diff --git a/assets/font.chr b/assets/font.chr new file mode 100644 index 0000000..7181198 Binary files /dev/null and b/assets/font.chr differ diff --git a/assets/font.xcf b/assets/font.xcf new file mode 100644 index 0000000..21e46b0 Binary files /dev/null and b/assets/font.xcf differ diff --git a/assets/page1.chr b/assets/page1.chr new file mode 100644 index 0000000..c3dd380 Binary files /dev/null and b/assets/page1.chr differ diff --git a/compile.bat b/compile.bat new file mode 100644 index 0000000..4b04d8f --- /dev/null +++ b/compile.bat @@ -0,0 +1,45 @@ +@ECHO off + +ECHO. +ECHO Compiling main.asm +ECHO rgbasm -o main.o main.asm + +C:\Users\jonatan.SAMSYN\Documents\gb\tools\compiler\rgbasm -o main.o main.asm + +IF %ERRORLEVEL% NEQ 0 ( + ECHO. + ECHO Error linking, exiting + GOTO eof +) + +ECHO. +ECHO Linking main.o +ECHO rgblink -o test.gb main.o + +C:\Users\jonatan.SAMSYN\Documents\gb\tools\compiler\rgblink -o test.gb main.o + +IF %ERRORLEVEL% NEQ 0 ( + ECHO. + ECHO Error linking, exiting + GOTO eof +) + +ECHO. +ECHO Touching up +ECHO rgbfix -v -p 0 test.gb + +@C:\Users\jonatan.SAMSYN\Documents\gb\tools\compiler\rgbfix -v -p 0 test.gb + +IF %ERRORLEVEL% NEQ 0 ( + ECHO. + ECHO Error linking, exiting + GOTO eof +) + +ECHO. +ECHO DONE + + +:eof +ECHO. +PAUSE diff --git a/font.chr b/font.chr new file mode 100644 index 0000000..23390f6 Binary files /dev/null and b/font.chr differ diff --git a/game/game.asm b/game/game.asm new file mode 100644 index 0000000..89ac733 --- /dev/null +++ b/game/game.asm @@ -0,0 +1,14 @@ +INCLUDE "game/string.asm" + +SECTION "Game Loop", ROM0 + +GameLoop: + ld b, 0 + ld c, 0 + ld hl, HelloWorldStr + call PrintString +.lockup + ld a, [rLY] ; Load the current vertical line being rendered + cp 144 ; Check if we're past VBlank (1 to 144 = carry bit set) + jr c, .lockup ; Jump back to waitVBlank if rLY is less than 144 + jr .lockup diff --git a/game/string.asm b/game/string.asm new file mode 100644 index 0000000..5e63643 --- /dev/null +++ b/game/string.asm @@ -0,0 +1,25 @@ +SECTION "String code", ROM0 +; Print String on screen +; @param b - PosX on where to draw text +; @param c - PosY on where to draw text +; @param hl - Address source string +; @return a +; @return b +; @return c +; @return de - Destination memory in map +; @return hl = Address Target to the byte after the last byte on the target (garbage) +PrintString: + ld de, $9800 +.start + ld a, [hl] ; Load the first byte in the string + inc hl ; Increment immediately to next space + ld [dei], a + and a + jr nz, .start + ret +.render +.finish + inc b + cp b, 14 + + diff --git a/hardware.inc b/hardware.inc new file mode 100644 index 0000000..5445a19 --- /dev/null +++ b/hardware.inc @@ -0,0 +1,838 @@ +;* +;* Gameboy Hardware definitions +;* +;* Based on Jones' hardware.inc +;* And based on Carsten Sorensen's