2014-02-02 01:26:39 +00:00
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ResetGameTime:: ; 208a
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2013-09-03 22:58:16 +00:00
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xor a
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ld [GameTimeCap], a
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ld [GameTimeHours], a
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ld [GameTimeHours + 1], a
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ld [GameTimeMinutes], a
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ld [GameTimeSeconds], a
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ld [GameTimeFrames], a
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ret
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; 209e
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2014-02-02 01:26:39 +00:00
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GameTimer:: ; 209e
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2013-09-03 22:58:16 +00:00
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nop
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ld a, [rSVBK]
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push af
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2018-01-04 00:12:45 +00:00
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ld a, BANK(GameTime)
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2013-09-03 22:58:16 +00:00
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ld [rSVBK], a
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call UpdateGameTimer
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pop af
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ld [rSVBK], a
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ret
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; 20ad
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2014-02-02 01:26:39 +00:00
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UpdateGameTimer:: ; 20ad
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2013-09-03 22:58:16 +00:00
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; Increment the game timer by one frame.
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; The game timer is capped at 999:59:59.00.
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; Don't update if game logic is paused.
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2016-05-08 18:11:24 +00:00
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ld a, [wGameLogicPaused]
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2013-09-03 22:58:16 +00:00
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and a
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ret nz
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; Is the timer paused?
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2017-12-28 12:15:46 +00:00
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ld hl, wGameTimerPause
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2018-01-23 17:40:29 +00:00
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bit GAMETIMERPAUSE_TIMER_PAUSED_F, [hl]
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2013-09-03 22:58:16 +00:00
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ret z
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; Is the timer already capped?
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ld hl, GameTimeCap
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bit 0, [hl]
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ret nz
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; +1 frame
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ld hl, GameTimeFrames
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ld a, [hl]
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inc a
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cp 60 ; frames/second
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jr nc, .second
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ld [hl], a
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ret
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.second
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xor a
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ld [hl], a
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; +1 second
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ld hl, GameTimeSeconds
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ld a, [hl]
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inc a
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cp 60 ; seconds/minute
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jr nc, .minute
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ld [hl], a
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ret
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.minute
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xor a
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ld [hl], a
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; +1 minute
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ld hl, GameTimeMinutes
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ld a, [hl]
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inc a
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cp 60 ; minutes/hour
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jr nc, .hour
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ld [hl], a
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ret
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.hour
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xor a
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ld [hl], a
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; +1 hour
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ld a, [GameTimeHours]
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ld h, a
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ld a, [GameTimeHours + 1]
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ld l, a
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inc hl
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; Cap the timer after 1000 hours.
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ld a, h
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2017-12-25 18:40:10 +00:00
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cp HIGH(1000)
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2013-09-03 22:58:16 +00:00
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jr c, .ok
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ld a, l
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2017-12-25 18:40:10 +00:00
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cp LOW(1000)
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2013-09-03 22:58:16 +00:00
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jr c, .ok
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ld hl, GameTimeCap
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set 0, [hl]
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ld a, 59 ; 999:59:59.00
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ld [GameTimeMinutes], a
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ld [GameTimeSeconds], a
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ret
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.ok
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ld a, h
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ld [GameTimeHours], a
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ld a, l
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ld [GameTimeHours + 1], a
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ret
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; 210f
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