Load_Dungeon: ; pointer to Dungeon struct in HL LD A, (HL+) LD B, A LD A, (HL+) LD C, A PUSH HL 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 POP HL INC HL ; TODO FIX THE THING WHEN THERE'S MORE THAN 256/7 FLOORS LD A, $mem_floor_count LD C, A LD B, $07 CALL =MUL LD C, A LD B, (HL) CALL =MUL DBG CALL =RNG_Step AND $01 ADD E DBG RET Dungeon: .name: .DB =Dungeon_Name_1_Txt .max_floor: .DB 0x0a, inv(0x0a) .spawning_patterns: .DB $02, $02, $02, $05, 0b10000000 .DB $02, $02, $03, $05, 0b11000100 .DB $02, $02, $00, $05, 0b11110100 .DB $00, $02, $03, $05, 0b10111000 .DB $02, $02, $00, $05, 0b11111100 .DB $02, $00, $03, $05, 0b11111000 .DB $00, $00, $03, $05, 0b11111000 .DB $00, $00, $03, $05, 0b11111100