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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