Add grading for DMGT mode. Also tone down the slams.

This commit is contained in:
Randy Thiemann 2023-11-03 00:17:17 +01:00
parent a182bcc3e3
commit 0ec8427fb6
15 changed files with 4016 additions and 3550 deletions

Binary file not shown.

File diff suppressed because it is too large Load Diff

Binary file not shown.

File diff suppressed because it is too large Load Diff

View File

@ -57,8 +57,8 @@ hYPosAtStartOfFrame: ds 1
hWantRotation: ds 1 hWantRotation: ds 1
hRemainingDelay:: ds 1 hRemainingDelay:: ds 1
hClearedLines: ds 4 hClearedLines: ds 4
hLineClearCt: ds 1 hLineClearCt:: ds 1
hComboCt: ds 1 hComboCt:: ds 1
hLockDelayForce: ds 1 hLockDelayForce: ds 1
hDownFrames: ds 1 hDownFrames: ds 1
hAwardDownBonus: ds 1 hAwardDownBonus: ds 1
@ -191,6 +191,7 @@ SECTION "Field Function Banked Gameplay", ROMX, BANK[BANK_GAMEPLAY]
FieldInit:: FieldInit::
xor a, a xor a, a
ldh [hBravo], a ldh [hBravo], a
ldh [hLineClearCt], a
ld [wMovementLastFrame], a ld [wMovementLastFrame], a
ld a, 1 ld a, 1
ldh [hComboCt], a ldh [hComboCt], a
@ -905,6 +906,9 @@ FindMaxG:
FieldProcess:: FieldProcess::
; ************************************************************** ; **************************************************************
; SETUP ; SETUP
; Grade decay?
call DecayGradeProcess
; Apply screen shake if needed. ; Apply screen shake if needed.
.leftslam .leftslam
ld a, [wLeftSlamTimer] ld a, [wLeftSlamTimer]
@ -1924,6 +1928,9 @@ GetTileShade:
; This is called every frame after a piece has been locked until the delay state ends. ; This is called every frame after a piece has been locked until the delay state ends.
; Lines are cleared, levels and score are awarded, and ARE time is waited out. ; Lines are cleared, levels and score are awarded, and ARE time is waited out.
FieldDelay:: FieldDelay::
; Grade decay?
call DecayGradeDelay
; In delay state, DAS increments double speed. ; In delay state, DAS increments double speed.
.incl .incl
ldh a, [hLeftState] ldh a, [hLeftState]
@ -2386,6 +2393,7 @@ SECTION "Field Function Banked Gameplay Big", ROMX, BANK[BANK_GAMEPLAY_BIG]
BigFieldInit:: BigFieldInit::
xor a, a xor a, a
ldh [hBravo], a ldh [hBravo], a
ldh [hLineClearCt], a
ld [wMovementLastFrame], a ld [wMovementLastFrame], a
ld a, 1 ld a, 1
ldh [hComboCt], a ldh [hComboCt], a
@ -3111,6 +3119,9 @@ BigFindMaxG:
BigFieldProcess:: BigFieldProcess::
; ************************************************************** ; **************************************************************
; SETUP ; SETUP
; Grade decay?
call DecayGradeProcess
; Apply screen shake if needed. ; Apply screen shake if needed.
.leftslam .leftslam
ld a, [wLeftSlamTimer] ld a, [wLeftSlamTimer]
@ -4130,6 +4141,9 @@ BigGetTileShade:
; This is called every frame after a piece has been locked until the delay state ends. ; This is called every frame after a piece has been locked until the delay state ends.
; Lines are cleared, levels and score are awarded, and ARE time is waited out. ; Lines are cleared, levels and score are awarded, and ARE time is waited out.
BigFieldDelay:: BigFieldDelay::
; Grade decay?
call DecayGradeDelay
; In delay state, DAS increments double speed. ; In delay state, DAS increments double speed.
.incl .incl
ldh a, [hLeftState] ldh a, [hLeftState]

