; wSlotMatched values const_def 0, 4 const SLOTS_SEVEN ; $00 const SLOTS_POKEBALL ; $04 const SLOTS_CHERRY ; $08 const SLOTS_PIKACHU ; $0c const SLOTS_SQUIRTLE ; $10 const SLOTS_STARYU ; $14 DEF NUM_SLOT_REELS EQU const_value / 4 ; 6 DEF SLOTS_NO_MATCH EQU -1 ; wSlotBias values DEF SLOTS_NO_BIAS EQU -1 DEF REEL_SIZE EQU 15 ; Constants for slot_reel offsets (see macros/wram.asm) DEF REEL_ACTION EQUS "(wReel1ReelAction - wReel1)" DEF REEL_TILEMAP_ADDR EQUS "(wReel1TilemapAddr - wReel1)" DEF REEL_POSITION EQUS "(wReel1Position - wReel1)" DEF REEL_SPIN_DISTANCE EQUS "(wReel1SpinDistance - wReel1)" DEF REEL_SPIN_RATE EQUS "(wReel1SpinRate - wReel1)" DEF REEL_OAM_ADDR EQUS "(wReel1OAMAddr - wReel1)" DEF REEL_X_COORD EQUS "(wReel1XCoord - wReel1)" DEF REEL_MANIP_COUNTER EQUS "(wReel1ManipCounter - wReel1)" DEF REEL_MANIP_DELAY EQUS "(wReel1ManipDelay - wReel1)" DEF REEL_FIELD_0B EQUS "(wReel1Field0b - wReel1)" DEF REEL_STOP_DELAY EQUS "(wReel1StopDelay - wReel1)" ; SlotsJumptable constants const_def const SLOTS_INIT const SLOTS_BET_AND_START const SLOTS_WAIT_START const SLOTS_WAIT_REEL1 const SLOTS_WAIT_STOP_REEL1 const SLOTS_WAIT_REEL2 const SLOTS_WAIT_STOP_REEL2 const SLOTS_WAIT_REEL3 const SLOTS_WAIT_STOP_REEL3 const SLOTS_NEXT_09 const SLOTS_NEXT_0A const SLOTS_NEXT_0B const SLOTS_FLASH_IF_WIN const SLOTS_FLASH_SCREEN const SLOTS_GIVE_EARNED_COINS const SLOTS_PAYOUT_TEXT_AND_ANIM const SLOTS_PAYOUT_ANIM const SLOTS_RESTART_OF_QUIT const SLOTS_QUIT DEF SLOTS_END_LOOP_F EQU 7 ; ReelActionJumptable constants const_def const REEL_ACTION_DO_NOTHING const REEL_ACTION_STOP_REEL_IGNORE_JOYPAD const REEL_ACTION_QUADRUPLE_RATE const REEL_ACTION_DOUBLE_RATE const REEL_ACTION_NORMAL_RATE const REEL_ACTION_HALF_RATE const REEL_ACTION_QUARTER_RATE const REEL_ACTION_STOP_REEL1 const REEL_ACTION_STOP_REEL2 const REEL_ACTION_STOP_REEL3 const REEL_ACTION_SET_UP_REEL2_SKIP_TO_7 const REEL_ACTION_WAIT_REEL2_SKIP_TO_7 const REEL_ACTION_FAST_SPIN_REEL2_UNTIL_LINED_UP_7S const REEL_ACTION_UNUSED const REEL_ACTION_CHECK_DROP_REEL const REEL_ACTION_WAIT_DROP_REEL const REEL_ACTION_START_SLOW_ADVANCE_REEL3 const REEL_ACTION_WAIT_SLOW_ADVANCE_REEL3 const REEL_ACTION_INIT_GOLEM const REEL_ACTION_WAIT_GOLEM const REEL_ACTION_END_GOLEM const REEL_ACTION_INIT_CHANSEY const REEL_ACTION_WAIT_CHANSEY const REEL_ACTION_WAIT_EGG const REEL_ACTION_DROP_REEL _SlotMachine: ld hl, wOptions set NO_TEXT_SCROLL, [hl] call .InitGFX call DelayFrame .loop call SlotsLoop jr nc, .loop call WaitSFX ld de, SFX_QUIT_SLOTS call PlaySFX call WaitSFX call ClearBGPalettes farcall StubbedTrainerRankings_EndSlotsWinStreak ld hl, wOptions res NO_TEXT_SCROLL, [hl] ld hl, rLCDC res rLCDC_SPRITE_SIZE, [hl] ; 8x8 ret .InitGFX: call ClearBGPalettes call ClearTilemap call ClearSprites ld de, MUSIC_NONE call PlayMusic call DelayFrame call DisableLCD hlbgcoord 0, 0 ld bc, vBGMap1 - vBGMap0 ld a, " " call ByteFill ld b, SCGB_SLOT_MACHINE call GetSGBLayout callfar ClearSpriteAnims ld hl, wSlots ld bc, wSlotsDataEnd - wSlots xor a call ByteFill ld hl, Slots2LZ ld de, vTiles0 tile $00 call Decompress ld hl, Slots3LZ ld de, vTiles0 tile $40 call Decompress ld hl, Slots1LZ ld de, vTiles2 tile $00 call Decompress ld hl, Slots2LZ ld de, vTiles2 tile $25 call Decompress ld hl, SlotsTilemap decoord 0, 0 ld bc, SCREEN_WIDTH * 12 call CopyBytes ld hl, rLCDC set rLCDC_SPRITE_SIZE, [hl] ; 8x16 call EnableLCD ld hl, wSlots ld bc, wSlotsEnd - wSlots xor a call ByteFill call Slots_InitReelTiles call Slots_GetPals ld a, SPRITE_ANIM_DICT_SLOTS ld hl, wSpriteAnimDict ld [hli], a ld [hl], $40 xor a ; SLOTS_INIT ld [wJumptableIndex], a ld a, SLOTS_NO_BIAS ld [wSlotBias], a ld de, MUSIC_GAME_CORNER call PlayMusic xor a ld [wKeepSevenBiasChance], a ; 87.5% chance call Random and %00101010 ret nz ld a, TRUE ld [wKeepSevenBiasChance], a ; 12.5% chance ret Slots_GetPals: ld a, %11100100 call DmgToCgbBGPals lb de, %11100100, %11100100 ldh a, [hCGB] and a jr nz, .cgb lb de, %11000000, %11100100 .cgb call DmgToCgbObjPals ret SlotsLoop: ld a, [wJumptableIndex] bit SLOTS_END_LOOP_F, a jr nz, .stop call SlotsJumptable call Slots_SpinReels xor a ld [wCurSpriteOAMAddr], a callfar DoNextFrameForFirst16Sprites call .PrintCoinsAndPayout call .Stubbed_AlternateMatchingSevensPalette call DelayFrame and a ret .stop scf ret .Stubbed_AlternateMatchingSevensPalette: ; dummied out ret ld a, [wReel1ReelAction] and a ret nz ld a, [wReel2ReelAction] and a ret nz ld a, [wFirstTwoReelsMatchingSevens] and a jr nz, .matching_sevens ld a, %11100100 call