pokered/engine/slot_machine.asm

894 lines
18 KiB
NASM
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PromptUserToPlaySlots: ; 3730e (d:730e)
call SaveScreenTilesToBuffer2
ld a, BANK(DisplayTextIDInit)
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ld [wAutoTextBoxDrawingControl], a
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ld b, a
ld hl, DisplayTextIDInit
call Bankswitch
ld hl, PlaySlotMachineText
call PrintText
call YesNoChoice
ld a, [wCurrentMenuItem]
and a
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jr nz, .done ; if player chose No
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dec a
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ld [wUpdateSpritesEnabled], a
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ld hl, wSlotMachineRerollCounter
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xor a
ld [hli], a
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ld [hl], SMILE_BUBBLE
predef EmotionBubble
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call GBPalWhiteOutWithDelay3
call LoadSlotMachineTiles
call LoadFontTilePatterns
ld b, $5
call GoPAL_SET
call GBPalNormal
ld a, $e4
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ld [rOBP0], a
ld hl, wd730
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set 6, [hl]
xor a
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ld [wSlotMachineAllowMatchesCounter], a
ld hl, wStoppingWhichSlotMachineWheel
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ld bc, $0014
call FillMemory
call MainSlotMachineLoop
ld hl, wd730
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res 6, [hl]
xor a
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ld [wSlotMachineAllowMatchesCounter], a
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call GBPalWhiteOutWithDelay3
ld a, $1
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ld [wUpdateSpritesEnabled], a
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call GoPAL_SET_CF1C
call ReloadMapSpriteTilePatterns
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call ReloadTilesetTilePatterns
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.done
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call LoadScreenTilesFromBuffer2
call Delay3
call GBPalNormal
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ld a, [wSlotMachineSavedROMBank]
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push af
jp CloseTextDisplay
PlaySlotMachineText: ; 37390 (d:7390)
TX_FAR _PlaySlotMachineText
db "@"
MainSlotMachineLoop: ; 37395 (d:7395)
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call SlotMachine_PrintCreditCoins
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xor a
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ld hl, wPayoutCoins
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ld [hli], a
ld [hl], a
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call SlotMachine_PrintPayoutCoins
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ld hl, BetHowManySlotMachineText
call PrintText
call SaveScreenTilesToBuffer1
.loop
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ld a, A_BUTTON | B_BUTTON
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ld [wMenuWatchedKeys], a
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ld a, 2
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ld [wMaxMenuItem], a
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ld a, 12
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ld [wTopMenuItemY], a
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ld a, 15
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ld [wTopMenuItemX], a
xor a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
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ld [wMenuWatchMovingOutOfBounds], a
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hlCoord 14, 11
ld b, 5
ld c, 4
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call TextBoxBorder
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hlCoord 16, 12
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ld de, CoinMultiplierSlotMachineText
call PlaceString
call HandleMenuInput
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and B_BUTTON
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jp nz, LoadScreenTilesFromBuffer1
ld a, [wCurrentMenuItem]
ld b, a
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ld a, 3
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sub b
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ld [wSlotMachineBet], a
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ld hl, wPlayerCoins
ld c, a
ld a, [hli]
and a
jr nz, .skip1
ld a, [hl]
cp c
jr nc, .skip1
ld hl, NotEnoughCoinsSlotMachineText
call PrintText
jr .loop
.skip1
call LoadScreenTilesFromBuffer1