View File

@ -29,6 +29,15 @@ wInternalGrade: ds 1
wDisplayedGrade:: ds 1 wDisplayedGrade:: ds 1
wEffectTimer:: ds 1 wEffectTimer:: ds 1
wRankingDisqualified:: ds 1 wRankingDisqualified:: ds 1
wDecayCounter: ds 1
wGradeGauge: ds 1
wSMult: ds 1
wDMult: ds 1
wTMult: ds 1
wSRate: ds 1
wDRate: ds 1
wTRate: ds 1
wQRate: ds 1
SECTION "Grading Data", ROM0 SECTION "Grading Data", ROM0
@ -160,6 +169,45 @@ sTGM3REGRETConditions:
db 0, 50 db 0, 50
db 0, 50 db 0, 50
sDMGTGrading:
db 125, 10, 20, 40, 50 ; Grade 9 — frames/decay, single base, double base, triple base, tetris base
db 80, 10, 20, 30, 40 ; Grade 8 — frames/decay, single base, double base, triple base, tetris base
db 80, 10, 20, 30, 40 ; Grade 7 — frames/decay, single base, double base, triple base, tetris base
db 50, 10, 20, 30, 40 ; Grade 6 — frames/decay, single base, double base, triple base, tetris base
db 45, 5, 20, 30, 40 ; Grade 5 — frames/decay, single base, double base, triple base, tetris base
db 45, 5, 20, 30, 40 ; Grade 4 — frames/decay, single base, double base, triple base, tetris base
db 45, 5, 20, 30, 40 ; Grade 3 — frames/decay, single base, double base, triple base, tetris base
db 40, 5, 20, 20, 30 ; Grade 2 — frames/decay, single base, double base, triple base, tetris base
db 40, 5, 20, 20, 30 ; Grade 1 — frames/decay, single base, double base, triple base, tetris base
db 40, 2, 20, 20, 30 ; Grade S1 — frames/decay, single base, double base, triple base, tetris base
db 40, 2, 20, 20, 30 ; Grade S2 — frames/decay, single base, double base, triple base, tetris base
db 40, 2, 20, 20, 30 ; Grade S3 — frames/decay, single base, double base, triple base, tetris base
db 30, 2, 20, 20, 30 ; Grade S4 — frames/decay, single base, double base, triple base, tetris base
db 30, 2, 15, 20, 30 ; Grade S5 — frames/decay, single base, double base, triple base, tetris base
db 30, 2, 15, 20, 30 ; Grade S6 — frames/decay, single base, double base, triple base, tetris base
db 20, 2, 15, 20, 30 ; Grade S7 — frames/decay, single base, double base, triple base, tetris base
db 20, 2, 15, 20, 30 ; Grade S8 — frames/decay, single base, double base, triple base, tetris base
db 20, 2, 15, 20, 30 ; Grade S9 — frames/decay, single base, double base, triple base, tetris base
db 20, 2, 15, 20, 30 ; Grade S10 — frames/decay, single base, double base, triple base, tetris base
db 20, 2, 15, 20, 30 ; Grade S11 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 15, 20, 30 ; Grade S12 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 15, 20, 30 ; Grade S13 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 15, 15, 30 ; Grade m1 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 15, 15, 30 ; Grade m2 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 15, 15, 30 ; Grade m3 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 15, 15, 30 ; Grade m4 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 12, 15, 30 ; Grade m5 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 12, 15, 30 ; Grade m6 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 12, 15, 30 ; Grade m7 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 12, 15, 30 ; Grade m8 — frames/decay, single base, double base, triple base, tetris base
