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Update_Blinking_Counter:
	LD A, $mem_blinking_animation_counter
	DEC A
	CP $ff
	RET Z
	LD $mem_blinking_animation_counter, A
	RET

Update_Animation_Steps:
	LD A, $mem_map_loading_flags
	BIT 3, A
	JR Z, =.update_mode

	LD A, $mem_map_loading_flags
	SET 0, A
	LD $mem_map_loading_flags, A
	LD A, $mem_moving_animation_step
	INC A
	AND $0f
	LD $mem_moving_animation_step, A

	CP $00
	JR NZ, =.end

	LD A, $00
	LD $mem_bunny_animation, A

	LD A, $mem_map_loading_flags
	RES 3, A
	SET 1, A
	LD $mem_map_loading_flags, A

	.update_mode:

	; We need to make sure that the mode doesn't change to a mode with objects update while a dialogue box refresh is currently being done
	LD A, $mem_current_mode
	BIT 7, A
	JR Z, =.set_current_mode
	LD A, $mem_display_flag
	AND 0b00010100
	CP $00
	JR NZ, =.end

	.set_current_mode:
	LD A, $mem_requested_mode
	LD $mem_current_mode, A
	CALL =Update_VBlank_Handler

	.end:

	LD A, $mem_moving_animation_step
	CP $00
	RET NZ
	LD A, $mem_bunny_health
	CP $00
	RET NZ

	.Dead_mode:
	LD A, $mem_current_mode
	CP $enum_dead_mode
	RET Z

	LD A, $00
	LD $mem_bunny_direction, A
	LD A, $02
	LD $mem_bunny_animation, A
	.LOAD_MUSIC =_music_GameOver
	CALL =Start_Music
	LD A, $enum_dead_mode
	LD $mem_requested_mode, A
	LD $mem_current_mode, A
	CALL =Update_VBlank_Handler

	LD HL, $dialogue_first_line
	LD BC, $12
	CALL =bzero

	LD HL, $dialogue_third_line
	LD BC, $12
	CALL =bzero

	LD HL, $dialogue_first_line
	.LOAD_BANK_OF =Game_Over_1_Txt
	LD BC, ptr(=Game_Over_1_Txt)
	CALL =Print_str

	LD HL, $dialogue_third_line
	.LOAD_BANK_OF =Game_Over_2_Txt
	LD BC, ptr(=Game_Over_2_Txt)
	CALL =Print_str

	LD A, 0b00100111
	LD $mem_display_flag, A
	RET

STAT_Entrypoint:
	PUSH AF
	PUSH DE
	.SET_WINDOW_LCDC_E

	LD A, $reg_lyc
	CP $0a
	JR Z, =.End_Top_Bar
	CP $67
	JR Z, =.Start_dialogue
	.Thin_font:
	LD A, $palette_thin_font
	LD $reg_bg_palette, A
	JR =.skip_dialogue

	.Start_dialogue:
	LD A, $mem_display_flag
	BIT 0, A
	JR Z, =.skip_dialogue
	.ENABLE_DIALOGUE
	LD A, $mem_display_flag
	BIT 1, A
	JR Z, =.Thin_font
	LD A, $palette_bold_font
	LD $reg_bg_palette, A
	LD A, $77
	LD $reg_lyc, A
	.RESET_INTERRUPTS
	POP DE
	POP AF
	RETI

	.skip_dialogue:
	.DISABLE_LYC_INTERRUPT
	POP DE
	POP AF
	RETI

	.End_Top_Bar:
	.DISABLE_DIALOGUE
	LD A, $67
	LD $reg_lyc, A
	.RESET_INTERRUPTS
	POP DE
	POP AF
	RETI

Dungeon_VBLANK_Entrypoint:
	.SET_WINDOW_LCDC_E

	LD A, $mem_dungeon_flags
	BIT 3, A
	JR NZ, =.top_bar.enable

	.DISABLE_TOP_BAR

	LD A, $67
	LD $reg_lyc, A

	JR =.top_bar.end
	.top_bar.enable:

	.ENABLE_TOP_BAR

	LD A, $0a
	LD $reg_lyc, A
	.top_bar.end:

	CALL $OAM_DMA_Transfer_routine

	LD A, $mem_current_mode
	BIT 7, A
	JR NZ, =Skip_VBlank_Dungeon_Update
		LD HL, $9d60
		LD A, $mem_bunny_health
		CALL =Print_8bit

		LD HL, $9d64
		LD A, $mem_bunny_mana
		CALL =Print_8bit

		CALL =Display_Prepared_Blocks
		CALL =Display_Object
	Skip_VBlank_Dungeon_Update:

	; LYC
	.ENABLE_LYC_INTERRUPT
	.RESET_INTERRUPTS
	EI

	CALL =Pad_Button_Check
	CALL =Load_Additional_Block

	LD A, $mem_current_mode
	CP $enum_dungeon_mode
	JR NZ, =Skip_Dungeon_Update

		CALL =Entities_Actions
		CALL =Object_Interactions_Check
		CALL =Respawn_Entities
		CALL =Prepare_Scrolling_Map

	Skip_Dungeon_Update:
	LD A, $mem_current_mode

	CALL =Animation_Wait_Mode
	CALL =Update_Blinking_Counter
	CALL =Check_Open_Menu_button
	CALL =Update_Animation_Steps

	LD HL, $mem_entities_list
	CALL =Center_viewport_around_entity
	LD A, $00
	LD $mem_oam_buffer_low, A
	CALL =Display_Animation_List
	CALL =Display_Entities

	LD A, $mem_bunny_status_tile
	LD ($9d6f), A

	LD A, $mem_loop_frame_timer
	INC A
	LD $mem_loop_frame_timer, A

	CALL =Play_Music
	CALL =Play_Sound_Effect

	.ENABLE_VBLANK_INTERRUPTS
	RETI