mirror of https://github.com/pret/pokecrystal.git
2221 lines
37 KiB
NASM
2221 lines
37 KiB
NASM
SLOTS_NO_BIAS EQU -1
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SLOTS_NO_MATCH EQU -1
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SLOTS_SEVEN EQU $00
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SLOTS_POKEBALL EQU $04
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SLOTS_CHERRY EQU $08
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SLOTS_PIKACHU EQU $0c
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SLOTS_SQUIRTLE EQU $10
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SLOTS_STARYU EQU $14
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REEL_SIZE EQU 15
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; Constants for slot_reel offsets (see macros/wram.asm)
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REEL_ACTION EQUS "(wReel1ReelAction - wReel1)"
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REEL_TILEMAP_ADDR EQUS "(wReel1TilemapAddr - wReel1)"
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REEL_POSITION EQUS "(wReel1Position - wReel1)"
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REEL_SPIN_DISTANCE EQUS "(wReel1SpinDistance - wReel1)"
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REEL_SPIN_RATE EQUS "(wReel1SpinRate - wReel1)"
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REEL_OAM_ADDR EQUS "(wReel1OAMAddr - wReel1)"
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REEL_X_COORD EQUS "(wReel1XCoord - wReel1)"
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REEL_MANIP_COUNTER EQUS "(wReel1ManipCounter - wReel1)"
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REEL_MANIP_DELAY EQUS "(wReel1ManipDelay - wReel1)"
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REEL_FIELD_0B EQUS "(wReel1Field0b - wReel1)"
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REEL_STOP_DELAY EQUS "(wReel1StopDelay - wReel1)"
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; SlotsJumptable constants
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const_def
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const SLOTS_INIT
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const SLOTS_BET_AND_START
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const SLOTS_WAIT_START
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const SLOTS_WAIT_REEL1
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const SLOTS_WAIT_STOP_REEL1
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const SLOTS_WAIT_REEL2
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const SLOTS_WAIT_STOP_REEL2
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const SLOTS_WAIT_REEL3
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const SLOTS_WAIT_STOP_REEL3
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const SLOTS_NEXT_09
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const SLOTS_NEXT_0A
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const SLOTS_NEXT_0B
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const SLOTS_FLASH_IF_WIN
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const SLOTS_FLASH_SCREEN
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const SLOTS_GIVE_EARNED_COINS
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const SLOTS_PAYOUT_TEXT_AND_ANIM
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const SLOTS_PAYOUT_ANIM
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const SLOTS_RESTART_OF_QUIT
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const SLOTS_QUIT
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SLOTS_END_LOOP_F EQU 7
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; ReelActionJumptable constants
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const_def
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const REEL_ACTION_DO_NOTHING
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const REEL_ACTION_STOP_REEL_IGNORE_JOYPAD
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const REEL_ACTION_QUADRUPLE_RATE
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const REEL_ACTION_DOUBLE_RATE
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const REEL_ACTION_NORMAL_RATE
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const REEL_ACTION_HALF_RATE
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const REEL_ACTION_QUARTER_RATE
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const REEL_ACTION_STOP_REEL1
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const REEL_ACTION_STOP_REEL2
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const REEL_ACTION_STOP_REEL3
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const REEL_ACTION_SET_UP_REEL2_SKIP_TO_7
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const REEL_ACTION_WAIT_REEL2_SKIP_TO_7
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const REEL_ACTION_FAST_SPIN_REEL2_UNTIL_LINED_UP_7S
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const REEL_ACTION_UNUSED
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const REEL_ACTION_CHECK_DROP_REEL
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const REEL_ACTION_WAIT_DROP_REEL
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const REEL_ACTION_START_SLOW_ADVANCE_REEL3
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const REEL_ACTION_WAIT_SLOW_ADVANCE_REEL3
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const REEL_ACTION_INIT_GOLEM
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const REEL_ACTION_WAIT_GOLEM
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const REEL_ACTION_END_GOLEM
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const REEL_ACTION_INIT_CHANSEY
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const REEL_ACTION_WAIT_CHANSEY
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const REEL_ACTION_WAIT_EGG
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const REEL_ACTION_DROP_REEL
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_SlotMachine:
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ld hl, wOptions
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set NO_TEXT_SCROLL, [hl]
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call .InitGFX
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call DelayFrame
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.loop
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call SlotsLoop
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jr nc, .loop
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call WaitSFX
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ld de, SFX_QUIT_SLOTS
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call PlaySFX
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call WaitSFX
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call ClearBGPalettes
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farcall StubbedTrainerRankings_EndSlotsWinStreak
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ld hl, wOptions
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res NO_TEXT_SCROLL, [hl]
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ld hl, rLCDC
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res rLCDC_SPRITE_SIZE, [hl] ; 8x8
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ret
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.InitGFX:
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call ClearBGPalettes
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call ClearTilemap
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call ClearSprites
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ld de, MUSIC_NONE
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call PlayMusic
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call DelayFrame
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call DisableLCD
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hlbgcoord 0, 0
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ld bc, vBGMap1 - vBGMap0
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ld a, " "
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call ByteFill
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ld b, SCGB_SLOT_MACHINE
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call GetSGBLayout
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callfar ClearSpriteAnims
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ld hl, wSlots
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ld bc, wSlotsDataEnd - wSlots
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xor a