ideas. +;* +;* Rev 1.1 - 15-Jul-97 : Added define check +;* Rev 1.2 - 18-Jul-97 : Added revision check macro +;* Rev 1.3 - 19-Jul-97 : Modified for RGBASM V1.05 +;* Rev 1.4 - 27-Jul-97 : Modified for new subroutine prefixes +;* Rev 1.5 - 15-Aug-97 : Added _HRAM, PAD, CART defines +;* : and Nintendo Logo +;* Rev 1.6 - 30-Nov-97 : Added rDIV, rTIMA, rTMA, & rTAC +;* Rev 1.7 - 31-Jan-98 : Added _SCRN0, _SCRN1 +;* Rev 1.8 - 15-Feb-98 : Added rSB, rSC +;* Rev 1.9 - 16-Feb-98 : Converted I/O registers to $FFXX format +;* Rev 2.0 - : Added GBC registers +;* Rev 2.1 - : Added MBC5 & cart RAM enable/disable defines +;* Rev 2.2 - : Fixed NR42,NR43, & NR44 equates +;* Rev 2.3 - : Fixed incorrect _HRAM equate +;* Rev 2.4 - 27-Apr-13 : Added some cart defines (AntonioND) +;* Rev 2.5 - 03-May-15 : Fixed format (AntonioND) +;* Rev 2.6 - 09-Apr-16 : Added GBC OAM and cart defines (AntonioND) +;* Rev 2.7 - 19-Jan-19 : Added rPCMXX (ISSOtm) +;* Rev 2.8 - 03-Feb-19 : Added audio registers flags (Álvaro Cuesta) + +; If all of these are already defined, don't do it again. + + IF !DEF(HARDWARE_INC) +HARDWARE_INC SET 1 + +rev_Check_hardware_inc : MACRO +;NOTE: REVISION NUMBER CHANGES MUST BE ADDED +;TO SECOND PARAMETER IN FOLLOWING LINE. + IF \1 > 2.8 ;PUT REVISION NUMBER HERE + WARN "Version \1 or later of 'hardware.inc' is required." + ENDC +ENDM + +_HW EQU $FF00 + +_VRAM EQU $8000 ; $8000->$9FFF +_SCRN0 EQU $9800 ; $9800->$9BFF +_SCRN1 EQU $9C00 ; $9C00->$9FFF +_SRAM EQU $A000 ; $A000->$BFFF +_RAM EQU $C000 ; $C000->$DFFF +_OAMRAM EQU $FE00 ; $FE00->$FE9F +_AUD3WAVERAM EQU $FF30 ; $FF30->$FF3F +_HRAM EQU $FF80 ; $FF80->$FFFE + +; *** MBC5 Equates *** + +rRAMG EQU $0000 ; $0000->$1fff +rROMB0 EQU $2000 ; $2000->$2fff +rROMB1 EQU $3000 ; $3000->$3fff - If more than 256 ROM banks are present. +rRAMB EQU $4000 ; $4000->$5fff - Bit 3 enables rumble (if present) + + +; -- +; -- OAM flags +; -- + +OAMF_PRI EQU %10000000 ; Priority +OAMF_YFLIP EQU %01000000 ; Y flip +OAMF_XFLIP EQU %00100000 ; X flip +OAMF_PAL0 EQU %00000000 ; Palette number; 0,1 (DMG) +OAMF_PAL1 EQU %00010000 ; Palette number; 0,1 (DMG) +OAMF_BANK0 EQU %00000000 ; Bank number; 0,1 (GBC) +OAMF_BANK1 EQU %00001000 ; Bank number; 0,1 (GBC) + +OAMF_PALMASK EQU %00000111 ; Palette (GBC) + +OAMB_PRI EQU 7 ; Priority +OAMB_YFLIP EQU 6 ; Y flip +OAMB_XFLIP EQU 5 ; X flip +OAMB_PAL1 EQU 4 ; Palette number; 0,1 (DMG) +OAMB_BANK1 EQU 3 ; Bank number; 0,1 (GBC) + + +;*************************************************************************** +;* +;* Custom registers +;* +;*************************************************************************** + +; -- +; -- P1 ($FF00) +; -- Register for reading joy pad info. (R/W) +; -- +rP1 EQU $FF00 + +P1F_5 EQU %00100000 ; P15 out port +P1F_4 EQU %00010000 ; P14 out port +P1F_3 EQU %00001000 ; P13 in port +P1F_2 EQU %00000100 ; P12 