Fix crash, improve ARS2, improve initial hold.
This commit is contained in:
parent
3576cb9bc6
commit
9c9a210d9e
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@ -8,6 +8,7 @@
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"type": "emulicious-debugger",
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"request": "launch",
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"name": "Launch in Emulicious",
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"emuliciousPath": "${workspaceFolder}\\tools",
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"program": "${workspaceFolder}\\bin\\out.gb",
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"port": 58870,
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"stopOnEntry": false,
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BIN
DMGTRIS.GB
BIN
DMGTRIS.GB
Binary file not shown.
230
src/field.asm
230
src/field.asm
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@ -24,7 +24,9 @@ INCLUDE "globals.asm"
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DEF DELAY_STATE_DETERMINE_DELAY EQU 0
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DEF DELAY_STATE_LINE_CLEAR EQU 1
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DEF DELAY_STATE_ARE EQU 2
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DEF DELAY_STATE_LINE_PRE_CLEAR EQU 2
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DEF DELAY_STATE_ARE EQU 3
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DEF DELAY_STATE_PRE_ARE EQU 4
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SECTION "Field Variables", WRAM0
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@ -531,9 +533,6 @@ TrySpawnPiece::
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ld a, DELAY_STATE_DETERMINE_DELAY
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ld [wDelayState], a
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; Copy the field to the shadow field.
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call ToShadowField
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; Point the piece data to the correct piece.
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call SetPieceData
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call SetPieceDataOffset
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@ -750,19 +749,10 @@ FieldProcess::
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.firstframe
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ldh a, [hStalePiece]
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cp a, 0
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jr nz, .secondframe
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ld a, 1
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ldh [hStalePiece], a
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jp .skipmovement
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.secondframe
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; Is this the first input frame?
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cp a, 1
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jr nz, .handleselect
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ld a, $FF
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ldh [hStalePiece], a
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xor a, a
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ldh [hLockDelayForce], a
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jp .skipmovement
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; **************************************************************
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@ -843,6 +833,11 @@ FieldProcess::
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ldh a, [hWantRotation]
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ldh [hCurrentPieceRotationState], a
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call SetPieceDataOffset
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ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
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cp a, 1
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jp nz, .norot
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inc a
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ldh [hLockDelayForce], a
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jp .norot
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; Try kicks if the piece isn't I or O. And in the case of J L and T, only if the blocked side is the left or right.
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@ -865,12 +860,15 @@ FieldProcess::
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ld a, [wRotModeState]
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cp a, ROT_MODE_ARSTI
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jp nz, .norot
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ldh a, [hWantRotation]
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bit 0, a
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jp nz, .checki
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jr .trykickright
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; T/L/J only kick if not through the middle axis.
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: ld a, c
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cp a, 1
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jr z, .maybetgm3rot
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jp z, .maybetgm3rot
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cp a, 5
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jr z, .maybetgm3rot
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cp a, 9
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@ -907,6 +905,11 @@ FieldProcess::
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ldh a, [hWantRotation]
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ldh [hCurrentPieceRotationState], a
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call SetPieceDataOffset
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ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
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cp a, 1
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jp nz, .norot
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inc a
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ldh [hLockDelayForce], a
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jp .norot
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; And a step to the left.
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@ -940,6 +943,11 @@ FieldProcess::
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ldh a, [hWantRotation]
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ldh [hCurrentPieceRotationState], a
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call SetPieceDataOffset
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ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
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cp a, 1
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jp nz, .norot
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inc a
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ldh [hLockDelayForce], a
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jp .norot
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; In TGM3, TGW3, EASY, and EAWY modes, there are a few other kicks possible.
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@ -983,7 +991,15 @@ FieldProcess::
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ldh a, [hWantRotation]
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ldh [hCurrentPieceRotationState], a
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call SetPieceDataOffset
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ld a, $FF
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ldh a, [hLockDelayForce] ; Set lock delay forcing to 1 if it's 0.
