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path: root/modes/dungeongeneration.gbasm
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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 DISABLE_MODE_2_INTERRUPT
	LD A, $00
	LD $reg_lcd_status, A
	LD A, $00
	LD $reg_interrupt_enable, A
.END

New_Dungeon:
	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_Txt

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

New_Floor:
	LD SP, $fffe

	LD A, $00
	LD $reg_viewport_x, A
	LD A, $68
	LD $reg_viewport_y, A

	LD A, $00
	LD $mem_display_flag, A

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

	LD HL, $9ec9
	LD A, $mem_floor_count
	CALL =Print_8bit

	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
	CALL =Dungeon_Generation
	CALL =Initialize_Entities
	CALL =Initialize_Objects

	; 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 =Update_VBlank_Handler

	DI
	.DISABLE_MODE_2_INTERRUPT

	CALL =Reset_Entities_Collision_Map

	.ENABLE_VBLANK_INTERRUPTS
	.RESET_INTERRUPTS
	EI

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

Dungeon_generation_Out_Of_VBlank:
	PUSH AF
	CALL =VBlank_Wait	
	.ENABLE_MODE_2_INTERRUPT
	.RESET_INTERRUPTS
	POP AF
	RETI