DmgToCgbBGPals ret .matching_sevens ld a, [wTextDelayFrames] and $7 ret nz ldh a, [rBGP] xor %00001100 ; alternates two palettes call DmgToCgbBGPals ret .PrintCoinsAndPayout: hlcoord 5, 1 ld de, wCoins lb bc, PRINTNUM_LEADINGZEROS | 2, 4 call PrintNum hlcoord 11, 1 ld de, wPayout lb bc, PRINTNUM_LEADINGZEROS | 2, 4 call PrintNum ret DebugPrintSlotBias: ; unreferenced ld a, [wSlotBias] add 0 daa ld e, a and $f add "0" hlcoord 1, 0 ld [hl], a ld a, e swap a and $f add "0" hlcoord 0, 0 ld [hl], a ret AnimateSlotReelIcons: ; unreferenced ; This animation was present in pokegold-spaceworld. ld hl, wUnusedSlotReelIconDelay ld a, [hl] inc [hl] and $7 ret nz ld hl, wShadowOAMSprite16TileID ld c, NUM_SPRITE_OAM_STRUCTS - 16 .loop ld a, [hl] xor $20 ; alternate between $00-$1f and $20-$3f ld [hli], a ; tile id rept SPRITEOAMSTRUCT_LENGTH - 1 inc hl endr dec c jr nz, .loop ret SlotsJumptable: jumptable .Jumptable, wJumptableIndex .Jumptable: dw SlotsAction_Init ; 00 dw SlotsAction_BetAndStart ; 01 dw SlotsAction_WaitStart ; 02 dw SlotsAction_WaitReel1 ; 03 dw SlotsAction_WaitStopReel1 ; 04 dw SlotsAction_WaitReel2 ; 05 dw SlotsAction_WaitStopReel2 ; 06 dw SlotsAction_WaitReel3 ; 07 dw SlotsAction_WaitStopReel3 ; 08 dw SlotsAction_Next ; 09 dw SlotsAction_Next ; 0a dw SlotsAction_Next ; 0b dw SlotsAction_FlashIfWin ; 0c dw SlotsAction_FlashScreen ; 0d dw SlotsAction_GiveEarnedCoins ; 0e dw SlotsAction_PayoutTextAndAnim ; 0f dw SlotsAction_PayoutAnim ; 10 dw SlotsAction_RestartOrQuit ; 11 dw SlotsAction_Quit ; 12 SlotsAction_Next: ld hl, wJumptableIndex inc [hl] ret SlotsAction_Init: call SlotsAction_Next xor a ld [wFirstTwoReelsMatching], a ld [wFirstTwoReelsMatchingSevens], a ld a, SLOTS_NO_MATCH ld [wSlotMatched], a ret SlotsAction_BetAndStart: call Slots_AskBet jr nc, .proceed ld a, SLOTS_QUIT ld [wJumptableIndex], a ret .proceed call SlotsAction_Next call Slots_IlluminateBetLights call Slots_InitBias ld a, 32 ld [wSlotsDelay], a ld a, REEL_ACTION_NORMAL_RATE ld [wReel1ReelAction], a ld [wReel2ReelAction], a ld [wReel3ReelAction], a ld a, 4 ld [wReel1ManipCounter], a ld [wReel2ManipCounter], a ld [wReel3ManipCounter], a call WaitSFX ld a, SFX_SLOT_MACHINE_START call Slots_PlaySFX ret SlotsAction_WaitStart: ld hl, wSlotsDelay ld a, [hl] and a jr z, .proceed dec [hl] ret .proceed call SlotsAction_Next xor a ldh [hJoypadSum], a ret SlotsAction_WaitReel1: ld hl, hJoypadSum ld a, [hl] and A_BUTTON ret z call SlotsAction_Next call Slots_StopReel1 ld [wReel1ReelAction], a SlotsAction_WaitStopReel1: ld a, [wReel1ReelAction] cp REEL_ACTION_DO_NOTHING ret nz ld a, SFX_STOP_SLOT call Slots_PlaySFX ld bc, wReel1 ld de, wReel1Stopped call Slots_LoadReelState call SlotsAction_Next xor a ldh [hJoypadSum], a SlotsAction_WaitReel2: ld hl, hJoypadSum ld a, [hl] and A_BUTTON ret z call SlotsAction_Next call Slots_StopReel2 ld [wReel2ReelAction], a SlotsAction_WaitStopReel2: ld a, [wReel2ReelAction] cp REEL_ACTION_DO_NOTHING ret nz ld a, SFX_STOP_SLOT call Slots_PlaySFX ld bc, wReel2 ld de, wReel2Stopped call Slots_LoadReelState call SlotsAction_Next xor a ldh [hJoypadSum], a SlotsAction_WaitReel3: ld hl, hJoypadSum ld a, [hl] and A_BUTTON ret z call SlotsAction_Next call Slots_StopReel3 ld [wReel3ReelAction], a SlotsAction_WaitStopReel3: ld a, [wReel3ReelAction] cp REEL_ACTION_DO_NOTHING ret nz ld a, SFX_STOP_SLOT call Slots_PlaySFX ld bc, wReel3 ld de, wReel3Stopped call Slots_LoadReelState call SlotsAction_Next xor a ldh [hJoypadSum], a ret SlotsAction_FlashIfWin: ld a, [wSlotMatched] cp SLOTS_NO_MATCH jr nz, .GotIt call SlotsAction_Next call SlotsAction_Next ret .GotIt: call SlotsAction_Next ld a, 16 ld [wSlotsDelay], a SlotsAction_FlashScreen: ld hl, wSlotsDelay ld a, [hl] and a jr z, .done dec [hl] srl a ret z ldh a, [rOBP0] xor $ff ld e, a ld d, a call DmgToCgbObjPals ret .done call Slots_GetPals call SlotsAction_Next ret SlotsAction_GiveEarnedCoins: xor a ld [wFirstTwoReelsMatching], a ld [wFirstTwoReelsMatchingSevens], a ld a, %11100100 call DmgToCgbBGPals call Slots_GetPayout xor a ld [wSlotsDelay], a call SlotsAction_Next ret SlotsAction_PayoutTextAndAnim: call Slots_PayoutText call SlotsAction_Next SlotsAction_PayoutAnim: ld hl, wSlotsDelay ld a, [hl] inc [hl] and $1 ret z ld hl, wPayout ld a, [hli] ld d, a or [hl] jr z, .done ld e, [hl] dec de ld [hl], e dec hl ld [hl], d ld hl, wCoins ld d, [hl] inc hl ld e, [hl] call Slots_CheckCoinCaseFull jr c, .okay inc de .okay ; BUG: Slot machine payout sound effects cut each other off (see docs/bugs_and_glitches.md) ld [hl], e dec hl ld [hl], d ld a, [wSlotsDelay] and $7 ret z ld de, SFX_GET_COIN_FROM_SLOTS call PlaySFX ret .done call SlotsAction_Next ret SlotsAction_RestartOrQuit: call Slots_DeilluminateBetLights call WaitPressAorB_BlinkCursor call Slots_AskPlayAgain jr c, .exit_slots ld a, SLOTS_INIT ld [wJumptableIndex], a ret .exit_slots ld a, SLOTS_QUIT ld [wJumptableIndex], a ret SlotsAction_Quit: ld hl, wJumptableIndex set SLOTS_END_LOOP_F, [hl] ret Slots_LoadReelState: push de call Slots_GetCurrentReelState pop de ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a ret Slots_CheckCoinCaseFull: ld a, d cp HIGH(MAX_COINS) jr c, .not_full ld a, e cp LOW(MAX_COINS) jr c, .not_full scf ret .not_full and a ret Slots_GetCurrentReelState: ld hl, REEL_POSITION add hl, bc ld a, [hl] and a jr nz, .okay ld a, $f .okay dec a and $f ld e, a ld d, 0 ld hl, REEL_TILEMAP_ADDR add hl, bc ld a, [hli] ld h, [hl] ld l, a add hl, de ret Slots_StopReel1: ; Always set the REEL_ACTION_STOP_REEL1 action. ld a, REEL_ACTION_STOP_REEL1 ret Slots_StopReel2: ; As long as, the following three meet, there's a 31.25% chance ; to set action REEL_ACTION_SET_UP_REEL2_SKIP_TO_7: ; - Bet is >= 2 coins ; - There's a 7 symbol visible in reel #1 ; - Current spin isn't biased or is biased towards SEVEN ; In any other case, REEL_ACTION_STOP_REEL2 is set. ld a, [wSlotBet] cp $2 jr c, .dont_jump ld a, [wSlotBias] and a jr z, .skip cp SLOTS_NO_BIAS jr nz, .dont_jump .skip call .CheckReel1ForASeven jr nz, .dont_jump call Random cp 31 percent + 1 jr nc, .dont_jump ld a, REEL_ACTION_SET_UP_REEL2_SKIP_TO_7 ret .dont_jump ld a, REEL_ACTION_STOP_REEL2 ret .CheckReel1ForASeven: ld a, [wReel1Stopped] and a ret z ld a, [wReel1Stopped + 1] and a ret z ld a, [wReel1Stopped + 2] and a ret Slots_StopReel3: ; If no matching SEVEN symbols in reels #1 and #2: ; - REEL_ACTION_STOP_REEL3, 100% ; If matching SEVEN symbols and NO bias to SEVEN: ; - REEL_ACTION_STOP_REEL3, 37.5% ; - REEL_ACTION_START_SLOW_ADVANCE_REEL3, 31.3% ; - REEL_ACTION_INIT_GOLEM, 31.3% ; - REEL_ACTION_INIT_CHANSEY, 0% ; If matching SEVEN symbols and bias to SEVEN: ; - REEL_ACTION_STOP_REEL3, 29.7% ; - REEL_ACTION_START_SLOW_ADVANCE_REEL3, 23.4% ; - REEL_ACTION_INIT_GOLEM, 23.4% ; - REEL_ACTION_INIT_CHANSEY, 23.4% ld a, [wFirstTwoReelsMatching] and a jr z, .stop ld a, [wFirstTwoReelsMatchingSevens] and a jr z, .stop ld a, [wSlotBias] and a jr nz, .biased call Random cp 71 percent - 1 jr nc, .stop cp 47 percent + 1 jr nc, .slow_advance cp 24 percent - 1 jr nc, .golem ld a, REEL_ACTION_INIT_CHANSEY ret .biased call Random cp 63 percent jr nc, .stop cp 31 percent + 1 jr nc, .slow_advance .golem ld a, REEL_ACTION_INIT_GOLEM ret .slow_advance ld a, REEL_ACTION_START_SLOW_ADVANCE_REEL3 ret .stop ld a, REEL_ACTION_STOP_REEL3 ret Slots_InitReelTiles: ld bc, wReel1 ld hl, REEL_OAM_ADDR add hl, bc ld de, wShadowOAMSprite16 ld [hl], e inc hl ld [hl], d ld hl, REEL_TILEMAP_ADDR add hl, bc ld de, Reel1Tilemap ld [hl], e inc hl ld [hl], d ld hl, REEL_X_COORD add hl, bc ld [hl], 6 * 8 call .OAM ld bc, wReel2 ld hl, REEL_OAM_ADDR add hl, bc ld de, wShadowOAMSprite24 ld [hl], e inc hl ld [hl], d ld hl, REEL_TILEMAP_ADDR add hl, bc ld de, Reel2Tilemap ld [hl], e inc hl ld [hl], d ld hl, REEL_X_COORD add hl, bc ld [hl], 10 * 8 call .OAM ld bc, wReel3 ld hl, REEL_OAM_ADDR add hl, bc ld de, wShadowOAMSprite32 ld [hl], e inc hl ld [hl], d ld hl, REEL_TILEMAP_ADDR add hl, bc ld de, Reel3Tilemap ld [hl], e inc hl ld [hl], d ld hl, REEL_X_COORD add hl, bc ld [hl], 14 * 8 call .OAM ret .OAM: ld hl, REEL_ACTION add hl, bc ld [hl], REEL_ACTION_DO_NOTHING ld hl, REEL_POSITION add hl, bc ld [hl], REEL_SIZE - 1 ld hl, REEL_SPIN_DISTANCE add hl, bc ld [hl], REEL_ACTION_DO_NOTHING call Slots_UpdateReelPositionAndOAM ret Slots_SpinReels: ld bc, wReel1 call .SpinReel ld bc, wReel2 call .SpinReel ld bc, wReel3 call .SpinReel ret .SpinReel: ld hl, REEL_SPIN_DISTANCE add hl, bc ld a, [hl] and $f jr nz, .skip call ReelActionJumptable .skip ld hl, REEL_SPIN_RATE add hl, bc ld a, [hl] and a ret z ld d, a ld hl, REEL_SPIN_DISTANCE add hl, bc add [hl] ld [hl], a and $f jr z, Slots_UpdateReelPositionAndOAM ld hl, REEL_OAM_ADDR add hl, bc ld a, [hli] ld h, [hl] ld l, a ld e, $8 .loop ld a, [hl] add d ld [hli], a inc hl inc hl inc hl dec e jr nz, .loop ret Slots_UpdateReelPositionAndOAM: ld hl, REEL_X_COORD add hl, bc ld a, [hl] ld [wCurReelXCoord], a ld a, 10 * 8 ld [wCurReelYCoord], a ld hl, REEL_POSITION add hl, bc ld e, [hl] ld d, 0 ld hl, REEL_TILEMAP_ADDR