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cp a, 0
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jr nz, :+
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inc a
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ldh [hLockDelayForce], a
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jp .norot
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: cp a, 1 ; Or to 2 if it's 1.
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jp nz, .norot
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inc a
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ldh [hLockDelayForce], a
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jp .norot
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@ -993,11 +1009,16 @@ FieldProcess::
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cp a, PIECE_I
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jp nz, .norot
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; Are we grounded?
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; If not, we can only kick right twice.
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; What direction do we want to end up?
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ldh a, [hWantRotation]
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bit 0, a
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jp z, .tryiright2 ; Flat? Sideways kicks are fine.
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; Upright? Only up kicks.
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; Are we grounded? Don't kick if we aren't.
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ldh a, [hActualG]
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cp a, 0
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jr nz, .tryiright2
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jp nz, .norot
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; Try up once.
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.tryiup1
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@ -1030,9 +1051,17 @@ FieldProcess::
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ldh a, [hWantRotation]
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ldh [hCurrentPieceRotationState], a
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call SetPieceDataOffset
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ld a, $FF
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ldh a, [hLockDelayForce] ; Set lock delay forcing to 1 if it's 0.
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cp a, 0
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jr nz, :+
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inc a
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ldh [hLockDelayForce], a
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jr .norot
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jp .norot
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: cp a, 1 ; Or to 2 if it's 1.
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jp nz, .norot
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inc a
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ldh [hLockDelayForce], a
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jp .norot
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; Try up twice.
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.tryiup2
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@ -1059,7 +1088,7 @@ FieldProcess::
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pop bc
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call CanPieceFitFast
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cp a, $FF
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jr nz, .tryiright2
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jr nz, .norot
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ldh a, [hCurrentPieceY]
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dec a
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dec a
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@ -1067,9 +1096,17 @@ FieldProcess::
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ldh a, [hWantRotation]
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ldh [hCurrentPieceRotationState], a
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call SetPieceDataOffset
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ld a, $FF
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ldh a, [hLockDelayForce] ; Set lock delay forcing to 1 if it's 0.
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cp a, 0
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jr nz, :+
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inc a
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ldh [hLockDelayForce], a
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jr .norot
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jp .norot
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: cp a, 1 ; Or to 2 if it's 1.
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jp nz, .norot
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inc a
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ldh [hLockDelayForce], a
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jp .norot
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; Try right twice.
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.tryiright2
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@ -1104,6 +1141,11 @@ FieldProcess::
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ldh a, [hWantRotation]
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ldh [hCurrentPieceRotationState], a
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call SetPieceDataOffset
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ldh a, [hLockDelayForce] ; Set the forced lock delay to 2 if it's 1.
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cp a, 1
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jp nz, .norot
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inc a
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ldh [hLockDelayForce], a
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; **************************************************************
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@ -1324,7 +1366,7 @@ FieldProcess::
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; TGM3 sometimes forces a piece to immediately lock.
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.checkfortgm3lockexception
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ldh a, [hLockDelayForce]
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cp a, $FF
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cp a, 2
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jr nz, .draw ; It's not forced, so go to drawing.
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xor a, a ; It is forced, so force it!
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ldh [hCurrentLockDelayRemaining], a
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@ -1346,6 +1388,11 @@ FieldProcess::
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; HANDLE DRAWING
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; Draw the piece.
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.draw
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; If the piece is locked, skip the ghost piece.
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 0
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jr z, :+
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; If the gravity is <= 1G, draw a ghost piece.
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ldh a, [hWantedG]
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cp a, 1
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@ -1678,15 +1725,24 @@ FieldDelay::
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ld a, [wDelayState]
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cp DELAY_STATE_DETERMINE_DELAY
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jr z, .determine
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cp DELAY_STATE_LINE_PRE_CLEAR
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jr z, .prelineclear
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cp DELAY_STATE_LINE_CLEAR
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jr z, .lineclear
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cp DELAY_STATE_ARE
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jr z, .are
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jp z, .lineclear
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cp DELAY_STATE_PRE_ARE
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jp z, .preare
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jp .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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; 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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call ToShadowField
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call FindClearedLines
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ldh a, [hClearedLines]
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ld b, a
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@ -1700,72 +1756,34 @@ FieldDelay::
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and a, d
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cp a, $FF
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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 ; Otherwise, do a line clear delay.
