comment slot machine

This commit is contained in:
YamaArashi 2015-07-13 13:35:35 -07:00
parent 95b1660e59
commit f66a74b9fc
13 changed files with 447 additions and 327 deletions

View file

@ -72,6 +72,19 @@ PARTY_TO_BOX EQU 1
DAYCARE_TO_PARTY EQU 2
PARTY_TO_DAYCARE EQU 3
; emotion bubbles
EXCLAMATION_BUBBLE EQU 0
QUESTION_BUBBLE EQU 1
SMILE_BUBBLE EQU 2
; slot symbols
SLOTS7 EQU $0200
SLOTSBAR EQU $0604
SLOTSCHERRY EQU $0A08
SLOTSFISH EQU $0E0C
SLOTSBIRD EQU $1210
SLOTSMOUSE EQU $1614
; serial
ESTABLISH_CONNECTION_WITH_INTERNAL_CLOCK EQU $01

View file

@ -77,7 +77,7 @@ DisplayCreditsMon: ; 740cb (1d:40cb)
call Func_74164
call FillMiddleOfScreenWithWhite
ld a,$FC
ld [$FF47],a
ld [rBGP],a
ld bc,7
.next
call Func_74140
@ -94,7 +94,7 @@ DisplayCreditsMon: ; 740cb (1d:40cb)
xor a
ld [hWY],a
ld a,$C0
ld [$FF47],a
ld [rBGP],a
ret
INCLUDE "data/credit_mons.asm"

View file

@ -2645,16 +2645,16 @@ Unknown_79c50: ; 79c50 (1e:5c50)
AnimationLeavesFalling: ; 79c74 (1e:5c74)
; Makes leaves float down from the top of the screen. This is used
; in Razor Leaf's animation.
ld a, [$ff48]
ld a, [rOBP0]
push af
ld a, [wcc79]
ld [$ff48], a
ld [rOBP0], a
ld d, $37
ld a, $3
ld [W_SUBANIMTRANSFORM], a
call Func_79c97
pop af
ld [$ff48], a
ld [rOBP0], a
ret
AnimationPetalsFalling: ; 79c8a (1e:5c8a)

View file

@ -1,5 +1,5 @@
StartSlotMachine: ; 37e2d (d:7e2d)
ld a, [wTrainerSpriteOffset]
ld a, [wHiddenObjectFunctionArgument]
cp $fd
jr z, .printOutOfOrder
cp $fe
@ -7,23 +7,23 @@ StartSlotMachine: ; 37e2d (d:7e2d)
cp $ff
jr z, .printSomeonesKeys
callba AbleToPlaySlotsCheck
ld a, [wTrainerSpriteOffset]
ld a, [wHiddenObjectFunctionArgument]
and a
ret z
ld a, [wUnknownSlotVar]
ld a, [wLuckySlotHiddenObjectIndex]
ld b, a
ld a, [wTrainerFacingDirection]
ld a, [wHiddenObjectIndex]
inc a
cp b
jr z, .asm_37e58
ld a, $fd
jr .asm_37e5a
.asm_37e58
ld a, $fa
.asm_37e5a
ld [wcc5b], a
jr z, .match
ld a, 253
jr .next
.match
ld a, 250
.next
ld [wSlotMachineSevenAndBarModeChance], a
ld a, [H_LOADEDROMBANK]
ld [wcc5e], a
ld [wSlotMachineSavedROMBank], a
call PromptUserToPlaySlots
ret
.printOutOfOrder

View file

@ -56,7 +56,7 @@ DisplayDiploma: ; 566e2 (15:66e2)
call Delay3
call GBPalNormal
ld a, $90
ld [$ff48], a
ld [rOBP0], a
call WaitForTextScrollButtonPress
ld hl, wd730
res 6, [hl]

View file

@ -114,7 +114,7 @@ DisplayNamingScreen: ; 6596 (1:6596)
ld hl, wHPBarMaxHP + 1
ld [hli], a
ld [hli], a
ld [wPartyMonAnimCounter], a
ld [wAnimCounter], a
.asm_65ed
call PrintAlphabet
call GBPalNormal

View file

@ -27,7 +27,7 @@ GetAnimationSpeed: ; 7170a (1c:570a)
ld c, a
add a
ld b, a
ld a, [wPartyMonAnimCounter]
ld a, [wAnimCounter]
and a
jr z, .resetSprites
cp c
@ -38,7 +38,7 @@ GetAnimationSpeed: ; 7170a (1c:570a)
jr nz, .skipResetTimer
xor a ; reset timer
.skipResetTimer
ld [wPartyMonAnimCounter], a
ld [wAnimCounter], a
jp DelayFrame
.resetSprites
push bc