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call SlotMachine_SubtractBetFromPlayerCoins
call SlotMachine_LightBalls
call SlotMachine_SetFlags
ld a, 4
ld hl, wSlotMachineWheel1SlipCounter
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ld [hli], a
ld [hli], a
ld [hl], a
call WaitForSoundToFinish
ld a, (SFX_1f_66 - SFX_Headers_1f) / 3
call PlaySound
ld hl, StartSlotMachineText
call PrintText
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call SlotMachine_SpinWheels
call SlotMachine_CheckForMatches
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ld hl, wPlayerCoins
ld a, [hli]
or [hl]
jr nz, .skip2
ld hl, OutOfCoinsSlotMachineText
call PrintText
ld c, 60
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jp DelayFrames
.skip2
ld hl, OneMoreGoSlotMachineText
call PrintText
hlCoord 14, 12
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ld bc, $0d0f
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xor a ; YES_NO_MENU
ld [wTwoOptionMenuID], a
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ld a, TWO_OPTION_MENU
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ld [wTextBoxID], a
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call DisplayTextBoxID
ld a, [wCurrentMenuItem]
and a
ret nz
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call SlotMachine_PutOutLitBalls
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jp MainSlotMachineLoop
CoinMultiplierSlotMachineText: ; 3745e (d:745e)
db "×3"
next "×2"
next "×1@"
OutOfCoinsSlotMachineText: ; 37467 (d:7467)
TX_FAR _OutOfCoinsSlotMachineText
db "@"
BetHowManySlotMachineText: ; 3746c (d:746c)
TX_FAR _BetHowManySlotMachineText
db "@"
StartSlotMachineText: ; 37471 (d:7471)
TX_FAR _StartSlotMachineText
db "@"
NotEnoughCoinsSlotMachineText: ; 37476 (d:7476)
TX_FAR _NotEnoughCoinsSlotMachineText
db "@"
OneMoreGoSlotMachineText: ; 3747b (d:747b)
TX_FAR _OneMoreGoSlotMachineText
db "@"
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SlotMachine_SetFlags: ; 37480 (d:7480)
ld hl, wSlotMachineFlags
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bit 7, [hl]
ret nz
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ld a, [wSlotMachineAllowMatchesCounter]
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and a
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jr nz, .allowMatches
call Random
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and a
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jr z, .setAllowMatchesCounter ; 1/256 (~0.4%) chance
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ld b, a
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ld a, [wSlotMachineSevenAndBarModeChance]
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cp b
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jr c, .allowSevenAndBarMatches
ld a, 210
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cp b
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jr c, .allowMatches ; 55/256 (~21.5%) chance
ld [hl], 0
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ret
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.allowMatches
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set 6, [hl]
ret
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.setAllowMatchesCounter
ld a, 60
ld [wSlotMachineAllowMatchesCounter], a
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ret
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.allowSevenAndBarMatches
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set 7, [hl]
ret
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SlotMachine_SpinWheels: ; 374ad (d:74ad)
ld c, 20
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.loop1
push bc
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call SlotMachine_AnimWheel1
call SlotMachine_AnimWheel2
call SlotMachine_AnimWheel3
ld c, 2
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call DelayFrames
pop bc
dec c
jr nz, .loop1
xor a
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ld [wStoppingWhichSlotMachineWheel], a
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.loop2
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call SlotMachine_HandleInputWhileWheelsSpin
call SlotMachine_StopOrAnimWheel1
call SlotMachine_StopOrAnimWheel2
call SlotMachine_StopOrAnimWheel3
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ret c
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ld a, [wOnSGB]
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xor $1
inc a
ld c, a
call DelayFrames
jr .loop2
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; Note that the wheels can only stop when a symbol is centred in the wheel
; and thus 3 full symbols rather than 2 full symbols and 2 half symbols are
; visible. The 3 functions below ensure this by checking if the wheel offset
; is even before stopping the wheel.