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call ByteFill
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ld hl, Slots2LZ
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ld de, vTiles0 tile $00
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call Decompress
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ld hl, Slots3LZ
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ld de, vTiles0 tile $40
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call Decompress
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ld hl, Slots1LZ
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ld de, vTiles2 tile $00
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call Decompress
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ld hl, Slots2LZ
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ld de, vTiles2 tile $25
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call Decompress
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ld hl, SlotsTilemap
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decoord 0, 0
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ld bc, SCREEN_WIDTH * 12
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call CopyBytes
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ld hl, rLCDC
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set rLCDC_SPRITE_SIZE, [hl] ; 8x16
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call EnableLCD
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ld hl, wSlots
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ld bc, wSlotsEnd - wSlots
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xor a
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call ByteFill
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call Slots_InitReelTiles
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call Slots_GetPals
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ld a, $7
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ld hl, wSpriteAnimDict
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ld [hli], a
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ld [hl], $40
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xor a ; SLOTS_INIT
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ld [wJumptableIndex], a
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ld a, SLOTS_NO_BIAS
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ld [wSlotBias], a
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ld de, MUSIC_GAME_CORNER
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call PlayMusic
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xor a
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ld [wKeepSevenBiasChance], a ; 87.5% chance
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call Random
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and %00101010
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ret nz
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ld a, 1
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ld [wKeepSevenBiasChance], a ; 12.5% chance
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ret
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Slots_GetPals:
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ld a, %11100100
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call DmgToCgbBGPals
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lb de, %11100100, %11100100
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ldh a, [hCGB]
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and a
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jr nz, .cgb
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lb de, %11000000, %11100100
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.cgb
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call DmgToCgbObjPals
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ret
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SlotsLoop:
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ld a, [wJumptableIndex]
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bit SLOTS_END_LOOP_F, a
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jr nz, .stop
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call SlotsJumptable
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call Slots_SpinReels
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xor a
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ld [wCurSpriteOAMAddr], a
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callfar DoNextFrameForFirst16Sprites
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call .PrintCoinsAndPayout
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call .Stubbed_AlternateMatchingSevensPalette
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call DelayFrame
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and a
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ret
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.stop
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scf
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ret
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.Stubbed_AlternateMatchingSevensPalette:
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; dummied out
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ret
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ld a, [wReel1ReelAction]
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and a
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ret nz
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ld a, [wReel2ReelAction]
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and a
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ret nz
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ld a, [wFirstTwoReelsMatchingSevens]
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and a
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jr nz, .matching_sevens
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ld a, %11100100 ; alternates two palettes
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call DmgToCgbBGPals
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ret
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.matching_sevens
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ld a, [wTextDelayFrames]
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and $7
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ret nz
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ldh a, [rBGP]
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xor %00001100
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call DmgToCgbBGPals
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ret
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.PrintCoinsAndPayout:
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hlcoord 5, 1
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ld de, wCoins
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lb bc, PRINTNUM_LEADINGZEROS | 2, 4
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call PrintNum
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hlcoord 11, 1
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ld de, wPayout
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lb bc, PRINTNUM_LEADINGZEROS | 2, 4
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call PrintNum
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ret
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DebugPrintSlotBias: ; unreferenced
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ld a, [wSlotBias]
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add 0
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daa
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ld e, a
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and $f
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add "0"
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hlcoord 1, 0
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ld [hl], a
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ld a, e
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swap a
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and $f
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add "0"
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hlcoord 0, 0
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ld [hl], a
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ret
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AnimateSlotReelIcons: ; unreferenced
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; This animation was present in pokegold-spaceworld.
