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Copy pathtileGraphics.asm
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tileGraphics.asm
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IF !DEF(TILE_GRAPHICS_ASM)
TILE_GRAPHICS_ASM SET 1
; tiles 0,1 are cell & flagged-cell.
; tile 2 is the crosshair section
; tile "0"-"9" is overwritten by custom-shaded graphics
tileGraphics_Load:
; copy cell, flagged-cell, and crosshairs graphics
ld hl, cell_gfx
ld de, _VRAM ; copy starting at tile 0
ld bc, end_cellgfx - cell_gfx ;
call mem_CopyVRAM
; copy #0 graphics
ld hl, number_gfx
ld de, _VRAM + 16 * "0" ; start copying over "0"-"9"
ld bc, end_numbergfx - number_gfx
call mem_CopyVRAM
; copy Mine and flagged-Mine graphics
ld hl, mine_gfx
ld de, _VRAM + 16 * "*" ; start copying over *
ld bc, end_minegfx - mine_gfx
call mem_CopyVRAM
ret
get_cell_font: MACRO
PUSHO ; push options so that I can change the meaning of .-*@
; change graphics characters. Start the line with ` (for graphics)
; . = 00
; - = 01
; * = 10
; @ = 11
OPT g.~*@
; Cell Graphic
DW `*.......
DW `*~~~~~~.
DW `*~~~~~~.
DW `*~~~~~~.
DW `*~~~~~~.
DW `*~~~~~~.
DW `*~~~~~~.
DW `********
; Flagged Cell Graphic
DW `*.......
DW `*@~~~~@.
DW `*~@~~@~.
DW `*~~@@~~.
DW `*~~@@~~.
DW `*~@~~@~.
DW `*@~~~~@.
DW `********
; 1/4th of crosshairs. We flip (H and V) to create a surrounding box
DW `@~@~@~@~
DW `~~@~@~@~
DW `@@......
DW `~~......
DW `@@......
DW `~~......
DW `@@......
DW `~~......
POPO ; restore default options (aka undo g.~*@)
ENDM
get_mine_font: MACRO
PUSHO ; push options so that I can change the meaning of .~o@
; change graphics characters. Start the line with ` (for graphics)
; . = 00
; ~ = 01
; * = 10
; @ = 11
OPT g.~*@
DW `........
DW `.@@.@@..
DW `..@@@...
DW `@@@@@@@.
DW `..@@@...
DW `.@@.@@..
DW `........
DW `........
; graphic for flagged mine
; (corresponds to palette 1 ~ green)
DW `*......*
DW `.*~..~*.
DW `..*~~*..
DW `~~~**~~~
DW `..~**~..
DW `.~*~~*~.
DW `.*....*.
DW `*......*
; graphic for untouched mine
DW `........
DW `.@@.@@..
DW `..@@@...
DW `@@@@@@@.
DW `..@@@...
DW `.@@.@@..
DW `........
DW `........
; graphic for untouched mine
DW `........
DW `.@@.@@..
DW `..@@@...
DW `@@@@@@@.
DW `..@@@...
DW `.@@.@@..
DW `.........
DW `.........
; Exploded Mine
; (corresponds to palette 4 - Red)
DW `...@....
DW `..@*@@..
DW `.@****@.
DW `@**~***@
DW `.@*~~*@.
DW `.****@@.
DW `..**@@..
DW `....@...
; blank (to be altered by smoke.asm)
; will be mixed with above Exploded Mine to produce a flame effect
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
POPO ; restore options (before OPT g.~0@)
ENDM
; set # fonts such that original gameboy (non-color) shows #'s in increasingly
; dark shades depending on what # it is. Color Gameboy also sets the color
; of the tile...
; 1-2 are light
; 3 is medium.
; 4-9 are DARK
get_number_font: MACRO
PUSHO ; push options so that I can change the meaning of . & @
; change graphics characters. Start the line with ` (for graphics)
; . = 00
; @ = 01
; this means that @ is not very dark...
