Fix small bug in returning to big mode from final challenge retry and fully implement TGM1 grades.
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ca822edfc0
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6953347770
BIN
bin/DMGTRIS.GBC
BIN
bin/DMGTRIS.GBC
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4170
bin/DMGTRIS.map
4170
bin/DMGTRIS.map
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bin/DMGTRIS.sym
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bin/DMGTRIS.sym
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@ -40,6 +40,7 @@ wDelayState: ds 1
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wLeftSlamTimer: ds 1
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wLeftSlamTimer: ds 1
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wRightSlamTimer: ds 1
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wRightSlamTimer: ds 1
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wMovementLastFrame: ds 1
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wMovementLastFrame: ds 1
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wReturnToSmall:: ds 1
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SECTION "High Field Variables", HRAM
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SECTION "High Field Variables", HRAM
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@ -238,6 +239,8 @@ FromBackupField::
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jp UnsafeMemCopy
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jp UnsafeMemCopy
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GoBig::
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GoBig::
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ld a, $FF
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ld [wReturnToSmall], a
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ld hl, wWideBlittedField
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ld hl, wWideBlittedField
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ld bc, 10*22
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ld bc, 10*22
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ld d, TILE_BLANK
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ld d, TILE_BLANK
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@ -2514,6 +2517,33 @@ BigFieldClear::
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ret
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ret
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GoSmall::
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xor a, a
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ldh [hBravo], a
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ldh [hLineClearCt], a
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ld [wMovementLastFrame], a
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ld a, 1
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ldh [hComboCt], a
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ld hl, wField
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ld bc, 10*24
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ld d, TILE_BLANK
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call UnsafeMemSet
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ld hl, wShadowField
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ld bc, 14*26
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ld d, $FF
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call UnsafeMemSet
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ld hl, wPreShadowField
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ld bc, 14*2
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ld d, $FF
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call UnsafeMemSet
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ld a, SLAM_ANIMATION_LEN
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ld [wLeftSlamTimer], a
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ld [wRightSlamTimer], a
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ld a, STATE_GAMEPLAY
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ldh [hGameState], a
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ret
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; Backs up the field.
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; Backs up the field.
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; This backup field is used for pausing the game.
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; This backup field is used for pausing the game.
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BigToBackupField::
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BigToBackupField::
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165
src/grading.asm
165
src/grading.asm
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@ -23,21 +23,24 @@ INCLUDE "globals.asm"
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SECTION "Grade Variables", WRAM0
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SECTION "Grade Variables", WRAM0
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wDecayRate: ds 1
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wDecayRate: ds 1
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wGradePoints: ds 1
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wGradePoints: ds 1
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wInternalGrade: ds 1
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wInternalGrade: ds 1
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wDisplayedGrade:: ds 1
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wDisplayedGrade:: ds 1
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wEffectTimer:: 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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wDecayCounter: ds 1
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wGradeGauge: ds 1
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wGradeGauge: ds 1
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wSMult: ds 1
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wSMult: ds 1
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wDMult: ds 1
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wDMult: ds 1
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wTMult: ds 1
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wTMult: ds 1
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wSRate: ds 1
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wSRate: ds 1
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wDRate: ds 1
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wDRate: ds 1
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wTRate: ds 1
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wTRate: ds 1
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wQRate: ds 1
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wQRate: ds 1
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wTGM1level300RequirementMet: ds 1
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wTGM1level500RequirementMet: ds 1
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wTGM1level999RequirementMet: ds 1
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SECTION "Grading Data", ROM0
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SECTION "Grading Data", ROM0
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@ -238,6 +241,9 @@ GradeInit::
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ld [wEffectTimer], a
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ld [wEffectTimer], a
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ld [wDecayCounter], a
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ld [wDecayCounter], a
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ld [wGradeGauge], a
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ld [wGradeGauge], a
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ld [wTGM1level300RequirementMet], a
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ld [wTGM1level500RequirementMet], a
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ld [wTGM1level999RequirementMet], a
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; Most modes begin ungraded.
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; Most modes begin ungraded.
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ld a, GRADE_NONE
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ld a, GRADE_NONE
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@ -683,9 +689,14 @@ UpdateGradeTGM1:
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cp a, GRADE_GM
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cp a, GRADE_GM
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ret z
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ret z
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; Bail if we didn't make the 999 check.
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ld a, [wTGM1level999RequirementMet]
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cp a, 0
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ret nz
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; Skip to GM check if already S9.
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; Skip to GM check if already S9.
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cp a, GRADE_S9
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cp a, GRADE_S9
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jr nc, .maybegm
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jp nc, .check999
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.trygradeup
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.trygradeup
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; Otherwise, check if we can increase the grade.
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; Otherwise, check if we can increase the grade.
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@ -724,7 +735,7 @@ UpdateGradeTGM1:
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; Return if C < E. Otherwise increase the grade.
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; Return if C < E. Otherwise increase the grade.
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ld a, c
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ld a, c
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cp a, e
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cp a, e
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ret c
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jr c, .check300
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.increasegrade
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.increasegrade
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; Add 1 to the grade.
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; Add 1 to the grade.
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@ -748,15 +759,118 @@ UpdateGradeTGM1:
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; Loop and see if we can increment more grades.
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; Loop and see if we can increment more grades.
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ld a, [wDisplayedGrade]
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ld a, [wDisplayedGrade]
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cp a, GRADE_S9 ; Don't go past S9.
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cp a, GRADE_S9 ; Don't go past S9.
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ret z
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jr nz, .trygradeup
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jr .trygradeup
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.maybegm
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; Level needs to be 1000 or greater.
