596 lines
11 KiB
NASM
596 lines
11 KiB
NASM
; DMGTRIS
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; Copyright (C) 2023 - Randy Thiemann <randy.thiemann@gmail.com>
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; This program is free software: you can redistribute it and/or modify
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; it under the terms of the GNU General Public License as published by
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; the Free Software Foundation, either version 3 of the License, or
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; (at your option) any later version.
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; This program is distributed in the hope that it will be useful,
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; but WITHOUT ANY WARRANTY; without even the implied warranty of
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; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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; GNU General Public License for more details.
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; You should have received a copy of the GNU General Public License
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; along with this program. If not, see <https://www.gnu.org/licenses/>.
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IF !DEF(STATE_GAMEPLAY_ASM)
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DEF STATE_GAMEPLAY_ASM EQU 1
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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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SECTION "High Gameplay Variables", HRAM
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hCurrentPiece:: ds 1
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hCurrentPieceX:: ds 1
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hCurrentPieceY:: ds 1
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hCurrentPieceRotationState:: ds 1
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hHeldPiece:: ds 1
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hHoldSpent:: ds 1
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hSkipJingle: ds 1
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hMode: ds 1
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hModeCounter: ds 1
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hPrePause: ds 1
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SECTION "Gameplay Functions", ROM0
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SwitchToGameplay::
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; Turn the screen off if it's on.
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ldh a, [rLCDC]
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and LCDCF_ON
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jr z, :+ ; Screen is already off.
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wait_vram
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xor a, a
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ldh [rLCDC], a
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; Load the gameplay tilemap.
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: ld de, GameplayTilemap
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ld hl, $9800
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ld bc, GameplayTilemapEnd - GameplayTilemap
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call UnsafeMemCopy
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; Place a tell on the screen for mode.
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ld hl, FIELD_MODE
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ldh a, [hSimulationMode]
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sla a
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add a, TILE_MODE_FAINT_0
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ld [hl+], a
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inc a
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ld [hl], a
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; Clear OAM.
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call ClearOAM
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call SetNumberSpritePositions
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; Set up the palettes.
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ld a, PALETTE_REGULAR
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set_bg_palette
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set_obj0_palette
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ld a, PALETTE_LIGHTER_1
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set_obj1_palette
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; Initialize the RNG.
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call RNGInit
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; Initialize the score, level and field.
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call ScoreInit
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call LevelInit
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call FieldInit
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; We don't start with hold spent.
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xor a, a
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ldh [hHoldSpent], a
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; Leady mode.
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ld a, MODE_LEADY
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ldh [hMode], a
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ld a, LEADY_GO_TIME
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ldh [hModeCounter], a
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; Install the event loop handlers.
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ld a, 1
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ldh [hGameState], a
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; And turn the LCD back on before we start.
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_OBJON | LCDCF_BLK01
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ldh [rLCDC], a
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; Make sure the first game loop starts just like all the future ones.
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wait_vblank
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wait_vblank_end
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ret
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GamePlayEventLoopHandler::
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; What mode are we in?
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ldh a, [hMode]
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cp MODE_LEADY
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jr z, leadyMode
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cp MODE_GO
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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_SPAWN_PIECE
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jp z, spawnPieceMode
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cp MODE_PIECE_IN_MOTION
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jp z, pieceInMotionMode
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cp MODE_DELAY
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jp z, delayMode
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cp MODE_PRE_GAME_OVER
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jp z, preGameOverMode
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cp MODE_GAME_OVER
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jp z, gameOverMode
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cp MODE_PAUSED
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jp z, pauseMode
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; Draw "READY" and wait a bit.
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leadyMode:
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ldh a, [hModeCounter]
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cp a, LEADY_GO_TIME
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jr nz, :+
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call SFXKill
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ld a, SFX_READY_GO
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call SFXEnqueue
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: dec a
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jr nz, :+
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ld a, MODE_GO
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ldh [hMode], a
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ld a, LEADY_GO_TIME
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: ldh [hModeCounter], a
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ld de, sLeady
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ld hl, wField+(14*10)
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ld bc, 10
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call UnsafeMemCopy
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jp drawStaticInfo
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; Draw "GO" and wait a bit.
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goMode:
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ldh a, [hModeCounter]
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dec a
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jr nz, :+
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ld a, MODE_POSTGO
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ldh [hMode], a
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xor a, a
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: ldh [hModeCounter], a
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ld de, sGo
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ld hl, wField+(14*10)
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ld bc, 10
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call UnsafeMemCopy
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jp drawStaticInfo
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; Clear the field, ready for gameplay.
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postGoMode:
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ld a, MODE_FETCH_PIECE
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ldh [hMode], a
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call FieldClear
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jp drawStaticInfo
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; Fetch the next piece.
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fetchPieceMode:
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ldh a, [hNextPiece]
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ldh [hCurrentPiece], a
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call GetNextPiece
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; A piece will spawn in the middle, at the top of the screen, not rotated by default.
