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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
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