pokecrystal/engine/games/slot_machine.asm

2221 lines
37 KiB
NASM

SLOTS_NO_BIAS EQU -1
SLOTS_NO_MATCH EQU -1
SLOTS_SEVEN EQU $00
SLOTS_POKEBALL EQU $04
SLOTS_CHERRY EQU $08
SLOTS_PIKACHU EQU $0c
SLOTS_SQUIRTLE EQU $10
SLOTS_STARYU EQU $14
REEL_SIZE EQU 15
; Constants for slot_reel offsets (see macros/wram.asm)
REEL_ACTION EQUS "(wReel1ReelAction - wReel1)"
REEL_TILEMAP_ADDR EQUS "(wReel1TilemapAddr - wReel1)"
REEL_POSITION EQUS "(wReel1Position - wReel1)"
REEL_SPIN_DISTANCE EQUS "(wReel1SpinDistance - wReel1)"
REEL_SPIN_RATE EQUS "(wReel1SpinRate - wReel1)"
REEL_OAM_ADDR EQUS "(wReel1OAMAddr - wReel1)"
REEL_X_COORD EQUS "(wReel1XCoord - wReel1)"
REEL_MANIP_COUNTER EQUS "(wReel1ManipCounter - wReel1)"
REEL_MANIP_DELAY EQUS "(wReel1ManipDelay - wReel1)"
REEL_FIELD_0B EQUS "(wReel1Field0b - wReel1)"
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
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, $7
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, 1
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 ; alternates two palettes
call DmgToCgbBGPals
ret
.matching_sevens
ld a, [wTextDelayFrames]
and $7
ret nz
ldh a, [rBGP]
xor %00001100
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, wcf66
ld a, [hl]
inc [hl]
and $7
ret nz
ld hl, wVirtualOAMSprite16TileID
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
ld [hl], e
dec hl
ld [hl], d
ld a, [wSlotsDelay]
and $7
ret z ; ret nz would be more appropriate
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, wVirtualOAMSprite16
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, wVirtualOAMSprite24
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, wVirtualOAMSprite32
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:
db 0 ; SLOTS_SEVEN
db 1 ; SLOTS_POKEBALL
db 2 ; SLOTS_CHERRY
db 3 ; SLOTS_PIKACHU
db 4 ; SLOTS_SQUIRTLE
db 5 ; SLOTS_STARYU
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:
dw 300
dw 50
dw 6
dw 8
dw 10
dw 15
.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:
dbw "300@", .LinedUpSevens
dbw "50@@", .LinedUpPokeballs
dbw "6@@@", .LinedUpMonOrCherry
dbw "8@@@", .LinedUpMonOrCherry
dbw "10@@", .LinedUpMonOrCherry
dbw "15@@", .LinedUpMonOrCherry
.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"