pokecrystal/home/game_time.asm

132 lines
1.5 KiB
NASM
Raw Normal View History

ResetGameTime:: ; 208a
xor a
ld [GameTimeCap], a
ld [GameTimeHours], a
ld [GameTimeHours + 1], a
ld [GameTimeMinutes], a
ld [GameTimeSeconds], a
ld [GameTimeFrames], a
ret
; 209e
GameTimer:: ; 209e
nop
ld a, [rSVBK]
push af
ld a, BANK(GameTime)
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
2018-01-23 17:40:29 +00:00
bit GAMETIMERPAUSE_TIMER_PAUSED_F, [hl]
ret z
; Is the timer already capped?
ld hl, GameTimeCap
bit 0, [hl]
ret nz
; +1 frame
ld hl, GameTimeFrames
ld a, [hl]
inc a
cp 60 ; frames/second
jr nc, .second
ld [hl], a
ret
.second
xor a
ld [hl], a
; +1 second
ld hl, GameTimeSeconds
ld a, [hl]
inc a
cp 60 ; seconds/minute
jr nc, .minute
ld [hl], a
ret
.minute
xor a
ld [hl], a
; +1 minute
ld hl, GameTimeMinutes
ld a, [hl]
inc a
cp 60 ; minutes/hour
jr nc, .hour
ld [hl], a
ret
.hour
xor a
ld [hl], a
; +1 hour
ld a, [GameTimeHours]
ld h, a
ld a, [GameTimeHours + 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
ld hl, GameTimeCap
set 0, [hl]
ld a, 59 ; 999:59:59.00
ld [GameTimeMinutes], a
ld [GameTimeSeconds], a
ret
.ok
ld a, h
ld [GameTimeHours], a
ld a, l
ld [GameTimeHours + 1], a
ret
; 210f