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Banks0123.asm
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Banks0123.asm
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;----------------------------------------------------------------------------
;
; ROM header
;
;----------------------------------------------------------------------------
org #4000
db 41h, 42h
dw Start
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
db 43h, 44h ; RC id
db 7, 50h ; RC750
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
; These pointers are not used by the game.
; Since they are related to the sound driver, probably were added to be used by a future cartridge (i.e.: Game Master 2) in order to play musics and SFXs from the game
dw MuteSoundFlag ; 1 = Mute
dw SoundWorkArea+2
dw SoundWorkAreaB+2
dw SoundWorkAreaC+2
dw SoundWorkArea
dw SoundWorkArea+1
dw SoundWorkAreaB
dw SoundWorkAreaB+1
dw SoundWorkAreaC
dw SoundWorkAreaC+1
dw idxSoundData
dw SoundDataSaved
dw MusicToSet ; New music to play (fade out current one)
dw SoundWorkAreaSfx+2
dw SoundWorkAreaSfx
dw SoundWorkAreaSfx+1
;----------------------------------------------------------------------------
;
; Functions entry points
;
;----------------------------------------------------------------------------
ADD_HL_A_:
call ADD_HL_A
jr SetBanks_1_2_X___
ADD_DE_A__:
call ADD_DE_A
jr SetBanks_1_2_X___
SetSoundEntry__:
call SetSoundEntryChk
jr SetBanks_1_2_X___
SetText_:
call SetText
jr SetBanks_1_2_X___
ChkControlPlayer_:
call ChkControlPlayer
jr SetBanks_1_2_X___
ControlPlayerV_:
call ControlPlayerV
jr SetBanks_1_2_X___
ChkPlayerColl_:
call ChkPlayerColl
jr SetBanks_1_2_X___
ChkExitScreen_:
call ChkExitRoom
jr SetBanks_1_2_X___
SetPlayerSpr_:
call AnimatePlayer
jr SetBanks_1_2_X___
DrawRadio_:
call DrawRadio
jr SetBanks_1_2_X___
RadioSignalUp_:
call RadioSignalUp
jr SetBanks_1_2_X___
ExitRadio_:
call ExitRadio
jr SetBanks_1_2_X___
Load1bppGFX_:
call Load1bppTiles
jr SetBanks_1_2_X___
Load2bppTile_:
call Load2bppTile
jr SetBanks_1_2_X___
FillRect_:
call FillRect
jr SetBanks_1_2_X___
ClearScreen_:
call ClearScreen
jr SetBanks_1_2_X___
DisableScreenBnk:
call DisableScreen
SetBanks_1_2_X___:
jr SetBanks_1_2_X____
VDP_Copy_Dot_:
call VDP_Copy_Dot
jr SetBanks_1_2_X____
EnableScreenBnk:
call EnableScreen
jr SetBanks_1_2_X____
PrintTextXY_:
call PrintTextXY
jr SetBanks_1_2_X____
DrawTileP1_:
call DrawTile_P1
jr SetBanks_1_2_X____
GetDirLeftRight_:
call GetDirLeftRight
jr SetBanks_1_2_X____
GetPointerDE2A_:
call GetPointerDE2A
jr SetBanks_1_2_X____
SetVRAMAddWR_:
call SetVramAddressWR
jr SetBanks_1_2_X____
RAMtoVRAM__:
call RAMtoVRAM
jr SetBanks_1_2_X____
SetPaletteColor_:
call SetPaletteColor
jr SetBanks_1_2_X____
GetItemInvAdd_:
call GetItemInvAdd
jr SetBanks_1_2_X____
IncClassLv_:
call IncClassLv
jr SetBanks_1_2_X____
EraseTextXY_:
call EraseTextXY
jr SetBanks_1_2_X____
InitGameArea:
call InitGame4
jr SetBanks_1_2_X____
DrawChar_:
call DrawChar
jr SetBanks_1_2_X____
ClearSprites_:
call ClearSprAttr
jr SetBanks_1_2_X____
DrawMetalGear_:
call DrawMetalGear
SetBanks_1_2_X____:
jr SetBanks_1_2_X__
ClearPage0_:
call ClearPage0
jr SetBanks_1_2_X__
LoadRoomTiles_:
