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69 lines
1.3 KiB
NASM
69 lines
1.3 KiB
NASM
include "constants.asm"
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; if DEBUG
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SECTION "home/random.asm", ROM0
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; else
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; SECTION "Random Number Generation", ROM0 [$3234]
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; endc
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Random::
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; A simple hardware-based random number generator (RNG).
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; Two random numbers are generated by adding and subtracting
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; the divider to the respective values every time it's called.
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; The divider is a register that increments at a rate of 16384Hz.
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; For comparison, the Game Boy operates at a clock speed of 4.2MHz.
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; This implementation also takes the current scanline as read from rLY
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; and adds it nybble-swapped to the value of the divider. The unswapped
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; value of rLY is also added to the value that's subtracted.
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; Additionally, an equivalent function is executed in VBlank.
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; This leaves a with the value in hRandomSub.
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push bc
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ldh a, [rLY]
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ld c, a
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swap a
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ld b, a
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ldh a, [rDIV]
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adc b
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ld b, a
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ldh a, [hRandomAdd]
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adc b
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ldh [hRandomAdd], a
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ldh a, [rLY]
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swap a
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ld b, a
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ldh a, [rDIV]
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adc b
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adc c
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ld b, a
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ldh a, [hRandomSub]
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sbc b
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ldh [hRandomSub], a
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pop bc
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ret
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BattleRandom::
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; _BattleRandom lives in another bank.
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; It handles all RNG calls in the battle engine, allowing
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; link battles to remain in sync using a shared PRNG.
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ldh a, [hROMBank]
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push af
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ld a, BANK(_BattleRandom)
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call Bankswitch
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call _BattleRandom
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ld [wPredefHL + 1], a
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pop af
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call Bankswitch
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ld a, [wPredefHL + 1]
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ret |