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Load_Prepared_Map:
	LD A, $mem_viewport_x
	SUB $02
	LD C, A
	ADD $10
	LD E, A
	LD A, $mem_viewport_y
	SUB $02
	LD B, A
	ADD $10
	LD D, A
	.For_Y:
		.For_X:
			LD A, C
			CALL =Load_Block
			LD A, $mem_prepared_block_position_1
			SUB $98
			ADD $c4
			LD $mem_prepared_block_position_1, A
			CALL =Display_Main_Prepared_Block

			INC C
			LD A, C
			CP E
			JR NZ, =.For_X

		INC B
		LD A, B
		CP D
		JR NZ, =.For_Y

	RET

Load_Next_Block_Row: ; (+1/-1 direction in B, block number (between 0-f) in C
	PUSH AF
	PUSH BC
	PUSH DE
	LD A, B
	CP $01
	JR NZ, =Load_Next_Block_Row.Up

	LD A, $mem_viewport_y
	ADD $0C
	LD B, A
	JR =Load_Next_Block_Row.Set_X_Limits

	Load_Next_Block_Row.Up:
	LD A, $mem_viewport_y
	SUB $02
	LD B, A

	Load_Next_Block_Row.Set_X_Limits:
	LD A, $mem_viewport_x
	SUB $03
	LD D, A
	LD A, C
	ADD D
	LD D, A
	LD A, $mem_viewport_x
	ADD $0D
	LD E, A
	LD A, D
	CALL =Load_Block

	POP DE
	POP BC
	POP AF
	RET

Load_Next_Block_Column: ; (+1/-1 direction in B), block number (between 0-f) in C

	PUSH AF
	PUSH BC
	PUSH DE
	LD A, B
	CP $01
	JR NZ, =Load_Next_Block_Column.Left

	LD A, $mem_viewport_x
	ADD $0C
	LD D, A
	JR =Load_Next_Block_Column.Set_Y_Limits

	Load_Next_Block_Column.Left:
	LD A, $mem_viewport_x
	SUB $02
	LD D, A

	Load_Next_Block_Column.Set_Y_Limits:
	LD A, $mem_viewport_y
	SUB $03
	LD B, A
	LD A, $mem_viewport_y
	ADD $0D
	LD E, A
	LD A, C
	ADD B
	LD B, A
	LD A, D
	CALL =Load_Block

	POP DE
	POP BC
	POP AF
	RET

Prepare_Scrolling_Map:
	LD A, $mem_map_loading_flags
	BIT 0, A
	JR Z, =Display_Scrolling_Map.End

	LD A, $mem_moving_animation_step
	LD C, A

	LD A, $mem_bunny_direction
	AND $07
	DEC A
	AND $01
	SLA A
	DEC A
	LD B, A
	LD A, $mem_bunny_direction
	AND $07
	DEC A

	BIT 1, A
	JR NZ, =Display_Scrolling_Map.vertical

	Display_Scrolling_Map.horizontal:
		CALL =Load_Next_Block_Column
		JR =Display_Scrolling_Map.End

	Display_Scrolling_Map.vertical:
		CALL =Load_Next_Block_Row

	Display_Scrolling_Map.End:
	RET

Construct_Tile_Address: ; Construct Tile Map address from A and B in DE
	PUSH AF
	PUSH BC

	AND $0f
	LD C, A
	LD A, B
	AND $0f
	LD B, A
	LD A, C

	LD D, $00
	LD E, $00
	LD E, B
	SWAP E
	SLA E
	RL D
	SLA E
	RL D
	SLA A
	OR E
	LD E, A
 	LD A, D
	OR $98
	LD D, A

	POP BC
	POP AF

	RET

Load_Block: ; X in A, Y in B
	PUSH BC
	PUSH AF
	PUSH DE

	CALL =Construct_Tile_Address

	PUSH AF
	PUSH DE

	LD C, $00
	LD D, A

	; Checking down block
	LD A, D
	INC B
	CALL =Is_Solid
	OR C
	LD C, A
	DEC B
	SLA C

	; Checking up block
	LD A, D
	DEC B
	CALL =Is_Solid
	OR C
	LD C, A
	INC B
	SLA C

	; Checking right block
	LD A, D
	INC A
	CALL =Is_Solid
	OR C
	LD C, A
	SLA C

	; Checking left block
	LD A, D
	DEC A
	CALL =Is_Solid
	OR C
	LD C, A
	SLA C

	SLA C

	LD A, C
	ADD $20
	LD C, A

	LD A, $mem_map_loading_flags
	SET 2, A
	LD $mem_map_loading_flags, A


	POP DE

	LD A, D
	LD $mem_prepared_block_position_1, A
	LD A, E
	LD $mem_prepared_block_position_2, A

	POP AF

	CALL =Is_Solid
	CP $00

	JR Z, =Load_Block.Empty
	Load_Block.Solid:
		LD A, C
		LD $mem_prepared_block_tile, A

		JR =Load_Block.End

	Load_Block.Empty:
		LD A, $00
		LD $mem_prepared_block_tile, A

	Load_Block.End:

	POP DE
	POP AF
	POP BC
	RET

Load_Additional_Block:
	LD A, $mem_display_flag
	BIT 6, A
	RET Z
	LD A, $mem_additional_loading_block_y
	LD B, A
	LD A, $mem_additional_loading_block_x
	CALL =Load_Block
	LD A, $mem_prepared_block_tile
	LD $mem_additional_loading_block_tile, A
	LD A, $mem_prepared_block_position_1
	LD $mem_additional_loading_block_position_1, A
	LD A, $mem_prepared_block_position_2
	LD $mem_additional_loading_block_position_2, A
	RET

Display_Prepared_Blocks:
	LD A, $mem_map_loading_flags
	BIT 2, A
	JR Z, =.Skip_Main

	LD A, $mem_map_loading_flags
	RES 2, A
	LD $mem_map_loading_flags, A

	CALL =Display_Main_Prepared_Block

	.Skip_Main:
	LD A, $mem_display_flag
	BIT 6, A
	RET Z
	RES 6, A
	LD $mem_display_flag, A

	LD A, $mem_additional_loading_block_tile
	LD $mem_prepared_block_tile, A
	LD A, $mem_additional_loading_block_position_1
	LD $mem_prepared_block_position_1, A
	LD A, $mem_additional_loading_block_position_2
	LD $mem_prepared_block_position_2, A
	JP =Display_Main_Prepared_Block

Display_Main_Prepared_Block:
	PUSH AF
	PUSH BC
	PUSH DE



	LD A, $mem_prepared_block_position_1
	LD D, A

	LD A, $mem_prepared_block_position_2
	LD E, A

	LD A, $mem_prepared_block_tile
	LD C, A

	LD (DE), A
	LD A, E
	OR $20
	LD E, A
	LD A, C
	OR $02
	LD (DE), A
	INC E
	LD A, C
	OR $03
	LD (DE), A
	LD A, E
	AND $DF
	LD E, A
	LD A, C
	OR $01
	LD (DE), A

	.End:

	POP DE
	POP BC
	POP AF
	RET

Is_Solid: ; X in A, Y in B, Result A
	PUSH BC

	CP $20
	JR NC, =Is_Solid.Solid

	LD C, A
	LD A, B
	CP $20
	JR NC, =Is_Solid.Solid
	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, high($mem_dungeon_map)
	LD A, (BC)

	AND (HL)
	CP $01
	LD A, $00
	RL A

	POP BC
 	RET

	Is_Solid.Solid:
	LD A, $01
	POP BC

	RET