call LoadRoomTiles
jr SetBanks_1_2_X__
ChkRoomPal_:
call SetRoomPal
jr SetBanks_1_2_X__
DrawTileBlock_:
call DrawTileBlkTimp
jr SetBanks_1_2_X__
EraseMetalGear_:
call EraseMetalGear
jr SetBanks_1_2_X__
StoreControls__:
call StoreControls_
jr SetBanks_1_2_X__
SetDefaultPal_:
call SetDefaultPal
jr SetBanks_1_2_X__
SetPalette_:
call SetPalette
jr SetBanks_1_2_X__
SetUpKonamiLogo_:
call SetUpKonamiLogo
jr SetBanks_1_2_X__
VdpCopyByteBnks:
call VDP_Copy_Byte
jr SetBanks_1_2_X__
SetTextUnskip_:
call SetTextUnskippable
jr SetBanks_1_2_X__
DrawDestrucTimer_:
call DrawDestrucTimer
jr SetBanks_1_2_X__
DrawLineVert_:
call DrawLineVert
jr SetBanks_1_2_X__
DrawLineHoriz_:
call DrawLineHoriz
jr SetBanks_1_2_X__
DismissActor2_:
call DismissActor
jr SetBanks_1_2_X__
SetSound_:
call SetSoundEntry
SetBanks_1_2_X__:
jr SetBanks_1_2_X_
SetRoomPal_:
call SetRoomPal2
jr SetBanks_1_2_X_
TextBoxLogic_:
call TextBoxLogic
jr SetBanks_1_2_X_
DrawRecv_:
call PrintRecv
jr SetBanks_1_2_X_
DrawSend_:
call PrintSend
jr SetBanks_1_2_X_
InitGame_:
call InitGame
jr SetBanks_1_2_X_
GameLogic_:
call GameLogic ; ;
jr SetBanks_1_2_X_
ClearPage_:
call ClearPage
jr SetBanks_1_2_X_
Load3pppTile_:
call Load3bppTiles
jr SetBanks_1_2_X_
SetMenuWeaponPal_:
call SetMenuWeaponPal
jr SetBanks_1_2_X_
LoadGameGfx_:
call LoadGameGfx
jr SetBanks_1_2_X_
CopyPalToRAM_:
call CopyPalToRAM
jr SetBanks_1_2_X_
FadeOutLogic_:
call FadeOutLogic
jr SetBanks_1_2_X_
DrawRadioFreq_:
call DrawRadioFreq
jr SetBanks_1_2_X_
SetSnakeSprAttr_:
call SetSnakeSprAtt
jr SetBanks_1_2_X_
SetSnakeSprPatt_:
call SetSnakeSprPatt
jr SetBanks_1_2_X_
EraseSprAttRAM_:
call EraseSprAttRAM
SetBanks_1_2_X_:
jr SetBanks_1_2_X
ClearGameVars_:
call ClearGameVars
;----------------------------------------------------------------------------
;
; Set banks 1, 2, (3)
;
; #6000-#7FFF: Bank 1
; #8000-#9FFF: Bank 2
; #A000-#BFFF: Bank 3 or (BankInA0Fixed)
;
; Bank 3 will be set to the value (BankInA0Fixed) when it is not 0
;----------------------------------------------------------------------------
SetBanks_1_2_X:
call SetBanks1_2_3
push af
ld a, (BankInA0Fixed)
and a
jr z, SetBanks_1_2_X2
di
ld (0A000h), a
ld (BankInA0), a
ei
SetBanks_1_2_X2:
pop af
ret
;----------------------------------------------------------------------------
;
; Interrupt handler
;
; Update the sound
; Execute a game iteration if the previous one has finished
;
;----------------------------------------------------------------------------
InterruptTick:
di
call RDVDP ; Read VDP status register to clear interrupt flag
ld a, 4
ld (6000h), a ; Mapper register: bank at #6000-#7FFF
inc a
ld (8000h), a ; Mapper register: bank at #8000-#9FFF
call UpdateSound ; Update sound: music and sfx
ld a, (BankIn60)
ld (6000h), a
ld a, (BankIn80)
ld (8000h), a ; Restore previous banks in #4000-#9FFF
ld hl, TickInProgress
bit 0, (hl)
jp nz, InterruptTick2 ; There was an game iteration in progess. Skip this iteration
inc (hl) ; Set "iteration in progress" flag
ei ; Enable interrupts
call GameStatusLogic ; Main logic
xor a
ld (TickInProgress), a ; Erase "iteration in progress flag"
InterruptTick2:
call RDVDP ; Read VDP status register to clear interrupt flag
ei
ret
