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Load_Dungeon_Infos: ; pointer to Dungeon struct in HL, bank in A
; Load_Dungeon_Txt
LD D, A
.CHANGE_BANK_TO_A
LD A, (HL+)
LD E, A
LD A, (HL+)
LD B, A
LD A, (HL+)
LD C, A
LD A, E
.CHANGE_BANK_TO_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, $9ea0
ADD L
LD L, A
LD A, H
ADC $00
LD H, A
POP BC
CALL =Print_str
POP HL
LD A, D
.CHANGE_BANK_TO_A
; Load dungeon flags
LD A, (HL+)
LD $mem_dungeon_flags, A
; Load tilemap
LD A, (HL+)
LD ($mem_rom_tilemap_addr), A
LD ($mem_rom_collision_map_addr), A
LD A, (HL+)
LD B, A
LD A, (HL+)
LD ($mem_rom_collision_map_addr+2), A
ADD $80
LD ($mem_rom_tilemap_addr+2), A
LD A, B
LD ($mem_rom_collision_map_addr+1), A
ADC $00
LD ($mem_rom_tilemap_addr+1), A
; Load custom function
LD A, (HL+)
LD ($mem_dungeon_custom_vblank_function), A
LD A, (HL+)
LD ($mem_dungeon_custom_vblank_function+1), A
LD A, (HL+)
LD ($mem_dungeon_custom_vblank_function+2), A
; Load_Generation_Events
LD A, D
.CHANGE_BANK_TO_A
LD B, $00
LD C, (HL)
INC HL
LD D, H
LD E, L
LD HL, $mem_dungeon_generation_events
CALL =memcpy
LD A, C
CPL
INC A
ADD $80
LD C, A
CALL =bzero
RET
Load_Dungeon_Spawn_patterns: ; pointer to Dungeon struct in HL bank in A
LD A, $mem_dungeon_flags
BIT 2, A
RET Z
.CHANGE_BANK_TO_A
LD A, L
ADD $0a
LD L, A
LD A, H
ADC $00
LD H, A
LD A, (HL+)
LD B, A
LD A, L
ADD B
LD L, A
LD A, H
ADC $00
LD H, A
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
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