in port +P1F_1 EQU %00000010 ; P11 in port +P1F_0 EQU %00000001 ; P10 in port + +; -- +; -- SB ($FF01) +; -- Serial Transfer Data (R/W) +; -- +rSB EQU $FF01 + +; -- +; -- SC ($FF02) +; -- Serial I/O Control (R/W) +; -- +rSC EQU $FF02 + +; -- +; -- DIV ($FF04) +; -- Divider register (R/W) +; -- +rDIV EQU $FF04 + + +; -- +; -- TIMA ($FF05) +; -- Timer counter (R/W) +; -- +rTIMA EQU $FF05 + + +; -- +; -- TMA ($FF06) +; -- Timer modulo (R/W) +; -- +rTMA EQU $FF06 + + +; -- +; -- TAC ($FF07) +; -- Timer control (R/W) +; -- +rTAC EQU $FF07 + +TACF_START EQU %00000100 +TACF_STOP EQU %00000000 +TACF_4KHZ EQU %00000000 +TACF_16KHZ EQU %00000011 +TACF_65KHZ EQU %00000010 +TACF_262KHZ EQU %00000001 + +; -- +; -- IF ($FF0F) +; -- Interrupt Flag (R/W) +; -- +rIF EQU $FF0F + +; -- +; -- LCDC ($FF40) +; -- LCD Control (R/W) +; -- +rLCDC EQU $FF40 + +LCDCF_OFF EQU %00000000 ; LCD Control Operation +LCDCF_ON EQU %10000000 ; LCD Control Operation +LCDCF_WIN9800 EQU %00000000 ; Window Tile Map Display Select +LCDCF_WIN9C00 EQU %01000000 ; Window Tile Map Display Select +LCDCF_WINOFF EQU %00000000 ; Window Display +LCDCF_WINON EQU %00100000 ; Window Display +LCDCF_BG8800 EQU %00000000 ; BG & Window Tile Data Select +LCDCF_BG8000 EQU %00010000 ; BG & Window Tile Data Select +LCDCF_BG9800 EQU %00000000 ; BG Tile Map Display Select +LCDCF_BG9C00 EQU %00001000 ; BG Tile Map Display Select +LCDCF_OBJ8 EQU %00000000 ; OBJ Construction +LCDCF_OBJ16 EQU %00000100 ; OBJ Construction +LCDCF_OBJOFF EQU %00000000 ; OBJ Display +LCDCF_OBJON EQU %00000010 ; OBJ Display +LCDCF_BGOFF EQU %00000000 ; BG Display +LCDCF_BGON EQU %00000001 ; BG Display +; "Window Character Data Select" follows BG + + +; -- +; -- STAT ($FF41) +; -- LCDC Status (R/W) +; -- +rSTAT EQU $FF41 + +STATF_LYC EQU %01000000 ; LYCEQULY Coincidence (Selectable) +STATF_MODE10 EQU %00100000 ; Mode 10 +STATF_MODE01 EQU %00010000 ; Mode 01 (V-Blank) +STATF_MODE00 EQU %00001000 ; Mode 00 (H-Blank) +STATF_LYCF EQU %00000100 ; Coincidence Flag +STATF_HB EQU %00000000 ; H-Blank +STATF_VB EQU %00000001 ; V-Blank +STATF_OAM EQU %00000010 ; OAM-RAM is used by system +STATF_LCD EQU %00000011 ; Both OAM and VRAM used by system +STATF_BUSY EQU %00000010 ; When set, VRAM access is unsafe + + +; -- +; -- SCY ($FF42) +; -- Scroll Y (R/W) +; -- +rSCY EQU $FF42 + + +; -- +; -- SCY ($FF43) +; -- Scroll X (R/W) +; -- +rSCX EQU $FF43 + + +; -- +; -- LY ($FF44) +; -- LCDC Y-Coordinate (R) +; -- +; -- Values range from 0->153. 