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; VBlank: Write loading text, then wait for generation, then loading vram stuff
; When VBlank interrupts -> context switch
; When stat out of vblank interrupt -> context switch back to generation

.MACRODEF ENABLE_MODE_2_INTERRUPT
	LD A, low(=Dungeon_generation_Out_Of_VBlank)
	LD ($mem_stat_jump_destination), A
	LD A, high(=Dungeon_generation_Out_Of_VBlank)
	LD ($mem_stat_jump_destination+1), A
	.RESET_INTERRUPTS
	LD A, $20
	LD $reg_lcd_status, A
	LD A, $02
	LD $reg_interrupt_enable, A
.END

.MACRODEF ENABLE_MUSIC_INTERRUPT
	LD A, low(=Dungeon_1st_step_VBlank)
	LD ($mem_vblank_jump_destination), A
	LD A, high(=Dungeon_1st_step_VBlank)
	LD ($mem_vblank_jump_destination+1), A
	.RESET_INTERRUPTS
	.ENABLE_VBLANK_INTERRUPTS
.END

.MACRODEF DISABLE_MODE_2_INTERRUPT
	LD A, $00
	LD $reg_lcd_status, A
	LD A, $00
	LD $reg_interrupt_enable, A
.END

New_Dungeon:
	.LOAD_MUSIC =_music_Dungeon
	CALL =Start_Music

	LD A, $20
	LD $mem_bunny_health, A
	LD A, $30
	LD $mem_bunny_mana, A
	LD A, $01
	LD $mem_floor_count, A
	LD A, $00
	LD $mem_floor_count_bin, A

	LD A, ($mem_dungeon+1)
	LD H, A
	LD A, ($mem_dungeon+2)
	LD L, A
	LD A, ($mem_dungeon)
	CALL =Load_Dungeon_Infos

New_Floor:
	LD SP, $fffe
	.ENABLE_MUSIC_INTERRUPT
	EI

	LD A, $00
	LD $mem_display_flag, A

	LD A, $00
	LD $reg_viewport_x, A

	LD A, $mem_dungeon_flags
	BIT 1, A
	JR Z, =.floor_count.disabled

	.floor_count.enabled:
	LD A, $70
	LD $reg_viewport_y, A

	LD A, $f4
	LD ($9eeb), A

	LD HL, $9ee9
	LD A, $mem_floor_count
	CALL =Print_8bit
	JR =.floor_count.end

	.floor_count.disabled:
	LD A, $68
	LD $reg_viewport_y, A

	LD A, $00
	LD ($9ee9), A
	LD ($9eea), A
	LD ($9eeb), A

	.floor_count.end:

	LD A, $07
	LD $reg_bg_palette, A

	LD A, $lcdc_guibg_tilemap
	LD $reg_lcd_controller, A

	CALL =Reset_Map

	LD A, ($mem_dungeon+1)
	LD H, A
	LD A, ($mem_dungeon+2)
	LD L, A
	LD A, ($mem_dungeon)
	CALL =Load_Dungeon_Spawn_patterns
	LD A, $entity_questgoalbunny_index
	LD $mem_loaded_special_entity_index, A

	CALL =Reload_EP_Cost

	LD A, $mem_dungeon_flags
	BIT 0, A
	JR Z, =.map.generation

	.map.rom_loading:
		LD A, ($mem_rom_collision_map_addr)
		.CHANGE_BANK_TO_A

		LD A, ($mem_rom_collision_map_addr+1)
		LD D, A
		LD A, ($mem_rom_collision_map_addr+2)
		LD E, A
		LD HL, $mem_dungeon_map
		LD BC, $0080
		CALL =memcpy

		LD B, $0f
		LD C, $0f
		CALL =Initialize_Bunny

		LD HL, $mem_entities_list
		CALL =Center_viewport_around_entity
		CALL =Load_Prepared_Map