add hl, bc ld a, [hli] ld h, [hl] ld l, a add hl, de ld e, l ld d, h call .LoadOAM ld hl, REEL_POSITION add hl, bc ld a, [hl] inc a and $f cp REEL_SIZE jr nz, .load xor a .load ld [hl], a ret .LoadOAM: ld hl, REEL_OAM_ADDR add hl, bc ld a, [hli] ld h, [hl] ld l, a .loop ld a, [wCurReelYCoord] ld [hli], a ; y ld a, [wCurReelXCoord] ld [hli], a ; x ld a, [de] ld [hli], a ; tile id srl a srl a set OAM_PRIORITY, a ld [hli], a ; attributes ld a, [wCurReelYCoord] ld [hli], a ; y ld a, [wCurReelXCoord] add 1 * TILE_WIDTH ld [hli], a ; x ld a, [de] inc a inc a ld [hli], a ; tile id srl a srl a set OAM_PRIORITY, a ld [hli], a ; attributes inc de ld a, [wCurReelYCoord] sub 2 * TILE_WIDTH ld [wCurReelYCoord], a cp 2 * TILE_WIDTH jr nz, .loop ret GetUnknownSlotReelData: ; unreferenced ; Used to get OAM attribute values for slot reels? ; (final Slots_UpdateReelPositionAndOAM above reuses tile IDs as OAM palettes) push hl srl a srl a add LOW(.data) ld l, a ld a, 0 adc HIGH(.data) ld h, a ld a, [hl] pop hl ret .data: table_width 1, GetUnknownSlotReelData.data db 0 ; SLOTS_SEVEN db 1 ; SLOTS_POKEBALL db 2 ; SLOTS_CHERRY db 3 ; SLOTS_PIKACHU db 4 ; SLOTS_SQUIRTLE db 5 ; SLOTS_STARYU assert_table_length NUM_SLOT_REELS ReelActionJumptable: ld hl, REEL_ACTION add hl, bc ld e, [hl] ld d, 0 ld hl, .Jumptable add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl .Jumptable: dw ReelAction_DoNothing ; 00 dw ReelAction_StopReelIgnoreJoypad ; 01 dw ReelAction_QuadrupleRate ; 02 dw ReelAction_DoubleRate ; 03 dw ReelAction_NormalRate ; 04 dw ReelAction_HalfRate ; 05 dw ReelAction_QuarterRate ; 06 dw ReelAction_StopReel1 ; 07 dw ReelAction_StopReel2 ; 08 dw ReelAction_StopReel3 ; 09 dw ReelAction_SetUpReel2SkipTo7 ; 0a dw ReelAction_WaitReel2SkipTo7 ; 0b dw ReelAction_FastSpinReel2UntilLinedUp7s ; 0c dw ReelAction_Unused ; 0d dw ReelAction_CheckDropReel ; 0e dw ReelAction_WaitDropReel ; 0f dw ReelAction_StartSlowAdvanceReel3 ; 10 dw ReelAction_WaitSlowAdvanceReel3 ; 11 dw ReelAction_InitGolem ; 12 dw ReelAction_WaitGolem ; 13 dw ReelAction_EndGolem ; 14 dw ReelAction_InitChansey ; 15 dw ReelAction_WaitChansey ; 16 dw ReelAction_WaitEgg ; 17 dw ReelAction_DropReel ; 18 ReelAction_DoNothing: ret ReelAction_QuadrupleRate: ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 16 ret ReelAction_DoubleRate: ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 8 ret ReelAction_NormalRate: ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 4 ret ReelAction_HalfRate: ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 2 ret ReelAction_QuarterRate: ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 1 ret Slots_StopReel: ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 0 ld hl, REEL_ACTION add hl, bc ld [hl], REEL_ACTION_STOP_REEL_IGNORE_JOYPAD ld hl, REEL_STOP_DELAY add hl, bc ld [hl], 3 ReelAction_StopReelIgnoreJoypad: ld hl, REEL_STOP_DELAY add hl, bc ld a, [hl] and a jr z, .EndReel dec [hl] ret .EndReel: ld hl, REEL_ACTION add hl, bc ld a, REEL_ACTION_DO_NOTHING ld [hl], a ret ReelAction_StopReel1: ; If no bias: don't manipulate reel. ; If bias: manipulate reel up to wReel1ManipCounter (i.e. 4) slots, ; stoping early if the biased symbol shows up anywhere in reel #1, ; even if the current bet won't allow lining it up. ld a, [wSlotBias] cp SLOTS_NO_BIAS jr z, .NoBias ld hl, REEL_MANIP_COUNTER add hl, bc ld a, [hl] and a jr z, .NoBias dec [hl] call .CheckForBias ret nz .NoBias: call Slots_StopReel ret .CheckForBias: call Slots_GetCurrentReelState ld a, [wSlotBias] ld e, a ld a, [hli] cp e ret z ld a, [hli] cp e ret z ld a, [hl] cp e ret ReelAction_StopReel2: ; If no bias: don't manipulate reel. ; If bias: manipulate reel up to wReel2ManipCounter (i.e. 4) slots, ; stoping early if the biased symbol is lined up in the first two ; reels, according to the lines that the current bet allows. call Slots_CheckMatchedFirstTwoReels jr nc, .nope ld a, [wSlotBuildingMatch] ld hl, wSlotBias cp [hl] jr z, .NoBias .nope ld a, [wSlotBias] cp SLOTS_NO_BIAS jr z, .NoBias ld hl, REEL_MANIP_COUNTER add hl, bc ld a, [hl] and a jr z, .NoBias dec [hl] ret .NoBias: call Slots_StopReel ret ReelAction_StopReel3: ; Manipulate the reel up to wReel3ManipCounter (i.e. 4) slots, ; stopping early if the bias symbol is lined up for a win. ; If not biased to any symbols, stop as soon as nothing is lined up. call Slots_CheckMatchedAllThreeReels jr nc, .NoMatch ld hl, wSlotBias cp [hl] jr z, .NoBias ld hl, REEL_MANIP_COUNTER add hl, bc ld a, [hl] and a ret z dec [hl] ret .NoMatch: ld