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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