OPT g.@~*
; 0 number, completely removed from being visible
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
OPT g.@~* ; realign @ to be light-ish shade
; numbers 1 & 2 are lightest (but still visible) shades
; this makes it such that they appear LIGHT on the original gameboy
; but can otherwise be colored any color (and as dark as desired)
; on the gameboy color
DW `..@@....
DW `.@@@....
DW `..@@....
DW `..@@....
DW `..@@....
DW `..@@....
DW `@@@@@@..
DW `........
DW `.@@@@...
DW `@@..@@..
DW `....@@..
DW `..@@@...
DW `.@@.....
DW `@@..@@..
DW `@@@@@@..
DW `........
OPT g.~@* ; realign @ to be dark (but not darkest) shade
; #3 is darkish
DW `.@@@@...
DW `@@..@@..
DW `....@@..
DW `..@@@...
DW `....@@..
DW `@@..@@..
DW `.@@@@...
DW `........
OPT g.~*@
; any cell 4 or greater should be colored as black as possible
DW `...@@@..
DW `..@@@@..
DW `.@@.@@..
DW `@@..@@..
DW `@@@@@@@.
DW `....@@..
DW `...@@@@.
DW `........
DW `@@@@@@..
DW `@@......
DW `@@@@@...
DW `....@@..
DW `....@@..
DW `@@..@@..
DW `.@@@@...
DW `........
DW `..@@@...
DW `.@@.....
DW `@@......
DW `@@@@@...
DW `@@..@@..
DW `@@..@@..
DW `.@@@@...
DW `........
DW `@@@@@@..
DW `@@..@@..
DW `....@@..
DW `...@@...
DW `..@@....
DW `..@@....
DW `..@@....
DW `........
DW `.@@@@...
DW `@@..@@..
DW `@@..@@..
DW `.@@@@...
DW `@@..@@..
DW `@@..@@..
DW `.@@@@...
DW `........
DW `.@@@@...
DW `@@..@@..
DW `@@..@@..
DW `.@@@@@..
DW `....@@..
DW `...@@...
DW `.@@@....
DW `........
POPO ; restore default options (aka undo g.~*@)
ENDM
get_smoke_font: MACRO
PUSHO ; push options so that I can change the meaning of .~*@
OPT g.~*@
; smoke MASK
; apply this mask to a randomly-generated tile to get
DW `....@...
DW `.@.@.@..
DW `..@.@.@.
DW `.@.@.@.@
DW `@.@.@.@.
DW `.@.@.@..
DW `..@.@.@.
DW `...@....
POPO ; restore options (before OPT g.~0@)
ENDM
get_firework_font: MACRO
PUSHO ; push options so that I can change the meaning of .~*@
OPT g.~*@
; full firework
DW `....@...
DW `.@@@@@..
DW `..@@@@@.
DW `.@@@@@@@
DW `@@@@@@@.
DW `.@@@@@..
DW `..@@@@@.
DW `...@....
; half firework
DW `....@...
DW `.@.@.@..
DW `..@.@.@.
DW `.@.@.@.@
DW `@.@.@.@.
DW `.@.@.@..
DW `..@.@.@.
DW `...@....
; quarter firework
DW `........
DW `...@....
DW `....@.@.
DW `.@.@.@..
DW `..@.@.@.
DW `.@.@....
DW `....@...
DW `........
; barely firework
DW `........
DW `...@....
DW `......@.
DW `...@....
DW `....@...
DW `.@......
DW `....@...
DW `........
POPO ; restore options (before OPT g.~0@)
ENDM
get_blank_font: MACRO
PUSHO ; push options so that I can change the meaning of .~*@
OPT g.~*@
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
DW `........
POPO ; restore options (before OPT g.~0@)
ENDM
cell_gfx:
get_cell_font
end_cellgfx:
number_gfx:
get_number_font
end_numbergfx
mine_gfx:
get_mine_font
end_minegfx
smoke_font:
get_smoke_font
smoke_font_end:
firework_font:
get_firework_font
firework_font_end:
blank_font:
get_blank_font
blank_font_end:
ENDC ; end tiles_gfx_asm defines