db 15, 2, 12, 15, 30 ; Grade m9 — frames/decay, single base, double base, triple base, tetris base
db 10, 2, 12, 13, 30 ; Grade M — frames/decay, single base, double base, triple base, tetris base
db 10, 2, 12, 13, 30 ; Grade MK — frames/decay, single base, double base, triple base, tetris base
db 10, 2, 12, 13, 30 ; Grade MV — frames/decay, single base, double base, triple base, tetris base
db 10, 2, 12, 13, 30 ; Grade MO — frames/decay, single base, double base, triple base, tetris base
db 5, 2, 8, 10, 20 ; Grade MM — frames/decay, single base, double base, triple base, tetris base
; No entry for GM. We're done there.
SECTION "Grading Functions", ROM0 SECTION "Grading Functions", ROM0
; Wipe the grading variables. ; Wipe the grading variables.
GradeInit:: GradeInit::
@ -170,29 +218,26 @@ GradeInit::
ld [wDisplayedGrade], a ld [wDisplayedGrade], a
ld [wRankingDisqualified], a ld [wRankingDisqualified], a
ld [wEffectTimer], a ld [wEffectTimer], a
ld [wDecayCounter], a
ld [wGradeGauge], a
; Not all modes start at 9. ; Most modes begin ungraded.
; Death starts ungraded.
ld a, [wSpeedCurveState]
cp a, SCURVE_DEAT
jr nz, .notdeat
ld a, GRADE_NONE ld a, GRADE_NONE
ld [wDisplayedGrade], a ld [wDisplayedGrade], a
jr UpdateGrade
.notdeat ; TGM1 and DMGT are the exceptions.
; Shirase starts ungraded.
ld a, [wSpeedCurveState] ld a, [wSpeedCurveState]
cp a, SCURVE_SHIR cp a, SCURVE_TGM1
jr nz, .notshir jr z, .grade9start
ld a, GRADE_NONE cp a, SCURVE_DMGT
ld [wDisplayedGrade], a jr z, .grade9start
jr UpdateGrade jr .end
.notshir .grade9start
; All the rest start at 9.
ld a, GRADE_9 ld a, GRADE_9
ld [wDisplayedGrade], a ld [wDisplayedGrade], a
.end
jr UpdateGrade jr UpdateGrade
@ -209,12 +254,58 @@ UpdateGrade::
jp hl jp hl
.gradejumptable .gradejumptable
jp UpdateGradeTGM1 ;DMGT jp UpdateGradeDMGT ;DMGT
jp UpdateGradeTGM1 ;TGM1 jp UpdateGradeTGM1 ;TGM1
jp UpdateGradeTGM1 ;TGM3 no_jump ;TGM3
jp UpdateGradeDEAT ;DEAT jp UpdateGradeDEAT ;DEAT
jp UpdateGradeSHIR ;SHIR jp UpdateGradeSHIR ;SHIR
jp UpdateGradeTGM1 ;CHIL no_jump ;CHIL
; Jumps to the grade decay function for the current mode.
; Called once per frame where a piece is in motion.
DecayGradeProcess::
ld hl, .gradejumptable
ld a, [wSpeedCurveState]
ld b, a
add a, b
add a, b
ld b, 0
ld c, a
add hl, bc
jp hl
.gradejumptable
jp DecayGradeDMGT ;DMGT
no_jump ;TGM1
no_jump ;TGM3
no_jump ;DEAT
no_jump ;SHIR
no_jump ;CHIL
; Jumps to the grade decay function for the current mode.
; Called once per frame during ARE and line clear delay.
DecayGradeDelay::
ld hl, .gradejumptable
ld a, [wSpeedCurveState]
ld b, a
add a, b
add a, b
ld b, 0
ld c, a
add hl, bc
jp hl
.gradejumptable
no_jump ;DMGT
no_jump ;TGM1
no_jump ;TGM3
no_jump ;DEAT
no_jump ;SHIR
no_jump ;CHIL
; Get the four most significant figures of the score in BC as BCD. ; Get the four most significant figures of the score in BC as BCD.
@ -233,6 +324,291 @@ PrepareScore:
ld b, a ld b, a
ret ret
UpdateGradeDMGT::
; Did we have line clears?
ldh a, [hLineClearCt]
cp a, 0
ret z
; Bail if we're already GM.
ld a, [wDisplayedGrade]
cp a, GRADE_GM
ret z
; Get grade in BC.
ld b, 0
ld c, a
; Point HL to decay rate.
ld hl, sDMGTGrading
add hl, bc
add hl, bc
add hl, bc
add hl, bc
add hl, bc
; What is our single/double/triple/quad rate?
.clearrate
inc hl
