mirror of https://github.com/pret/pokecrystal.git
119 lines
1.4 KiB
NASM
119 lines
1.4 KiB
NASM
ResetGameTime::
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xor a
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ld [wGameTimeCap], a
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ld [wGameTimeHours], a
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ld [wGameTimeHours + 1], a
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ld [wGameTimeMinutes], a
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ld [wGameTimeSeconds], a
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ld [wGameTimeFrames], a
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ret
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GameTimer::
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nop
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ldh a, [rSVBK]
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push af
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ld a, BANK(wGameTime)
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ldh [rSVBK], a
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call .Function
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pop af
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ldh [rSVBK], a
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ret
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.Function:
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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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ld a, [wGameLogicPaused]
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and a
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ret nz
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; Is the timer paused?
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ld hl, wGameTimerPaused
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bit GAME_TIMER_PAUSED_F, [hl]
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ret z
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; Is the timer already capped?
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ld hl, wGameTimeCap
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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, wGameTimeFrames
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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, wGameTimeSeconds
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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, wGameTimeMinutes
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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, [wGameTimeHours]
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ld h, a
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ld a, [wGameTimeHours + 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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cp HIGH(1000)
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jr c, .ok
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ld a, l
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cp LOW(1000)
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jr c, .ok
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ld hl, wGameTimeCap
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set 0, [hl]
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ld a, 59 ; 999:59:59.00
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ld [wGameTimeMinutes], a
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ld [wGameTimeSeconds], a
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ret
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.ok
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ld a, h
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ld [wGameTimeHours], a
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ld a, l
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ld [wGameTimeHours + 1], a
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ret
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