;----------------------------------------------------------------------------
;
; HL = HL + (A - 1) * 2
;
;----------------------------------------------------------------------------
ADD_HL_2A_DEC:
dec a
;----------------------------------------------------------------------------
;
; HL = HL + (A * 2)
;
;----------------------------------------------------------------------------
ADD_HL_2A:
add a, a
;----------------------------------------------------------------------------
;
; ADD HL,A
; HL = HL + A
;
;----------------------------------------------------------------------------
ADD_HL_A:
add a, l
ld l, a
ret nc
inc h
ret
;----------------------------------------------------------------------------
;
; DE = DE + A
;
;----------------------------------------------------------------------------
ADD_DE_A:
add a, e
ld e, a
ret nc
inc d
ret
;----------------------------------------------------------------------------
;
; Jump index
;
; In:
; A = Pointer index
; (SP) = Pointer to jump addresses list
;
;----------------------------------------------------------------------------
JumpIndex:
pop hl ; Pointer to list
call ADD_HL_2A
ld e, (hl)
inc hl
ld d, (hl) ; DE = Address to jump
ex de, hl
jp (hl)
;----------------------------------------------------------------------------
;
;
; ROM entry point
;
;
;----------------------------------------------------------------------------
Start:
di
ld sp, Stack
call RSLREG ; Read primary slot register
rrca
rrca
and 3 ; Main slot of the cartridge
ld c, a
ld b, 0
ld hl, EXPTBL ; Expanded slot table
add hl, bc
ld a, (hl)
and 80h ; Expanded flag
or c
ld c, a
inc hl
inc hl
inc hl
inc hl
ld a, (hl)
and 1100b ; Subslot in page 1 #4000-#7FFF
or c
ld h, 80h
call ENASLT ; Set cartridge slot in page 2 (#8000-#BFFF)
ld hl, GameStatus
ld de, GameSubstatus
ld bc, 30EFh
ld (hl), l
ldir ; Clear RAM area used as variables
call SetBanks1_2_3
call RegionLock ; In the japanese version, this is the region lock check
xor a
ld hl, BankIn60Fixed
ld (hl), a
inc hl
ld (hl), a
inc hl
ld (hl), a
call InitHardware ; Initialize PSG, VDP, VRAM
di
ld a, 0C3h ; Z80 opcode: JP
ld (HTIMI), a
ld hl, InterruptTick
ld (HTIMI+1), hl ; Set interrupt hook
xor a
ld (CLIKSW), a ; Disable key click sound
ei
DummyLoop:
jr $ ; All the logic is handled in the interrupt routine
;----------------------------------------------------------------------------
;
; Set banks 1, 2, 3
;
; #6000-#7FFF: Bank 1
; #8000-#9FFF: Bank 2
; #A000-#BFFF: Bank 3
;
;----------------------------------------------------------------------------
SetBanks1_2_3:
di
push af
ld a, 1
jr SetBanks
;----------------------------------------------------------------------------
;
; Set banks 4,5,6
;
; #6000-#7FFF: Bank 4
; #8000-#9FFF: Bank 5
; #A000-#BFFF: Bank 6
;
;----------------------------------------------------------------------------
SetBanks_4_5_6:
di
push af
ld a, 4
;----------------------------------------------------------------------------
;
; Set banks
;
; In:
; A = Bank number
;
; #6000-#7FFF: Bank number
; #8000-#9FFF: Bank number + 1
; #A000-#BFFF: Bank number + 2
;
;----------------------------------------------------------------------------
