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Load_Dungeon_Txt: ; pointer to Dungeon struct in HL, bank in A
	.CHANGE_BANK_TO_A

	LD A, (HL+)
	LD B, A
	LD A, (HL+)
	LD C, A

	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

	RET

Load_Dungeon_Spawn_patterns: ; pointer to Dungeon struct in HL bank in A
	.CHANGE_BANK_TO_A
	INC HL
	INC HL
	INC HL

	; TODO FIX THE THING WHEN THERE'S MORE THAN 256/7 FLOORS
	LD A, $mem_floor_count_bin
	LD C, A
	LD B, $07
	CALL =MUL
	LD C, A
	LD B, (HL)
	CALL =MUL
	CALL =RNG_Step
	AND $01
	ADD E
	LD E, A
	LD D, $00
	LD B, D
	LD C, E
	SLA E
	RL D
	SLA E
	RL D
	LD A, E
	ADD C
	LD E, A
	LD A, D
	ADC B
	LD D, A


	INC HL
	LD A, L
	ADD E
	LD L, A
	LD A, H
	ADC D
	LD H, A

	LD BC, $mem_loaded_enemies_indices
	LD A, (HL+)
	LD (BC), A
	INC BC
	LD A, (HL+)
	LD (BC), A
	INC BC
	LD A, (HL+)
	LD (BC), A
	INC BC
	LD A, (HL+)
	LD (BC), A

	LD A, (HL)
	LD $mem_entity_spawning_pattern, A

	RET