdir -p $$@ | ||
endef | ||
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PREPARE_DIRECTORIES = \ | ||
$(OBJDIR) $(GENSPRITES) $(GENBACKGROUNDS) $(DSTDIR) | ||
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$(foreach i, $(PREPARE_DIRECTORIES), $(eval $(call ensure-directory,$i))) | ||
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# Clean up generated directories. | ||
clean: | ||
rm -rfv $(PREPARE_DIRECTORIES) | ||
# Declare these targets as "not actually files". | ||
.PHONY: clean all | ||
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | ||
; It's straight from: https://gbdev.io/gb-asm-tutorial/part2/input.html | ||
; In their words (paraphrased): reading player input for gameboy is NOT a trivial task | ||
; So it's best to use some tested code | ||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | ||
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include "src/main/utils/hardware.inc" | ||
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SECTION "Input", ROM0 | ||
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Input:: | ||
; Poll half the controller | ||
ld a, P1F_GET_BTN | ||
call .onenibble | ||
ld b, a ; B7-4 = 1; B3-0 = unpressed buttons | ||
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; Poll the other half | ||
ld a, P1F_GET_DPAD | ||
call .onenibble | ||
swap a ; A3-0 = unpressed directions; A7-4 = 1 | ||
xor a, b ; A = pressed buttons + directions | ||
ld b, a ; B = pressed buttons + directions | ||
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; And release the controller | ||
ld a, P1F_GET_NONE | ||
ldh [rP1], a | ||
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; Combine with previous wCurKeys to make wNewKeys | ||
ld a, [wCurKeys] | ||
xor a, b ; A = keys that changed state | ||
and a, b ; A = keys that changed to pressed | ||
ld [wNewKeys], a | ||
ld a, b | ||
ld [wCurKeys], a | ||
ret | ||
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.onenibble | ||
ldh [rP1], a ; switch the key matrix | ||
call .knownret ; burn 10 cycles calling a known ret | ||
ldh a, [rP1] ; ignore value while waiting for the key matrix to settle | ||
ldh a, [rP1] | ||
ldh a, [rP1] ; this read counts | ||
or a, $F0 ; A7-4 = 1; A3-0 = unpressed keys | ||
.knownret | ||
ret |
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; Sprite Objects Library - by Eievui | ||
; | ||
; This is a small, lightweight library meant to facilitate the rendering of | ||
; sprite objects, including Shadow OAM and OAM DMA, single-entry "simple" sprite | ||
; objects, and Q12.4 fixed-point position metasprite rendering. | ||
; | ||
; The library is only 127 bytes of ROM0, 160 bytes of WRAM0 for Shadow OAM, and a | ||
; single HRAM byte for tracking the current position in OAM. | ||
; | ||
; The library is relatively simple to use, with 4 steps to rendering: | ||
; 1. Call InitSprObjLib during initilizations - This copies the OAMDMA function to | ||
; HRAM. | ||
; 2. Call ResetShadowOAM at the beginning of each frame - This hides all sprites | ||
; and resets hOAMIndex, allowing you to render a new frame of sprites. | ||
; 3. Call rendering functions - Push simple sprites or metasprites to Shadow OAM. | ||
; 4. Wait for VBlank and call hOAMDMA - Copies wShadowOAM to the Game Boy's OAM in | ||
; just 160 M-cycles. Make sure to pass HIGH(wShadowOAM) in the a register. | ||
; | ||
; Copyright 2021, Eievui | ||
; | ||
; This software is provided 'as-is', without any express or implied | ||
; warranty. In no event will the authors be held liable for any damages | ||
; arising from the use of this software. | ||
; | ||
; Permission is granted to anyone to use this software for any purpose, | ||
; including commercial applications, and to alter it and redistribute it | ||
; freely, subject to the following restrictions: | ||
; | ||
; 1. The origin of this software must not be misrepresented; you must not | ||
; claim that you wrote the original software. If you use this software | ||
; in a product, an acknowledgment in the product documentation would be | ||
; appreciated but is not required. | ||
; 2. Altered source versions must be plainly marked as such, and must not be | ||
; misrepresented as being the original software. | ||
; 3. This notice may not be removed or altered from any source distribution. | ||
; | ||
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INCLUDE "src/main/utils/hardware.inc" | ||
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SECTION "OAM DMA Code", ROM0 | ||
OAMDMACode:: | ||
LOAD "OAM DMA", HRAM | ||
; Begin an OAM DMA, waiting 160 cycles for the DMA to finish. | ||