144->153 is the VBlank period. +; -- +rLY EQU $FF44 + + +; -- +; -- LYC ($FF45) +; -- LY Compare (R/W) +; -- +; -- When LYEQUEQULYC, STATF_LYCF will be set in STAT +; -- +rLYC EQU $FF45 + + +; -- +; -- DMA ($FF46) +; -- DMA Transfer and Start Address (W) +; -- +rDMA EQU $FF46 + + +; -- +; -- BGP ($FF47) +; -- BG Palette Data (W) +; -- +; -- Bit 7-6 - Intensity for %11 +; -- Bit 5-4 - Intensity for %10 +; -- Bit 3-2 - Intensity for %01 +; -- Bit 1-0 - Intensity for %00 +; -- +rBGP EQU $FF47 + + +; -- +; -- OBP0 ($FF48) +; -- Object Palette 0 Data (W) +; -- +; -- See BGP for info +; -- +rOBP0 EQU $FF48 + + +; -- +; -- OBP1 ($FF49) +; -- Object Palette 1 Data (W) +; -- +; -- See BGP for info +; -- +rOBP1 EQU $FF49 + + +; -- +; -- WY ($FF4A) +; -- Window Y Position (R/W) +; -- +; -- 0 SO2 ON/OFF (Vin??) +; -- Bit 6-4 - SO2 output level (volume) (# 0-7) +; -- Bit 3 - Vin->SO1 ON/OFF (Vin??) +; -- Bit 2-0 - SO1 output level (volume) (# 0-7) +; -- +rNR50 EQU $FF24 +rAUDVOL EQU rNR50 + +AUDVOL_VIN_LEFT EQU %10000000 ; SO2 +AUDVOL_VIN_RIGHT EQU %00001000 ; SO1 + + +; -- +; -- AUDTERM/NR51 ($FF25) +; -- Selection of Sound output terminal (R/W) +; -- +; -- Bit 7 - Output sound 4 to SO2 terminal +; -- Bit 6 - Output sound 3 to SO2 terminal +; -- Bit 5 - Output sound 2 to SO2 terminal +; -- Bit 4 - Output sound 1 to SO2 terminal +; -- Bit 3 - Output sound 4 to SO1 terminal +; -- Bit 2 - Output sound 3 to SO1 terminal +; -- Bit 1 - Output sound 2 to SO1 terminal +; -- Bit 0 - Output sound 0 to SO1 terminal +; -- +rNR51 EQU $FF25 +rAUDTERM EQU rNR51 + +; SO2 +AUDTERM_4_LEFT EQU %10000000 +AUDTERM_3_LEFT EQU %01000000 +AUDTERM_2_LEFT EQU %00100000 +AUDTERM_1_LEFT EQU %00010000 +; SO1 +AUDTERM_4_RIGHT EQU %00001000 +AUDTERM_3_RIGHT EQU %00000100 +AUDTERM_2_RIGHT EQU %00000010 +AUDTERM_1_RIGHT EQU %00000001 + + +; -- +; -- AUDENA/NR52 ($FF26) +; -- Sound on/off (R/W) +; -- +; -- Bit 7 - All sound on/off (sets all audio regs to 0!) +; -- Bit 3 - Sound 4 ON flag (doesn't work!) +; -- Bit 2 - Sound 3 ON flag (doesn't work!) +; -- Bit 1 - Sound 2 ON flag (doesn't work!) +; -- Bit 0 - Sound 1 ON flag (doesn't work!) +; -- +rNR52 EQU $FF26 +rAUDENA EQU rNR52 + +AUDENA_ON EQU %10000000 +AUDENA_OFF EQU %00000000 ; sets all audio regs to 0! + + +;*************************************************************************** +;* +;* SoundChannel #1 registers +;* +;*************************************************************************** + +; -- +; -- AUD1SWEEP/NR10 ($FF10) +; -- Sweep register (R/W) +; -- +; -- Bit 6-4 - Sweep Time +; -- Bit 3 - Sweep Increase/Decrease +; -- 0: Addition (frequency increases???) +; -- 1: Subtraction (frequency increases???) +; -- Bit 2-0 - Number of sweep shift (# 0-7) +; -- Sweep Time: (n*7.8ms) +; -- +rNR10 EQU $FF10 +rAUD1SWEEP EQU rNR10 + +AUD1SWEEP_UP EQU %00000000 +AUD1SWEEP_DOWN EQU %00001000 + + +; -- +; -- AUD1LEN/NR11 ($FF11) +; -- Sound length/Wave pattern duty (R/W) +; -- +; -- Bit 7-6 - Wave Pattern Duty (00:12.5% 01:25% 10:50% 11:75%) +; -- Bit 5-0 - Sound length data (# 0-63) +; -- +rNR11 EQU $FF11 +rAUD1LEN EQU rNR11 + + +; -- +; -- AUD1ENV/NR12 ($FF12) +; -- Envelope (R/W) +; -- +; -- Bit 7-4 - Initial value of envelope +; -- Bit 