a, [wSlotBias] cp SLOTS_NO_BIAS jr z, .NoBias ld hl, REEL_MANIP_COUNTER add hl, bc ld a, [hl] and a jr z, .NoBias dec [hl] ret .NoBias: call Slots_StopReel ret ReelAction_SetUpReel2SkipTo7: ; Unique reel 2 action (see Slots_StopReel2) ; Ensures that 7 symbols become lined up in the first two reels, ; but more often than not, this is only a way to get our hopes up, as ; it makes exciting reel #3 modes with no success hope more common. call Slots_CheckMatchedFirstTwoReels jr nc, .no_match ld a, [wFirstTwoReelsMatchingSevens] and a jr z, .no_match call Slots_StopReel ret .no_match ld a, SFX_STOP_SLOT call Slots_PlaySFX ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_WAIT_REEL2_SKIP_TO_7 ld hl, REEL_MANIP_DELAY add hl, bc ld [hl], 32 ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 0 ret ReelAction_WaitReel2SkipTo7: ld hl, REEL_MANIP_DELAY add hl, bc ld a, [hl] and a jr z, .ready dec [hl] ret .ready ld a, SFX_THROW_BALL call Slots_PlaySFX ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_FAST_SPIN_REEL2_UNTIL_LINED_UP_7S ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 8 ret ReelAction_FastSpinReel2UntilLinedUp7s: call Slots_CheckMatchedFirstTwoReels ret nc ld a, [wFirstTwoReelsMatchingSevens] and a ret z call Slots_StopReel ret ReelAction_InitGolem: ; Ensures SEVENs are lined up if there's bias to SEVEN. ; Ensures nothing is lined up if there's no bias symbols. ; No other bias symbols are compatible with this mode. ; This is achieved by throwing Golem until the desired result ; is produced. The amount of Golem thrown can be anywhere from ; 1 to 14 for SEVEN bias, and 4-8 for no bias. call Slots_CheckMatchedAllThreeReels ret c ld a, SFX_STOP_SLOT call Slots_PlaySFX call Slots_WaitSFX ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_WAIT_GOLEM ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 0 call Slots_GetNumberOfGolems push bc push af depixel 12, 13 ld a, SPRITE_ANIM_INDEX_SLOTS_GOLEM call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR3 add hl, bc pop af ld [hl], a pop bc xor a ld [wSlotsDelay], a ReelAction_WaitGolem: ld a, [wSlotsDelay] cp 2 jr z, .two cp 1 jr z, .one ret .two call Slots_CheckMatchedAllThreeReels call Slots_StopReel ret .one ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_END_GOLEM ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 8 ret ReelAction_EndGolem: xor a ld [wSlotsDelay], a ld hl, REEL_ACTION add hl, bc dec [hl] ; REEL_ACTION_WAIT_GOLEM ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 0 ret ReelAction_InitChansey: ; Ensures the lining up of SEVEN symbols, but this mode is only possible ; when there is bias to SEVEN symbols (and even then, it's still rare). ; Chansey releases and egg and reel #3 is made to advance 17 slots very ; quickly as many times as necessary for the match to SEVENs to show up. call Slots_CheckMatchedAllThreeReels ret c ld a, SFX_STOP_SLOT call Slots_PlaySFX call Slots_WaitSFX ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_WAIT_CHANSEY ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 0 push bc depixel 12, 0 ld a, SPRITE_ANIM_INDEX_SLOTS_CHANSEY call InitSpriteAnimStruct pop bc xor a ld [wSlotsDelay], a ret ReelAction_WaitChansey: ld a, [wSlotsDelay] and a ret z ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_WAIT_EGG ld a, 2 ld [wSlotsDelay], a ReelAction_WaitEgg: ld a, [wSlotsDelay] cp $4 ret c ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_DROP_REEL ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 16 ld hl, REEL_MANIP_DELAY add hl, bc ld [hl], 17 ReelAction_DropReel: ld hl, REEL_MANIP_DELAY add hl, bc ld a, [hl] and a jr z, .check_match dec [hl] ret .check_match call Slots_CheckMatchedAllThreeReels jr nc, .EggAgain and a jr nz, .EggAgain ld a, 5 ld [wSlotsDelay], a call Slots_StopReel ret .EggAgain: ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 0 ld hl, REEL_ACTION add hl, bc dec [hl] dec [hl] ; REEL_ACTION_WAIT_CHANSEY ld a, 1 ld [wSlotsDelay], a ret ReelAction_Unused: call Slots_CheckMatchedAllThreeReels ret c ld a, SFX_STOP_SLOT call Slots_PlaySFX call Slots_WaitSFX ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_CHECK_DROP_REEL call Slots_GetNumberOfGolems ld hl, REEL_MANIP_DELAY add hl, bc ld [hl], a ReelAction_CheckDropReel: ld hl, REEL_MANIP_DELAY add hl, bc ld a, [hl] and a jr nz, .spin call Slots_CheckMatchedAllThreeReels call Slots_StopReel ret .spin dec [hl] ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_WAIT_DROP_REEL ld hl, REEL_FIELD_0B add hl, bc ld [hl], 32 ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 0 ReelAction_WaitDropReel: ld hl, REEL_FIELD_0B add hl, bc ld a, [hl] and a jr z, .DropReel dec [hl] ret .DropReel: ld hl, REEL_ACTION add hl, bc dec [hl] ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 8 ret ReelAction_StartSlowAdvanceReel3: ; Ensures SEVENs are lined up if there's bias to SEVEN. ; Ensures nothing is lined up if there's no bias symbols. ; No other bias symbols are compatible with this mode. ; This is achieved by slowly advancing the reel a full round, ; plus any necessary slot until the desired result is produced. call Slots_CheckMatchedAllThreeReels ret c ld a, SFX_STOP_SLOT call Slots_PlaySFX call Slots_WaitSFX ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 1 ld hl, REEL_ACTION add hl, bc inc [hl] ; REEL_ACTION_WAIT_SLOW_ADVANCE_REEL3 ld hl, REEL_MANIP_DELAY add hl, bc ld [hl], 16 ReelAction_WaitSlowAdvanceReel3: ld hl, REEL_MANIP_DELAY add hl, bc ld a, [hl] and a jr z, .check1 dec [hl] .play_sfx ld a, SFX_GOT_SAFARI_BALLS call Slots_PlaySFX ret .check1 ld a, [wSlotBias] and a jr nz, .check2 call Slots_CheckMatchedAllThreeReels jr nc, .play_sfx and a jr nz, .play_sfx call Slots_StopReel call WaitSFX ret .check2 call Slots_CheckMatchedAllThreeReels jr c, .play_sfx call Slots_StopReel call WaitSFX ret Slots_CheckMatchedFirstTwoReels: xor a ld [wFirstTwoReelsMatching], a ld [wFirstTwoReelsMatchingSevens], a call Slots_GetCurrentReelState call Slots_CopyReelState ld a, [wSlotBet] and 3 ld e, a ld d, 0 ld hl, .Jumptable add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a ld de, .return push de jp hl .return ld a, [wFirstTwoReelsMatching] and a ret z scf ret .Jumptable: dw .zero dw .one dw .two dw .three .three call .CheckUpwardsDiag call .CheckDownwardsDiag .two call .CheckBottomRow call .CheckTopRow .one call .CheckMiddleRow .zero ret .CheckBottomRow: ld hl, wCurReelStopped ld a, [wReel1Stopped] cp [hl] call z, .StoreResult ret .CheckUpwardsDiag: ld hl, wCurReelStopped + 1 ld a, [wReel1Stopped] cp [hl] call z, .StoreResult ret .CheckMiddleRow: ld hl, wCurReelStopped + 1 ld a, [wReel1Stopped + 1] cp [hl] call z, .StoreResult ret .CheckDownwardsDiag: ld hl, wCurReelStopped + 1 ld a, [wReel1Stopped + 2] cp [hl] call z, .StoreResult ret .CheckTopRow: ld hl, wCurReelStopped + 2 ld a, [wReel1Stopped + 2] cp [hl] call z, .StoreResult ret .StoreResult: ld [wSlotBuildingMatch], a and a jr nz, .matching_sevens ld a, 1 ld [wFirstTwoReelsMatchingSevens], a .matching_sevens ld a, 1 ld [wFirstTwoReelsMatching], a ret Slots_CheckMatchedAllThreeReels: ld a, SLOTS_NO_MATCH ld [wSlotMatched], a call Slots_GetCurrentReelState call Slots_CopyReelState ld a, [wSlotBet] and 3 ld e, a ld d, 0 ld hl, .Jumptable add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a ld de, .return push de jp hl .return ld a, [wSlotMatched] cp SLOTS_NO_MATCH jr nz, .matched_nontrivial and a ret .matched_nontrivial scf ret .Jumptable: dw .zero dw .one dw .two dw .three .three call .CheckUpwardsDiag call .CheckDownwardsDiag .two call .CheckBottomRow call .CheckTopRow .one call .CheckMiddleRow .zero ret .CheckBottomRow: ld hl, wCurReelStopped ld a, [wReel1Stopped] cp [hl] ret nz ld hl, wReel2Stopped cp [hl] call z, .StoreResult ret .CheckUpwardsDiag: ld hl, wCurReelStopped + 2 ld a, [wReel1Stopped] cp [hl] ret nz ld hl, wReel2Stopped + 1 cp [hl] call z, .StoreResult ret .CheckMiddleRow: ld hl, wCurReelStopped + 1 ld a, [wReel1Stopped + 1] cp [hl] ret nz ld hl, wReel2Stopped + 1 cp [hl] call z, .StoreResult ret .CheckDownwardsDiag: ld hl, wCurReelStopped ld a, [wReel1Stopped + 2] cp [hl] ret nz ld hl, wReel2Stopped + 1 cp [hl] call z, .StoreResult ret .CheckTopRow: ld hl, wCurReelStopped + 2 ld a, [wReel1Stopped + 2] cp [hl] ret nz ld hl, wReel2Stopped + 2 cp [hl] call z, .StoreResult ret .StoreResult: ld [wSlotMatched], a ret Slots_CopyReelState: ld de, wCurReelStopped ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a inc de ld a, [hl] ld [de], a ret Slots_GetNumberOfGolems: ld hl, REEL_POSITION add hl, bc ld a, [hl] push af push hl call .Check7Bias pop hl pop af ld [hl], a ld a, e ret .Check7Bias: ld a, [wSlotBias] and a jr nz, .not_biased_to_seven ld e, $0 .loop1 ld hl, REEL_POSITION add hl, bc inc [hl] inc e push de call Slots_CheckMatchedAllThreeReels pop de jr nc, .loop1 and a jr nz, .loop1 ret .not_biased_to_seven call Random and $7 cp $8 / 2 ; 50% jr c, .not_biased_to_seven ld e, a .loop2 ld a, e inc e ld hl, REEL_POSITION add hl, bc add [hl] ld [hl], a push de call Slots_CheckMatchedAllThreeReels