SlotMachine_StopOrAnimWheel1: ; 374df (d:74df)
ld a, [wStoppingWhichSlotMachineWheel]
cp 1
jr c, .animWheel
ld de, wSlotMachineWheel1Offset
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ld a, [de]
rra
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jr nc, .animWheel ; check that a symbol is centred in the wheel
ld hl, wSlotMachineWheel1SlipCounter
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ld a, [hl]
and a
ret z
dec [hl]
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call SlotMachine_StopWheel1Early
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ret nz
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.animWheel
jp SlotMachine_AnimWheel1
SlotMachine_StopOrAnimWheel2: ; 374fb (d:74fb)
ld a, [wStoppingWhichSlotMachineWheel]
cp 2
jr c, .animWheel
ld de, wSlotMachineWheel2Offset
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ld a, [de]
rra
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jr nc, .animWheel ; check that a symbol is centred in the wheel
ld hl, wSlotMachineWheel2SlipCounter
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ld a, [hl]
and a
ret z
dec [hl]
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call SlotMachine_StopWheel2Early
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ret z
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.animWheel
jp SlotMachine_AnimWheel2
SlotMachine_StopOrAnimWheel3: ; 37517 (d:7517)
ld a, [wStoppingWhichSlotMachineWheel]
cp 3
jr c, .animWheel
ld de, wSlotMachineWheel3Offset
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ld a, [de]
rra
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jr nc, .animWheel ; check that a symbol is centred in the wheel
; wheel 3 stops as soon as possible
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scf
ret
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.animWheel
call SlotMachine_AnimWheel3
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and a
ret
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SlotMachine_StopWheel1Early: ; 3752c (d:752c)
call SlotMachine_GetWheel1Tiles
ld hl, wSlotMachineWheel1BottomTile
ld a, [wSlotMachineFlags]
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and $80
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jr nz, .sevenAndBarMode
; Stop early if the middle symbol is not a cherry.
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inc hl
ld a, [hl]
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cp SLOTSCHERRY >> 8
jr nz, .stopWheel
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ret
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; It looks like this was intended to make the wheel stop when a 7 symbol was
; visible, but it has a bug and so the wheel stops randomly.
.sevenAndBarMode
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ld c, $3
.loop
ld a, [hli]
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cp SLOTS7 >> 8
jr c, .stopWheel ; condition never true
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dec c
jr nz, .loop
ret
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.stopWheel
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inc a
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ld hl, wSlotMachineWheel1SlipCounter
ld [hl], 0
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ret
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SlotMachine_StopWheel2Early: ; 37552 (d:7552)
call SlotMachine_GetWheel2Tiles
ld a, [wSlotMachineFlags]
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and $80
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jr nz, .sevenAndBarMode
; Stop early if any symbols are lined up in the first two wheels.
call SlotMachine_FindWheel1Wheel2Matches
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ret nz
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jr .stopWheel
; Stop early if two 7 symbols or two bar symbols are lined up in the first two
; wheels OR if no symbols are lined up and the bottom symbol in wheel 2 is a
; 7 symbol or bar symbol. The second part could be a bug or a way to reduce the
; player's odds.
.sevenAndBarMode
call SlotMachine_FindWheel1Wheel2Matches
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ld a, [de]
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cp (SLOTSBAR >> 8) + 1
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ret nc
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.stopWheel
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xor a
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ld [wSlotMachineWheel2SlipCounter], a
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ret
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SlotMachine_FindWheel1Wheel2Matches: ; 3756e (d:756e)
; return whether wheel 1 and wheel 2's current positions allow a match (given
; that wheel 3 stops in a good position) in Z
ld hl, wSlotMachineWheel1BottomTile
ld de, wSlotMachineWheel2BottomTile
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ld a, [de]
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cp [hl] ; wheel 1 bottom, wheel 2 bottom
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ret z
inc de
ld a, [de]
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cp [hl] ; wheel 1 bottom, wheel 2 middle
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ret z
inc hl
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cp [hl] ; wheel 1 middle, wheel 2 middle
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ret z
inc hl
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cp [hl] ; wheel 1 top, wheel 2 middle
