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game_aux.asm
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;Airaki! - FSE 2014
;Released under the GPL V3, see LICENSE.TXT
lvlsetup:
di
call screen_off
ld a,(LEVEL)
add a
ld b,a
add a ;*10 (*8 + *2)
add a
add b
ld hl,(:difficulty_lut*$4000)+difficulty_lut
rst 0
inc hl
ld (ENEMYATK_LVLMIN),a
ldi a,(hl)
ld (ENEMYATK_LVLAMP),a
ldi a,(hl)
ld (ENEMYATK_LVLWARN),a
ldi a,(hl)
ld (ENEMYATK_FORCE),a
ldi a,(hl)
ld (ENEMYGFX_IDLE),a
ldi a,(hl)
or $40 ;Bank 1
ld (ENEMYGFX_IDLE+1),a
ldi a,(hl)
ld (ENEMYGFX_ATK),a
ldi a,(hl)
or $40 ;Bank 1
ld (ENEMYGFX_ATK+1),a
ldi a,(hl)
ld (ENEMYGFX_DEAD),a
ld a,(hl)
or $40 ;Bank 1
ld (ENEMYGFX_DEAD+1),a
ld a,(LEVEL)
ld b,a
ld hl,$9C00+(32*3)+5
add $D0+1
call wait_write
ldi (hl),a
ld a,b
sla a
ld hl,pal_enemy_lut
rst 0
inc hl
ld h,(hl)
ld l,a
ld b,1*4*2
ld a,PALETTE_ENEMY*4*2
call loadbgpal
ld hl,ENEMYGFX_IDLE
call loadenemy
call genpanel
call drawpanel
ld a,255
ld (ENEMY_HP),a
;Heal player a bit (fairness)
ld hl,PLAYER_HP
ld a,HEAL_VALUE
add (hl)
jr nc,+
ld a,255 ;Cap HP to 255
+:
ld (hl),a
ld hl,HPBAR_REFRESH
set 1,(hl)
;Clear aanimator lists
ld b,16*4
ld hl,AA_SPR
xor a
-:
ldi (hl),a
dec b
jr nz,-
xor a
ld (AA_E_RUN),a
ld (AA_P_RUN),a
ld (FALLEN),a
ld (SHIELD_UP),a
ld (FLIP_FLAGS),a
ld (AFIFO_PUT),a
ld (AFIFO_GET),a
ld (ENEMY_DIZZY),a
ld (ENEMYATK_ANIM),a
ld (ENEMYATK_WARNTIMER),a
ld (ENEMYATK_TIMER),a
ld (SCOREEN),a
ld (SCOREEN+1),a
ld (SCOREEN+2),a
ld (TIMEEN_SEC),a
ld (TIMEEN_SEC+1),a
ld a,BLINK_TIME
ld (ENEMY_BLINK),a
ld a,1+2
ld (HPBAR_REFRESH),a
ld a,SHAKE_DURATION ;Start with shake
ld (ANIM_SHAKE),a
call prepareatk
ret
gravity:
xor a
ld (FALLEN),a
ld hl,PANEL
ld c,7*(9-1)
-:
ld a,(hl)
and $7F ;Ignore flag
cp 8
jr nc,++ ;Is steady icon ?
;Yes: see if tile below is empty
ld b,a
push hl
ld a,l
add 7
ld l,a
ld a,(hl)
bit 5,a ;Empty flag
jr z,+
;Empty, can fall
ld a,b
or $80 ;Refresh flag
ld (hl),a ;Tile below = Tile from above
pop hl
ld a,$20+$80 ;Tile above = Refresh + empty flag
ld (hl),a
ld (FALLEN),a
jr ++
+:
pop hl
++:
inc l
dec c
jr nz,-
; See if some tiles are empty in the top row to fill them up
ld de,PANEL
ld c,7
-:
ld a,(de)
and $7F
cp $20
jr nz,++
call new_icon
ld (de),a
ld a,1
ld (FALLEN),a ;Force gravity pass again, in case match was on the top
++:
inc de
dec c
jr nz,-
ld a,(FALLEN)
or a ;If no icons fell, then everything is steady: recheck for matches
ret nz
ld a,1 ;Check for matches
ld (NEED_CHECKMATCH),a
ret
declives:
ld a,(GAME_LIVES)
dec a
or a
jp z,pdeath
ld (GAME_LIVES),a
dec a
ld hl,$9C00+(15*32)+1
add l
ld l,a
ldh a,($FF)
push af
xor a
ldh ($FF),a
xor a
call wait_write
ld (hl),a
ld a,255
ld (PLAYER_HP),a
ld hl,HPBAR_REFRESH
set 1,(hl)
pop af
ldh ($FF),a
ret
useshield:
ld hl,sfxdata_hitshield
call sfx_play
ld a,(PLAYER_SH2) ;Shift Shield2 in Shield1
ld (PLAYER_SH1),a
xor a
ld (PLAYER_SH2),a
ld (SHIELD_UP),a
call loadplayer
;Inc score
ld b,SCORE_USESHIELD
call inc_score
ld hl,$9C00+(1*32)+1
ld de,SCORE
call drawscore
ld a,1
ld (SHIELD_REFRESH),a
ret