pop de jr c, .loop2 ret Slots_InitBias: ld a, [wSlotBias] and a ret z ld hl, .Normal ld a, [wScriptVar] and a jr z, .okay ld hl, .Lucky .okay call Random ld c, a .loop ld a, [hli] cp c jr nc, .done inc hl jr .loop .done ld a, [hl] ld [wSlotBias], a ret .Normal: db 1 percent - 1, SLOTS_SEVEN db 1 percent + 1, SLOTS_POKEBALL db 4 percent, SLOTS_STARYU db 8 percent, SLOTS_SQUIRTLE db 16 percent, SLOTS_PIKACHU db 19 percent, SLOTS_CHERRY db 100 percent, SLOTS_NO_BIAS .Lucky: db 1 percent, SLOTS_SEVEN db 1 percent + 1, SLOTS_POKEBALL db 3 percent + 1, SLOTS_STARYU db 6 percent + 1, SLOTS_SQUIRTLE db 12 percent, SLOTS_PIKACHU db 31 percent + 1, SLOTS_CHERRY db 100 percent, SLOTS_NO_BIAS Slots_IlluminateBetLights: ld b, $14 ; turned on ld a, [wSlotBet] dec a jr z, Slots_Lights1OnOff dec a jr z, Slots_Lights2OnOff jr Slots_Lights3OnOff Slots_DeilluminateBetLights: ld b, $23 ; turned off Slots_Lights3OnOff: hlcoord 3, 2 call Slots_TurnLightsOnOrOff hlcoord 3, 10 call Slots_TurnLightsOnOrOff Slots_Lights2OnOff: hlcoord 3, 4 call Slots_TurnLightsOnOrOff hlcoord 3, 8 call Slots_TurnLightsOnOrOff Slots_Lights1OnOff: hlcoord 3, 6 Slots_TurnLightsOnOrOff: ld a, b ld [hl], a ld de, SCREEN_WIDTH / 2 + 3 add hl, de ld [hl], a ld de, SCREEN_WIDTH / 2 - 3 add hl, de inc a ld [hl], a ld de, SCREEN_WIDTH / 2 + 3 add hl, de ld [hl], a ret Slots_AskBet: .loop ld hl, .SlotsBetHowManyCoinsText call PrintText ld hl, .MenuHeader call LoadMenuHeader call VerticalMenu call CloseWindow ret c ld a, [wMenuCursorY] ld b, a ld a, 4 sub b ld [wSlotBet], a ld hl, wCoins ld c, a ld a, [hli] and a jr nz, .Start ld a, [hl] cp c jr nc, .Start ld hl, .SlotsNotEnoughCoinsText call PrintText jr .loop .Start: ld hl, wCoins + 1 ld a, [hl] sub c ld [hld], a jr nc, .ok dec [hl] .ok call WaitSFX ld de, SFX_PAY_DAY call PlaySFX ld hl, .SlotsStartText call PrintText and a ret .SlotsBetHowManyCoinsText: text_far _SlotsBetHowManyCoinsText text_end .SlotsStartText: text_far _SlotsStartText text_end .SlotsNotEnoughCoinsText: text_far _SlotsNotEnoughCoinsText text_end .MenuHeader: db MENU_BACKUP_TILES ; flags menu_coords 14, 10, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1 dw .MenuData db 1 ; default option .MenuData: db STATICMENU_CURSOR ; flags db 3 ; items db " 3@" db " 2@" db " 1@" Slots_AskPlayAgain: ld hl, wCoins ld a, [hli] or [hl] jr nz, .you_have_coins ld hl, .SlotsRanOutOfCoinsText call PrintText ld c, 60 call DelayFrames jr .exit_slots .you_have_coins ld hl, .SlotsPlayAgainText call PrintText call LoadMenuTextbox lb bc, 14, 12 call PlaceYesNoBox ld a, [wMenuCursorY] dec a call CloseWindow and a jr nz, .exit_slots and a ret .exit_slots scf ret .SlotsRanOutOfCoinsText: text_far _SlotsRanOutOfCoinsText text_end .SlotsPlayAgainText: text_far _SlotsPlayAgainText text_end Slots_GetPayout: ld a, [wSlotMatched] cp SLOTS_NO_MATCH jr z, .no_win srl a ld e, a ld d, 0 ld hl, .PayoutTable add hl, de ld a, [hli] ld [wPayout + 1], a ld e, a ld a, [hl] ld [wPayout], a ld d, a farcall StubbedTrainerRankings_AddToSlotsPayouts ret .PayoutTable: table_width 2, Slots_GetPayout.PayoutTable dw 300 ; SLOTS_SEVEN dw 50 ; SLOTS_POKEBALL dw 6 ; SLOTS_CHERRY dw 8 ; SLOTS_PIKACHU dw 10 ; SLOTS_SQUIRTLE dw 15 ; SLOTS_STARYU assert_table_length NUM_SLOT_REELS .no_win ld hl, wPayout xor a ld [hli], a ld [hl], a ret Slots_PayoutText: ld a, [wSlotMatched] cp SLOTS_NO_MATCH jr nz, .MatchedSomething ld hl, .SlotsDarnText call PrintText farcall StubbedTrainerRankings_EndSlotsWinStreak ret .MatchedSomething: srl a ld e, a ld d, 0 ld hl, .PayoutStrings add hl, de add hl, de add hl, de ld de, wStringBuffer2 ld bc, 4 call CopyBytes ld a, [hli] ld h, [hl] ld l, a ld de, .return push de jp hl .return ld hl, .Text_PrintPayout call PrintText farcall StubbedTrainerRankings_AddToSlotsWinStreak ret .PayoutStrings: table_width 6, Slots_PayoutText.PayoutStrings dbw "300@", .LinedUpSevens ; SLOTS_SEVEN dbw "50@@", .LinedUpPokeballs ; SLOTS_POKEBALL dbw "6@@@", .LinedUpMonOrCherry ; SLOTS_CHERRY dbw "8@@@", .LinedUpMonOrCherry ; SLOTS_PIKACHU dbw "10@@", .LinedUpMonOrCherry ; SLOTS_SQUIRTLE dbw "15@@", .LinedUpMonOrCherry ; SLOTS_STARYU assert_table_length NUM_SLOT_REELS .Text_PrintPayout: text_asm ld a, [wSlotMatched] add $25 ldcoord_a 2, 13 inc a ldcoord_a 2, 14 inc a ldcoord_a 3, 13 inc a ldcoord_a 3, 14 hlcoord 18, 17 ld [hl], "▼" ld hl, .SlotsLinedUpText rept 4 inc bc endr ret .SlotsLinedUpText: text_far _SlotsLinedUpText text_end .SlotsDarnText: text_far _SlotsDarnText text_end .LinedUpSevens: ld