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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
New_Dungeon:
LD SP, $fffe
LD HL, $mem_loaded_enemies_indices
LD A, $02
LD (HL+), A
LD (HL+), A
LD A, $00
LD (HL+), A
LD A, $03
LD (HL+), A
LD A, $06
LD $mem_loaded_special_entity_index, A
LD HL, $mem_bunny_attacks
LD A, $00
LD (HL+), A
INC A
LD (HL+), A
INC A
LD (HL+), A
INC A
LD (HL+), A
CALL =Reload_EP_Cost
CALL =Dungeon_Generation
CALL =Initialize_Entities
CALL =Initialize_Objects
; Reset animations
LD HL, $mem_animation_list
LD BC, $1f
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
CALL =Update_VBlank_Handler
; Heart
LD A, $f0
LD ($9d62), A
; Energy points
LD A, $f1
LD ($9d66), A
; Floor
LD A, $f4
LD ($9d73), A
CALL =Generation_Event_Execution
CALL =Reload_Entities_Tile_Data
CALL =Reset_Entities_Collision_Map
; Clear OAM
LD HL, $fe00
LD BC, $00a0
CALL =bzero
CALL =Load_Tile
CALL =Load_Map
CALL =Load_Objects
LD HL, $9d71
LD A, $mem_floor_count
CALL =Print_8bit
.SET_WINDOW_LCDC_E
.ENABLE_TOP_BAR
.ENABLE_VBLANK_INTERRUPTS
EI
Wait_for_Interrupt.loop:
HALT
EI
JP =Wait_for_Interrupt.loop
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