A dungeon delver roguelike using Pathfinder 2nd edition rules
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Added press a to play text

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+9 -2
gb/Makefile
··· 23 23 WARNINGS = all extra 24 24 ASMFLAGS := -p $(PADVALUE) $(addprefix -I,$(INCLUDEDIRS)) $(addprefix -W,$(WARNINGS)) 25 25 LINKFLAGS := -p $(PADVALUE) 26 - FIXFLAGS := -p $(PADVALUE) -i "$(GAMEID)" -k "$(LICENSEE)" -l $(OLDLIC) -m $(MBC) -n $(VERSION) -r $(SRAMSIZE) -t $(TITLE) -v 26 + FIXFLAGS := -v -p $(PADVALUE) -i "$(GAMEID)" -k "$(LICENSEE)" -l $(OLDLIC) -m $(MBC) -n $(VERSION) -r $(SRAMSIZE) -t $(TITLE) 27 27 28 28 # https://stackoverflow.com/a/18258352 29 29 # Make does not offer a recursive wild card function, so here's one: ··· 43 43 44 44 all: $(BINS) 45 45 46 + test: 47 + echo $(OBJS) 48 + 46 49 NEEDED_GRAPHICS = \ 47 - $(GENBACKGROUNDS)/title.tilemap 50 + $(GENBACKGROUNDS)/title.tilemap \ 51 + $(GENBACKGROUNDS)/text-font.2bpp 48 52 49 53 $(GENSPRITES)/%.2bpp: $(RESSPRITES)/%.png | $(GENSPRITES) 50 54 $(GFX) -c '#fff,#cfcfcf,#686868,#000;' --columns -o $@ $< 55 + 56 + $(GENBACKGROUNDS)/%.2bpp: $(RESBACKGROUNDS)/%.png | $(GENBACKGROUNDS) 57 + $(GFX) -c '#fff,#9fa29f,#545654,#000;' -o $@ $< 51 58 52 59 $(GENBACKGROUNDS)/%.tilemap: $(RESBACKGROUNDS)/%.png | $(GENBACKGROUNDS) 53 60 $(GFX) -c '#fff,#9fa29f,#545654,#000;' \
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gb/src/main/main.asm
··· 37 37 ; Turn the LCD off 38 38 xor a 39 39 ld [rLCDC], a 40 + 41 + ; Load our common text font into VRAM 42 + call LoadTextFontIntoVRAM 40 43 41 44 ; Turn the LCD on 42 45 ld a, LCDCF_ON | LCDCF_BGON | LCDCF_OBJON
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gb/src/main/states/title-screen/title-screen-state.asm
··· 1 1 INCLUDE "hardware.inc/hardware.inc" 2 + INCLUDE "src/main/utils/macros/text-macros.inc" 2 3 3 4 SECTION "TitleScreenState", ROM0 5 + 6 + PressPlayText:: db "press a to play", 255 4 7 5 8 titleScreenTileData: INCBIN "src/generated/backgrounds/title.2bpp" 6 9 titleScreenTileDataEnd: ··· 10 13 11 14 InitTitleScreenState:: 12 15 call DrawTitleScreen 16 + ld de, $99C3 17 + ld hl, PressPlayText 18 + call DrawTextTilesLoop 13 19 14 20 ld a, LCDCF_ON | LCDCF_BGON | LCDCF_OBJON 15 21 ld [rLCDC], a
+29
gb/src/main/utils/macros/text-macros.inc
··· 1 + CHARMAP " ", 0 2 + CHARMAP ".", 24 3 + CHARMAP "-", 25 4 + CHARMAP "a", 26 5 + CHARMAP "b", 27 6 + CHARMAP "c", 28 7 + CHARMAP "d", 29 8 + CHARMAP "e", 30 9 + CHARMAP "f", 31 10 + CHARMAP "g", 32 11 + CHARMAP "h", 33 12 + CHARMAP "i", 34 13 + CHARMAP "j", 35 14 + CHARMAP "k", 36 15 + CHARMAP "l", 37 16 + CHARMAP "m", 38 17 + CHARMAP "n", 39 18 + CHARMAP "o", 40 19 + CHARMAP "p", 41 20 + CHARMAP "q", 42 21 + CHARMAP "r", 43 22 + CHARMAP "s", 44 23 + CHARMAP "t", 45 24 + CHARMAP "u", 46 25 + CHARMAP "v", 47 26 + CHARMAP "w", 48 27 + CHARMAP "x", 49 28 + CHARMAP "y", 50 29 + CHARMAP "z", 51
+29
gb/src/main/utils/text-utils.asm
··· 1 + SECTION "Text", ROM0 2 + 3 + textFontTileData: INCBIN "src/generated/backgrounds/text-font.2bpp" 4 + textFontTileDataEnd: 5 + 6 + LoadTextFontIntoVRAM:: 7 + ; Copy the tile data 8 + ld de, textFontTileData 9 + ld hl, $9000 10 + ld bc, textFontTileDataEnd - textFontTileData 11 + jp CopyDEIntoMemoryAtHL 12 + ret 13 + 14 + DrawTextTilesLoop:: 15 + ; Check for the end of string character 255 16 + ld a, [hl] 17 + cp 255 18 + ret z 19 + 20 + ; Write the current character (in hl) to the address 21 + ; on the tilemap (in de) 22 + ld a, [hl] 23 + ld [de], a 24 + 25 + inc hl 26 + inc de 27 + 28 + ; move to the next character and next background tile 29 + jp DrawTextTilesLoop
gb/src/resources/backgrounds/text-font.png

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