2023-10-21 15:28:38 +00:00
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; DMGTRIS
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; Copyright (C) 2023 - Randy Thiemann <randy.thiemann@gmail.com>
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; This program is free software: you can redistribute it and/or modify
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; it under the terms of the GNU General Public License as published by
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; the Free Software Foundation, either version 3 of the License, or
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; (at your option) any later version.
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; This program is distributed in the hope that it will be useful,
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; but WITHOUT ANY WARRANTY; without even the implied warranty of
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; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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; GNU General Public License for more details.
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; You should have received a copy of the GNU General Public License
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; along with this program. If not, see <https://www.gnu.org/licenses/>.
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2023-10-20 16:09:06 +00:00
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IF !DEF(STATE_TITLE_ASM)
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DEF STATE_TITLE_ASM EQU 1
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INCLUDE "globals.asm"
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SECTION "Title Functions", ROM0
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SwitchToTitle::
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; Turn the screen off if it's on.
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ldh a, [rLCDC]
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and LCDCF_ON
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jr z, :+ ; Screen is already off.
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wait_vram
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xor a, a
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ldh [rLCDC], a
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; Load the gameplay tilemap.
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: ld de, TitleScreenTilemap
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ld hl, $9800
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ld bc, TitleScreenTilemapEnd - TitleScreenTilemap
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call UnsafeMemCopy
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; Clear OAM.
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call ClearOAM
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call SetNumberSpritePositions
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; Set up the palettes.
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ld a, PALETTE_INVERTED
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set_bg_palette
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set_obj0_palette
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set_obj1_palette
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; Install the event loop handlers.
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ld a, 0
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ldh [hGameState], a
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; And turn the LCD back on before we start.
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BLK01
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ldh [rLCDC], a
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; Make sure the first game loop starts just like all the future ones.
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wait_vblank
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wait_vblank_end
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ret
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TitleEventLoopHandler::
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2023-10-21 12:33:18 +00:00
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; Start game?
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2023-10-20 16:09:06 +00:00
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ldh a, [hStartState]
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ld b, a
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ldh a, [hAState]
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ld c, a
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ldh a, [hBState]
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or a, b
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or a, c
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2023-10-20 16:47:41 +00:00
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cp a, 1
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2023-10-21 12:33:18 +00:00
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jr nz, :+
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2023-10-20 16:09:06 +00:00
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call SwitchToGameplay
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jp EventLoopPostHandler
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2023-10-21 12:33:18 +00:00
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; Toggle A/B?
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: ldh a, [hLeftState]
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ld b, a
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ldh a, [hRightState]
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or a, b
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cp a, 1
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jr nz, :+
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ldh a, [hSwapAB]
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cpl
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ldh [hSwapAB], a
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jp EventLoopPostHandler
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; Start level up?
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: ldh a, [hUpState]
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cp a, 1
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jr nz, :+
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2023-10-21 14:31:26 +00:00
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jp IncrementLevel
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2023-10-21 12:33:18 +00:00
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jp EventLoopPostHandler
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; Start level down?
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: ldh a, [hDownState]
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cp a, 1
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jr nz, :+
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2023-10-21 14:31:26 +00:00
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jp DecrementLevel
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: jp EventLoopPostHandler
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DecrementLevel:
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; Decrement
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ldh a, [hStartSpeed]
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ld l, a
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ldh a, [hStartSpeed+1]
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ld h, a
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ld bc, -12
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add hl, bc
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ld a, l
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ldh [hStartSpeed], a
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ld a, h
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ldh [hStartSpeed+1], a
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jp CheckLevelRange
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IncrementLevel:
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; Increment
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ldh a, [hStartSpeed]
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ld l, a
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ldh a, [hStartSpeed+1]
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ld h, a
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ld bc, 12
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add hl, bc
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ld a, l
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ldh [hStartSpeed], a
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ld a, h
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ldh [hStartSpeed+1], a
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jp CheckLevelRange
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CheckLevelRange:
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; At end?
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ld bc, sSpeedCurveEnd
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ldh a, [hStartSpeed]
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cp a, c
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jr nz, .notatend
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ldh a, [hStartSpeed+1]
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cp a, b
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jr nz, .notatend
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ld hl, sSpeedCurve
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ld a, l
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ldh [hStartSpeed], a
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ld a, h
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ldh [hStartSpeed+1], a
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.notatend
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ld bc, sSpeedCurve-12
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ldh a, [hStartSpeed]
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cp a, c
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jr nz, .notatstart
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ldh a, [hStartSpeed+1]
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cp a, b
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jr nz, .notatstart
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ld hl, sSpeedCurveEnd-12
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ld a, l
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ldh [hStartSpeed], a
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ld a, h
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ldh [hStartSpeed+1], a
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.notatstart
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jp EventLoopPostHandler
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2023-10-21 12:33:18 +00:00
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TitleVBlankHandler::
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2023-10-21 14:31:26 +00:00
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; Draw level.
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ldh a, [hStartSpeed]
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ld l, a
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ldh a, [hStartSpeed+1]
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ld h, a
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ld a, [hl]
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swap a
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and a, $0F
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ld b, a
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ld a, TILE_0
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add a, b
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ld hl, TITLE_LEVEL+2
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ld [hl], a
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ldh a, [hStartSpeed]
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ld l, a
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ldh a, [hStartSpeed+1]
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ld h, a
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ld a, [hl]
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and a, $0F
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ld b, a
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ld a, TILE_0
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add a, b
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ld hl, TITLE_LEVEL+3
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ld [hl], a
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ldh a, [hStartSpeed]
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ld l, a
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ldh a, [hStartSpeed+1]
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ld h, a
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inc hl
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ld a, [hl]
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swap a
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and a, $0F
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ld b, a
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ld a, TILE_0
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add a, b
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ld hl, TITLE_LEVEL+0
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ld [hl], a
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ldh a, [hStartSpeed]
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ld l, a
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ldh a, [hStartSpeed+1]
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ld h, a
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inc hl
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ld a, [hl]
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and a, $0F
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ld b, a
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ld a, TILE_0
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add a, b
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ld hl, TITLE_LEVEL+1
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ld [hl], a
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; Draw A/B
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2023-10-21 12:33:18 +00:00
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ldh a, [hSwapAB]
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cp a, 0
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jr nz, :+
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ld hl, TITLE_A
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ld a, TILE_A
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ld [hl+], a
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inc hl
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inc a
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ld [hl], a
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wait_vblank_end
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jp EventLoop
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: ld hl, TITLE_A
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ld a, TILE_B
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ld [hl+], a
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inc hl
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dec a
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ld [hl], a
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wait_vblank_end
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jp EventLoop
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2023-10-20 16:09:06 +00:00
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ENDC
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