SetBanks:
push hl
ld hl, BankIn60
ld (6000h), a
ld (hl), a
inc a
inc hl
ld (8000h), a
ld (hl), a
inc a
inc hl
ld (0A000h), a
ld (hl), a
pop hl
pop af
ei
ret
;----------------------------------------------------------------------------
;
; Set banks 7,8,9
;
; #6000-#7FFF: Bank 7
; #8000-#9FFF: Bank 8
; #A000-#BFFF: Bank 9
;
;----------------------------------------------------------------------------
SetBanks_7_8_9:
di
push af
ld a, 7
jr SetBanks
;----------------------------------------------------------------------------
;
; Set banks A,B,C
;
; #6000-#7FFF: Bank #A
; #8000-#9FFF: Bank #B
; #A000-#BFFF: Bank #C
;
;----------------------------------------------------------------------------
SetBanks_A_B_C:
di
push af
ld a, 0Ah
jr SetBanks
;----------------------------------------------------------------------------
;
; Set banks D,E,F
;
; #6000-#7FFF: Bank #D
; #8000-#9FFF: Bank #E
; #A000-#BFFF: Bank #F
;
;----------------------------------------------------------------------------
SetBanks_D_E_F:
di
push af
ld a, 0Dh
jr SetBanks
;----------------------------------------------------------------------------
;
; Set sound entry
;
; If sound is enabled, select sound driver banks and play a sound/music
;
; In:
; A = Sound ID
;
;----------------------------------------------------------------------------
SetSoundEntryChk:
push hl
ld hl, ControlConfig ; Bit6: 1=Enable music/Player control
bit 6, (hl)
pop hl
ret z ; Sound disabled
SetSoundEntry:
di
push hl
push de
push bc ; Save BC, DE, HL
ld hl, (BankIn60)
push hl ; Save current banks at #6000-#7FFF and #8000-#9FFF
push af
ld a, 4
ld (6000h), a
ld (BankIn60), a
inc a
ld (BankIn80), a
ld (8000h), a ; Set sound driver banks
pop af
call SetSound
pop hl
ld (BankIn60), hl
ld a, l
ld (6000h), a
ld a, h
ld (8000h), a ; Restore previous banks at #6000-#7FFF and #8000-#9FFF
pop bc
pop de
pop hl ; Restore BC, DE, HL
ei
ret
;----------------------------------------------------------------------------
;
; Get a pointer from an array of pointers depending on the room number
;
; In:
; DE = Array of pointers
;
; Out:
; DE = Pointer
;
;----------------------------------------------------------------------------
GetRoomPointer:
ld a, (Room)
GetPointerDE2A:
ld l, a
ld h, 0
add hl, hl
add hl, de
ld e, (hl)
inc hl
ld d, (hl)
ret
;----------------------------------------------------------------------------
;
; HL = (A-1) * 4
;
;----------------------------------------------------------------------------
DEC_A_HL_4xA:
dec a
HL_4xA:
ld l, a
ld h, 0
add hl, hl
add hl, hl
ret
;----------------------------------------------------------------------------
;
; Set the 8 colors numbers used by tilesets
; These colors are used when decoding 3 or 2 bits per pixel graphics
;
;----------------------------------------------------------------------------
SetTilesetColors:
ld hl, ColorsTileset
SetColorsIndexes:
ld c, 8
SetColorsIndexes2:
ld de, BufferColor ; Buffer used to store the colors' indexes for decoding 2/3bpp graphics
ld b, 0
ldir
ret
;----------------------------------------------------------------------------
;
; Get a nibble from HL array depending on the room number
;
; in:
; HL = Pointer to array of nibbles