a, SFX_2ND_PLACE call Slots_PlaySFX call WaitSFX ; Oddly, the rarest mode (wKeepSevenBiasChance = 1) is the one with ; the worse odds to favor seven symbol streaks (12.5% vs 25%). ; it's possible that either the wKeepSevenBiasChance initialization ; or this code was intended to lead to flipped percentages. ld a, [wKeepSevenBiasChance] and a jr nz, .lower_seven_streak_odds call Random and %0010100 ret z ; 25% chance to stick with seven symbol bias ld a, SLOTS_NO_BIAS ld [wSlotBias], a ret .lower_seven_streak_odds call Random and %0011100 ret z ; 12.5% chance to stick with seven symbol bias ld a, SLOTS_NO_BIAS ld [wSlotBias], a ret .LinedUpPokeballs: ld a, SFX_3RD_PLACE call Slots_PlaySFX call WaitSFX ret .LinedUpMonOrCherry: ld a, SFX_PRESENT call Slots_PlaySFX call WaitSFX ret Slots_AnimateGolem: ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc ld e, [hl] ld d, 0 ld hl, .Jumptable add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl .Jumptable: dw .init dw .fall dw .roll .init ld hl, SPRITEANIMSTRUCT_VAR3 add hl, bc ld a, [hl] and a jr nz, .retain ld a, 2 ld [wSlotsDelay], a ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ld [hl], $0 ret .retain dec [hl] ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld [hl], $30 ld hl, SPRITEANIMSTRUCT_XOFFSET add hl, bc ld [hl], $0 .fall ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] cp $20 jr c, .play_sound dec [hl] ld e, a ld d, 14 * 8 farcall BattleAnim_Sine_e ld a, e ld hl, SPRITEANIMSTRUCT_YOFFSET add hl, bc ld [hl], a ret .play_sound ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ld hl, SPRITEANIMSTRUCT_VAR2 add hl, bc ld [hl], $2 ld a, 1 ld [wSlotsDelay], a ld a, SFX_PLACE_PUZZLE_PIECE_DOWN call Slots_PlaySFX ret .roll ld hl, SPRITEANIMSTRUCT_XOFFSET add hl, bc ld a, [hl] inc [hl] inc [hl] cp 9 * 8 jr nc, .restart and $3 ret nz ld hl, SPRITEANIMSTRUCT_VAR2 add hl, bc ld a, [hl] xor $ff inc a ld [hl], a ldh [hSCY], a ret .restart ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc xor a ld [hl], a ldh [hSCY], a ret Slots_AnimateChansey: ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc ld e, [hl] ld d, 0 ld hl, .Jumptable add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl .Jumptable: dw .walk dw .one dw .two .walk ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc ld a, [hl] inc [hl] cp 13 * 8 jr z, .limit and $f ret nz ld de, SFX_JUMP_OVER_LEDGE call PlaySFX ret .limit ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ld a, 1 ld [wSlotsDelay], a .one ld a, [wSlotsDelay] cp $2 jr z, .retain cp $5 ret nz ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ld [hl], $0 ret .retain ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld [hl], $8 .two ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] and a jr z, .spawn_egg dec [hl] ret .spawn_egg ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc dec [hl] push bc depixel 12, 13, 0, 4 ld a, SPRITE_ANIM_INDEX_SLOTS_EGG call InitSpriteAnimStruct pop bc ret Slots_WaitSFX: push bc ld c, 16 call DelayFrames pop bc ret Slots_PlaySFX: push de ld e, a ld d, 0 call PlaySFX pop de ret ; The first three positions are repeated to ; avoid needing to check indices when copying. Reel1Tilemap: db SLOTS_SEVEN ; 0 db SLOTS_CHERRY ; 1 db SLOTS_STARYU ; 2 db SLOTS_PIKACHU ; 3 db SLOTS_SQUIRTLE ; 4 db SLOTS_SEVEN ; 5 db SLOTS_CHERRY ; 6 db SLOTS_STARYU ; 7 db SLOTS_PIKACHU ; 8 db SLOTS_SQUIRTLE ; 9 db SLOTS_POKEBALL ; 10 db SLOTS_CHERRY ; 11 db SLOTS_STARYU ; 12 db SLOTS_PIKACHU ; 13 db SLOTS_SQUIRTLE ; 14 db SLOTS_SEVEN ; 0 db SLOTS_CHERRY ; 1 db SLOTS_STARYU ; 2 Reel2Tilemap: db SLOTS_SEVEN ; 0 db SLOTS_PIKACHU ; 1 db SLOTS_CHERRY ; 2 db SLOTS_SQUIRTLE ; 3 db SLOTS_STARYU ; 4 db SLOTS_POKEBALL ; 5 db SLOTS_PIKACHU ; 6 db SLOTS_CHERRY ; 7 db SLOTS_SQUIRTLE ; 8 db SLOTS_STARYU ; 9 db SLOTS_POKEBALL ; 10 db SLOTS_PIKACHU ; 11 db SLOTS_CHERRY ; 12 db SLOTS_SQUIRTLE ; 13 db SLOTS_STARYU ; 14 db SLOTS_SEVEN ; 0 db SLOTS_PIKACHU ; 1 db SLOTS_CHERRY ; 2 Reel3Tilemap: db SLOTS_SEVEN ; 0 db SLOTS_PIKACHU ; 1 db SLOTS_CHERRY ; 2 db SLOTS_SQUIRTLE ; 3 db SLOTS_STARYU ; 4 db SLOTS_PIKACHU ; 5 db SLOTS_CHERRY ; 6 db SLOTS_SQUIRTLE ; 7 db SLOTS_STARYU ; 8 db SLOTS_PIKACHU ; 9 db SLOTS_POKEBALL ; 10 db SLOTS_CHERRY ; 11 db SLOTS_SQUIRTLE ; 12 db SLOTS_STARYU ; 13 db SLOTS_PIKACHU ; 14 db SLOTS_SEVEN ; 0 db SLOTS_PIKACHU ; 1 db SLOTS_CHERRY ; 2 SlotsTilemap: INCBIN "gfx/slots/slots.tilemap" Slots1LZ: INCBIN "gfx/slots/slots_1.2bpp.lz" Slots2LZ: INCBIN "gfx/slots/slots_2.2bpp.lz" Slots3LZ: INCBIN "gfx/slots/slots_3.2bpp.lz"