ld a, [hl+]
ld [wSRate], a
ld a, [hl+]
ld [wDRate], a
ld a, [hl+]
ld [wTRate], a
ld a, [hl]
ld [wQRate], a
; What is our single/double/triple multiplier?
.combomult
ld a, [hComboCt]
cp a, 10
jr nc, .combo10
cp a, 5
jr nc, .combo5
jr .combo1
.combo10
ld a, 2
ld [wSMult], a
ld a, 3
ld [wDMult], a
ld a, 3
ld [wTMult], a
jr .prelevel
.combo5
ld a, 1
ld [wSMult], a
ld a, 2
ld [wDMult], a
ld a, 2
ld [wTMult], a
jr .prelevel
.combo1
ld a, 1
ld [wSMult], a
ld a, 1
ld [wDMult], a
ld a, 1
ld [wTMult], a
; Branch on line clear count.
.prelevel
ldh a, [hLineClearCt]
ld d, a
cp a, 4
jr z, .tetris
cp a, 3
jr z, .triple
cp a, 2
jr z, .double
; Singles are worth the single rate x1 or x2.
.single
ld a, [wSRate]
ld d, a
ld a, [wSMult]
cp a, 1
jr z, .levelmult
ld a, d
add a, d
ld d, a
jr .levelmult
; Doubles are worth the double rate x1, x2 or x3.
.double
ld a, [wDRate]
ld d, a
ld a, [wDMult]
cp a, 1
jr z, .levelmult
cp a, 2
ld a, d
jr z, .adddonce
add a, d
.adddonce
add a, d
ld d, a
jr .levelmult
; Triples are worth the triple rate x1, x2 or x3.
.triple
ld a, [wTRate]
ld d, a
ld a, [wTMult]
cp a, 1
jr z, .levelmult
cp a, 2
ld a, d
jr z, .addtonce
add a, d
.addtonce
add a, d
ld d, a
jr .levelmult
; Tetris are worth just tetris.
.tetris
ld a, [wQRate]
ld d, a
; What is our level multiplier?
; Running counter is in in D now.
.levelmult
ld a, [hCLevel] ; thousands
cp a, 1
jr nc, .mult5
ld a, [hCLevel+1] ; hundreds
cp a, 7
jr nc, .mult4
cp a, 5
jr nc, .mult3
cp a, 2
jr nc, .mult2
jr .mult1
.mult5
ld a, d
add a, d
add a, d
add a, d
add a, d
jr .processgrade
.mult4
ld a, d
add a, d
add a, d
add a, d
jr .processgrade
.mult3
ld a, d
add a, d
add a, d
jr .processgrade
.mult2
ld a, d
add a, d
jr .processgrade
.mult1
ld a, d
; Increase the gauge.
; The value to add to the gauge is in A
.processgrade
ld d, a
ld a, [wGradeGauge]
add a, d
ld [wGradeGauge], a
; Did we overflow? Failsafe.
jr nc, .increasegrademaybe
xor a, a
ld [wGradeGauge], a
; Increment the grade.
ld a, [wDisplayedGrade]
inc a
ld [wDisplayedGrade], a
; GM?
cp a, GRADE_GM
jr z, .gotgm
; No, play the normal jingle.
ld a, SFX_RANKUP
call SFXEnqueue
ld a, $0F
ld [wEffectTimer], a
ret
.increasegrademaybe
; Do we have 150 in the gauge?
ld a, [wGradeGauge]
cp a, 150
ret c
; Yes, take 150 away.
sub a, 150
ld [wGradeGauge], a
; Increment the grade.
ld a, [wDisplayedGrade]
inc a
ld [wDisplayedGrade], a
; GM?
cp a, GRADE_GM
jr z, .gotgm
; No, play the normal jingle.
ld a, SFX_RANKUP
call SFXEnqueue
ld a, $0F
ld [wEffectTimer], a
ret
.gotgm
ld a, SFX_RANKGM
call SFXEnqueue
ld a, $0F
ld [wEffectTimer], a
ret
DecayGradeDMGT::
; Bail if the gauge is empty.
ld a, [wGradeGauge]
cp a, 0
ret z
; Bail if we're already GM.
ld a, [wDisplayedGrade]
cp a, GRADE_GM
ret z
; Get grade in BC.
ld b, 0
ld c, a
; Point HL to decay rate.
ld hl, sDMGTGrading
add hl, bc
add hl, bc
add hl, bc
add hl, bc
add hl, bc
; Increment the decay.
ld a, [wDecayCounter]
inc a
; Did we hit the rate?
ld b, a
ld a, [hl]
cp a, b
jr z, .decay
; Nope, don't decay, but do save.
.nodecay
ld a, b
ld [wDecayCounter], a
ret
; Yes, decay.
.decay
ld a, [wGradeGauge]
dec a
ld [wGradeGauge], a
xor a, a
ld [wDecayCounter], a
ret
UpdateGradeTGM1: UpdateGradeTGM1:
; Bail if we're already GM. ; Bail if we're already GM.

