Big challenge rolls.
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BIN
bin/DMGTRIS.GBC
BIN
bin/DMGTRIS.GBC
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bin/DMGTRIS.map
3272
bin/DMGTRIS.map
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Load Diff
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bin/DMGTRIS.sym
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bin/DMGTRIS.sym
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Load Diff
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@ -237,6 +237,26 @@ FromBackupField::
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ld bc, 10*24
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jp UnsafeMemCopy
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GoBig::
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ld hl, wWideBlittedField
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ld bc, 10*22
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ld d, TILE_BLANK
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call UnsafeMemSet
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ld hl, wField
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ld bc, 10*24
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ld d, 0
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call UnsafeMemSet
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DEF row = 0
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REPT 14
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ld hl, wField + (row*10)
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ld bc, 5
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ld d, TILE_FIELD_EMPTY
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call UnsafeMemSet
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DEF row += 1
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ENDR
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ld a, STATE_GAMEPLAY_BIG
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ldh [hGameState], a
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ret
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; Copies the field to the shadow field.
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; This shadow field is used to calculate whether or not the piece can fit.
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@ -46,6 +46,7 @@ wKillScreenActivationLevel: ds 2
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wKillScreenActivationLevelBCD: ds 2
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wLastLockLevel: ds 2
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wStaffRollDuration:: ds 2
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wBigStaffRoll:: ds 1
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wBonesActive:: ds 1
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wInvisActive:: ds 1
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wKillScreenActive:: ds 1
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@ -202,8 +203,10 @@ SpecialLevelInit:
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ld [wLastLockLevel+1], a
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ld a, [hl+]
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ld [wStaffRollDuration], a
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ld a, [hl]
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ld a, [hl+]
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ld [wStaffRollDuration+1], a
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ld a, [hl]
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ld [wBigStaffRoll], a
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ret
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@ -198,6 +198,7 @@ sDMGTSpeedCurveSpecialData::
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dw $9999 ; Same but in BCD.
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dw 9998 ; If the last level lock isn't at x99, where is it?
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dw 3600 ; How long does the staff roll last after the kill screen, in frames.
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db $FF ; Big mode in staff roll?
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sTGM1SpeedCurve::
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@ -337,6 +338,10 @@ sTGM1SpeedCurve::
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db 20, $00
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db 30, 30, 16, 30, 41
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dw $0995, 995, $0999
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db 20, $00
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db 30, 30, 16, 30, 41
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sTGM1SpeedCurveEnd::
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dw $FFFF
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@ -347,6 +352,7 @@ sTGM1SpeedCurveSpecialData::
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dw $0999 ; Same but in BCD.
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dw 998 ; If the last level lock isn't at x99, where is it?
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dw 3600 ; How long does the staff roll last after the kill screen, in frames.
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db $FF ; Big mode in staff roll?
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sCHILSpeedCurve::
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@ -448,6 +454,7 @@ sCHILSpeedCurveSpecialData::
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dw $9999 ; Same but in BCD.
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dw 9998 ; If the last level lock isn't at x99, where is it?
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dw $FFFF ; How long does the staff roll last after the kill screen, in frames.
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db $00 ; Big mode in staff roll?
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sTGM3SpeedCurve::
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@ -609,6 +616,7 @@ sTGM3SpeedCurveSpecialData::
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dw $1299 ; Same but in BCD.
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dw 1298 ; If the last level lock isn't at x99, where is it?
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dw 3600 ; How long does the staff roll last after the kill screen, in frames.
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db $00 ; Big mode in staff roll?
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sDEATSpeedCurve::
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dw $0000, 0, $0100
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@ -661,6 +669,7 @@ sDEATSpeedCurveSpecialData::
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dw $0999 ; Same but in BCD.
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dw 998 ; If the last level lock isn't at x99, where is it?
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dw 3600 ; How long does the staff roll last after the kill screen, in frames.
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db $00 ; Big mode in staff roll?
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sSHIRSpeedCurve::
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@ -697,11 +706,12 @@ sSHIRSpeedCurveEnd::
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sSHIRSpeedCurveSpecialData::
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dw 900 ; When do we get bones?
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dw 1300 ; When do blocks turn invisible?
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dw $FFFF ; When do blocks turn invisible?
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dw 1300 ; When is the hard kill screen?
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dw $1300 ; Same but in BCD.
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dw $FFFF ; If the last level lock isn't at x99, where is it?
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dw 3600 ; How long does the staff roll last after the kill screen, in frames.
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db $FF ; Big mode in staff roll?
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sMYCOSpeedCurve::
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@ -815,6 +825,7 @@ sMYCOSpeedCurveSpecialData::
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dw $0300 ; Same but in BCD.
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dw $FFFF ; If the last level lock isn't at x99, where is it?
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dw $FFFF ; How long does the staff roll last after the kill screen, in frames.
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db $00 ; Big mode in staff roll?
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sSharedTiles::
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@ -40,6 +40,7 @@ hRequestedJingle: ds 1
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SECTION "Gameplay Variables", WRAM0
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wRollLine: ds 1
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wInStaffRoll:: ds 1
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wBigModeTransfered: ds 1
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SECTION "Gameplay Function Trampolines", ROM0
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@ -444,6 +445,10 @@ GamePlayEventLoopHandlerB::
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.preGameOverMode
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xor a, a
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ldh [hAState], a
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ldh [hBState], a
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; Is it just a regular game over?
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ld a, [wKillScreenActive]
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cp a, $FF
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@ -668,6 +673,7 @@ GamePlayEventLoopHandlerB::
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ld hl, wField+(20*10)
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ld bc, 40
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call UnsafeMemCopy
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jr .drawStaticInfo
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; Prepare for staff roll.
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@ -702,11 +708,16 @@ GamePlayEventLoopHandlerB::
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.predone
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call FieldClear
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call ToShadowField
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ld a, MODE_PREFETCHED_PIECE
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ldh [hMode], a
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ld a, $FF
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ld [wInStaffRoll], a
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ld a, [wBigStaffRoll]
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cp a, $FF
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jr nz, .staysmall
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call GoBig
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.staysmall
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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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@ -715,7 +726,7 @@ GamePlayEventLoopHandlerB::
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ld a, [hl+]
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ld c, a
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ld b, [hl]
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call StartCountdown
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jp StartCountdown
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; Always draw the score, level, next piece, and held piece.
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@ -1189,6 +1200,10 @@ GamePlayBigEventLoopHandlerB:
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.preGameOverMode
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xor a, a
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ldh [hAState], a
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ldh [hBState], a
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; Is it just a regular game over?
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ld a, [wKillScreenActive]
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cp a, $FF
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@ -1414,6 +1429,7 @@ GamePlayBigEventLoopHandlerB:
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ld hl, wWideBlittedField+(20*10)
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ld bc, 20
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call UnsafeMemCopy
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jp .drawStaticInfo
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; Prepare for staff roll.
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