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ret z
inc de
ld a, [de]
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cp [hl] ; wheel 1 top, wheel 2 top
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ret z
dec de
dec de
ret
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SlotMachine_CheckForMatches: ; 37588 (d:7588)
call SlotMachine_GetWheel3Tiles
ld a, [wSlotMachineBet]
cp 2
jr z, .checkMatchesFor2CoinBet
cp 1
jr z, .checkMatchFor1CoinBet
; 3 coin bet allows diagonal matches (plus the matches for 1/2 coin bets)
ld hl, wSlotMachineWheel1BottomTile
ld de, wSlotMachineWheel2MiddleTile
ld bc, wSlotMachineWheel3TopTile
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call SlotMachine_CheckForMatch
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jp z, .foundMatch
ld hl, wSlotMachineWheel1TopTile
ld de, wSlotMachineWheel2MiddleTile
ld bc, wSlotMachineWheel3BottomTile
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call SlotMachine_CheckForMatch
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jr z, .foundMatch
; 2 coin bet allows top/bottom horizontal matches (plus the match for a 1 coin bet)
.checkMatchesFor2CoinBet
ld hl, wSlotMachineWheel1TopTile
ld de, wSlotMachineWheel2TopTile
ld bc, wSlotMachineWheel3TopTile
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call SlotMachine_CheckForMatch
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jr z, .foundMatch
ld hl, wSlotMachineWheel1BottomTile
ld de, wSlotMachineWheel2BottomTile
ld bc, wSlotMachineWheel3BottomTile
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call SlotMachine_CheckForMatch
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jr z, .foundMatch
; 1 coin bet only allows a middle horizontal match
.checkMatchFor1CoinBet
ld hl, wSlotMachineWheel1MiddleTile
ld de, wSlotMachineWheel2MiddleTile
ld bc, wSlotMachineWheel3MiddleTile
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call SlotMachine_CheckForMatch
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jr z, .foundMatch
ld a, [wSlotMachineFlags]
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and $c0
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jr z, .noMatch
ld hl, wSlotMachineRerollCounter
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dec [hl]
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jr nz, .rollWheel3DownByOneSymbol
.noMatch
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ld hl, NotThisTimeText
call PrintText
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.done
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xor a
ld [wc002], a
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ret
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.rollWheel3DownByOneSymbol
call SlotMachine_AnimWheel3
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call DelayFrame
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call SlotMachine_AnimWheel3
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call DelayFrame
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jp SlotMachine_CheckForMatches
.foundMatch
ld a, [wSlotMachineFlags]
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and $c0
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jr z, .rollWheel3DownByOneSymbol ; roll wheel if player isn't allowed to win
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and $80
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jr nz, .acceptMatch
; if 7/bar matches aren't enabled and the match was a 7/bar symbol, roll wheel
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ld a, [hl]
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cp (SLOTSBAR >> 8) + 1
jr c, .rollWheel3DownByOneSymbol
.acceptMatch
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ld a, [hl]
sub $2
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ld [wSlotMachineWinningSymbol], a
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ld hl, SlotRewardPointers
ld c, a
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ld b, 0
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add hl, bc
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push de
ld a, [hli]
ld h, [hl]
ld l, a
ld de, wcf4b
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ld bc, 4
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call CopyData
pop hl
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ld de, .flashScreenLoop
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push de
jp [hl]
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.flashScreenLoop
ld a, [rBGP]
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xor $40
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ld [rBGP], a
ld c, 5
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call DelayFrames
dec b
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jr nz, .flashScreenLoop
ld hl, wPayoutCoins
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ld [hl], d
inc hl
ld [hl], e
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call SlotMachine_PrintPayoutCoins
ld hl, SymbolLinedUpSlotMachineText
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call PrintText
call WaitForTextScrollButtonPress
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call SlotMachine_PayCoinsToPlayer
call SlotMachine_PrintPayoutCoins
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ld a, $e4
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ld [rOBP0], a
jp .done
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SymbolLinedUpSlotMachineText: ; 37665 (d:7665)
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TX_ASM
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push bc