View File

@ -131,6 +131,12 @@ MACRO set_all_palettes
set_obj1_palette set_obj1_palette
ENDM ENDM
MACRO no_jump
nop
nop
ret
ENDM
; Writes two bytes to a register pair. ; Writes two bytes to a register pair.
MACRO lb MACRO lb
@ -309,7 +315,7 @@ DEF STATE_GAMEPLAY_BIG EQU 6
DEF STACK_SIZE EQU 64 DEF STACK_SIZE EQU 64
DEF EASTER_0 EQU $9865 DEF EASTER_0 EQU $9865
DEF EASTER_1 EQU $9885 DEF EASTER_1 EQU $9885
DEF SLAM_ANIMATION_LEN EQU 8 DEF SLAM_ANIMATION_LEN EQU 6
; Magic location for bank id. ; Magic location for bank id.
DEF rBANKID EQU $4007 DEF rBANKID EQU $4007
@ -352,6 +358,6 @@ DEF GRADE_MV EQU 33
DEF GRADE_MO EQU 34 DEF GRADE_MO EQU 34
DEF GRADE_MM EQU 35 DEF GRADE_MM EQU 35
DEF GRADE_GM EQU 36 DEF GRADE_GM EQU 36
DEF GRADE_NONE EQU 37 DEF GRADE_NONE EQU 255
ENDC ENDC

View File

@ -26,9 +26,7 @@ SECTION "Gameplay Big Static Data", ROMX, BANK[BANK_GAMEPLAY_BIG]
sBigLeftDasSlam:: sBigLeftDasSlam::
db -1 db -1
db 0 db 0
db 1 db -1
db 0
db 1
db 0 db 0
db -1 db -1
db -2 db -2
@ -36,9 +34,7 @@ sBigLeftDasSlam::
sBigRightDasSlam:: sBigRightDasSlam::
db -3 db -3
db -4 db -4
db -5 db -3
db -4
db -5
db -4 db -4
db -3 db -3
db -2 db -2

View File

@ -26,9 +26,7 @@ SECTION "Gameplay Static Data", ROMX, BANK[BANK_GAMEPLAY]
sLeftDasSlam:: sLeftDasSlam::
db -1 db -1
db 0 db 0
db 1 db -1
db 0
db 1
db 0 db 0
db -1 db -1
db -2 db -2
@ -36,9 +34,7 @@ sLeftDasSlam::
sRightDasSlam:: sRightDasSlam::
db -3 db -3
db -4 db -4
db -5 db -3
db -4
db -5
db -4 db -4
db -3 db -3
db -2 db -2

View File

@ -826,9 +826,9 @@ sTitleTiles::
DB $44,$44,$CC,$CC,$44,$44,$44,$44 DB $44,$44,$CC,$CC,$44,$44,$44,$44
DB $44,$44,$44,$44,$EE,$EE,$00,$00 DB $44,$44,$44,$44,$EE,$EE,$00,$00
DB $4C,$4C,$A2,$A2,$A2,$A2,$A4,$A4 DB $4C,$4C,$A2,$A2,$A2,$A2,$A4,$A4
DB $A8,$A8,$A8,$A8,$4E,$4E,$00,$00 DB $A2,$A2,$A2,$A2,$4C,$4C,$00,$00
DB $00,$00,$08,$08,$1C,$1C,$30,$30 DB $E0,$E0,$4C,$4C,$18,$18,$82,$82
DB $3C,$3C,$1C,$1C,$14,$14,$00,$00 DB $8A,$8A,$8B,$8B,$98,$98,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00
@ -1470,8 +1470,8 @@ sGameplayTilesM::
DB $48,$48,$48,$48,$EE,$EE,$00,$00 DB $48,$48,$48,$48,$EE,$EE,$00,$00
DB $4C,$4C,$C2,$C2,$42,$42,$44,$44 DB $4C,$4C,$C2,$C2,$42,$42,$44,$44
DB $42,$42,$42,$42,$EC,$EC,$00,$00 DB $42,$42,$42,$42,$EC,$EC,$00,$00
DB $F0,$F0,$A8,$A8,$A8,$A8,$A8,$A8 DB $FE,$FE,$DB,$DB,$DB,$DB,$DB,$DB
DB $A8,$A8,$A8,$A8,$A8,$A8,$00,$00 DB $DB,$DB,$DB,$DB,$DB,$DB,$00,$00
DB $CC,$CC,$CC,$CC,$33,$33,$33,$33 DB $CC,$CC,$CC,$CC,$33,$33,$33,$33
DB $CC,$CC,$CC,$CC,$33,$33,$33,$33 DB $CC,$CC,$CC,$CC,$33,$33,$33,$33
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00
@ -1889,8 +1889,8 @@ sGameplayTilesC::
DB $48,$48,$48,$48,$EE,$EE,$00,$00 DB $48,$48,$48,$48,$EE,$EE,$00,$00
DB $4C,$4C,$C2,$C2,$42,$42,$44,$44 DB $4C,$4C,$C2,$C2,$42,$42,$44,$44
DB $42,$42,$42,$42,$EC,$EC,$00,$00 DB $42,$42,$42,$42,$EC,$EC,$00,$00
DB $F0,$F0,$A8,$A8,$A8,$A8,$A8,$A8 DB $FE,$FE,$DB,$DB,$DB,$DB,$DB,$DB
DB $A8,$A8,$A8,$A8,$A8,$A8,$00,$00 DB $DB,$DB,$DB,$DB,$DB,$DB,$00,$00
DB $CC,$CC,$CC,$CC,$33,$33,$33,$33 DB $CC,$CC,$CC,$CC,$33,$33,$33,$33
DB $CC,$CC,$CC,$CC,$33,$33,$33,$33 DB $CC,$CC,$CC,$CC,$33,$33,$33,$33
DB $00,$00,$00,$00,$00,$00,$00,$00 DB $00,$00,$00,$00,$00,$00,$00,$00