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ld a, DELAY_STATE_LINE_PRE_CLEAR ; Otherwise, do a line clear delay.
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ld [wDelayState], a
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ldh a, [hCurrentLineClearDelay]
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ldh [hRemainingDelay], a
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call MarkClear
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jr .lineclear
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jp .prelineclear
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.skip
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ld a, DELAY_STATE_ARE ; If there were no line clears, do an ARE delay.
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ld a, DELAY_STATE_PRE_ARE ; If there were no line clears, do an ARE delay.
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ld [wDelayState], a
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ldh a, [hCurrentARE]
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ldh [hRemainingDelay], a
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jr .are
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jp .preare
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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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ldh a, [hRemainingDelay]
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dec a
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ldh [hRemainingDelay], a
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cp a, 0
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ret nz
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call ClearLines
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call SFXKill
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ld a, SFX_DROP
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call SFXEnqueue
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ld a, DELAY_STATE_ARE
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; Pre-line clear delay.
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; If we had line clears, immediately hand out the score and the levels.
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.prelineclear:
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ld a, DELAY_STATE_LINE_CLEAR
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ld [wDelayState], a
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ldh a, [hCurrentARE]
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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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ldh a, [hRemainingDelay]
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dec a
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ldh [hRemainingDelay], a
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cp a, 0
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ret nz
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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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ldh a, [hLineClearCt]
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cp a, 0
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jr nz, :+ ; If there were, award levels and score.
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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 a, [hRequiresLineClear]
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cp a, $FF
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ret z
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ld e, 1
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call LevelUp
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ret
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jr z, .lineclear ; If not, just skip the phase.
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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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; 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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@ -1775,7 +1793,6 @@ FieldDelay::
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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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ld e, a
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@ -1867,6 +1884,65 @@ FieldDelay::
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ldh [hScoreIncrement+1], a
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call IncreaseScore
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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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ldh a, [hRemainingDelay]
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dec a
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ldh [hRemainingDelay], a
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cp a, 0
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ret nz
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call ClearLines
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call SFXKill
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ld a, SFX_DROP
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call SFXEnqueue
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ldh a, [hCurrentARE]
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ldh [hRemainingDelay], a
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; Pre-ARE delay.
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.preare:
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ld a, DELAY_STATE_ARE
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ld [wDelayState], a
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; Copy over the newly cleaned field.
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call ToShadowField
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; Don't do anything if there were line clears
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ldh a, [hLineClearCt]
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cp a, 0
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jr nz, .are
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; Otherwise, increment the level counter by one if it's not at a breakpoint.
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ld a, 1
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ldh [hComboCt], a
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ldh a, [hRequiresLineClear]
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cp a, $FF
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jr z, .are
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ld e, 1
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call LevelUp
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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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ldh a, [hRemainingDelay]
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dec a
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ldh [hRemainingDelay], a
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cp a, 0
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ret nz
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; Cycle the RNG.
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ldh a, [hNextPiece]
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ldh [hCurrentPiece], a
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call GetNextPiece
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; Kill the sound for the next piece.
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call SFXKill
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ret
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Binary file not shown.
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@ -530,8 +530,8 @@ Tiles::
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DB $4A,$4A,$4A,$4A,$E4,$E4,$00,$00
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DB $CC,$CC,$22,$22,$22,$22,$44,$44
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DB $82,$82,$82,$82,$EC,$EC,$00,$00
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DB $0C,$0C,$0A,$0A,$0A,$0A,$0A,$0A
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DB $0A,$0A,$0A,$0A,$0C,$0C,$00,$00
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DB $0E,$0E,$08,$08,$08,$08,$0C,$0C
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DB $08,$08,$08,$08,$0E,$0E,$00,$00
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TilesEnd::
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@ -64,8 +64,12 @@ RNGInit::
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ld bc, 7
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call UnsafeMemCopy
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; Start with a random piece held.