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call SlotMachine_PrintWinningSymbol
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ld hl, LinedUpText
pop bc
inc bc
inc bc
inc bc
inc bc
ret
LinedUpText: ; 37673 (d:7673)
TX_FAR _LinedUpText
db "@"
SlotRewardPointers: ; 37678 (d:7678)
dw SlotReward300Func
dw SlotReward300Text
dw SlotReward100Func
dw SlotReward100Text
dw SlotReward8Func
dw SlotReward8Text
dw SlotReward15Func
dw SlotReward15Text
dw SlotReward15Func
dw SlotReward15Text
dw SlotReward15Func
dw SlotReward15Text
SlotReward300Text: ; 37690 (d:7690)
db "300@"
SlotReward100Text: ; 37694 (d:7694)
db "100@"
SlotReward8Text: ; 37698 (d:7698)
db "8@"
SlotReward15Text: ; 3769a (d:769a)
db "15@"
NotThisTimeText: ; 3769d (d:769d)
TX_FAR _NotThisTimeText
db "@"
; compares the slot machine tiles at bc, de, and hl
SlotMachine_CheckForMatch: ; 376a2 (d:76a2)
ld a, [de]
cp [hl]
ret nz
ld a, [bc]
cp [hl]
ret
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SlotMachine_GetWheel3Tiles: ; 376a8 (d:76a8)
ld de, wSlotMachineWheel3BottomTile
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ld hl, SlotMachineWheel3
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ld a, [wSlotMachineWheel3Offset]
call SlotMachine_GetWheelTiles
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SlotMachine_GetWheel2Tiles: ; 376b4 (d:76b4)
ld de, wSlotMachineWheel2BottomTile
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ld hl, SlotMachineWheel2
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ld a, [wSlotMachineWheel2Offset]
call SlotMachine_GetWheelTiles
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SlotMachine_GetWheel1Tiles: ; 376c0 (d:76c0)
ld de, wSlotMachineWheel1BottomTile
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ld hl, SlotMachineWheel1
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ld a, [wSlotMachineWheel1Offset]
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SlotMachine_GetWheelTiles: ; 376c9 (d:76c9)
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ld c, a
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ld b, 0
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add hl, bc
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ld c, 3
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.loop
ld a, [hli]
ld [de], a
inc de
inc hl
dec c
jr nz, .loop
ret
SlotReward8Func: ; 376d7 (d:76d7)
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ld hl, wSlotMachineAllowMatchesCounter
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ld a, [hl]
and a
jr z, .skip
dec [hl]
.skip
ld b, $2
ld de, 8
ret
SlotReward15Func: ; 376e5 (d:76e5)
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ld hl, wSlotMachineAllowMatchesCounter
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ld a, [hl]
and a
jr z, .skip
dec [hl]
.skip
ld b, $4
ld de, 15
ret
SlotReward100Func: ; 376f3 (d:76f3)
ld a, (SFX_1f_42 - SFX_Headers_1f) / 3
call PlaySound
xor a
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ld [wSlotMachineFlags], a
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ld b, $8
ld de, 100
ret
SlotReward300Func: ; 37702 (d:7702)
ld hl, YeahText
call PrintText
ld a, (SFX_1f_3b - SFX_Headers_1f) / 3
call PlaySound
call Random
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cp $80
ld a, $0
jr c, .skip
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ld [wSlotMachineFlags], a
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.skip
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ld [wSlotMachineAllowMatchesCounter], a
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ld b, $14
ld de, 300
ret
YeahText: ; 37722 (d:7722)
TX_FAR _YeahText
db $0a, "@"
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SlotMachine_PrintWinningSymbol: ; 37728 (d:7728)
; prints winning symbol and down arrow in text box
hlCoord 2, 14
ld a, [wSlotMachineWinningSymbol]
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add $25
ld [hli], a
inc a
ld [hld], a
inc a
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ld de, -SCREEN_WIDTH
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add hl, de
ld [hli], a
inc a
ld [hl], a
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hlCoord 18, 16
ld [hl], $ee ; down arrow
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ret
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SlotMachine_SubtractBetFromPlayerCoins: ; 37741 (d:7741)
ld hl, wTempCoins2 + 1
ld a, [wSlotMachineBet]
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ld [hld], a
xor a
ld [hli], a
ld de, wPlayerCoins + 1
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ld c, $2
predef SubBCDPredef
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SlotMachine_PrintCreditCoins: ; 37754 (d:7754)
hlCoord 5, 1
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ld de, wPlayerCoins
ld c, $2
jp PrintBCDNumber
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SlotMachine_PrintPayoutCoins: ; 3775f (d:775f)
hlCoord 11, 1
ld de, wPayoutCoins
ld bc, $8204 ; 2 bytes, 4 digits, leading zeroes
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jp PrintNumber
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SlotMachine_PayCoinsToPlayer: ; 3776b (d:776b)
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ld a, $1
ld [wc002], a
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call WaitForSoundToFinish
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; Put 1 in the temp coins variable. This value is added to the player's coins
; repeatedly so the player can watch the value go up 1 coin at a time.
