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Initial_dungeon:
	.DB $00, $00, $00, $00,
	.DB $00, $00, $00, $00,
	.DB $00, $00, $00, $00,
	.DB $00, $00, $00, $00,
	.DB $00, $00, $00, $00,
	.DB $00, $00, $00, $00,
	.DB $00, $00, $00, $00,
	.DB $03, $e0, $00, $00,
	.DB $02, $20, $00, $00,
	.DB $02, $20, $00, $00,
	.DB $02, $20, $00, $00,
	.DB $02, $20, $00, $00,
	.DB $02, $20, $00, $00,
	.DB $0e, $20, $00, $00,
	.DB $3f, $20, $00, $00,
	.DB $3f, $20, $00, $00,
	.DB $3f, $3f, $80, $00,
	.DB $3f, $00, $80, $00,
	.DB $3f, $00, $80, $00,
	.DB $3f, $00, $80, $00,
	.DB $3f, $00, $80, $00,
	.DB $3f, $00, $80, $00,
	.DB $00, $01, $f8, $00,
	.DB $00, $01, $f8, $00,
	.DB $00, $01, $f8, $00,
	.DB $00, $01, $f8, $00,
	.DB $00, $01, $f8, $00,
	.DB $00, $01, $ff, $80,
	.DB $00, $01, $f8, $80,
	.DB $00, $01, $f8, $80,
	.DB $00, $00, $ff, $80,
	.DB $00, $00, $00, $00,

Initialize_Dungeon:
	LD HL, $mem_dungeon_map
	LD DE, =Initial_dungeon
	LD BC, $0100
	JP =memcpy

Carve_Tunnel: ; X in A, Y in B
	PUSH BC
	PUSH HL
	LD A, C

	LD H, $00
	CP $10
	RL B
	AND $0f
	CP $08
	RL B
	AND $07
	LD L, A

	LD C, B
	LD B, $c8
	LD A, (BC)

	OR (HL)
	LD (BC), A

	POP HL
	POP BC
 	RET

Dungeon_Generation:
	; Head initialization
	LD HL, $mem_dungeon_generation_heads
	CALL =RNG_Step
	AND $03
	ADD $01
	LD (HL+), A
	LD A, $10
	LD (HL+), A
	LD (HL+), A

	LD A, $20
	PUSH AF

	Dungeon_Generation.Step:
		LD HL, $mem_dungeon_generation_heads

		Dungeon_Generation.Head_loop:
			LD B, (HL)
			LD A, B

			CP $00
			JR Z, =Dungeon_Generation.Head_loop.end

			CALL =RNG_Step
			AND $07
			JR NZ, =Dungeon_Generation.Direction_Change.end
			Dungeon_Generation.Direction_Change:
				DEC B
				CALL =RNG_Step
				AND $01
				XOR B
				XOR $02
				INC A
				LD B, A
				LD (HL), B
			Dungeon_Generation.Direction_Change.end:

			INC HL

			LD C, (HL)
			LD A, B

			CP $01
			JR NZ =Dungeon_Generation.Left.end
			Dungeon_Generation.Left:
				DEC C
			Dungeon_Generation.Left.end:

			CP $02
			JR NZ =Dungeon_Generation.Right.end
			Dungeon_Generation.Right:
				INC C
			Dungeon_Generation.Right.end:
			
			AND $e0

			JR NZ, =Dungeon_Generation.DonT_Update_X
			LD (HL), C
			Dungeon_Generation.DonT_Update_X:

			INC HL

			LD C, (HL)
			LD A, B

			CP $03
			JR NZ =Dungeon_Generation.Up.end
			Dungeon_Generation.Up:
				DEC C
			Dungeon_Generation.Up.end:

			CP $04
			JR NZ =Dungeon_Generation.Down.end
			Dungeon_Generation.Down:
				INC C
			Dungeon_Generation.Down.end:
			
			AND $e0

			JR NZ, =Dungeon_Generation.DonT_Update_Y
			LD (HL), C
			Dungeon_Generation.DonT_Update_Y:

			DEC HL 
			LD A, (HL+)
			LD C, A
			LD A, (HL+)
			LD B, A
			LD A, C
			CALL =Carve_Tunnel
			JP =Dungeon_Generation.Head_loop

		Dungeon_Generation.Head_loop.end:

		POP AF
		DEC A
		PUSH AF
		CP $00
		JR NZ, =Dungeon_Generation.Step

	POP AF
	RET