Add torikan notice.
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BIN
bin/DMGTRIS.GBC
BIN
bin/DMGTRIS.GBC
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bin/DMGTRIS.map
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bin/DMGTRIS.map
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bin/DMGTRIS.sym
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bin/DMGTRIS.sym
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@ -28,7 +28,7 @@ wGradePoints: ds 1
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wInternalGrade: ds 1
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wDisplayedGrade:: ds 1
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wEffectTimer:: ds 1
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wRankingDisqualified:: ds 1
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wRankingDisqualified: ds 1
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wDecayCounter: ds 1
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wGradeGauge: ds 1
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wSMult: ds 1
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@ -359,7 +359,32 @@ DrawGradeProgressDMGT::
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ret
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UpdateGradeDMGT::
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; Check if the torikan hasn't been calculated.
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ld a, [wRankingDisqualified]
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cp a, $FF
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jr z, .checklineclears
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; Have we hit the torikan level?
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ldh a, [hCLevel+CLEVEL_HUNDREDS]
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cp a, 5
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jr nz, .checklineclears
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; Mark it as checked and do the check.
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ld a, $FF
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ld [wRankingDisqualified], a
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; There's a 8:00 torikan at 500.
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ld b, 8
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ld c, 0
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call CheckTorikan
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; If we failed it: DIE.
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cp a, $FF
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jp nz, TriggerKillScreen
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; Did we have line clears?
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.checklineclears
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ldh a, [hLineClearCt]
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cp a, 0
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jp z, DrawGradeProgressDMGT
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@ -812,6 +837,7 @@ UpdateGradeDEAT:
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; Disqualify from ranking.
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ld a, $FF
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ld [wRankingDisqualified], a
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call TriggerKillScreen
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ret
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@ -901,6 +927,7 @@ UpdateGradeSHIR:
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.disqualify
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ld a, $FF
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ld [wRankingDisqualified], a
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call TriggerKillScreen
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ret
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ENDC
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@ -74,6 +74,7 @@ CHARMAP "c", 209
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CHARMAP "d", 210
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CHARMAP "m", 211
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CHARMAP ":", 212
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CHARMAP ".", 254
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CHARMAP "k", 47
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CHARMAP "v", 45
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CHARMAP "o", 44
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@ -45,6 +45,7 @@ wInvisActivationLevel: ds 2
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wKillScreenActivationLevel: ds 2
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wBonesActive:: ds 1
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wInvisActive:: ds 1
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wKillScreenActive:: ds 1
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SECTION "Level Functions", ROM0
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@ -58,6 +59,7 @@ LevelInit::
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ldh [hRequiresLineClear], a
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ld [wBonesActive], a
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ld [wInvisActive], a
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ld [wKillScreenActive], a
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ldh a, [hStartSpeed]
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ld l, a
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@ -551,6 +553,30 @@ CheckSpecialLevelConditions:
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xor a, a
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ldh [hCurrentFractionalGravity], a
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ld a, $FF
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ld [wKillScreenActive], a
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ret
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TriggerKillScreen::
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ld a, 1
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ldh [hCurrentARE], a
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ldh [hCurrentLineARE], a
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ldh [hCurrentDAS], a
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ldh [hCurrentLockDelay], a
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ldh [hCurrentLineClearDelay], a
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ld a, 20
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ldh [hCurrentIntegerGravity], a
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xor a, a
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ldh [hCurrentFractionalGravity], a
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ld [wKillScreenActivationLevel], a
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ld [wKillScreenActivationLevel+1], a
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ld a, $FF
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ld [wKillScreenActive], a
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ret
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@ -49,6 +49,24 @@ sBigPause::
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db " P A U S E"
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db " "
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sBigKill::
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db "EXCELLENT!"
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db " "
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db " "
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db " BUT... "
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db " "
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db " "
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db " LET'S GO "
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db " "
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db " BETTER "
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db " "
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db "NEXT TIME!"
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db " "
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db " "
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db " RETRY[A] "
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db " "
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db " QUIT [B] "
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sBigPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites.
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db 0, 8, 16, 24 ; I
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db 0, 8, 8, 16 ; Z
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@ -49,6 +49,24 @@ sPause::
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db " P A U S E"
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db " "
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sKill::
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db "EXCELLENT!"
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db " "
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db " "
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db " BUT... "
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db " "
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db " "
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db " LET'S GO "
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db " "
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db " BETTER "
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db " "
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db "NEXT TIME!"
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db " "
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db " "
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db " RETRY[A] "
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db " "
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db " QUIT [B] "
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sPieceXOffsets:: ; How to draw each piece. X-offsets of the sprites.
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db 0, 8, 16, 24 ; I
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db 0, 8, 8, 16 ; Z
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@ -843,8 +843,8 @@ sSharedTiles::
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DB $03,$03,$03,$03,$0F,$0F,$00,$00
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DB $00,$00,$00,$00,$00,$00,$3C,$3C
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$18,$18,$18,$18,$08,$08
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DB $10,$10,$00,$00,$00,$00,$00,$00
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DB $18,$18,$18,$18,$08,$08,$10,$10
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $FF,$FF,$C3,$C3,$00,$00,$3C,$3C
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DB $00,$00,$C3,$C3,$FF,$FF,$00,$00
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DB $18,$18,$7E,$7E,$DB,$DB,$DB,$DB
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@ -1688,7 +1688,7 @@ sGameplayTilesM::
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DB $18,$18,$2C,$34,$62,$5E,$76,$6E
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DB $24,$3C,$24,$3C,$18,$18,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$30,$30,$30,$30,$00,$00
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DB $00,$00,$00,$00,$00,$00,$10,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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sGameplayTilesMEnd::
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@ -2107,7 +2107,7 @@ sGameplayTilesC::
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DB $18,$18,$2C,$34,$62,$5E,$76,$6E
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DB $24,$3C,$24,$3C,$18,$18,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$30,$30,$30,$30,$00,$00
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DB $00,$00,$00,$00,$00,$00,$10,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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sGameplayTilesCEnd::
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@ -404,6 +404,22 @@ GamePlayEventLoopHandlerB::
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.preGameOverMode
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ld a, [wKillScreenActive]
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cp a, $FF
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jr nz, .regular
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call FieldInit
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ld de, sKill
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ld hl, wField+(5*10)
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ld bc, 160
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call UnsafeMemCopy
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ld a, MODE_GAME_OVER
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ldh [hMode], a
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jp .gameOverMode
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.regular
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; Spawn the failed piece.
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call ForceSpawnPiece
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@ -1021,6 +1037,22 @@ GamePlayBigEventLoopHandlerB:
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.preGameOverMode
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ld a, [wKillScreenActive]
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cp a, $FF
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jr nz, .regular
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call BigFieldInit
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ld de, sBigKill
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ld hl, wWideBlittedField+(3*10)
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ld bc, 160
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call UnsafeMemCopy
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ld a, MODE_GAME_OVER
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ldh [hMode], a
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jp .gameOverMode
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.regular
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; Spawn the failed piece.
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call BigForceSpawnPiece
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call BigWidenField
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