Updated to rgbds to version 0.9.0 (#60)

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Xillicis 2024-12-29 08:37:12 -07:00 committed by GitHub
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2 changed files with 77 additions and 77 deletions

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@ -16,7 +16,7 @@ To install the software required for **pokepinball**:
sudo apt-get install make gcc git
```
Then follow the [**rgbds** instructions](https://rgbds.gbdev.io/install#building-from-source) to build **rgbds 0.8.0** from source.
Then follow the [**rgbds** instructions](https://rgbds.gbdev.io/install#building-from-source) to build **rgbds 0.9.0** from source.
After that, you're ready to [build **pokepinball**](#build-pokepinball).
@ -30,7 +30,7 @@ sudo pacman -S make gcc git rgbds
Now you're ready to [build **pokepinball**](#build-pokepinball).
If you want to compile and install **rgbds** yourself instead, then follow the [**rgbds** instructions](https://rgbds.gbdev.io/install#building-from-source) to build **rgbds 0.8.0** from source.
If you want to compile and install **rgbds** yourself instead, then follow the [**rgbds** instructions](https://rgbds.gbdev.io/install#building-from-source) to build **rgbds 0.9.0** from source.
## macOS
@ -39,7 +39,7 @@ Install [**Homebrew**](https://brew.sh/). Follow the official instructions.
Open **Terminal** and prepare to enter commands.
Then follow the [**rgbds** instructions](https://rgbds.gbdev.io/install#pre-built) for macOS to install **rgbds 0.8.0**.
Then follow the [**rgbds** instructions](https://rgbds.gbdev.io/install#pre-built) for macOS to install **rgbds 0.9.0**.
Now you're ready to [build **pokepinball**](#build-pokepinball).
@ -54,7 +54,7 @@ Select the following packages:
* git
* gcc-core
The latest pokepinball-compatible version of **rgbds** is [**0.8.0**](https://github.com/gbdev/rgbds/releases/v0.8.0). To install, put each of the files in the download in `C:\cygwin\usr\local\bin`.
The latest pokepinball-compatible version of **rgbds** is [**0.9.0**](https://github.com/gbdev/rgbds/releases/v0.9.0). To install, put each of the files in the download in `C:\cygwin\usr\local\bin`.
Now you're ready to [build **pokepinball**](#build-pokepinball).

146
hram.asm
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@ -1,104 +1,104 @@
SECTION "HRAM", HRAM
hPushSprite :: ds 10 ; 0xFF80
.end ::
hPushSprite:: ds 10 ; 0xFF80
.end::
hFarCallTempA :: db ; 0xFF8A
hFarCallTempE :: db ; 0xFF8B
hFarCallTempA:: db ; 0xFF8A
hFarCallTempE:: db ; 0xFF8B
UNION
hRotationAngleBuffer :: db ; 0xFF8C
hCosineResultBuffer :: dw ; 0xFF8D
hSineResultBuffer :: dw ; 0xFF8F
hRotationAngleBuffer:: db ; 0xFF8C
hCosineResultBuffer:: dw ; 0xFF8D
hSineResultBuffer:: dw ; 0xFF8F
NEXTU
hBillboardPicPointer :: dw ; 0xFF8C
hBillboardPicBank :: db ; 0xFF8E
hBillboardPaletteMapPointer :: dw ; 0xFF8F
hBillboardPaletteMapBank :: db ; 0xFF91
hBillboardPicPointer:: dw ; 0xFF8C
hBillboardPicBank:: db ; 0xFF8E
hBillboardPaletteMapPointer:: dw ; 0xFF8F
hBillboardPaletteMapBank:: db ; 0xFF91
NEXTU
hPokedexBillboardPaletteBank :: db ; 0xFF8C
hPokedexBillboardPaletteBank:: db ; 0xFF8C
NEXTU
hFlippersFF8C :: db ; 0xFF8C
hFlippersFF8D :: db ; 0xFF8D
hFlippersFF8E :: db ; 0xFF8E
hFlippersFF8C:: db ; 0xFF8C
hFlippersFF8D:: db ; 0xFF8D
hFlippersFF8E:: db ; 0xFF8E
NEXTU
hHighscoresFF8C :: dw ; 0xFF8C
hHighscoresFF8E :: db ; 0xFF8E
hHighscoresFF8C:: dw ; 0xFF8C
hHighscoresFF8E:: db ; 0xFF8E
NEXTU
hVariableWidthFontFF8C :: db ; 0xFF8C
hVariableWidthFontFF8D :: db ; 0xFF8D
hVariableWidthFontFF8E :: db ; 0xFF8E
hVariableWidthFontFF8F :: db ; 0xFF8F
hVariableWidthFontFF90 :: db ; 0xFF90
hVariableWidthFontFF91 :: db ; 0xFF91
hVariableWidthFontFF92 :: db ; 0xFF92
hVariableWidthFontFF93 :: db ; 0xFF93
hVariableWidthFontFF8C:: db ; 0xFF8C
hVariableWidthFontFF8D:: db ; 0xFF8D
hVariableWidthFontFF8E:: db ; 0xFF8E
hVariableWidthFontFF8F:: db ; 0xFF8F
hVariableWidthFontFF90:: db ; 0xFF90
hVariableWidthFontFF91:: db ; 0xFF91
hVariableWidthFontFF92:: db ; 0xFF92
hVariableWidthFontFF93:: db ; 0xFF93
ENDU
hFF94 :: db ; 0xFF94
hFF95 :: db ; 0xFF95
hFF94:: db ; 0xFF94
hFF95:: db ; 0xFF95
ds 2
hJoypadState :: db ; 0xFF98 ; current state of buttons. See joy_constants.asm for which bits
hJoypadState:: db ; 0xFF98 ; current state of buttons. See joy_constants.asm for which bits
; correspond to which buttons.
