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main.asm
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main.asm
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.include "m8def.inc"
.include "macros.asm"
.dseg
.org SRAM_START+960
block_y: .BYTE 1
block_x: .BYTE 1
block_color: .BYTE 1
block_type: .BYTE 1
block_rotation: .BYTE 1
pause: .BYTE 1
gameover: .BYTE 1
score: .BYTE 1
lines: .BYTE 1
level: .BYTE 1
next: .BYTE 1
.cseg
.org RESET
rjmp START
.org OC1Aaddr
rjmp VIDEO_isr
.include "Video.asm"
.include "Initialization.asm"
/* Main program */
PROGRAM_START:
rcall DrawSplashScreen
Splash_loop:
cpi VSYNC, 0xff
brne Splash_loop
clr VSYNC
rcall PAD_GetState
sbrc r10, 4 ; Start
rjmp StartGame
sbrc r10, 6 ; Highscores
rcall Highscores
rjmp Splash_loop
StartGame:
rcall ClearScreen
rcall DebugDrawCorners
rcall DrawMap
mov r11, r10
; Variables
ldi r16, 6
sts block_y, r16
ldi r16, 5+X_DELTA
sts block_x, r16
ldi r16,0b1
sts block_color, r16
ldi r16, 1
sts block_type, r16
sts pause, r2
sts gameover, r2
sts SCORE, r2
sts lines, r2
sts level, r2
rcall RANDOM_block
sts block_type, r16
rcall RANDOM_block
sts next, r16
InfinityLoop:
cpi VSYNC, 0xff
brne InfinityLoop
clr VSYNC
/*in r16, OCR2
cpi r16, 0xff
breq changeto0
ldi r16, 0xff
out OCR2, r16
rjmp asdasdasDAS
changeto0:
ldi r16, 0
out OCR2, r16
asdasdasDAS:*/
; Input
rcall PAD_GetState
sbrc r10, 5 ; Select
rcall PROGRAM_START
sbrc r10, 4 ; Start
rcall PauseGame
;sbrc r10, 5 ; Select
;rcall RandomBlock
lds r16, pause
cpi r16, 0xff
breq omnitinput
sbrc r10, 0 ; Right
rcall MoveRight
sbrc r10, 1 ; Left
rcall MoveLeft
sbrc r10, 2 ; Down
rcall MoveDown
sbrc r10, 7 ; B
rcall RotateRight
sbrc r10, 6 ; A
rcall RotateLeft
omnitinput:
mov r11, r10
clr r6 ; No new frame
; 500ms between block moves
mov r16, r5
inc r16
cpi r16, 30
mov r5, r16
breq update_block
rjmp InfinityLoop
update_block:
lds r16, pause
cpi r16, 0
brne MainLoop_Redraw_tramp
mov r6, r3 ; New frame
mov r5, r2 ; reset counter
;; Check for collision below
ldi r16, 0
rcall ClearBlock
lds r16, block_x
lds r17, block_y
inc r17
rcall check_collision
cpi r16, 0
breq block_clear_tramp; We can go further
rjmp block_clear_tramp_
MainLoop_Redraw_tramp:
rjmp MainLoop_Redraw
block_clear_tramp:
rjmp block_clear
block_clear_tramp_:
lds r16, block_color
rcall SetBlock
; Collision
; Check for full lines
;for (int y=0; y<20; y++)
ldi r17, 0
clr r13 ; line count
loop_check_map:
push r17
rcall check_line
pop r17
cpi r16, 0xff
breq check_map_linefull
loop_check_map_continue:
inc r17
cpi r17, 21
breq loop_check_map_end_tramp
rjmp loop_check_map
loop_check_map_end_tramp:
rjmp loop_check_map_end_
check_map_linefull:
push r17
inc r13
mov r16, r17
linefull_loop:
mov r17, r16
push r16
rcall MoveLine
pop r16
dec r16
breq linefull_end
rjmp linefull_loop
linefull_end:
pop r17
lds r16, lines
inc r16
sts lines, r16
rjmp loop_check_map_continue
add_single:
lds r16, score
ldi r17, 5
add r16, r17
sts score, r16
