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game_vbl.asm
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;Airaki! - FSE 2014
;Released under the GPL V3, see LICENSE.TXT
game_vbl:
call sfx_update
ld a,(PAUSE_FLAG)
or a
jp nz,paused
ld a,(PLAYER_DIZZY)
or a
call nz,dxcp_vbl
call dofade
;HP bars refresh
ld a,(HPBAR_REFRESH)
bit 0,a
jr z,+
res 0,a
ld (HPBAR_REFRESH),a
ld hl,$9C00+(32*3)
ld a,(ENEMY_HP)
call drawhpbar
+:
ld a,(HPBAR_REFRESH)
bit 1,a
jr z,+
res 1,a
ld (HPBAR_REFRESH),a
ld hl,$9C00+(32*14)
ld a,(PLAYER_HP)
call drawhpbar
+:
;Enemy/player blink
ld a,(ENEMY_BLINK)
or a
jr z,+
dec a
ld (ENEMY_BLINK),a
and %00000011
cp %00000010
jr nz,++
;Clear enemy
ldh a,($FF)
push af
xor a
ldh ($FF),a
ld hl,$9C00+(32*4)+1
ld bc,4
call clear_w
ld hl,$9C00+(32*5)+1
ld bc,4
call clear_w
ld hl,$9C00+(32*6)+1
ld bc,4
call clear_w
ld hl,$9C00+(32*7)+1
ld bc,4
call clear_w
pop af
ldh ($FF),a
jr +
++:
cp %00000000
jr nz,+
ld hl,$9C00+(32*4)+1
ld bc,$0404
ld a,T_ENEMY
call mapinc_w
+:
ld a,(PLAYER_BLINK)
or a
jr z,+
dec a
ld (PLAYER_BLINK),a
and %00000011
cp %00000010
jr nz,++
;Clear player
ldh a,($FF)
push af
xor a
ldh ($FF),a
ld hl,$9C00+(32*10)+1
ld bc,4
call clear_w
ld hl,$9C00+(32*11)+1
ld bc,4
call clear_w
ld hl,$9C00+(32*12)+1
ld bc,4
call clear_w
ld hl,$9C00+(32*13)+1
ld bc,4
call clear_w
pop af
ldh ($FF),a
jr +
++:
cp %00000000
jr nz,+
;Draw player
ld hl,$9C00+(32*10)+1
ld bc,$0404
ld a,T_PLAYER
call mapinc_w
+:
;Shake screen only if we're not in dxcp (and regen panel in the middle of the animation)
ld a,(ANIM_SHAKE)
or a
jr z,++
dec a
ld (ANIM_SHAKE),a
or a
jr z,+
ld b,a
ld a,(PLAYER_DIZZY)
or a
jr nz,++
ld a,b
swap a
and $F0
sla a
ld b,a
ld hl,(:tiles_gb*$4000)+lut_cos
add l
ld l,a
ld a,(hl)
swap a
srl a
and $7
add 256-4 ;Center (esthetic)
ldh ($42),a ;Scroll X
ld a,b
add $3F ;Dephase (sin)
ld hl,(:tiles_gb*$4000)+lut_cos
add l
ld l,a
ld a,(hl)
swap a
srl a
and $7
add 256-4 ;Center (esthetic)
ldh ($43),a ;Scroll Y
jr ++
+:
xor a ;No shake: reposition
ldh ($42),a ;Scroll X
ldh ($43),a ;Scroll Y
++:
;Redraw icons which need refresh
call drawpanel
ld hl,OAMCOPY
ld bc,$A0
call clear
;Sprite generation
ld hl,OAMCOPY
call rendercursor
ld a,(POP_ANIM)
or a
call nz,renderpop
call renderdizzy
ld a,(ENEMY_HP)
cp IMMINENT_DEATH
call c,renderimmdeath
ld a,(DEBRIS_TIMER)
or a
call nz,renderdebris
;Flipping icons ?