ld hl, wTempCoins1
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xor a
ld [hli], a
inc a
ld [hl], a
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ld a, 5
ld [wAnimCounter], a
; Subtract 1 from the payout amount and add 1 to the player's coins each
; iteration until the payout amount reaches 0.
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.loop
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ld a, [wPayoutCoins + 1]
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ld l, a
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ld a, [wPayoutCoins]
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ld h, a
or l
ret z
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ld de, -1
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add hl, de
ld a, l
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ld [wPayoutCoins + 1], a
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ld a, h
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ld [wPayoutCoins], a
ld hl, wTempCoins1 + 1
ld de, wPlayerCoins + 1
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ld c, $2
predef AddBCDPredef
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call SlotMachine_PrintCreditCoins
call SlotMachine_PrintPayoutCoins
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ld a, (SFX_1f_65 - SFX_Headers_1f) / 3
call PlaySound
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ld a, [wAnimCounter]
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dec a
jr nz, .skip1
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ld a, [rOBP0]
xor $40 ; make the slot wheel symbols flash
ld [rOBP0], a
ld a, 5
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.skip1
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ld [wAnimCounter], a
ld a, [wSlotMachineWinningSymbol]
cp (SLOTSBAR >> 8) + 1
ld c, 8
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jr nc, .skip2
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srl c ; c = 4 (make the the coins transfer faster if the symbol was 7 or bar)
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.skip2
call DelayFrames
jr .loop
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SlotMachine_PutOutLitBalls: ; 377ce (d:77ce)
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ld a, $23
ld [wd08a], a
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jr SlotMachine_UpdateThreeCoinBallTiles
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SlotMachine_LightBalls: ; 377d5 (d:77d5)
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ld a, $14
ld [wd08a], a
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ld a, [wSlotMachineBet]
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dec a
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jr z, SlotMachine_UpdateOneCoinBallTiles
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dec a
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jr z, SlotMachine_UpdateTwoCoinBallTiles
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SlotMachine_UpdateThreeCoinBallTiles: ; 377e3 (d:77e3)
hlCoord 3, 2
call SlotMachine_UpdateBallTiles
hlCoord 3, 10
call SlotMachine_UpdateBallTiles
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SlotMachine_UpdateTwoCoinBallTiles: ; 377ef (d:77ef)
hlCoord 3, 4
call SlotMachine_UpdateBallTiles
hlCoord 3, 8
call SlotMachine_UpdateBallTiles
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SlotMachine_UpdateOneCoinBallTiles: ; 377fb (d:77fb)
hlCoord 3, 6
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SlotMachine_UpdateBallTiles: ; 377fe (d:77fe)
ld a, [wd08a]
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ld [hl], a
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ld bc, 13
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add hl, bc
ld [hl], a
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ld bc, 7
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add hl, bc
inc a
ld [hl], a
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ld bc, 13
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add hl, bc
ld [hl], a
ret
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SlotMachine_AnimWheel1: ; 37813 (d:7813)
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ld bc, SlotMachineWheel1
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ld de, wSlotMachineWheel1Offset
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ld hl, wOAMBuffer
ld a, $30
ld [W_BASECOORDX], a
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jr SlotMachine_AnimWheel
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SlotMachine_AnimWheel2: ; 37823 (d:7823)
