pokecrystal/home/game_time.asm

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NASM
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ResetGameTime:: ; 208a
xor a
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ld [wGameTimeCap], a
ld [wGameTimeHours], a
ld [wGameTimeHours + 1], a
ld [wGameTimeMinutes], a
ld [wGameTimeSeconds], a
ld [wGameTimeFrames], a
ret
; 209e
GameTimer:: ; 209e
nop
ld a, [rSVBK]
push af
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ld a, BANK(wGameTime)
ld [rSVBK], a
call UpdateGameTimer
pop af
ld [rSVBK], a
ret
; 20ad
UpdateGameTimer:: ; 20ad
; Increment the game timer by one frame.
; The game timer is capped at 999:59:59.00.
; Don't update if game logic is paused.
ld a, [wGameLogicPaused]
and a
ret nz
; Is the timer paused?
ld hl, wGameTimerPause
bit 0, [hl]
ret z
; Is the timer already capped?
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ld hl, wGameTimeCap
bit 0, [hl]
ret nz
; +1 frame
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ld hl, wGameTimeFrames
ld a, [hl]
inc a
cp 60 ; frames/second
jr nc, .second
ld [hl], a
ret
.second
xor a
ld [hl], a
; +1 second
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ld hl, wGameTimeSeconds
ld a, [hl]
inc a
cp 60 ; seconds/minute
jr nc, .minute
ld [hl], a
ret
.minute
xor a
ld [hl], a
; +1 minute
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ld hl, wGameTimeMinutes
ld a, [hl]
inc a
cp 60 ; minutes/hour
jr nc, .hour
ld [hl], a
ret
.hour
xor a
ld [hl], a
; +1 hour
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ld a, [wGameTimeHours]
ld h, a
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ld a, [wGameTimeHours + 1]
ld l, a
inc hl
; Cap the timer after 1000 hours.
ld a, h
cp HIGH(1000)
jr c, .ok
ld a, l
cp LOW(1000)
jr c, .ok
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ld hl, wGameTimeCap
set 0, [hl]
ld a, 59 ; 999:59:59.00
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ld [wGameTimeMinutes], a
ld [wGameTimeSeconds], a
ret
.ok
ld a, h
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ld [wGameTimeHours], a
ld a, l
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ld [wGameTimeHours + 1], a
ret
; 210f