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seed.asm
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seed.asm
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; asmsyntax=ca65
; TODO
; draw black, non-bg tiles to screen for sprites to go behind
; maybe some dithering effects later?
; Check for seed "0000" and reject it. This seed breaks the RNG.
InitSeed:
inc SkipNMI
lda #PPU_MASK_OFF
sta $2001
; write palettes
lda #<SeedPalette
sta PaletteAddr
lda #>SeedPalette
sta PaletteAddr+1
jsr LoadPalettes
jsr WritePalettes
jsr ClearNametable0
jsr ClearAttrTable0
jsr ClearSprites
lda #<SeedFrame
sta DoFramePointer
lda #>SeedFrame
sta DoFramePointer+1
lda #<Seed_NMI
sta DoNMIPointer
lda #>Seed_NMI
sta DoNMIPointer+1
lda #PPU_CTRL_VERT
sta $2000
; Rando button; left column
bit $2000
lda #$21
sta $2006
lda #$86
sta $2006
lda sbTile_Rando+0
sta $2007
lda sbTile_Rando+1
sta $2007
; Rando button; right column
lda #$21
sta $2006
lda #$87
sta $2006
lda sbTile_Rando+2
sta $2007
lda sbTile_Rando+3
sta $2007
lda #$21
sta TmpAddr
lda #$89
sta TmpAddr+1
jsr seed_DrawBox
lda #$21
sta TmpAddr
lda #$8C
sta TmpAddr+1
jsr seed_DrawBox
lda #$21
sta TmpAddr
lda #$8F
sta TmpAddr+1
jsr seed_DrawBox
lda #$21
sta TmpAddr
lda #$92
sta TmpAddr+1
jsr seed_DrawBox
; Draw the thumbs up
lda #PPU_CTRL_HORIZ
sta $2000
lda #$21
sta $2006
lda #$95
sta $2006
ldx #$08
stx $2007
inx
stx $2007
inx
lda #$21
sta $2006
lda #$B5
sta $2006
stx $2007
inx
stx $2007
lda #0
sta TitleIndex ; reuse this index
; Load up the current seed and set the input values to it.
lda rng_seed
sta working_seed
lda rng_seed+1
sta working_seed+1
jsr seed_LoadFromMemory
; Attribute tables for selected
jsr seed_SetAttr
; Update sprites to reflect the above input values.
jsr seed_UpdateSprites
; Load up cursor sprites
; character selecton sprites
; draw stuff on background
; boxes for input
; current values
rts
; Load up the current seed and set the input values to it.
seed_LoadFromMemory:
lda working_seed
and #$F0
lsr a
lsr a
lsr a
lsr a
sta Seed_Input0
lda working_seed
and #$0F
sta Seed_Input1
lda working_seed+1
and #$F0
lsr a
lsr a
lsr a
lsr a
sta Seed_Input2
lda working_seed+1
and #$0F
sta Seed_Input3
rts
seed_UpdateSprites:
lda #<sprites
sta TmpAddr
lda #>sprites
sta TmpAddr+1
; TmpY and TmpX are indexes to lookup tables for actual pixel offsets
; Middle (selected) row
ldy #1
ldx #0
lda Seed_Input0
jsr seed_LoadSprite
ldy #1
ldx #1
lda Seed_Input1
jsr seed_LoadSprite
ldy #1
ldx #2
lda Seed_Input2
jsr seed_LoadSprite
ldy #1
ldx #3
lda Seed_Input3
jsr seed_LoadSprite
; Top row
ldy #0
ldx #0
lda Seed_Input0
sec
sbc #1
and #$0F
jsr seed_LoadSprite
ldy #0
ldx #1
lda Seed_Input1
sec
sbc #1
and #$0F
jsr seed_LoadSprite
ldy #0
ldx #2
lda Seed_Input2
sec
sbc #1
and #$0F
jsr seed_LoadSprite
ldy #0
ldx #3
lda Seed_Input3
sec
sbc #1
and #$0F
jsr seed_LoadSprite
; Bottom row
ldy #2
ldx #0
lda Seed_Input0
clc
adc #1
and #$0F
jsr seed_LoadSprite
ldy #2
ldx #1
lda Seed_Input1
clc
adc #1
and #$0F
jsr seed_LoadSprite
ldy #2
ldx #2
lda Seed_Input2
clc
adc #1
and #$0F
jsr seed_LoadSprite
ldy #2
ldx #3
sta TmpX
lda Seed_Input3
clc
adc #1
and #$0F
jsr seed_LoadSprite
rts
Seed_NMI:
;jsr WritePalettes
jsr WriteSprites
bit $2002
lda #$23
sta $2006
lda #$D9
sta $2006
; Transfer attribute buffer to PPU
ldx #4
@loop:
lda Seed_Attr_Buffer, x
sta $2007
dex
bpl @loop
; scroll stuff
lda #244
sta $2005
lda #0
sta $2005
lda #PPU_CTRL_HORIZ
ora #$01
sta $2000
jmp NMI_Finished
seed_SetAttr:
lda TitleIndex
asl a
tax
; find the data chunk in the lookup table
lda SeedAttrBoxes, x
