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Defines.asm
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Defines.asm
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; ===============
; Project defines
; ===============
; Hardware defines
include "hardware.inc/hardware.inc"
; ================
; Global constants
; ================
sys_DMG equ 0
sys_GBP equ 1
sys_SGB equ 2
sys_SGB2 equ 3
sys_GBC equ 4
sys_GBA equ 5
btnA equ 0
btnB equ 1
btnSelect equ 2
btnStart equ 3
btnRight equ 4
btnLeft equ 5
btnUp equ 6
btnDown equ 7
_A equ 1
_B equ 2
_Select equ 4
_Start equ 8
_Right equ 16
_Left equ 32
_Up equ 64
_Down equ 128
; ==========================
; Project-specific constants
; ==========================
; TODO: Remove this
TILESET_TEST equ 0
; ======
; Macros
; ======
; Copy a tileset to a specified VRAM address.
; USAGE: CopyTileset [tileset],[VRAM address],[number of tiles to copy]
macro CopyTileset
ld bc,$10*\3 ; number of tiles to copy
ld hl,\1 ; address of tiles to copy
ld de,$8000+\2 ; address to copy to
call _CopyRAM
endm
; Same as CopyTileset, but waits for VRAM accessibility.
macro CopyTilesetSafe
ld bc,$10*\3 ; number of tiles to copy
ld hl,\1 ; address of tiles to copy
ld de,$8000+\2 ; address to copy to
call _CopyTilesetSafe
endm
; Copy a 1BPP tileset to a specified VRAM address.
; USAGE: CopyTileset1BPP [tileset],[VRAM address],[number of tiles to copy]
macro CopyTileset1BPP
ld bc,$10*\3 ; number of tiles to copy
ld hl,\1 ; address of tiles to copy
ld de,$8000+\2 ; address to copy to
call _CopyTileset1BPP
endm
; Same as CopyTileset1BPP, but waits for VRAM accessibility.
macro CopyTileset1BPPSafe
ld bc,$10*\3 ; number of tiles to copy
ld hl,\1 ; address of tiles to copy
ld de,$8000+\2 ; address to copy to
call _CopyTileset1BPPSafe
endm
; Loads a DMG palette.
; USAGE: SetPal <rBGP/rOBP0/rOBP1>,(color 1),(color 2),(color 3),(color 4)
macro SetDMGPal
ld a,(\2 + (\3 << 2) + (\4 << 4) + (\5 << 6))
ldh [\1],a
endm
; Defines a Game Boy Color RGB palette.
; USAGE: RGB <red>,<green>,<blue>
macro RGB
dw \1+(\2<<5)+(\3<<10)
endm
; Wait for VRAM accessibility.
macro WaitForVRAM
ldh a,[rSTAT]
and STATF_BUSY
jr nz,@-4
endm
macro string
db \1,0
endm
; Loads appropriate ROM bank for a block of data and loads its pointer into a given register.
; Trashes B.
macro ldfar
ld b,bank(\2)
rst Bankswitch
ld \1,\2
endm
; Loads appropriate ROM bank for a routine and executes it.
; Trashes B.
macro farcall
ld b,bank(\1)
rst Bankswitch
call \1
endm
macro resbank
ldh a,[sys_LastBank]
ldh [sys_CurrentBank],a
ld [rROMB0],a
endm
macro bankptr
db bank(\1)
dw \1
endm
macro djnz
dec b
jr nz,\1
endm
macro lb
ld \1,\2<<8 | \3
endm
macro dbp
.str\@
db \1
.str\@_end
rept \2-(.str\@_end-.str\@)
db \3
endr
endm
macro dbw
db \1
dw \2
endm
macro dwb2
db bank(\1)
dw \1
db bank(\2)
dw \2
endm
macro dwb3
db bank(\1)
dw \1
db bank(\2)
dw \2
db bank(\3)
dw \3
endm
if DebugMode
macro debugmsg
ld d,d
jr .\@
dw $6464
dw 0
db \1,0
dw 0
dw 0
.\@
endm
endc
macro const_def
const_value = 0
endm
macro const
if "\1" != "skip"
\1 equ const_value
endc
const_value = const_value + 1
ENDM
macro PlaySFX
push hl
ld b,bank(SFX_\1)
ld hl,SFX_\1
call DSFX_PlaySFX
pop hl
endm
macro PlaySFX2
push hl
ld b,bank(SFX_\1)
ld hl,SFX_\1
call DSFX_PlaySFX2
pop hl
endm
tmcoord: macro
ld hl,sys_TilemapBuffer + ((\2*20) | \1)
endm
; === Project-specific macros ===
; =========
; Variables
; =========
section "Variables",wram0,align[8]
OAMBuffer: ds 40*4 ; 40 sprites, 4 bytes each
.end
sys_GBType: db ; 0 = DMG, 1 = GBC, 2 = GBA
sys_ResetTimer: db
sys_CurrentFrame: db ; incremented each frame, used for timing
sys_btnPress: db ; buttons pressed this frame
sys_btnHold: db ; buttons held
sys_btnRelease: db ; buttons released this frame
sys_VBlankFlag: db
sys_LCDCFlag: db
sys_TimerFlag: db
sys_SerialFlag: db
sys_JoypadFlag: db
sys_PauseGame: db
sys_SleepModeTimer: db
sys_SecondsUntilSleep: db
sys_EmuCheck: db
sys_EnableParallax: db
sys_EnableHDMA: db
sys_TilemapBuffer: ds 20*18
sys_StringBuffer: ds 32
; project-specific
section "Zeropage",hram
OAM_DMA: ds 16
tempAF: dw
tempBC: dw
tempDE: dw
tempHL: dw
tempSP: dw
sys_CurrentBank: db
sys_LastBank: db
sys_TempBank1: db
sys_TempBank2: db
sys_TempBank3: db
sys_TempCounter: db
sys_TempSVBK: db
sys_HDMA1: db
sys_HDMA2: db
sys_HDMA3: db
sys_HDMA4: db
sys_HDMA5: db
sys_HDMABank: db