3 - Envelope UP/DOWN +; -- 0: Decrease +; -- 1: Range of increase +; -- Bit 2-0 - Number of envelope sweep (# 0-7) +; -- +rNR12 EQU $FF12 +rAUD1ENV EQU rNR12 + + +; -- +; -- AUD1LOW/NR13 ($FF13) +; -- Frequency lo (W) +; -- +rNR13 EQU $FF13 +rAUD1LOW EQU rNR13 + + +; -- +; -- AUD1HIGH/NR14 ($FF14) +; -- Frequency hi (W) +; -- +; -- Bit 7 - Initial (when set, sound restarts) +; -- Bit 6 - Counter/consecutive selection +; -- Bit 2-0 - Frequency's higher 3 bits +; -- +rNR14 EQU $FF14 +rAUD1HIGH EQU rNR14 + + +;*************************************************************************** +;* +;* SoundChannel #2 registers +;* +;*************************************************************************** + +; -- +; -- AUD2LEN/NR21 ($FF16) +; -- Sound Length; Wave Pattern Duty (R/W) +; -- +; -- see AUD1LEN for info +; -- +rNR21 EQU $FF16 +rAUD2LEN EQU rNR21 + + +; -- +; -- AUD2ENV/NR22 ($FF17) +; -- Envelope (R/W) +; -- +; -- see AUD1ENV for info +; -- +rNR22 EQU $FF17 +rAUD2ENV EQU rNR22 + + +; -- +; -- AUD2LOW/NR23 ($FF18) +; -- Frequency lo (W) +; -- +rNR23 EQU $FF18 +rAUD2LOW EQU rNR23 + + +; -- +; -- AUD2HIGH/NR24 ($FF19) +; -- Frequency hi (W) +; -- +; -- see AUD1HIGH for info +; -- +rNR24 EQU $FF19 +rAUD2HIGH EQU rNR24 + + +;*************************************************************************** +;* +;* SoundChannel #3 registers +;* +;*************************************************************************** + +; -- +; -- AUD3ENA/NR30 ($FF1A) +; -- Sound on/off (R/W) +; -- +; -- Bit 7 - Sound ON/OFF (1EQUON,0EQUOFF) +; -- +rNR30 EQU $FF1A +rAUD3ENA EQU rNR30 + + +; -- +; -- AUD3LEN/NR31 ($FF1B) +; -- Sound length (R/W) +; -- +; -- Bit 7-0 - Sound length +; -- +rNR31 EQU $FF1B +rAUD3LEN EQU rNR31 + + +; -- +; -- AUD3LEVEL/NR32 ($FF1C) +; -- Select output level +; -- +; -- Bit 6-5 - Select output level +; -- 00: 0/1 (mute) +; -- 01: 1/1 +; -- 10: 1/2 +; -- 11: 1/4 +; -- +rNR32 EQU $FF1C +rAUD3LEVEL EQU rNR32 + + +; -- +; -- AUD3LOW/NR33 ($FF1D) +; -- Frequency lo (W) +; -- +; -- see AUD1LOW for info +; -- +rNR33 EQU $FF1D +rAUD3LOW EQU rNR33 + + +; -- +; -- AUD3HIGH/NR34 ($FF1E) +; -- Frequency hi (W) +; -- +; -- see AUD1HIGH for info +; -- +rNR34 EQU $FF1E +rAUD3HIGH EQU rNR34 + + +; -- +; -- AUD4LEN/NR41 ($FF20) +; -- Sound length (R/W) +; -- +; -- Bit 5-0 - Sound length data (# 0-63) +; -- +rNR41 EQU $FF20 +rAUD4LEN EQU rNR41 + + +; -- +; -- AUD4ENV/NR42 ($FF21) +; -- Envelope (R/W) +; -- +; -- see AUD1ENV for info +; -- +rNR42 EQU $FF21 +rAUD4ENV EQU rNR42 + + +; -- +; -- AUD4POLY/NR43 ($FF22) +; -- Polynomial counter (R/W) +; -- +; -- Bit 7-4 - Selection of the shift clock frequency of the (scf) +; -- polynomial counter (0000-1101) +; -- freqEQUdrf*1/2^scf (not sure) +; -- Bit 3 - Selection of the polynomial counter's step +; -- 0: 15 steps +; -- 1: 7 steps +; -- Bit 2-0 - Selection of the