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ld a, 5
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ldh [hCurrentPieceX], a
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ld a, 3
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ldh [hCurrentPieceY], a
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xor a, a
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ldh [hSkipJingle], a
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ldh [hCurrentPieceRotationState], a
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ldh [hHoldSpent], a
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; Check if IHS is requested.
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; Apply the hold if so.
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.checkIHS
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ldh a, [hSelectState]
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cp a, 0
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jr z, .checkIRSA
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call DoHold
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; Holding does its own IRS check.
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jr .checkJingle
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; Check if IRS is requested.
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; Apply the rotation if so.
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.checkIRSA
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ldh a, [hSwapAB]
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cp a, 0
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jr z, .lda1
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.ldb1
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ldh a, [hBState]
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cp a, 0
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jr z, .checkIRSB
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ld a, $FF
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ldh [hBState], a
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jr .cp1
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.lda1
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ldh a, [hAState]
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cp a, 0
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jr z, .checkIRSB
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ld a, $FF
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ldh [hAState], a
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.cp1
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ld a, 3
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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call SFXEnqueue
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.checkIRSB
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ldh a, [hSwapAB]
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cp a, 0
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jr z, .ldb2
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.lda2
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ldh a, [hAState]
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cp a, 0
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jr z, .checkJingle
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ld a, $FF
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ldh [hAState], a
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jr .cp2
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.ldb2
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ldh a, [hBState]
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cp a, 0
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jr z, .checkJingle
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ld a, $FF
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ldh [hBState], a
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.cp2
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ld a, 1
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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call SFXEnqueue
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.checkJingle
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ldh a, [hSkipJingle]
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cp a, 0
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jr nz, .skipJingle
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.playNextJingle
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ldh a, [hCurrentGravityPerTick]
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cp a, 1
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jr nz, .skipJingle
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ldh a, [hNextPiece]
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call SFXEnqueue
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.skipJingle
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ld a, MODE_SPAWN_PIECE
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ldh [hMode], a
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; State falls through to the next.
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; Spawn the piece.
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spawnPieceMode:
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call TrySpawnPiece
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cp a, $FF
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jr z, :+
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ld a, MODE_PRE_GAME_OVER
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ldh [hMode], a
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jp drawStaticInfo
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: ld a, MODE_PIECE_IN_MOTION
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ldh [hMode], a
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; This mode lasts for as long as the piece is in motion.
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; Field will let us know when it has locked in place.
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pieceInMotionMode:
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ldh a, [hStartState]
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cp a, 1
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jr nz, :+
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ldh a, [hMode]
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ldh [hPrePause], a
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ld a, MODE_PAUSED
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ldh [hMode], a
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jp drawStaticInfo
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: call FieldProcess
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; Do we hold?
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ldh a, [hSelectState]
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cp a, 1
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jr nz, :+
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ldh a, [hHoldSpent]
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cp a, $FF
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jr z, :+
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; Reset position and rotation.
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ld a, 5
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ldh [hCurrentPieceX], a
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ld a, 3
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ldh [hCurrentPieceY], a
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xor a, a
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ldh [hSkipJingle], a
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ldh [hCurrentPieceRotationState], a
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call DoHold
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ld a, MODE_SPAWN_PIECE
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ldh [hMode], a
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; Do we go into delay state?
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: ldh a, [hCurrentLockDelayRemaining]
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cp a, 0
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jr nz, :+
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ld a, MODE_DELAY
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ldh [hMode], a
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call ToShadowField
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; No fall through this time.
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: jp drawStaticInfo
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delayMode:
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ldh a, [hStartState]
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cp a, 1
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jr nz, :+
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ldh a, [hMode]
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ldh [hPrePause], a
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ld a, MODE_PAUSED
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ldh [hMode], a
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jp drawStaticInfo
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: call FieldDelay
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ldh a, [hRemainingDelay]
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cp a, 0
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jr nz, :+
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ld a, MODE_FETCH_PIECE
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ldh [hMode], a
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: jp drawStaticInfo
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preGameOverMode:
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; Spawn the failed piece.
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call ForceSpawnPiece
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; Draw the field in grey.
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; Yes. This really unrolls the loop that many times.
