; OAMDMA Example for the Nintendo Game Boy ; by Dave VanEe 2022 ; Tested with RGBDS 1.0.0 ; License: CC0 (https://creativecommons.org/publicdomain/zero/1.0/) include "hardware.inc" ; Include hardware definitions so we can use nice names for things ; Define a section that starts at the point the bootrom execution ends SECTION "Start", ROM0[$0100] jp EntryPoint ; Jump past the header space to our actual code ds $150-@, 0 ; Allocate space for RGBFIX to insert our ROM header by allocating ; the number of bytes from our current location (@) to the end of the ; header ($150) EntryPoint: di ; Disable interrupts as we won't be using them ld sp, $e000 ; Set the stack pointer to the end of WRAM ; Turn off the LCD when it's safe to do so (during VBlank) .waitVBlank ldh a, [rLY] ; Read the LY register to check the current scanline cp SCREEN_HEIGHT_PX ; Compare the current scanline to the first scanline of VBlank jr c, .waitVBlank ; Loop as long as the carry flag is set ld a, 0 ; Once we exit the loop we're safely in VBlank ldh [rLCDC], a ; Disable the LCD (must be done during VBlank to protect the LCD) ; Copy the OAMDMA routine to HRAM, since during DMA we're limited on which ; memory the CPU can access (but HRAM is safe) ld hl, OAMDMA ; Load the source address of our routine into HL ld b, OAMDMA.end - OAMDMA ; Load the length of the OAMDMA routine into B ld c, LOW(hOAMDMA) ; Load the low byte of the destination into C .oamdmaCopyLoop ld a, [hli] ; Load a byte from the address HL points to into the register A, increment HL ldh [c], a ; Load the byte in the A register to the address in HRAM with the low byte stored in C inc c ; Increment the low byte of the HRAM pointer in C dec b ; Decrement the loop counter in B jr nz, .oamdmaCopyLoop ; If B isn't zero, continue looping ; Copy our tile to VRAM ld hl, TileData ; Load the source address of our tiles into HL ld de, STARTOF(VRAM); Load the destination address in VRAM into DE ld b, 16 ; Load the number of bytes to copy into B (16 bytes per tile) .copyLoop ld a, [hli] ; Load a byte from the address HL points to into the register A, increment HL ld [de], a ; Load the byte in the A register to the address DE points to inc de ; Increment the destination pointer in DE dec b ; Decrement the loop counter in B jr nz, .copyLoop ; If B isn't zero, continue looping ; Setup the an object palette ld a, %11100100 ; Define a 4-shade palette from darkest (11) to lightest (00) ldh [rOBP0], a ; Set the onject palette 0 ; Copy our static OAM data to Shadow OAM (in WRAM) ld hl, StaticOAMData ld de, wShadowOAM ; Load the destination address in WRAM into DE ld b, StaticOAMData.end - StaticOAMData ; Load the length of the data into B .oamDataLoop ld a, [hli] ; Load a byte from the address HL points to into the register A, increment HL ld [de], a ; Load the byte in the A register to the address DE points to inc e ; Increment the destination pointer low byte, since wShadow dec b ; Decrement the loop counter in B jr nz, .oamDataLoop ; If B isn't zero, continue looping ; Initiate the OAM DMA routine ld a, HIGH(wShadowOAM) ; Load the high byte of our Shadow OAM buffer into A call hOAMDMA ; Call our OAM DMA routine (in HRAM), quickly copying from wShadowOAM to OAMRAM ; Combine flag constants defined in hardware.inc into a single value with logical ORs and load it into A ; Note that some of these constants (LCDC_BG_OFF, LCDC_OBJ_8, LCDC_WIN_OFF) are zero, but are included for clarity ld a, LCDC_ON | LCDC_BG_OFF | LCDC_OBJ_8 | LCDC_OBJ_ON | LCDC_WIN_OFF ldh [rLCDC], a ; Enable and configure the LCD to show the background LoopForever: jr LoopForever ; Loop forever SECTION "Shadow OAM", WRAM0, ALIGN[8] ; Reserve page-aligned space for a Shadow OAM buffer, to which we can safely write OAM data at any time, ; and then use our OAM DMA routine to copy it quickly to OAMRAM when desired. OAM DMA can only operate ; on a block of data that starts at a page boundary, which is why we use ALIGN[8]. wShadowOAM: ds OAM_SIZE SECTION "OAM DMA Routine", ROMX ; Initiate OAM DMA and then wait until the operation is complete, then return ; @param A High byte of the source data to DMA to OAM OAMDMA: ldh [rDMA], a ld a, OAM_COUNT .waitLoop dec a jr nz, .waitLoop ret .end SECTION "OAM DMA", HRAM ; Reserve space in HRAM for the OAMDMA routine, equal in length to the routine hOAMDMA: ds OAMDMA.end - OAMDMA SECTION "Tile Data", ROMX ; Our tile data in 2bpp planar format (https://gbdev.io/pandocs/Tile_Data.html) TileData: .ball ; Use the "Game Boy Graphics" compact representation of the tile data dw `00333300 dw `03011130 dw `30001123 dw `31011123 dw `31111123 dw `32111223 dw `03222230 dw `00333300 SECTION "Static OAM Data", ROMX ; A table of Y, X, Index, Attr for a collection of 40 sprites, generated at ; assembly time using RGBDS trigonometry functions. ; See: https://rgbds.gbdev.io/docs/master/rgbasm.5#Fixed-point_expressions StaticOAMData: FOR ANGLE, 0.0, 1.0, 1.0 / 40 ; delta = 1 full turn / 40 entries db SIN(ANGLE) >> 10 + 84 ; Y coordinate db COS(ANGLE) >> 10 + 84 ; X coordinate db 0, 0 ; tile index, attr ENDR .end