hNewlyPressedButtons :: db ; 0xFF99 ; buttons that were pressed in the current frame.
hPressedButtons :: db ; 0xFF9A ; buttons that were pressed last frame and current frame(?)
hPrevPreviousJoypadState :: db ; 0xFF9B ; joypad state from two frames ago. See joy_constants.asm for
hNewlyPressedButtons:: db ; 0xFF99 ; buttons that were pressed in the current frame.
hPressedButtons:: db ; 0xFF9A ; buttons that were pressed last frame and current frame(?)
hPrevPreviousJoypadState:: db ; 0xFF9B ; joypad state from two frames ago. See joy_constants.asm for
; which bits correspond to which buttons. (need a better name for this...)
hPreviousJoypadState :: db ; 0xFF9C ; previous frame's joypad state. See joy_constants.asm for
hPreviousJoypadState:: db ; 0xFF9C ; previous frame's joypad state. See joy_constants.asm for
; which bits correspond to which buttons.
hJoyRepeatDelay :: db ; 0xFF9D
hJoyRepeatDelay:: db ; 0xFF9D
hLCDC :: db ; 0xFF9E
hSTAT :: db ; 0xFF9F
hSCY :: db ; 0xFFA0
hSCX :: db ; 0xFFA1
hLYC :: db ; 0xFFA2
hBGP :: db ; 0xFFA3
hOBP0 :: db ; 0xFFA4
hOBP1 :: db ; 0xFFA5
hWY :: db ; 0xFFA6
hWX :: db ; 0xFFA7
hLastLYC :: db ; 0xFFA8
hNextLYCSub :: db ; 0xFFA9
hLYCSub :: db ; 0xFFAA
hNextFrameHBlankSCX :: db ; 0xFFAB
hHBlankSCX :: db ; 0xFFAC
hNextFrameHBlankSCY :: db ; 0xFFAD
hHBlankSCY :: db ; 0xFFAE
hLCDCMask :: db ; 0xFFAF
hStatIntrRoutine :: db ; 0xFFB0
hFFB1 :: db ; 0xFFB1
hLCDC:: db ; 0xFF9E
hSTAT:: db ; 0xFF9F
hSCY:: db ; 0xFFA0
hSCX:: db ; 0xFFA1
hLYC:: db ; 0xFFA2
hBGP:: db ; 0xFFA3
hOBP0:: db ; 0xFFA4
hOBP1:: db ; 0xFFA5
hWY:: db ; 0xFFA6
hWX:: db ; 0xFFA7
hLastLYC:: db ; 0xFFA8
hNextLYCSub:: db ; 0xFFA9
hLYCSub:: db ; 0xFFAA
hNextFrameHBlankSCX:: db ; 0xFFAB
hHBlankSCX:: db ; 0xFFAC
hNextFrameHBlankSCY:: db ; 0xFFAD
hHBlankSCY:: db ; 0xFFAE
hLCDCMask:: db ; 0xFFAF
hStatIntrRoutine:: db ; 0xFFB0
hFFB1:: db ; 0xFFB1
hNumFramesSinceLastVBlank :: db ; 0xFFB2
hFrameCounter :: db ; 0xFFB3
hVBlankCount :: db ; 0xFFB4
hStatIntrFired :: db ; 0xFFB5
hSignedMathSignBuffer :: db ; 0xFFB6
hSignedMathSignBuffer2 :: db ; 0xFFB7
hNumFramesSinceLastVBlank:: db ; 0xFFB2
hFrameCounter:: db ; 0xFFB3
hVBlankCount:: db ; 0xFFB4
hStatIntrFired:: db ; 0xFFB5
hSignedMathSignBuffer:: db ; 0xFFB6
hSignedMathSignBuffer2:: db ; 0xFFB7
ds 2
hBallXPos :: dw ; 0xFFBA
hBallYPos :: dw ; 0xFFBC
hBallXPos:: dw ; 0xFFBA
hBallYPos:: dw ; 0xFFBC
hFFBE :: db ; 0xFFBE
hFFBE:: db ; 0xFFBE
hFlipperCollisionRadius :: db ; 0xFFBF
hFlipperCollisionRadius:: db ; 0xFFBF
hFlipperStateChange :: dw ; 0xFFC0
hPreviousFlipperState :: db ; 0xFFC2
hFlipperState :: db ; 0xFFC3
hFlipperStateChange:: dw ; 0xFFC0
hPreviousFlipperState:: db ; 0xFFC2
hFlipperState:: db ; 0xFFC3
hFFC4 :: db ; 0xFFC4
hFFC4:: db ; 0xFFC4
SECTION "HRAM.2", HRAM
hLoadedROMBank :: db ; 0xFFF8 ; this is updated whenever the code switches ROM Banks
hLoadedROMBank:: db ; 0xFFF8 ; this is updated whenever the code switches ROM Banks
ds 1
hROMBankBuffer :: db ; 0xFFFA
hSGBFlag :: db ; 0xFFFB
hSGBInit :: db ; 0xFFFC
hGameBoyColorFlagBackup :: db ; 0xFFFD
hGameBoyColorFlag :: db ; 0xFFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.
hROMBankBuffer:: db ; 0xFFFA
hSGBFlag:: db ; 0xFFFB
hSGBInit:: db ; 0xFFFC
hGameBoyColorFlagBackup:: db ; 0xFFFD
hGameBoyColorFlag:: db ; 0xFFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.