		LD A, $mem_map_loading_flags
		OR $01
		LD $mem_map_loading_flags, A

		LD HL, $mem_object_list
		LD BC, $0080
		CALL =bff

		JR =.map.end

	.map.generation:
		CALL =Dungeon_Generation
		CALL =Initialize_Entities
		CALL =Initialize_Objects
	.map.end:

	; Reset animations
	LD HL, $mem_animation_list
	LD BC, $1f
	CALL =bzero

	; Clear OAM buffer
	LD HL, $mem_oam_buffer
	LD BC, $00a0
	CALL =bzero

	LD A, $00
	LD $mem_display_flag, A
	LD $mem_moving_animation_step, A
	LD $mem_animation_wait_frames, A
	LD $mem_blinking_animation_counter, A

	LD A, $mem_bunny_x
	LD $mem_bunny_predicted_x, A
	LD A, $mem_bunny_y
	LD $mem_bunny_predicted_y, A

	LD A, $mem_map_loading_flags
	RES 3, A
	LD $mem_map_loading_flags, A

	LD A, $enum_dungeon_mode
	LD $mem_current_mode, A
	LD $mem_requested_mode, A

	LD A, $00
	LD $mem_oam_buffer_low, A
	CALL =Display_Entities

	CALL =Generation_Event_Execution

	LD HL, $mem_entities_list
	CALL =Center_viewport_around_entity
	CALL =Load_Prepared_Map

	CALL =VBlank_Wait

Dungeon_generation_VBlank:
	.ENABLE_MODE_2_INTERRUPT
	EI

	; Heart
	LD A, $f0
	LD ($9d62), A

	; Energy points
	LD A, $f1
	LD ($9d66), A

	; Floor
	LD A, $f4
	LD ($9d73), A

	LD B, B
	CALL =Reload_Entities_Tile_Data
	LD B, B
	; Clear OAM
	LD HL, $fe00
	LD BC, $00a0
	CALL =bzero

	LD DE, $mem_map_loading_buffer
	LD HL, $9800
	LD BC, $0400
	CALL =memcpy
	CALL =Load_Objects

	LD HL, $9d71
	LD A, $mem_floor_count
	CALL =Print_8bit

	CALL =Reset_Entities_Collision_Map

	LD A, $mem_loop_frame_timer
	ADD $3c
	LD B, A
	.wait_1s.loop:
		HALT
		LD A, $mem_loop_frame_timer
		CP B
		JR NZ, =.wait_1s.loop

	LD A, $mem_display_flag
	RES 6, A
	LD $mem_display_flag, A
	LD A, $mem_map_loading_flags
	RES 2, A
	RES 0, A
	LD $mem_map_loading_flags, A
	LD A, $mem_sound_flags
	CP $00
	CALL Z, =Reset_Music_Channels
	LD A, $01
	LD $mem_sound_flags, A
	DI
	.DISABLE_MODE_2_INTERRUPT
	CALL =Update_VBlank_Handler
	.ENABLE_VBLANK_INTERRUPTS
	EI

	.Wait_for_Interrupt.loop:
	LD A, $reg_lcd_status
	HALT
	JP =.Wait_for_Interrupt.loop

Dungeon_generation_Out_Of_VBlank:
	PUSH AF
	PUSH BC
	PUSH DE
	PUSH HL
	LD A, $saved_rom_bank
	PUSH AF
	LD A, $mem_loop_frame_timer
	INC A
	LD $mem_loop_frame_timer, A
	CALL =Play_Music
	CALL =VBlank_Wait
	.ENABLE_MODE_2_INTERRUPT
	.RESET_INTERRUPTS
	POP AF
	.CHANGE_BANK_TO_A
	POP HL
	POP DE
	POP BC
	POP AF
	RETI

Dungeon_1st_step_VBlank:
	PUSH AF
	PUSH BC
	PUSH DE
	PUSH HL
	LD A, $saved_rom_bank
	PUSH AF
	CALL =Play_Music
	.ENABLE_VBLANK_INTERRUPTS
	.RESET_INTERRUPTS
	POP AF
	.CHANGE_BANK_TO_A
	POP HL
	POP DE
	POP BC
	POP AF
	RETI