dividing ratio of frequencies (drf) +; -- 000: f/4 001: f/8 010: f/16 011: f/24 +; -- 100: f/32 101: f/40 110: f/48 111: f/56 (fEQU4.194304 Mhz) +; -- +rNR43 EQU $FF22 +rAUD4POLY EQU rNR43 + + +; -- +; -- AUD4GO/NR44 ($FF23) +; -- (has wrong name and value (ff30) in Dr.Pan's doc!) +; -- +; -- Bit 7 - Inital +; -- Bit 6 - Counter/consecutive selection +; -- +rNR44 EQU $FF23 +rAUD4GO EQU rNR44 ; silly name! + + +; -- +; -- PCM12 ($FF76) +; -- Sound channel 1&2 PCM amplitude (R) +; -- +; -- Bit 7-4 - Copy of sound channel 2's PCM amplitude +; -- Bit 3-0 - Copy of sound channel 1's PCM amplitude +; -- +rPCM12 EQU $FF76 + + +; -- +; -- PCM34 ($FF77) +; -- Sound channel 3&4 PCM amplitude (R) +; -- +; -- Bit 7-4 - Copy of sound channel 4's PCM amplitude +; -- Bit 3-0 - Copy of sound channel 3's PCM amplitude +; -- +rPCM34 EQU $FF77 + + +;*************************************************************************** +;* +;* Flags common to multiple sound channels +;* +;*************************************************************************** + +; -- +; -- Square wave duty cycle +; -- +; -- Can be used with AUD1LEN and AUD2LEN +; -- See AUD1LEN for more info +; -- +AUDLEN_DUTY_12_5 EQU %00000000 ; 12.5% +AUDLEN_DUTY_25 EQU %01000000 ; 25% +AUDLEN_DUTY_50 EQU %10000000 ; 50% +AUDLEN_DUTY_75 EQU %11000000 ; 75% + + +; -- +; -- Audio envelope flags +; -- +; -- Can be used with AUD1ENV, AUD2ENV, AUD4ENV +; -- See AUD1ENV for more info +; -- +AUDENV_UP EQU %00001000 +AUDENV_DOWN EQU %00000000 + + +; -- +; -- Audio trigger flags +; -- +; -- Can be used with AUD1HIGH, AUD2HIGH, AUD3HIGH +; -- See AUD1HIGH for more info +; -- + +AUDHIGH_RESTART EQU %10000000 +AUDHIGH_LENGTH_ON EQU %01000000 +AUDHIGH_LENGTH_OFF EQU %00000000 + + +;*************************************************************************** +;* +;* Cart related +;* +;*************************************************************************** + +CART_COMPATIBLE_DMG EQU $00 +CART_COMPATIBLE_DMG_GBC EQU $80 +CART_COMPATIBLE_GBC EQU $C0 + +CART_ROM EQU $00 +CART_ROM_MBC1 EQU $01 +CART_ROM_MBC1_RAM EQU $02 +CART_ROM_MBC1_RAM_BAT EQU $03 +CART_ROM_MBC2 EQU $05 +CART_ROM_MBC2_BAT EQU $06 +CART_ROM_RAM EQU $08 +CART_ROM_RAM_BAT EQU $09 +CART_ROM_MBC3_BAT_RTC EQU $0F +CART_ROM_MBC3_RAM_BAT_RTC EQU $10 +CART_ROM_MBC3 EQU $11 +CART_ROM_MBC3_RAM EQU $12 +CART_ROM_MBC3_RAM_BAT EQU $13 +CART_ROM_MBC5 EQU $19 +CART_ROM_MBC5_BAT EQU $1A +CART_ROM_MBC5_RAM_BAT EQU $1B +CART_ROM_MBC5_RUMBLE EQU $1C +CART_ROM_MBC5_RAM_RUMBLE EQU $1D +CART_ROM_MBC5_RAM_BAT_RUMBLE EQU $1E +CART_ROM_MBC7_RAM_BAT_GYRO EQU $22 +CART_ROM_POCKET_CAMERA EQU $FC + +CART_ROM_256K EQU 0 ; 2 banks +CART_ROM_512K EQU 1 ; 4 banks +CART_ROM_1M EQU 2 ; 8 banks +CART_ROM_2M EQU 3 ; 16 banks +CART_ROM_4M EQU 4 ; 32 banks +CART_ROM_8M EQU 5 ; 64 banks +CART_ROM_16M EQU 6 ; 128 banks +CART_ROM_32M EQU 