rjmp loop_check_map_end
add_double:
lds r16, score
ldi r17, 5
add r16, r17
sts score, r16
rjmp loop_check_map_end
add_triple:
lds r16, score
ldi r17, 5
add r16, r17
sts score, r16
rjmp loop_check_map_end
add_tetris:
lds r16, score
ldi r17, 5
add r16, r17
sts score, r16
rjmp loop_check_map_end
level_up:
lds r16, level
inc r16
sts level, r16
loop_check_map_end_:
mov r16, r13
cpi r16, 0
breq loop_check_map_end
cpi r16, 1
breq add_single
cpi r16, 2
breq add_double
cpi r16, 3
breq add_triple
cpi r16, 4
breq add_tetris
lds r16, lines
cpi r16, 0
breq loop_check_map_end
ldi r17, 30
rcall divide
cpi r17, 0
breq level_up
loop_check_map_end:
; We just reset position
lds r16, SCORE
inc r16
sts SCORE, r16
sts block_y, r2
ldi r16, 5+X_DELTA
sts block_x, r16
sts block_rotation, r2
lds r16, next
sts block_type, r16
rcall RANDOM_block
sts next, r16
ldi Zl, LOW(2*COLORS)
ldi Zh, HIGH(2*COLORS)
add Zl, r16
adc Zh, r2
lpm r16, Z
sts block_color, r16
; if collision, end of game
lds r16, block_x
lds r17, block_y
inc r17
inc r17
rcall check_collision
cpi r16, 0xff
breq _GameOver
rjmp MainLoop_Redraw
_GameOver:
;rcall ClearScreen
sts pause, r3
sts gameover, r3
rjmp InfinityLoop
block_clear:
lds r16, block_y
inc r16
cpi r16, 21
brsh LimitBlockY
sts block_y, r16
rjmp MainLoop_Redraw
LimitBlockY:
ldi r16, 0
sts block_y, r16
rjmp MainLoop_Redraw
MainLoop_Redraw:
lds r16, block_color
rcall SetBlock
lds r16, gameover
cpi r16, 0xff
breq DrawGameover
lds r16, pause
cpi r16, 0xff
breq DrawPause
brne DrawEmpty
DrawPause:
ldi Zl, LOW(stringPauza*2)
ldi Zh, HIGH(stringPauza*2)
rjmp drawstrings_Cont
DrawEmpty:
ldi Zl, LOW(stringEmpty*2)
ldi Zh, HIGH(stringEmpty*2)
rjmp drawstrings_Cont
DrawGameover:
ldi Zl, LOW(stringGameover*2)
ldi Zh, HIGH(stringGameover*2)
drawstrings_Cont:
ldi r16, 10
ldi r17, 2
rcall DrawString
ldi r16, 18
ldi r17, 4
ldi Zl, LOW(stringWynik*2)
ldi Zh, HIGH(stringWynik*2)
rcall DrawString
ldi r16, 24
ldi r17, 6
lds r18, SCORE
rcall DrawNumber
ldi r16, 18
ldi r17, 8
ldi Zl, LOW(stringLinie*2)
ldi Zh, HIGH(stringLinie*2)
rcall DrawString
ldi r16, 24
ldi r17, 10
lds r18, lines
rcall DrawNumber
ldi r16, 17
ldi r17, 13
ldi Zl, LOW(stringNastepny*2)
ldi Zh, HIGH(stringNastepny*2)
rcall DrawString
lds r16, block_x
lds r17, block_y
lds r18, block_type
lds r19, block_rotation
push r16
push r17
push r18
push r19
ldi r16, 20
ldi r17, 12
ldi r19, 0
sts block_rotation, r19
sts block_type, r18
sts block_y, r17
sts block_x, r16
rcall ClearBlock
lds r18, next
sts block_type, r18
rcall SetBlock
pop r19
pop r18
pop r17
pop r16
sts block_rotation, r19
sts block_type, r18
sts block_y, r17
sts block_x, r16
/*ldi r16, 18
ldi r17, 12
ldi Zl, LOW(stringPoziom*2)
ldi Zh, HIGH(stringPoziom*2)
rcall DrawString
ldi r16, 24
ldi r17, 14
lds r18, level
rcall DrawNumber*/
rjmp InfinityLoop
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; r16 - color
SetBlock:
push r16
lds r16, block_y
ldi Xl, LOW( 96+MAP_X+1 + (SCREEN_WIDTH*5) - X_DELTA)