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ld hl, wUnusedSlotReelIconDelay
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ld a, [hl]
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inc [hl]
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and $7
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ret nz
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ld hl, wVirtualOAMSprite16TileID
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ld c, NUM_SPRITE_OAM_STRUCTS - 16
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.loop
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ld a, [hl]
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xor $20 ; alternate between $00-$1f and $20-$3f
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ld [hli], a ; tile id
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rept SPRITEOAMSTRUCT_LENGTH - 1
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inc hl
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endr
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dec c
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jr nz, .loop
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ret
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SlotsJumptable:
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jumptable .Jumptable, wJumptableIndex
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.Jumptable:
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dw SlotsAction_Init ; 00
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dw SlotsAction_BetAndStart ; 01
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dw SlotsAction_WaitStart ; 02
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dw SlotsAction_WaitReel1 ; 03
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dw SlotsAction_WaitStopReel1 ; 04
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dw SlotsAction_WaitReel2 ; 05
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dw SlotsAction_WaitStopReel2 ; 06
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dw SlotsAction_WaitReel3 ; 07
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dw SlotsAction_WaitStopReel3 ; 08
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dw SlotsAction_Next ; 09
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dw SlotsAction_Next ; 0a
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dw SlotsAction_Next ; 0b
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dw SlotsAction_FlashIfWin ; 0c
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dw SlotsAction_FlashScreen ; 0d
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dw SlotsAction_GiveEarnedCoins ; 0e
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dw SlotsAction_PayoutTextAndAnim ; 0f
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dw SlotsAction_PayoutAnim ; 10
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dw SlotsAction_RestartOrQuit ; 11
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dw SlotsAction_Quit ; 12
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SlotsAction_Next:
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ld hl, wJumptableIndex
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inc [hl]
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ret
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SlotsAction_Init:
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call SlotsAction_Next
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xor a
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ld [wFirstTwoReelsMatching], a
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ld [wFirstTwoReelsMatchingSevens], a
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ld a, SLOTS_NO_MATCH
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ld [wSlotMatched], a
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ret
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SlotsAction_BetAndStart:
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call Slots_AskBet
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jr nc, .proceed
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ld a, SLOTS_QUIT
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ld [wJumptableIndex], a
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ret
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.proceed
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call SlotsAction_Next
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call Slots_IlluminateBetLights
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call Slots_InitBias
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ld a, 32
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ld [wSlotsDelay], a
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ld a, REEL_ACTION_NORMAL_RATE
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ld [wReel1ReelAction], a
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ld [wReel2ReelAction], a
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ld [wReel3ReelAction], a
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ld a, 4
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ld [wReel1ManipCounter], a
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ld [wReel2ManipCounter], a
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ld [wReel3ManipCounter], a
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call WaitSFX
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ld a, SFX_SLOT_MACHINE_START
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call Slots_PlaySFX
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ret
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SlotsAction_WaitStart:
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ld hl, wSlotsDelay
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ld a, [hl]
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and a
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jr z, .proceed
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dec [hl]
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ret
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.proceed
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call SlotsAction_Next
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xor a
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ldh [hJoypadSum], a
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ret
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SlotsAction_WaitReel1:
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ld hl, hJoypadSum
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ld a, [hl]
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and A_BUTTON
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ret z
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call SlotsAction_Next
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call Slots_StopReel1
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ld [wReel1ReelAction], a
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SlotsAction_WaitStopReel1:
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ld a, [wReel1ReelAction]
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cp REEL_ACTION_DO_NOTHING
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ret nz
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ld a, SFX_STOP_SLOT
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call Slots_PlaySFX
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ld bc, wReel1
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ld de, wReel1Stopped
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call Slots_LoadReelState
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call SlotsAction_Next
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xor a
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ldh [hJoypadSum], a
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SlotsAction_WaitReel2:
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ld hl, hJoypadSum
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ld a, [hl]
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and A_BUTTON
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ret z
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call SlotsAction_Next
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call Slots_StopReel2
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ld [wReel2ReelAction], a
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SlotsAction_WaitStopReel2:
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ld a, [wReel2ReelAction]
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cp REEL_ACTION_DO_NOTHING
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ret nz
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ld a, SFX_STOP_SLOT
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call Slots_PlaySFX
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ld bc, wReel2
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ld de, wReel2Stopped
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call Slots_LoadReelState
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call SlotsAction_Next
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xor a
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ldh [hJoypadSum], a
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SlotsAction_WaitReel3:
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ld hl, hJoypadSum
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ld a, [hl]
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and A_BUTTON
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ret z
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call SlotsAction_Next
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call Slots_StopReel3