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call Next7Piece
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; Start with a random non-S/Z piece held.
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: call Next7Piece
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cp a, PIECE_Z
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jr z, :-
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cp a, PIECE_S
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jr z, :-
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ldh [hHeldPiece], a
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; If we're in HELL mode, we don't care about anything but a random piece to start with.
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@ -25,13 +25,13 @@ INCLUDE "globals.asm"
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DEF MODE_LEADY EQU 0
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DEF MODE_GO EQU 1
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DEF MODE_POSTGO EQU 2
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DEF MODE_FETCH_PIECE EQU 3
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DEF MODE_SPAWN_PIECE EQU 4
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DEF MODE_PIECE_IN_MOTION EQU 5
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DEF MODE_DELAY EQU 6
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DEF MODE_GAME_OVER EQU 7
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DEF MODE_PRE_GAME_OVER EQU 8
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DEF MODE_PAUSED EQU 9
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DEF MODE_PREFETCHED_PIECE EQU 4
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DEF MODE_SPAWN_PIECE EQU 5
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DEF MODE_PIECE_IN_MOTION EQU 6
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DEF MODE_DELAY EQU 7
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DEF MODE_GAME_OVER EQU 8
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DEF MODE_PRE_GAME_OVER EQU 9
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DEF MODE_PAUSED EQU 10
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SECTION "High Gameplay Variables", HRAM
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@ -133,8 +133,8 @@ GamePlayEventLoopHandler::
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jr z, goMode
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cp MODE_POSTGO
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jr z, postGoMode
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cp MODE_FETCH_PIECE
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jr z, fetchPieceMode
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cp MODE_PREFETCHED_PIECE
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jr z, prefetchedPieceMode
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cp MODE_SPAWN_PIECE
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jp z, spawnPieceMode
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cp MODE_PIECE_IN_MOTION
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@ -186,20 +186,20 @@ goMode:
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jp drawStaticInfo
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; Clear the field, ready for gameplay.
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; Clear the field, fetch the piece, ready for gameplay.
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postGoMode:
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ld a, MODE_FETCH_PIECE
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ld a, MODE_PREFETCHED_PIECE
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ldh [hMode], a
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call FieldClear
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call ToShadowField
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ldh a, [hNextPiece]
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ldh [hCurrentPiece], a
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call GetNextPiece
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jp drawStaticInfo
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; Fetch the next piece.
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fetchPieceMode:
|
||||
ldh a, [hNextPiece]
|
||||
ldh [hCurrentPiece], a
|
||||
call GetNextPiece
|
||||
|
||||
prefetchedPieceMode:
|
||||
; A piece will spawn in the middle, at the top of the screen, not rotated by default.
|
||||
ld a, 5
|
||||
ldh [hCurrentPieceX], a
|
||||
|
@ -336,7 +336,6 @@ pieceInMotionMode:
|
|||
jr nz, :+
|
||||
ld a, MODE_DELAY
|
||||
ldh [hMode], a
|
||||
call ToShadowField
|
||||
; No fall through this time.
|
||||
|
||||
: jp drawStaticInfo
|
||||
|
@ -358,7 +357,7 @@ delayMode:
|
|||
ldh a, [hRemainingDelay]
|
||||
cp a, 0
|
||||
jr nz, :+
|
||||
ld a, MODE_FETCH_PIECE
|
||||
ld a, MODE_PREFETCHED_PIECE
|
||||
ldh [hMode], a
|
||||
|
||||
: jp drawStaticInfo
|
||||
|
|
Loading…
Reference in New Issue