Add BRAVO!
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parent
1ca7ecb16d
commit
75f450f62b
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@ -8,7 +8,6 @@
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"type": "emulicious-debugger",
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"type": "emulicious-debugger",
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"request": "launch",
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"request": "launch",
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"name": "Launch in Emulicious",
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"name": "Launch in Emulicious",
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"emuliciousPath": "${workspaceFolder}\\tools\\emulicious.exe",
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"program": "${workspaceFolder}\\bin\\out.gb",
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"program": "${workspaceFolder}\\bin\\out.gb",
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"port": 58870,
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"port": 58870,
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"stopOnEntry": false,
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"stopOnEntry": false,
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105
src/field.asm
105
src/field.asm
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@ -29,7 +29,9 @@ DEF DELAY_STATE_ARE EQU 2
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SECTION "Field Variables", WRAM0
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SECTION "Field Variables", WRAM0
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wField:: ds (10*24)
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wField:: ds (10*24)
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wBackupField:: ds (10*24)
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wShadowField:: ds (14*26)
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wShadowField:: ds (14*26)
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wDelayState: ds 1
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SECTION "High Field Variables", HRAM
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SECTION "High Field Variables", HRAM
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@ -46,7 +48,6 @@ hWantX: ds 1
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hYPosAtStartOfFrame: ds 1
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hYPosAtStartOfFrame: ds 1
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hWantRotation: ds 1
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hWantRotation: ds 1
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hRemainingDelay:: ds 1
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hRemainingDelay:: ds 1
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hDelayState: ds 1
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hClearedLines: ds 4
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hClearedLines: ds 4
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hLineClearCt: ds 1
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hLineClearCt: ds 1
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hComboCt: ds 1
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hComboCt: ds 1
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@ -54,10 +55,13 @@ hLockDelayForce: ds 1
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hHighestStack: ds 1
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hHighestStack: ds 1
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hDownFrames: ds 1
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hDownFrames: ds 1
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hStalePiece: ds 1
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hStalePiece: ds 1
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hBravo: ds 1
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SECTION "Field Functions", ROM0
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SECTION "Field Functions", ROM0
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FieldInit::
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FieldInit::
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xor a, a
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ldh [hBravo], a
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ld a, 23
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ld a, 23
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ldh [hHighestStack], a
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ldh [hHighestStack], a
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ld a, 1
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ld a, 1
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@ -513,7 +517,7 @@ TrySpawnPiece::
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ld a, $FF
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ld a, $FF
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ldh [hRemainingDelay], a
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ldh [hRemainingDelay], a
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ld a, DELAY_STATE_DETERMINE_DELAY
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ld a, DELAY_STATE_DETERMINE_DELAY
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ldh [hDelayState], a
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ld [wDelayState], a
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; Copy the field to the shadow field.
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; Copy the field to the shadow field.
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call ToShadowField
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call ToShadowField
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@ -1658,7 +1662,8 @@ GetTileShade:
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FieldDelay::
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FieldDelay::
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ldh a, [hDelayState]
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; Switch on the delay state.
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ld a, [wDelayState]
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cp DELAY_STATE_DETERMINE_DELAY
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cp DELAY_STATE_DETERMINE_DELAY
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jr z, .determine
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jr z, .determine
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cp DELAY_STATE_LINE_CLEAR
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cp DELAY_STATE_LINE_CLEAR
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@ -1666,6 +1671,9 @@ FieldDelay::
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cp DELAY_STATE_ARE
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cp DELAY_STATE_ARE
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jr z, .are
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jr z, .are
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; Check if there were line clears.
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; If so, we need to do a line clear delay.
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; Otherwise, we skip to ARE delay.
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.determine
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.determine
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call FindClearedLines
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call FindClearedLines
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ldh a, [hClearedLines]
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ldh a, [hClearedLines]
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@ -1679,21 +1687,23 @@ FieldDelay::
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and a, c
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and a, c
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and a, d
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and a, d
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cp a, $FF
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cp a, $FF
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jr z, .skip
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jr z, .skip ; If there were no line clears, skip to ARE delay.
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ld a, DELAY_STATE_LINE_CLEAR
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ld a, DELAY_STATE_LINE_CLEAR ; Otherwise, do a line clear delay.
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ldh [hDelayState], a
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ld [wDelayState], a
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ldh a, [hCurrentLineClearDelay]
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ldh a, [hCurrentLineClearDelay]
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ldh [hRemainingDelay], a
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ldh [hRemainingDelay], a
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call MarkClear
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call MarkClear
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jr .lineclear
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jr .lineclear
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.skip
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.skip
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ld a, DELAY_STATE_ARE
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ld a, DELAY_STATE_ARE ; If there were no line clears, do an ARE delay.
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ldh [hDelayState], a
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ld [wDelayState], a
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ldh a, [hCurrentARE]
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ldh a, [hCurrentARE]
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ldh [hRemainingDelay], a
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ldh [hRemainingDelay], a
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jr .are
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jr .are
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; Line clear delay.
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; Count doen the delay. If we're out of delay, clear the lines and go to ARE.