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ld hl, wField+(4*10)
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REPT 60
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ld a, [hl]
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cp a, TILE_FIELD_EMPTY
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jr nz, .notempty1\@
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ld a, GAME_OVER_OTHER+1
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ld [hl+], a
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jr .skip1\@
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.notempty1\@
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ld a, GAME_OVER_OTHER
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ld [hl+], a
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.skip1\@
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ENDR
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DEF off = 0
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REPT 10
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ld a, [hl]
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cp a, TILE_FIELD_EMPTY
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jr nz, .notempty2\@
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ld a, GAME_OVER_R10+10+off
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ld [hl+], a
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jr .skip2\@
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.notempty2\@
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ld a, GAME_OVER_R10+off
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ld [hl+], a
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.skip2\@
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DEF off += 1
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ENDR
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REPT 10
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ld a, [hl]
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cp a, TILE_FIELD_EMPTY
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jr nz, .notempty3\@
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ld a, GAME_OVER_OTHER+1
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ld [hl+], a
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jr .skip3\@
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.notempty3\@
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ld a, GAME_OVER_OTHER
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ld [hl+], a
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.skip3\@
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ENDR
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DEF off = 0
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REPT 10
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ld a, [hl]
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cp a, TILE_FIELD_EMPTY
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jr nz, .notempty4\@
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ld a, GAME_OVER_R12+10+off
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ld [hl+], a
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jr .skip4\@
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.notempty4\@
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ld a, GAME_OVER_R12+off
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ld [hl+], a
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.skip4\@
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DEF off += 1
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ENDR
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REPT 10
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ld a, [hl]
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cp a, TILE_FIELD_EMPTY
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jr nz, .notempty5\@
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ld a, GAME_OVER_OTHER+1
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ld [hl+], a
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jr .skip5\@
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.notempty5\@
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ld a, GAME_OVER_OTHER
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ld [hl+], a
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.skip5\@
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ENDR
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DEF off = 0
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REPT 10
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ld a, [hl]
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cp a, TILE_FIELD_EMPTY
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jr nz, .notempty6\@
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ld a, GAME_OVER_R14+10+off
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ld [hl+], a
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jr .skip6\@
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.notempty6\@
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ld a, GAME_OVER_R14+off
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ld [hl+], a
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.skip6\@
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DEF off += 1
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ENDR
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REPT 90
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ld a, [hl]
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cp a, TILE_FIELD_EMPTY
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jr nz, .notempty7\@
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ld a, GAME_OVER_OTHER+1
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ld [hl+], a
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jr .skip7\@
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.notempty7\@
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ld a, GAME_OVER_OTHER
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ld [hl+], a
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.skip7\@
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ENDR
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ld a, MODE_GAME_OVER
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ldh [hMode], a
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gameOverMode:
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; Retry?
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ldh a, [hAState]
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cp a, 1
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jr nz, :+
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call RNGInit
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call ScoreInit
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call LevelInit
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call FieldInit
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xor a, a
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ldh [hHoldSpent], a
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ld a, MODE_LEADY
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ldh [hMode], a
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ld a, LEADY_GO_TIME
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ldh [hModeCounter], a
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jr drawStaticInfo
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; Quit
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: ldh a, [hBState]
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cp a, 1
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jr nz, drawStaticInfo
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call SwitchToTitle
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jp EventLoopPostHandler
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pauseMode:
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ldh a, [hStartState]
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cp a, 1
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jr nz, :+
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ldh a, [hPrePause]
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ldh [hMode], a
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jr drawStaticInfo
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; Draw PAUSE all over the field, but not if we came from delay mode.
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: ldh a, [hPrePause]
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cp a, MODE_DELAY
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jr z, drawStaticInfo
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ld de, sPause
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ld hl, wField+(4*10)
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ld bc, 200
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call UnsafeMemCopy
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jr drawStaticInfo
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; Always draw the score, level, next piece, and held piece.
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drawStaticInfo:
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: ldh a, [hNextPiece]
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call ApplyNext
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ldh a, [hHeldPiece]
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call ApplyHold
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ld hl, wSPRScore1
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ld de, hScore
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call ApplyNumbers
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ld hl, wSPRCLevel1
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ld de, hCLevel
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call ApplyNumbers
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ld hl, wSPRNLevel1
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ld de, hNLevel
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call ApplyNumbers
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jp EventLoopPostHandler
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DoHold:
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; Mark hold as spent.
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ld a, $FF
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ldh [hHoldSpent], a
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ld a, SFX_IHS
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call SFXEnqueue
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; Check if IRS is requested.
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; Apply the rotation if so.
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.checkIRSHA
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ldh a, [hSwapAB]
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cp a, 0
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jr z, .lda3
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.ldb3
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ldh a, [hBState]
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cp a, 0
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jr z, .checkIRSHB
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ld a, $FF
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ldh [hBState], a
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jr .cp3
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.lda3
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ldh a, [hAState]
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cp a, 0
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jr z, .checkIRSHB
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ld a, $FF
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ldh [hAState], a
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.cp3
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ld a, 3
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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call SFXEnqueue
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jr .doHoldOperation
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.checkIRSHB
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ldh a, [hSwapAB]
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cp a, 0
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jr z, .ldb4
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.lda4
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ldh a, [hAState]
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cp a, 0
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jr z, .noRotation
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ld a, $FF
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ldh [hAState], a
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jr .cp4
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.ldb4
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ldh a, [hBState]
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cp a, 0
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jr z, .noRotation
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ld a, $FF
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ldh [hBState], a
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.cp4
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ld a, 1
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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call SFXEnqueue
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jr .doHoldOperation
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.noRotation
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ld a, 0
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ldh [hCurrentPieceRotationState], a
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.doHoldOperation
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ld b, a
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ldh a, [hCurrentPiece]
|
|
ldh [hHeldPiece], a
|
|
ld a, b
|
|
ldh [hCurrentPiece], a
|
|
ld a, $FF
|
|
ldh [hSkipJingle], a
|
|
ret
|
|
|
|
|
|
ENDC
|