ld a,(FLIP_FLAGS) ;See flow.odg :)
cp 1
jr z,+
cp 6
jr z,+
jr ++
+:
call renderflip
++:
call aa_render
ld a,(SHIELD_REFRESH)
or a
call nz,drawshields
call aa_run_e
call aa_run_p
;Update stuff
call inc_time
ld a,(DEBRIS_TIMER)
or a
jr z,+++
dec a
ld (DEBRIS_TIMER),a
ld b,4
ld hl,DEBRIS_SPR
-:
ldi a,(hl)
or a
jr z,++
inc hl
inc hl
ldd a,(hl) ;XSPD
dec hl
ld c,(hl) ;XPOS
add c
ld (hl),a ;XPOS
srl a
cp 8
jr nc,+
dec hl
xor a
ldi (hl),a ;ACTIVE
jr ++
+:
inc hl
inc hl
inc hl
ld a,(hl) ;YSPD
inc a
ldd (hl),a
dec hl
sra a
sra a
ld c,(hl) ;YPOS
add c
ld (hl),a ;YPOS
srl a
cp 16
jr nc,+
dec hl
dec hl
xor a
ldi (hl),a ;ACTIVE
++:
inc hl
+:
inc hl
inc hl
inc hl
dec b
jr nz,-
+++:
;Animate icons getting deleted
ld a,(FRAME) ;Slow the fuck down
and 3
jr nz,+++
ld hl,PANEL
ld c,7*9
-:
ld a,(hl)
bit 4,a
jr z,+
;Icon is getting deleted
and $F
cp 11
jr nz,++
;Delete animation done, clear tile
ld a,$80+$20 ;Refresh + clear flag
ld (hl),a
ld a,1
ld (FALLEN),a ;Need gravity now
jr +
++:
inc a
or $90 ;Refresh + deleting flag
ld (hl),a
+:
inc hl
dec c
jr nz,-
+++:
ld a,(FLIP_FLAGS) ;See flow.odg :)
cp 2 ;Flip just done flag, now we just need to check matches
jr z,+
cp 5
jr z,+
ld a,(NEED_CHECKMATCH)
or a
jr z,++
xor a
ld (NEED_CHECKMATCH),a
ld a,5
ld (FLIP_FLAGS),a
jr ++
+:
call checkmatches
++:
ld a,(FALLEN)
or a ;Need to apply gravity
jr z,+
ld a,(FRAME) ;Slow the fuck down
and 3
call z,gravity ;Make icons fall
+:
ld a,(FLIP_FLAGS) ;See flow.odg :)
cp 1
jr z,+
cp 6
jr z,+
jr ++
+:
call animflip
++:
call animpop
ld a,(AA_P_RUN)
or a
call z,processfifo
;See if we need to shake (regen) panel
ld a,(CANSOLVE)
or a
jr nz,+
ld a,(ANIM_SHAKE)
or a
jr z,++
cp SHAKE_DURATION/2 ;Regen right in the middle of the shake animation
call z,genpanel
jr +
++:
call dxcp_over ;Cure drunkenness before regen (sympathy)
ld a,SHAKE_DURATION
ld (ANIM_SHAKE),a
+:
ld a,(GAME_MODE)
bit 0,a
jr nz,+ ;Take care of enemy dizzy timeout only in 1p mode
ld a,(ENEMY_DIZZY) ;ENEMY_DIZZY, like DXCP_TIMER unit is in 4 frames
or a
jr z,+
ld b,a
ld a,(FRAME)
and 3
jr nz,+
ld a,b
dec a
ld (ENEMY_DIZZY),a
+:
ld a,(HAS_SPECIAL)
or a
call nz,drawsskill
ld a,(GAME_MODE)
bit 0,a
jr nz,+++
ld a,(ANIM_SHAKE) ;Ignore enemy attack timer during shake or his dizzyness (fair !)
ld b,a
ld a,(ENEMY_DIZZY)
or b
jr nz,+++
ld a,(ENEMYATK_WARNTIMER)
or a
jr z,+
dec a
jr nz,+
call attackplayer
xor a
+:
ld (ENEMYATK_WARNTIMER),a
ld a,(FRAME)
and 1
jr z,+++ ;ENEMYATK_TIMER unit is 2 frames
ld a,(ENEMYATK_TIMER)
or a
jr z,+++
dec a
;Is =1 ?
jr nz,++
;Attack player !
push af
call warnattackplayer
pop af
++:
ld (ENEMYATK_TIMER),a
+++:
paused:
call readinput
call game_input
call do_comm
ret