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.check300
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ld a, [hCLevel+CLEVEL_THOUSANDS] ; Level, thousands digit.
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; Are we at level 300?
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cp a, 1
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ld a, [hCLevel+CLEVEL_HUNDREDS]
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cp a, 3
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ret c
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ret c
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; Have we judged the requirement before?
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ld a, [wTGM1level300RequirementMet]
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cp a, 0
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jr nz, .check500
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; Rank?
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ld a, [wDisplayedGrade]
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cp a, GRADE_1
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jr c, .fail300
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; Time?
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ld b, 4
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ld c, 15
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call CheckTorikan
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cp a, $FF
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jr nz, .fail300
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.success300
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ld a, $FF
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ld [wTGM1level300RequirementMet], a
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jr .check500
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.fail300
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ld a, $01
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ld [wTGM1level300RequirementMet], a
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jr .check500
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.check500
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; Are we at level 500?
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ld a, [hCLevel+CLEVEL_HUNDREDS]
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cp a, 5
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ret c
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; Have we judged the requirement before?
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ld a, [wTGM1level500RequirementMet]
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cp a, 0
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jr nz, .check999
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; Rank?
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ld a, [wDisplayedGrade]
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cp a, GRADE_S4
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jr c, .fail500
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; Time?
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ld b, 7
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ld c, 30
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call CheckTorikan
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cp a, $FF
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jr nz, .fail500
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.success500
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ld a, $FF
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ld [wTGM1level500RequirementMet], a
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jr .check999
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.fail500
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ld a, $01
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ld [wTGM1level500RequirementMet], a
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jr .check999
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.check999
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; Level needs to be 999.
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ld a, [hCLevel+CLEVEL_HUNDREDS]
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cp a, 9
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ret nz
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ld a, [hCLevel+CLEVEL_TENS]
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cp a, 9
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ret nz
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ld a, [hCLevel+CLEVEL_ONES]
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cp a, 9
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ret nz
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; Have we judged the requirement before?
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ld a, [wTGM1level999RequirementMet]
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cp a, 0
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ret nz
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; Did both other checks succeed?
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ld a, [wTGM1level300RequirementMet]
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cp a, $FF
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jr nz, .fail999
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ld a, [wTGM1level500RequirementMet]
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cp a, $FF
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jr nz, .fail999
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; Rank? (This is technically slightly wrong but it's nearly impossible to miss the real requirement but make this one, 6000 points.)
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ld a, [wDisplayedGrade]
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cp a, GRADE_S9
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jr c, .fail999
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; Time?
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ld b, 13
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ld c, 30
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call CheckTorikan
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cp a, $FF
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jr nz, .fail999
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.success999
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ld a, $FF
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ld [wTGM1level999RequirementMet], a
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; Set the grade to GM
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; Set the grade to GM
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ld a, GRADE_GM
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ld a, GRADE_GM
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ld [wDisplayedGrade], a
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ld [wDisplayedGrade], a
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@ -773,6 +887,11 @@ UpdateGradeTGM1:
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; Return
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; Return
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ret
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ret
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.fail999
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ld a, $01
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ld [wTGM1level999RequirementMet], a
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ret
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UpdateGradeDEAT:
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UpdateGradeDEAT:
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; If we're disqualified, don't update the grade.
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; If we're disqualified, don't update the grade.
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@ -223,6 +223,8 @@ GamePlayEventLoopHandlerB::
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call SFXKill
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call SFXKill
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ld a, SFX_READYGO
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ld a, SFX_READYGO
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call SFXEnqueue
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call SFXEnqueue
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xor a, a
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ld [wReturnToSmall], a
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ldh a, [hModeCounter]
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ldh a, [hModeCounter]
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.firstleadyiterskip
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.firstleadyiterskip
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dec a
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dec a
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@ -1002,6 +1004,8 @@ GamePlayBigEventLoopHandlerB:
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call SFXKill
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call SFXKill
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ld a, SFX_READYGO
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ld a, SFX_READYGO
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call SFXEnqueue
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call SFXEnqueue
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xor a, a
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ld [wReturnToSmall], a
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ldh a, [hModeCounter]
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ldh a, [hModeCounter]
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.firstleadyiterskip
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.firstleadyiterskip
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dec a
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dec a
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@ -1397,6 +1401,9 @@ GamePlayBigEventLoopHandlerB:
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ldh a, [hAState]
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ldh a, [hAState]
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cp a, 10 ; 10 frame hold
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cp a, 10 ; 10 frame hold
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jr nz, .noretry
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jr nz, .noretry
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ld a, [wReturnToSmall]
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cp a, $FF
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jr z, .gosmall
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call CheckAndAddHiscore
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call CheckAndAddHiscore
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call RNGInit
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call RNGInit
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call ScoreInit
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call ScoreInit
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@ -1412,6 +1419,23 @@ GamePlayBigEventLoopHandlerB:
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ldh [hModeCounter], a
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ldh [hModeCounter], a
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jp .drawStaticInfo
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jp .drawStaticInfo
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.gosmall
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call CheckAndAddHiscore
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call RNGInit
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call ScoreInit
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call LevelInit
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call GoSmall
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call GradeInit
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xor a, a
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ldh [hHoldSpent], a
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ld [wInStaffRoll], a
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ld a, MODE_LEADY
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ldh [hMode], a
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ld a, LEADY_TIME
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ldh [hModeCounter], a
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jp .drawStaticInfo
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; Quit
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; Quit
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.noretry
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.noretry
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ldh a, [hBState]
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ldh a, [hBState]
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