Load_Dungeon_Txt: ; pointer to Dungeon struct in HL LD A, (HL+) LD B, A LD A, (HL+) LD C, A PUSH BC LD H, B LD L, C CALL =strlen LD B, A LD A, $14 SUB B SRA A LD HL, $9e80 ADD L LD L, A LD A, H ADC $00 LD H, A POP BC CALL =Print_str RET Load_Dungeon_Spawn_patterns: ; pointer to Dungeon struct in HL INC HL INC HL INC HL ; TODO FIX THE THING WHEN THERE'S MORE THAN 256/7 FLOORS LD A, $mem_floor_count_bin LD C, A LD B, $07 CALL =MUL LD C, A LD B, (HL) CALL =MUL CALL =RNG_Step AND $01 ADD E LD E, A LD D, $00 LD B, D LD C, E SLA E RL D SLA E RL D LD A, E ADD C LD E, A LD A, D ADC B LD D, A INC HL LD A, L ADD E LD L, A LD A, H ADC D LD H, A LD BC, $mem_loaded_enemies_indices LD A, (HL+) LD (BC), A INC BC LD A, (HL+) LD (BC), A INC BC LD A, (HL+) LD (BC), A INC BC LD A, (HL+) LD (BC), A LD A, (HL) LD $mem_entity_spawning_pattern, A RET Dungeon: .name: .DB =Dungeon_Name_1_Txt .max_floor: .DB 0x0a, inv(0x0a) .spawning_patterns: .DB $04, $04, $04, $04, 0b11111111 ; UNDER THIS IS THE REAL ONE .DB $02, $02, $02, $05, 0b00000010 .DB $02, $02, $03, $05, 0b00100011 .DB $02, $02, $00, $05, 0b00100111 .DB $00, $02, $03, $05, 0b00011101 .DB $02, $02, $00, $05, 0b00111111 .DB $02, $00, $03, $05, 0b00011111 .DB $00, $00, $03, $05, 0b00011111 .DB $00, $00, $03, $05, 0b00111111