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.lineclear
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.lineclear
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ldh a, [hRemainingDelay]
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ldh a, [hRemainingDelay]
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dec a
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dec a
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@ -1707,10 +1717,12 @@ FieldDelay::
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call SFXEnqueue
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call SFXEnqueue
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ld a, DELAY_STATE_ARE
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ld a, DELAY_STATE_ARE
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ldh [hDelayState], a
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ld [wDelayState], a
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ldh a, [hCurrentARE]
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ldh a, [hCurrentARE]
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ldh [hRemainingDelay], a
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ldh [hRemainingDelay], a
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; ARE delay.
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; Count down the delay. If it hits 0, award levels and score if necessary, then end the delay phase.
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.are
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.are
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ldh a, [hRemainingDelay]
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ldh a, [hRemainingDelay]
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dec a
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dec a
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@ -1718,12 +1730,17 @@ FieldDelay::
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cp a, 0
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cp a, 0
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ret nz
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ret nz
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; If we're out of delay, spawn a new piece.
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; Increment bravo by 4.
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ldh a, [hBravo]
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add a, 4
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ldh [hBravo], a
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; Check if there were any line clears.
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call SFXKill
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call SFXKill
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ldh a, [hLineClearCt]
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ldh a, [hLineClearCt]
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cp a, 0
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cp a, 0
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jr nz, :+
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jr nz, :+ ; If there were, award levels and score.
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ld a, 1
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ld a, 1 ; Otherwise, increment the level counter by one if it's not at a breakpoint, and end the delay phase.
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ldh [hComboCt], a
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ldh [hComboCt], a
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ldh a, [hRequiresLineClear]
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ldh a, [hRequiresLineClear]
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cp a, $FF
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cp a, $FF
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@ -1732,8 +1749,22 @@ FieldDelay::
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call LevelUp
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call LevelUp
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ret
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ret
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; There were line clears! Clear the level counter breakpoint.
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: xor a, a
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: xor a, a
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ldh [hRequiresLineClear], a
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ldh [hRequiresLineClear], a
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; Decrement bravo by 10 for each line clear.
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ldh a, [hLineClearCt]
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ld b, a
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ldh a, [hBravo]
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: sub a, 10
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dec b
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jr nz, :-
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ldh [hBravo], a
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; Check if we are in a TGM3 mode and thus need to handle line counts of 3 and 4 differently.
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ldh a, [hLineClearCt]
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ldh a, [hLineClearCt]
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ld e, a
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ld e, a
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ldh a, [hSimulationMode]
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ldh a, [hSimulationMode]
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@ -1755,47 +1786,71 @@ FieldDelay::
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inc a
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inc a
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ld e, a
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ld e, a
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ldh [hLineClearCt], a
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ldh [hLineClearCt], a
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; Increment the level counter by the amount of lines.
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.applylines
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.applylines
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call LevelUp
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call LevelUp
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ld c, a
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; Update the combo counter.
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ld b, a
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ld b, a
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ldh a, [hComboCt]
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ldh a, [hComboCt] ; Old combo count.
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add b
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add b ; + lines
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add b
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add b ; + lines
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sub 2
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sub 2 ; - 2
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ldh [hComboCt], a
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ldh [hComboCt], a
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; Score the line clears.
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; Score the line clears.
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xor a, a
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; Get the new level.
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ld b, a
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ldh a, [hLevel]
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ldh a, [hLevel]
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ld l, a
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ld l, a
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ldh a, [hLevel+1]
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ldh a, [hLevel+1]
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ld h, a
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ld h, a
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add hl, bc
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; Divide by 4.
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rrc h
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rrc h
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rr l
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rr l
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rrc h
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rrc h
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rr l
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rr l
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; Add 1.
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inc hl
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inc hl
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; Add soft drop points.
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ldh a, [hDownFrames]
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ldh a, [hDownFrames]
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ld c, a
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ld c, a
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xor a, a
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xor a, a
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ld b, a
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ld b, a
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add hl, bc
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add hl, bc
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; Copy the running total.
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ld b, h
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ld b, h
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ld c, l
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ld c, l
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ldh a, [hComboCt]
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: add hl, bc
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; Get a multiplier consisting of...
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dec a
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xor a, a
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ld d, a
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ldh a, [hBravo] ; 4 if the field is empty and...
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cp a, 0
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cp a, 0
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jr nz, :-
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jr nz, :+
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ldh a, [hLineClearCt]
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ld a, 4
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ld d, a
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: ldh a, [hLineClearCt] ; The number of lines cleared and...
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add a, d
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ld d, a
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ldh a, [hComboCt] ; The combo count.
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dec a
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add a, d
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; Multiply the running total by the multiplier.
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: add hl, bc
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: add hl, bc
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dec a
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dec a
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cp a, 0
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cp a, 0
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jr nz, :-
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jr nz, :-
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; And apply the score.
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ld a, l
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ld a, l
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ldh [hScoreIncrement], a
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ldh [hScoreIncrement], a
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ld a, h
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ld a, h
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