; This quickly copies Shadow OAM to the Game Boy's OAM, allowing the PPU to draw | ||
; the objects. hOAMDMA should be called once per frame near the end of your | ||
; VBlank interrupt. While an OAM DMA is running no sprites objects can be drawn | ||
; by the PPU, which makes it preferrable to run within the VBlank interrupt, but | ||
; it can be run at any point if more than 40 sprite objects are needed. | ||
; @param a: High byte of active Shadow OAM. Shadow OAM must be aligned to start | ||
; at the beginning of a page (low byte == $00). | ||
hOAMDMA:: | ||
ldh [rDMA], a | ||
ld a, 40 | ||
.wait | ||
dec a | ||
jr nz, .wait | ||
ret | ||
ENDL | ||
OAMDMACodeEnd:: | ||
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SECTION "Initialize Sprite Object Library", ROM0 | ||
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; A wrapper or the InitSprObjLib code | ||
; from: https://github.com/eievui5/gb-sprobj-lib | ||
; The library is relatively simple to get set up. First, put the following in your initialization code: | ||
; Initilize Sprite Object Library. | ||
InitSprObjLibWrapper:: | ||
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call InitSprObjLib | ||
; Reset hardware OAM | ||
xor a, a | ||
ld b, 160 | ||
ld hl, _OAMRAM | ||
.resetOAM | ||
ld [hli], a | ||
dec b | ||
jr nz, .resetOAM | ||
ret | ||
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; Initializes the sprite object library, copying things such as the hOAMDMA | ||
; function and reseting hOAMIndex | ||
; @clobbers: a, bc, hl | ||
InitSprObjLib:: | ||
; Copy OAM DMA. | ||
ld b, OAMDMACodeEnd - OAMDMACode | ||
ld c, LOW(hOAMDMA) | ||
ld hl, OAMDMACode | ||
.memcpy | ||
ld a, [hli] | ||
ldh [c], a | ||
inc c | ||
dec b | ||
jr nz, .memcpy | ||
xor a, a | ||
ldh [hOAMIndex], a ; hOAMIndex must be reset before running ResetShadowOAM. | ||
ret | ||
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SECTION "Reset Shadow OAM", ROM0 | ||
; Reset the Y positions of every sprite object that was used in the last frame, | ||
; effectily hiding them, and reset hOAMIndex. Run this function each frame | ||
; before rendering sprite objects. | ||
; @clobbers: a, c, hl | ||
ResetShadowOAM:: | ||
xor a, a ; clear carry | ||
ldh a, [hOAMIndex] | ||
rra | ||
rra ; a / 4 | ||
and a, a | ||
jr z, .skip | ||
ld c, a | ||
ld hl, wShadowOAM | ||
xor a, a | ||
.clearOAM | ||
ld [hli], a | ||
inc l | ||
inc l | ||
inc l | ||
dec c | ||
jr nz, .clearOAM | ||
ldh [hOAMIndex], a | ||
.skip | ||
ret | ||
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SECTION "Render Simple Sprite", ROM0 | ||
; Render a single object, or sprite, to OAM. | ||
; @param b: Y position | ||
; @param c: X position | ||
; @param d: Tile ID | ||
; @param e: Tile Attribute | ||
; @clobbers: hl | ||
RenderSimpleSprite:: | ||
ld h, HIGH(wShadowOAM) | ||
ldh a, [hOAMIndex] | ||
ld l, a | ||
ld a, b | ||
add a, 16 | ||
ld [hli], a | ||
ld a, c | ||
add a, 8 | ||
ld [hli], a | ||
ld a, d | ||
ld [hli], a | ||
ld a, e | ||
ld [hli], a | ||
ld a, l | ||
ldh [hOAMIndex], a | ||
ret | ||
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SECTION "Render Metasprite", ROM0 | ||
; Render a metasprite to OAM. | ||
; @param bc: Q12.4 fixed-point Y position. | ||
; @param de: Q12.4 fixed-point X position. | ||
; @param hl: Pointer to current metasprite. | ||
RenderMetasprite:: | ||
; Adjust Y and store in b. | ||
ld a, c | ||
rrc b | ||
rra | ||
rrc b | ||
rra | ||
rrc b | ||
rra | ||
rrc b | ||
rra | ||
ld b, a | ||
; Adjust X and store in c. | ||
ld a, e | ||
rrc d | ||
rra | ||
rrc d | ||
rra | ||
rrc d | ||
rra | ||
rrc d | ||
rra | ||
ld c, a | ||
; Load Shadow OAM pointer. | ||
ld d, HIGH(wShadowOAM) | ||
ldh a, [hOAMIndex] | ||
ld e, a | ||
; Now: | ||
; bc - Y, X | ||
; de - Shadow OAM | ||
; hl - Metasprite | ||
; Time to render! | ||
.loop | ||
; Load Y. | ||
ld a, [hli] | ||
add a, b | ||
ld [de], a | ||
inc e | ||
; Load X. | ||
ld a, [hli] | ||
add a, c | ||
ld [de], a | ||
inc e | ||
; Load Tile. | ||
ld a, [hli] | ||
ld [de], a | ||
inc e | ||
; Load Attribute. | ||
ld a, [hli] | ||
ld [de], a | ||
inc e | ||
; Check for null end byte. | ||
ld a, [hl] | ||
cp a, 128 | ||
jr nz, .loop | ||
ld a, e | ||
ldh [hOAMIndex], a | ||
ret | ||
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SECTION "Shadow OAM", WRAM0, ALIGN[8] | ||
wShadowOAM:: | ||
ds 160 | ||
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SECTION "Shadow OAM Index", HRAM | ||
; The current low byte of shadow OAM. | ||
hOAMIndex:: | ||
db |
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