ldi Xh, HIGH( 96+MAP_X+1 + (SCREEN_WIDTH*5) - X_DELTA )
cpi r16, 0
breq loop_SetBlock_
loop_SetBlock:
adiw X, SCREEN_WIDTH
dec r16 ; 1 clk
breq loop_SetBlock_ ; 1/2 clk
rjmp loop_SetBlock ; 2 clk
loop_SetBlock_:
lds r16, block_x
add Xl, r16
ldi r16, 0
adc Xh, r16
pop r16
ldi Zl, LOW(2*BLOCK_START)
ldi Zh, HIGH(2*BLOCK_START)
ldi r18, 64
lds r17, block_type
; block type * 16
; 4x line
mul r17, r18
lds r18, block_rotation
lsl r18
lsl r18
lsl r18
lsl r18
add r0, r18
adc r1, r2
add Zl, r0
adc Zh, r1
ldi r17, 4
loop_DrawBlock:
lpm r18, Z+
cpse r18, r2
rcall SetPixel
adiw X, 1
lpm r18, Z+
cpse r18, r2
rcall SetPixel
adiw X, 1
lpm r18, Z+
cpse r18, r2
rcall SetPixel
adiw X, 1
lpm r18, Z+
cpse r18, r2
rcall SetPixel
adiw X, SCREEN_WIDTH-3
dec r17
breq SetBlock_End
rjmp loop_DrawBlock
SetBlock_End:
ret
SetPixel:
st X, r18
ret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; r16 - color
ClearBlock:
push r16
lds r16, block_y
ldi Xl, LOW( 96+MAP_X+1 + (SCREEN_WIDTH*5) - X_DELTA)
ldi Xh, HIGH( 96+MAP_X+1 + (SCREEN_WIDTH*5) - X_DELTA )
cpi r16, 0
breq loop_ClearBlock_
loop_ClearBlock:
adiw X, SCREEN_WIDTH
dec r16 ; 1 clk
breq loop_ClearBlock_ ; 1/2 clk
rjmp loop_ClearBlock ; 2 clk
loop_ClearBlock_:
lds r16, block_x
add Xl, r16
ldi r16, 0
adc Xh, r16
pop r16
ldi Zl, LOW(2*BLOCK_START)
ldi Zh, HIGH(2*BLOCK_START)
ldi r18, 64
lds r17, block_type
; block type * 16
; 4x line
mul r17, r18
lds r18, block_rotation
lsl r18
lsl r18
lsl r18
lsl r18
add r0, r18
adc r1, r2
add Zl, r0
adc Zh, r1
ldi r17, 4
loop_Draw_ClearBlock:
lpm r18, Z+
cpse r18, r2
rcall SetPixel2
adiw X, 1
lpm r18, Z+
cpse r18, r2
rcall SetPixel2
adiw X, 1
lpm r18, Z+
cpse r18, r2
rcall SetPixel2
adiw X, 1
lpm r18, Z+
cpse r18, r2
rcall SetPixel2
adiw X, SCREEN_WIDTH-3
dec r17
breq ClearBlock_End
rjmp loop_Draw_ClearBlock
ClearBlock_End:
ret
SetPixel2:
st X, r2
ret
/*
SetBlock:
push r16
lds r16, block_y
ldi Xl, LOW( 96+MAP_X+1 + (SCREEN_WIDTH*5) - X_DELTA)
ldi Xh, HIGH( 96+MAP_X+1 + (SCREEN_WIDTH*5) - X_DELTA )
cpi r16, 0
breq loop_SetBlock_
loop_SetBlock:
adiw X, SCREEN_WIDTH
dec r16 ; 1 clk
breq loop_SetBlock_ ; 1/2 clk
rjmp loop_SetBlock ; 2 clk
loop_SetBlock_:
lds r16, block_x
add Xl, r16
ldi r16, 0
adc Xh, r16
pop r16
ldi Zl, LOW(2*BLOCK_START)
ldi Zh, HIGH(2*BLOCK_START)
lds r17, block_type
; block type * 16
; 4x line
lsl r17
lsl r17
lsl r17
lsl r17
lds r18, block_rotation
lsl r18
lsl r18
add r17, r18
add Zl, r17
adc Zh, r2
ldi r17, 4
loop_DrawBlock:
lpm r18, Z+
sbrc r18, 3
rcall SetPixel
adiw X, 1
sbrc r18, 2
rcall SetPixel
adiw X, 1
sbrc r18, 1
rcall SetPixel
adiw X, 1
sbrc r18, 0
rcall SetPixel
adiw X, SCREEN_WIDTH-3
dec r17
breq SetBlock_End
rjmp loop_DrawBlock
SetBlock_End:
ret
SetPixel:
st X, r16
ret*/
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PauseGame:
sbrs r11, 4
rjmp PauseGame_Begin
ret
PauseGame_Begin:
lds r16, gameover
cpi r16, 0xff
breq Pause_uciekamy
lds r16, pause
ldi r17, 0xff
eor r16, r17