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -642,7 +642,7 @@ GradeRendering::
ld a, GRADE_BASE_X ld a, GRADE_BASE_X
sub a, b sub a, b
ld [wGrade0+1], a ld [wGrade0+1], a
add a, $8 add a, 9
ld [wGrade1+1], a ld [wGrade1+1], a
; Set the grades to blank ; Set the grades to blank
@ -732,7 +732,7 @@ GradeRendering::
cp a, GRADE_M cp a, GRADE_M
jr nc, .lettergrade jr nc, .lettergrade
; Draw as M grade. ; Draw as m grade.
ld a, "m" ld a, "m"
ld [wGrade0+2], a ld [wGrade0+2], a
ld a, [wDisplayedGrade] ld a, [wDisplayedGrade]
@ -749,7 +749,7 @@ GradeRendering::
jr z, .gmgrade jr z, .gmgrade
; Draw as MX grade. ; Draw as MX grade.
ld a, "m" ld a, "M"
ld [wGrade0+2], a ld [wGrade0+2], a
ld a, [wDisplayedGrade] ld a, [wDisplayedGrade]
cp a, GRADE_M cp a, GRADE_M

View File

@ -520,7 +520,7 @@ GamePlayEventLoopHandlerB::
.gameOverMode .gameOverMode
; Retry? ; Retry?
ldh a, [hAState] ldh a, [hAState]
cp a, 1 cp a, 10 ; 10 frame hold
jr nz, .noretry jr nz, .noretry
call RNGInit call RNGInit
call ScoreInit call ScoreInit
@ -538,7 +538,7 @@ GamePlayEventLoopHandlerB::
; Quit ; Quit
.noretry .noretry
ldh a, [hBState] ldh a, [hBState]
cp a, 1 cp a, 10 ; 10 frame hold
jp nz, .drawStaticInfo jp nz, .drawStaticInfo
call SwitchToTitle call SwitchToTitle
jp EventLoopPostHandler jp EventLoopPostHandler
@ -1153,7 +1153,7 @@ GamePlayBigEventLoopHandlerB:
.gameOverMode .gameOverMode
; Retry? ; Retry?
ldh a, [hAState] ldh a, [hAState]
cp a, 1 cp a, 10 ; 10 frame hold
jr nz, .noretry jr nz, .noretry
call RNGInit call RNGInit
call ScoreInit call ScoreInit
@ -1171,7 +1171,7 @@ GamePlayBigEventLoopHandlerB:
; Quit ; Quit
.noretry .noretry
ldh a, [hBState] ldh a, [hBState]
cp a, 1 cp a, 10 ; 10 frame hold
jp nz, .drawStaticInfo jp nz, .drawStaticInfo
call SwitchToTitle call SwitchToTitle
jp EventLoopPostHandler jp EventLoopPostHandler