sta TmpAddr
inx
lda SeedAttrBoxes, x
sta TmpAddr+1
inx
; Store the attribute stuff in the buffer
ldx #4
ldy #0
@loop:
lda (TmpAddr), y
sta Seed_Attr_Buffer, x
iny
dex
bpl @loop
@done:
rts
seed_DrawBox:
lda TmpAddr
sta $2006
lda TmpAddr+1
sta $2006
ldx #BOX_TILE_START
@BoxA:
stx $2007
inx
cpx #$06
bne @BoxA
inc TmpAddr+1
lda TmpAddr
sta $2006
lda TmpAddr+1
sta $2006
@BoxB:
stx $2007
inx
cpx #$08
bne @BoxB
ldx #$0D
stx $2007
rts
SeedFrame:
jsr prng
lda #BUTTON_RIGHT
jsr ButtonPressedP1
beq @noRight
inc TitleIndex
lda TitleIndex
cmp #6
bcc @noRight
dec TitleIndex ; don't loop, just stop
@noRight:
lda #BUTTON_LEFT
jsr ButtonPressedP1
beq @noLeft
dec TitleIndex
bpl @noLeft
inc TitleIndex ; don't loop, just stop
@noLeft:
lda TitleIndex
beq @onEnd
cmp #5
bcs @onEnd
lda #BUTTON_UP
jsr ButtonPressedP1
beq @noUp
ldx TitleIndex
dex
lda Seed_Input0, x
clc
adc #1
and #$0F
sta Seed_Input0, x
jmp @end
@noUp:
lda #BUTTON_DOWN
jsr ButtonPressedP1
beq @end
ldx TitleIndex
dex
lda Seed_Input0, x
sec
sbc #1
and #$0F
sta Seed_Input0, x
jmp @end
@onEnd:
lda #BUTTON_A
jsr ButtonPressedP1
beq @end
lda TitleIndex
bne @EnterPressed
; Rando selected
; do rando thing
;lda rng_seed
;sta working_seed
;lda rng_seed+1
;sta working_seed+1
;jsr prng
jsr seed_LoadFromMemory
jmp @end
@EnterPressed:
; save stuff
lda Seed_Input0
asl a
asl a
asl a
asl a
ora Seed_Input1
sta rng_seed
lda Seed_Input2
asl a
asl a
asl a
asl a
ora Seed_Input3
sta rng_seed+1
lda #STATES::GS_TITLE
sta current_gamestate
inc gamestate_changed
@end:
jsr seed_UpdateSprites
jsr seed_SetAttr
jmp WaitFrame
; A number to draw
; X column index
; Y row index
seed_LoadSprite:
; multiply by 4 to get the correct index
asl a
asl a
; add offset to start of tiles
clc
adc #SPRITE_TILE_START
sta TmpCounter
lda NumberYLookup, y
sta TmpY
lda NumberAttrLookup, y
sta TmpAttr
lda NumberXLookup, x
sta TmpX
; load up tiles into sprites
ldy #1
ldx #4
@loop:
; tile
lda TmpCounter
sta (TmpAddr), y
inc TmpCounter
inc TmpAddr
; set the attr byte. sprite behind background
lda TmpAttr
sta (TmpAddr), y
inc TmpAddr
inc TmpAddr
inc TmpAddr
;lda TmpAddr
;adc #4
;sta TmpAddr
dex
bne @loop
; get back to the start sprite
lda TmpAddr
sec
sbc #16
sta TmpAddr
clc
; load up first tile's x/y
ldy #0
lda TmpY
sta (TmpAddr), y
ldy #3
lda TmpX
sta (TmpAddr), y
; loop through the rest to calculate x/y
lda TmpAddr
adc #4
sta TmpAddr
; tile 01
lda TmpX
adc #8
sta TmpX
jsr seed_SetSpriteXY
; tile 02
lda TmpX
sec
sbc #8
sta TmpX
lda TmpY
clc
adc #8
sta TmpY
jsr seed_SetSpriteXY
; tile 03
lda TmpX
adc #8
sta TmpX
jsr seed_SetSpriteXY
rts
seed_SetSpriteXY:
ldy #0
lda TmpY
sta (TmpAddr), y
iny
iny
iny
lda TmpX
sta (TmpAddr), y
lda TmpAddr
clc
adc #4
sta TmpAddr
rts
BOX_TILE_START = $03
SeedAttrBoxes:
.word sbRando
.word sb01
.word sb02
.word sb03
.word sb04
.word sbThumb
sbRando:
.byte $55, $00, $00, $00, $00
sb01:
.byte $00, $55, $00, $00, $00
sb02:
.byte $00, $00, $11, $00, $00
sb03:
.byte $00, $00, $44, $11, $00
sb04:
.byte $00, $00, $00, $44, $00
sbThumb:
.byte $00, $00, $00, $00, $55
sbTile_Rando:
.byte $2D, $3D, $4D, $0F
; offset of the first sprite tile in the sprite sheet
SPRITE_TILE_START = $80
NumberYLookup:
; top, mid, bottom
.byte 76, 96, 116
NumberXLookup:
; 1st col, 2nd ...
.byte 84, 108, 132, 156
; uses the NumberYLookup index value
NumberAttrLookup:
.byte $01, $00, $02
SeedPalette:
; input box, inputed val
.byte $0F,$10,$2D,$0F, $0F,$23,$13,$13, $0F,$15,$0F,$0F, $0F,$11,$11,$11
; current char prev next
.byte $0F,$33,$33,$33, $0F,$2D,$00,$10, $0F,$10,$00,$2D, $0F,$11,$11,$11
.byte $EA, $EA