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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
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