7 ; 256 banks +CART_ROM_64M EQU 8 ; 512 banks + +CART_RAM_NONE EQU 0 +CART_RAM_16K EQU 1 ; 1 incomplete bank +CART_RAM_64K EQU 2 ; 1 bank +CART_RAM_256K EQU 3 ; 4 banks +CART_RAM_1M EQU 4 ; 16 banks + +CART_RAM_ENABLE EQU $0A +CART_RAM_DISABLE EQU $00 + +;*************************************************************************** +;* +;* Keypad related +;* +;*************************************************************************** + +PADF_DOWN EQU $80 +PADF_UP EQU $40 +PADF_LEFT EQU $20 +PADF_RIGHT EQU $10 +PADF_START EQU $08 +PADF_SELECT EQU $04 +PADF_B EQU $02 +PADF_A EQU $01 + +PADB_DOWN EQU $7 +PADB_UP EQU $6 +PADB_LEFT EQU $5 +PADB_RIGHT EQU $4 +PADB_START EQU $3 +PADB_SELECT EQU $2 +PADB_B EQU $1 +PADB_A EQU $0 + +;*************************************************************************** +;* +;* Screen related +;* +;*************************************************************************** + +SCRN_X EQU 160 ; Width of screen in pixels +SCRN_Y EQU 144 ; Height of screen in pixels +SCRN_X_B EQU 20 ; Width of screen in bytes +SCRN_Y_B EQU 18 ; Height of screen in bytes + +SCRN_VX EQU 256 ; Virtual width of screen in pixels +SCRN_VY EQU 256 ; Virtual height of screen in pixels +SCRN_VX_B EQU 32 ; Virtual width of screen in bytes +SCRN_VY_B EQU 32 ; Virtual height of screen in bytes + +;* +;* Nintendo scrolling logo +;* (Code won't work on a real GameBoy) +;* (if next lines are altered.) +NINTENDO_LOGO : MACRO + DB $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D + DB $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 + DB $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E +ENDM + + ENDC ;HARDWARE_INC diff --git a/main.asm b/main.asm new file mode 100644 index 0000000..4f4967e --- /dev/null +++ b/main.asm @@ -0,0 +1,75 @@ +INCLUDE "hardware.inc" +INCLUDE "game/game.asm" +INCLUDE "tools.asm" + +SECTION "Header", ROM0[$100] + +EntryPoint: ; + di ; Disable interrupts. That way we can avoid dealing with them, especially since we didn't talk about them yet + jp Start ; Leave this tiny space + +REPT $150 - $104 + db 0 +ENDR + +SECTION "Intro code", ROM0 + +Start: + ; First step is to access the VRAM to insert our graphics data. + ; To do so, we must wait until we are in VBLANK period. + ; Loop until we find ourselves in VBLANK + + ; Turn off the LCD +.waitVBlank + ld a, [rLY] ; Load the current vertical line being rendered + cp 144 ; Check if we're past VBlank (1 to 144 = carry bit set) + jr c, .waitVBlank ; Jump back to waitVBlank if rLY is less than 144 + + xor a ; ld a, 0 ; Reset the accumilator register + ; Our target is to set bit 7 reset on the LDC to turn it off + ld [rLCDC], a ; We will have to write to LCDC again later, so it's not a bother, really. + +; ----------- Font Begin copying to VRAM ----------- + ; Start copying our font to vram + ld de, FontTiles ; The start