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Initialize_Objects:
LD A, $mem_map_loading_flags
OR $01
LD $mem_map_loading_flags, A
LD HL, $mem_object_list
LD A, $60
LD (HL+), A
LD A, $mem_number_of_rooms
CALL =RNG_Bound
SLA A
SLA A
ADD $80
LD C, A
LD B, $c8
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
INC BC
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
LD BC, =Stairs_action
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
RET
Stairs_action:
Stairs_action.Wait_VBlank:
LD A, $reg_lcd_status
AND $03
CP $01
JR NZ, =Stairs_action.Wait_VBlank
; LCDC
XOR A
LD $reg_lcd_controller, A
JP =New_Dungeon
Display_Objects:
LD A, $mem_map_loading_flags
BIT 0, A
JR Z, =Display_Objects.End
LD A, $mem_moving_animation_step
CP $00
JR NZ, =Display_Objects.End
LD HL, $mem_object_list
Display_Objects.loop:
LD A, (HL+)
CP $00
JR Z, =Display_Objects.next
LD C, A
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_x
SUB $83
CP D
JR NC, =Display_Objects.next
ADD $10
CP D
JR C, =Display_Objects.next
LD A, D
SUB $80
LD D, A
LD A, (HL+)
ADD $80
LD B, A
LD A, $mem_viewport_y
SUB $83
CP B
JR NC, =Display_Objects.next
ADD $10
CP B
JR C, =Display_Objects.next
LD A, B
SUB $80
LD B, A
LD A, D
CALL =Construct_Tile_Address
CALL =VBlank_Wait
LD A, C
LD (DE), A
INC E
INC C
CALL =VBlank_Wait
LD A, C
LD (DE), A
INC C
LD A, E
XOR $21
LD E, A
CALL =VBlank_Wait
LD A, C
LD (DE), A
INC C
INC E
CALL =VBlank_Wait
LD A, C
LD (DE), A
Display_Objects.next:
LD A, L
AND $f8
ADD $08
LD L, A
CP $80
JR NZ, =Display_Objects.loop
Display_Objects.End:
RET
Object_Interactions_Check:
LD A, $mem_map_loading_flags
BIT 1, A
JR Z, =Object_Interactions_Check.End
LD HL, $mem_object_list
LD A, $mem_bunny_x
LD C, A
LD A, $mem_bunny_y
LD B, A
Object_Interactions_Check.loop:
LD A, (HL+)
CP $00
JR Z, =Object_Interactions_Check.next
LD A, (HL+)
CP C
JR NZ, =Object_Interactions_Check.next
LD A, (HL+)
CP B
JR NZ, =Object_Interactions_Check.next
LD A, (HL+)
LD D, A
LD A, (HL+)
LD E, A
PUSH DE
RET
Object_Interactions_Check.next:
LD A, L
AND $f8
ADD $08
LD L, A
CP $80
JR NZ, =Object_Interactions_Check.loop
Object_Interactions_Check.End:
RET
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