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ld bc, SlotMachineWheel2
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ld de, wSlotMachineWheel2Offset
ld hl, wOAMBuffer + $30
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ld a, $50
ld [W_BASECOORDX], a
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jr SlotMachine_AnimWheel
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SlotMachine_AnimWheel3: ; 37833 (d:7833)
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ld bc, SlotMachineWheel3
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ld de, wSlotMachineWheel3Offset
ld hl, wOAMBuffer + $60
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ld a, $70
ld [W_BASECOORDX], a
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SlotMachine_AnimWheel: ; 37841 (d:7841)
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ld a, $58
ld [W_BASECOORDY], a
push de
ld a, [de]
ld d, b
add c
ld e, a
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jr nc, .loop
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inc d
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.loop
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ld a, [W_BASECOORDY]
ld [hli], a
ld a, [W_BASECOORDX]
ld [hli], a
ld a, [de]
ld [hli], a
ld a, $80
ld [hli], a
ld a, [W_BASECOORDY]
ld [hli], a
ld a, [W_BASECOORDX]
add $8
ld [hli], a
ld a, [de]
inc a
ld [hli], a
ld a, $80
ld [hli], a
inc de
ld a, [W_BASECOORDY]
sub $8
ld [W_BASECOORDY], a
cp $28
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jr nz, .loop
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pop de
ld a, [de]
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inc a ; advance the offset so that the wheel animates
cp 30
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jr nz, .skip
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xor a ; wrap around to 0 when the offset reaches 30
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.skip
ld [de], a
ret
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SlotMachine_HandleInputWhileWheelsSpin: ; 37882 (d:7882)
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call DelayFrame
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call JoypadLowSensitivity
ld a, [hJoy5]
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and A_BUTTON
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ret z
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ld hl, wStoppingWhichSlotMachineWheel
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ld a, [hl]
dec a
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ld de, wSlotMachineWheel1SlipCounter
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jr z, .skip
dec a
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ld de, wSlotMachineWheel2SlipCounter
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jr z, .skip
.loop
inc [hl]
ld a, (SFX_1f_64 - SFX_Headers_1f) / 3
jp PlaySound
.skip
ld a, [de]
and a
ret nz
jr .loop
LoadSlotMachineTiles: ; 378a8 (d:78a8)
call DisableLCD
ld hl, SlotMachineTiles2
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ld de, vChars0
ld bc, $1c0
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ld a, BANK(SlotMachineTiles2)
call FarCopyData2
ld hl, SlotMachineTiles1
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ld de, vChars2
ld bc, $250
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ld a, BANK(SlotMachineTiles1)
call FarCopyData2
ld hl, SlotMachineTiles2
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ld de, vChars2 + $250
ld bc, $1c0
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ld a, BANK(SlotMachineTiles2)
call FarCopyData2
ld hl, SlotMachineMap
deCoord 0, 0
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ld bc, $00f0
call CopyData
call EnableLCD
ld hl, wTrainerEngageDistance
ld a, $1c
ld [hli], a
ld [hli], a
ld [hl], a
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call SlotMachine_AnimWheel1
call SlotMachine_AnimWheel2
jp SlotMachine_AnimWheel3
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SlotMachineMap: ; 378f5 (d:78f5)
INCBIN "gfx/tilemaps/slotmachine.map"
INCLUDE "data/slot_machine_wheels.asm"
SlotMachineTiles1: ; 37a51 (d:7a51)
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IF DEF(_RED)
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INCBIN "gfx/red/slotmachine1.2bpp"
ENDC
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IF DEF(_BLUE)
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INCBIN "gfx/blue/slotmachine1.2bpp"
ENDC
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IF DEF(_YELLOW)
INCBIN "gfx/yellow/slotmachine1.2bpp"
ENDC