;----------------------------------------------------------------------------
GetNibbleRoom:
ld a, (Room)
;----------------------------------------------------------------------------
;
; Get a nibble from HL array
;
; in:
; A = Position
; HL = Pointer to array of nibbles
;----------------------------------------------------------------------------
GetNibbleHL_A2:
ld c, a
srl a
call ADD_HL_A
bit 0, c
ld a, (hl)
jr nz, GetNibbleHL_A3
rra
rra
rra
rra
GetNibbleHL_A3:
and 0Fh
ret
;----------------------------------------------------------------------------
;
; Get next room number using room's connections
;
; In:
; (Room) = current room
; (NextRoomDirect) = Exit direction
;
; Out:
; A = Room number (#FF = undefined)
;----------------------------------------------------------------------------
GetNextRoomNum:
call SetBanks_4_5_6
ld c, 0FFh
ld a, (Room)
cp 126 ; First lorry room
jr c, GetNextRoomNum3 ; Rooms 0-125 have 1:1 exit table index relation
cp 208
jr c, GetNextRoomNum4 ; Rooms 126-207 (loories and isolated rooms) are not connected to other rooms (only using a door)
cp 228
jr c, GetNextRoomNum2 ; Rooms 208-227 use exit table (126-145)
; Probably room 227 was another ladder. Room connections seem right
; Rooms 227-239 are undefined
cp 241 ; Elevators rooms 241-250
; Room 240 (first elevator) does not use room connections
jr c, GetNextRoomNum4
sub 13
GetNextRoomNum2:
sub 82
GetNextRoomNum3:
ld de, RoomConnections
call HL_4xA
add hl, de
ld a, (NextRoomDirect) ; 4=Right, 3=Left, 2=Down, 1=Up
dec a
call ADD_HL_A
ld c, (hl)
GetNextRoomNum4:
ld a, c
jp SetBanks1_2_3
;----------------------------------------------------------------------------
;
; Get elevator and player Y coordinate to match the floor used to enter the elevator
;
; Out:
; C = Player Y
; B = Elevator Y
;----------------------------------------------------------------------------
GetElevatorPosY:
call GetElevatorRoomDat ; Get elevator data and set movement limits
call SetBanks_4_5_6
inc hl
ld a, (PreviousRoom) ; Get the room used to enter the elevator
GetElevatorPos2:
cp (hl) ; search the same room in the elevator data
jr z, GetElevPlayerY
inc hl
inc hl
inc hl
jr GetElevatorPos2
; Sets the player and elevator Y coordinates to match the floor used to enter
GetElevPlayerY:
inc hl
ld c, (hl) ; Player Y
inc hl
ld b, (hl) ; Elevator Y
jr SetBanks_1_2_3_
;----------------------------------------------------------------------------
;
; Get elevator data and set movement limits
;
; In:
; (Room) = Elevator room
; Out:
; HL = Elevator data + 1
;
; +0 = Elevator Limit up, limit down
; +2 = previous room (room used to enter the elevator)
; +3 = Y player, Y elevator
; (repeat +2, +3) depending on the number of exits
;----------------------------------------------------------------------------
GetElevatorRoomDat:
call SetBanks_4_5_6
ld a, (Room)
sub 0F0h ; First elevator room
ld de, idxElevatorRoom
call GetPointerDE2A
ex de, hl
ld a, (hl)
ld (ElevatorLimitUp), a ; Set elevator top limit
inc hl
ld a, (hl)
ld (ElevatorLimitDown), a ; Set elevator bottom limit
jr SetBanks_1_2_3_
;----------------------------------------------------------------------------
;