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ld [wReel3ReelAction], a
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SlotsAction_WaitStopReel3:
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ld a, [wReel3ReelAction]
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cp REEL_ACTION_DO_NOTHING
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ret nz
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ld a, SFX_STOP_SLOT
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call Slots_PlaySFX
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ld bc, wReel3
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ld de, wReel3Stopped
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call Slots_LoadReelState
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call SlotsAction_Next
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xor a
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ldh [hJoypadSum], a
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ret
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SlotsAction_FlashIfWin:
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ld a, [wSlotMatched]
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cp SLOTS_NO_MATCH
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jr nz, .GotIt
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call SlotsAction_Next
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call SlotsAction_Next
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ret
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.GotIt:
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call SlotsAction_Next
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ld a, 16
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ld [wSlotsDelay], a
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SlotsAction_FlashScreen:
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ld hl, wSlotsDelay
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ld a, [hl]
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and a
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jr z, .done
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dec [hl]
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srl a
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ret z
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ldh a, [rOBP0]
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xor $ff
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ld e, a
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ld d, a
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call DmgToCgbObjPals
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ret
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.done
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call Slots_GetPals
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call SlotsAction_Next
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ret
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SlotsAction_GiveEarnedCoins:
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xor a
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ld [wFirstTwoReelsMatching], a
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ld [wFirstTwoReelsMatchingSevens], a
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ld a, %11100100
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call DmgToCgbBGPals
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call Slots_GetPayout
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xor a
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ld [wSlotsDelay], a
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call SlotsAction_Next
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ret
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SlotsAction_PayoutTextAndAnim:
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call Slots_PayoutText
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call SlotsAction_Next
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SlotsAction_PayoutAnim:
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ld hl, wSlotsDelay
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ld a, [hl]
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inc [hl]
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and $1
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ret z
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ld hl, wPayout
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ld a, [hli]
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ld d, a
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or [hl]
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jr z, .done
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ld e, [hl]
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dec de
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ld [hl], e
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dec hl
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ld [hl], d
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ld hl, wCoins
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ld d, [hl]
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inc hl
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ld e, [hl]
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call Slots_CheckCoinCaseFull
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jr c, .okay
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inc de
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.okay
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ld [hl], e
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dec hl
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ld [hl], d
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ld a, [wSlotsDelay]
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and $7
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ret z ; ret nz would be more appropriate
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ld de, SFX_GET_COIN_FROM_SLOTS
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call PlaySFX
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ret
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.done
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call SlotsAction_Next
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ret
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SlotsAction_RestartOrQuit:
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call Slots_DeilluminateBetLights
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call WaitPressAorB_BlinkCursor
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call Slots_AskPlayAgain
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jr c, .exit_slots
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ld a, SLOTS_INIT
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ld [wJumptableIndex], a
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ret
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.exit_slots
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ld a, SLOTS_QUIT
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ld [wJumptableIndex], a
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ret
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SlotsAction_Quit:
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ld hl, wJumptableIndex
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set SLOTS_END_LOOP_F, [hl]
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ret
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Slots_LoadReelState:
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push de
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call Slots_GetCurrentReelState
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pop de
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ld a, [hli]
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ld [de], a
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inc de
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ld a, [hli]
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ld [de], a
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inc de
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ld a, [hli]
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ld [de], a
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ret
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Slots_CheckCoinCaseFull:
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ld a, d
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cp HIGH(MAX_COINS)
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jr c, .not_full
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ld a, e
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cp LOW(MAX_COINS)
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jr c, .not_full
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scf
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ret
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.not_full
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and a
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ret
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Slots_GetCurrentReelState:
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ld hl, REEL_POSITION
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add hl, bc
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ld a, [hl]
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and a
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jr nz, .okay
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ld a, $f
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|
.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"
|