of the font tiles + ld hl, $9000 ; Set registers hl to $9000 which is the beginning of vram + ld bc, FontTilesEnd - FontTiles ; The total length of font tiles + call Memcpy + +; ----------- Begin copying string to palette ----------- + ld hl, $9800 ; This will print the string at the top-left corner of screen + ld de, HelloWorldStr +.copyString + ld a, [de] ; Read the first byte in the string to accumilator + ld [hli], a ; Write the byte from the accumilator to the destination while incrementing destination address + inc de ; Move to next byte in string + and a ; AND a with A, Checking if we copied a zero (end of string) + jr nz, .copyString ; Continue copying while not zero + +; ----------- Start the display ----------- + ; Init the display register + ld a, %11100100 ; Load the palette of white, light gray, dark gray, black + ld a, %00011011 ; Load the palette of white, light gray, dark gray, black + ld [rBGP], a ; Store the palette to display + + xor a ; ld a, 0 ; Reset the accumilator + ld [rSCY], a ; Set our scroll Y position to 0 + ld [rSCX], a ; Set our scroll X position to 0 + + ld [rNR52], a ; Turn off sound + + ; Turn the screen on, display background + ld a, %10000001 ; screen on = 8th bit, background display = 1st bit + ld [rLCDC], a ; Set the screen flags + jp GameLoop + +SECTION "Font", ROM0 + +FontTiles: +INCBIN "font.chr" +FontTilesEnd: + +Section "Hello wrold string", ROM0 + +HelloWorldStr: + db "Hello World!", 0 diff --git a/main.o b/main.o new file mode 100644 index 0000000..7efa1f3 Binary files /dev/null and b/main.o differ diff --git a/test.gb b/test.gb new file mode 100644 index 0000000..a073196 Binary files /dev/null and b/test.gb differ diff --git a/test.xcf b/test.xcf new file mode 100644 index 0000000..08f54e1 Binary files /dev/null and b/test.xcf differ diff --git a/tools.asm b/tools.asm new file mode 100644 index 0000000..38a01f9 --- /dev/null +++ b/tools.asm @@ -0,0 +1,19 @@ +SECTION "Tools", ROM0 + +; Memory copier +; @param de - Address source to start of data to be copied +; @param hl - Address destomatopm where to copy the data to +; @param bc - The total amount of bytes to copy +; @return a = Zero +; @return bc = Zero +; @return de = Address Source to the byte after the last byte from source (garbage) +; @return hl = Address Target to the byte after the last byte on the target (garbage) +Memcpy: + ld a, [de] ; Load the value at [de] to accumilator + ld [hli], a ; Load the value from accumilator to the destination address and increment it by one + inc de ; Increment de to point to next byte to copy + dec bc ; Decrement bc the total amount of bytes to copy + ld a, b ; Load the first half of total amount of bytes to write to accumilator + or c ; OR together the second half of total amount with the first half + jr nz, Memcpy ; Loop back to Memcpy if not zero + ret