1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
|
Initialize_Objects:
LD A, $mem_map_loading_flags
OR $01
LD $mem_map_loading_flags, A
LD HL, $mem_object_list
CALL =Spawn_stairs
RET
Spawn_stairs:
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
INC HL
INC HL
INC HL
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
CALL =Reset_Map
JP =New_Dungeon
Display_Object:
LD HL, $mem_object_list
Display_Objects.loop:
LD A, $mem_object_load_counter
INC A
AND $0f
LD $mem_object_load_counter, A
SLA A
SLA A
SLA A
AND $f8
LD L, A
LD A, (HL+)
LD C, A
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_x
SUB $83
CP D
JR NC, =Display_Objects.End
ADD $10
CP D
JR C, =Display_Objects.End
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.End
ADD $10
CP B
JR C, =Display_Objects.End
LD A, B
SUB $80
LD B, A
LD A, C
CP $00
JR Z, =Display_Objects.Nothing
LD A, D
CALL =Construct_Tile_Address
LD A, C
LD (DE), A
INC E
INC C
LD A, C
LD (DE), A
INC C
LD A, E
XOR $21
LD E, A
LD A, C
LD (DE), A
INC C
INC E
LD A, C
LD (DE), A
Display_Objects.End:
RET
Display_Objects.Nothing:
LD A, D
CALL =Load_Block
CALL =Display_Prepared_Block
RET
Load_Objects:
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
CALL =Display_Object
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 BC
; So we have HL set to the object pointer
LD A, L
AND $f8
LD L, A
; This is confusing but this thing is actually CALL DE
LD BC, =Object_Interactions_Check.interaction_end
PUSH BC
PUSH DE
RET
Object_Interactions_Check.interaction_end:
POP BC
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
|