; 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