sts pause, r16
ldi r17, 29
mov r5, r17
Pause_uciekamy:
ret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
RotateRight:
sbrs r11, 7
rjmp RotateRight_Begin
ret
RotateRight_Begin:
ldi r16, 0
rcall ClearBlock
lds r16, block_rotation
push r16
inc r16
cpi r16, 4
brsh RotateRight_Reset
RotateRight_Continue:
sts block_rotation, r16
lds r16, block_x
lds r17, block_y
rcall check_collision
cpi r16, 0
pop r16
breq RotateRight_End
sts block_rotation, r16 ;prev rotation
RotateRight_End:
lds r16, block_color
rcall SetBlock
ret
RotateRight_Reset:
ldi r16, 0
rjmp RotateRight_Continue
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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RotateLeft:
sbrs r11, 6
rjmp RotateLeft_Begin
ret
RotateLeft_Begin:
ldi r16, 0
rcall ClearBlock
lds r16, block_rotation
push r16
dec r16
cpi r16, 255
brsh RotateLeft_Reset
RotateLeft_Continue:
sts block_rotation, r16
lds r16, block_x
lds r17, block_y
rcall check_collision
cpi r16, 0
pop r16
breq RotateLeft_End
sts block_rotation, r16 ;prev rotation
RotateLeft_End:
lds r16, block_color
rcall SetBlock
ret
RotateLeft_Reset:
ldi r16, 3
rjmp RotateRight_Continue
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MoveRight:
sbrs r11, 0
rjmp MoveRight_Begin
ret
MoveRight_Begin:
ldi r16, 0
rcall ClearBlock
lds r16, block_x
lds r17, block_y
inc r16
rcall check_collision
cpi r16, 0
breq MoveRightContinue
lds r16, BLOCK_COLOR ; Set curr block
rcall SetBlock
ret
MoveRightContinue:
lds r16, block_x
inc r16
sts block_x, r16
lds r16, BLOCK_COLOR ; Set curr block
rcall SetBlock
ret
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MoveLeft:
sbrs r11, 1 ; A
rjmp MoveLeft_Begin
ret
MoveLeft_Begin:
ldi r16, 0
rcall ClearBlock
lds r16, block_x
lds r17, block_y
dec r16
rcall check_collision
cpi r16, 0
breq MoveLeftContinue
lds r16, BLOCK_COLOR ; Set curr block
rcall SetBlock
ret
MoveLeftContinue:
ldi r16, 0 ; Delete prev block
rcall ClearBlock
lds r16, block_x
dec r16
sts block_x, r16
lds r16, BLOCK_COLOR ; Set curr block
rcall SetBlock
ret
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MoveDown:
;sbrs r11, 2
rjmp MoveDown_Begin
ret
MoveDown_Begin:
ldi r16, 0
rcall ClearBlock
lds r16, block_x
lds r17, block_y
inc r17
rcall check_collision
cpi r16, 0
breq MoveDownContinue
lds r16, BLOCK_COLOR ; Set curr block
rcall SetBlock
ldi r16, 29
mov r5, r16
ret
MoveDownContinue:
lds r16, block_y
inc r16
sts block_y, r16
lds r16, BLOCK_COLOR ; Set curr block
rcall SetBlock
ret
/*
DrawMap
*/
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DrawMap:
ldi r16, 13
ldi Xl, LOW( 96+MAP_X + SCREEN_WIDTH*4 )
ldi Xh, HIGH( 96+MAP_X + SCREEN_WIDTH*4 )
ldi r17, 50
st X+, r17
ldi r17, 51
hor_loop_1:
st X+, r17
dec r16 ; 1 clk
breq hor_loop_1_end ; 1/2 clk
rjmp hor_loop_1 ; 2 clk
hor_loop_1_end:
ldi r17, 52
st X+, r17
ldi r16, 21
ldi Xl, LOW( 96+MAP_X + SCREEN_WIDTH*5 )
ldi Xh, HIGH( 96+MAP_X + SCREEN_WIDTH*5 )
ver_loop:
ldi r17, 53
st X, r17