View file

@ -10,13 +10,13 @@ PromptUserToPlaySlots: ; 3730e (d:730e)
call YesNoChoice
ld a, [wCurrentMenuItem]
and a
jr nz, .skip
jr nz, .done ; if player chose No
dec a
ld [wUpdateSpritesEnabled], a
ld hl, wcd4f
ld hl, wSlotMachineRerollCounter
xor a
ld [hli], a
ld [hl], $2
ld [hl], SMILE_BUBBLE
predef EmotionBubble
call GBPalWhiteOutWithDelay3
call LoadSlotMachineTiles
@ -25,30 +25,30 @@ PromptUserToPlaySlots: ; 3730e (d:730e)
call GoPAL_SET
call GBPalNormal
ld a, $e4
ld [$ff48], a
ld [rOBP0], a
ld hl, wd730
set 6, [hl]
xor a
ld [W_SUBANIMSUBENTRYADDR], a
ld hl, wTrainerSpriteOffset
ld [wSlotMachineAllowMatchesCounter], a
ld hl, wStoppingWhichSlotMachineWheel
ld bc, $0014
call FillMemory
call MainSlotMachineLoop
ld hl, wd730
res 6, [hl]
xor a
ld [W_SUBANIMSUBENTRYADDR], a
ld [wSlotMachineAllowMatchesCounter], a
call GBPalWhiteOutWithDelay3
ld a, $1
ld [wUpdateSpritesEnabled], a
call GoPAL_SET_CF1C
call ReloadMapSpriteTilePatterns
call ReloadTilesetTilePatterns
.skip
.done
call LoadScreenTilesFromBuffer2
call Delay3
call GBPalNormal
ld a, [wcc5e]
ld a, [wSlotMachineSavedROMBank]
push af
jp CloseTextDisplay
@ -57,43 +57,43 @@ PlaySlotMachineText: ; 37390 (d:7390)
db "@"
MainSlotMachineLoop: ; 37395 (d:7395)
call SlotMachine_37754
call SlotMachine_PrintCreditCoins
xor a
ld hl, wcd4a
ld hl, wPayoutCoins
ld [hli], a
ld [hl], a
call SlotMachine_3775f
call SlotMachine_PrintPayoutCoins
ld hl, BetHowManySlotMachineText
call PrintText
call SaveScreenTilesToBuffer1
.loop
ld a, $3
ld a, A_BUTTON | B_BUTTON
ld [wMenuWatchedKeys], a
ld a, $2
ld a, 2
ld [wMaxMenuItem], a
ld a, $c
ld a, 12
ld [wTopMenuItemY], a
ld a, $f
ld a, 15
ld [wTopMenuItemX], a
xor a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld [wMenuWatchMovingOutOfBounds], a
ld hl, wTileMap + $ea
ld b, $5
ld c, $4
hlCoord 14, 11
ld b, 5
ld c, 4
call TextBoxBorder
ld hl, wTileMap + $100
hlCoord 16, 12
ld de, CoinMultiplierSlotMachineText
call PlaceString
call HandleMenuInput
and $2
and B_BUTTON
jp nz, LoadScreenTilesFromBuffer1
ld a, [wCurrentMenuItem]
ld b, a
ld a, $3
ld a, 3
sub b
ld [wcd50], a
ld [wSlotMachineBet], a
ld hl, wPlayerCoins
ld c, a
ld a, [hli]
@ -107,11 +107,11 @@ MainSlotMachineLoop: ; 37395 (d:7395)
jr .loop
.skip1
call LoadScreenTilesFromBuffer1
call SlotMachine_37741
call SlotMachine_377d5
call SlotMachine_37480
ld a, $4
ld hl, wcd4d
call SlotMachine_SubtractBetFromPlayerCoins
call SlotMachine_LightBalls
call SlotMachine_SetFlags
ld a, 4
ld hl, wSlotMachineWheel1SlipCounter
ld [hli], a
ld [hli], a
ld [hl], a
@ -120,8 +120,8 @@ MainSlotMachineLoop: ; 37395 (d:7395)
call PlaySound
ld hl, StartSlotMachineText
call PrintText
call SlotMachine_374ad
call SlotMachine_37588
call SlotMachine_SpinWheels
call SlotMachine_CheckForMatches
ld hl, wPlayerCoins
ld a, [hli]
or [hl]
@ -143,7 +143,7 @@ MainSlotMachineLoop: ; 37395 (d:7395)
ld a, [wCurrentMenuItem]
and a
ret nz
call SlotMachine_377ce
call SlotMachine_PutOutLitBalls
jp MainSlotMachineLoop
CoinMultiplierSlotMachineText: ; 3745e (d:745e)
@ -171,55 +171,55 @@ OneMoreGoSlotMachineText: ; 3747b (d:747b)
TX_FAR _OneMoreGoSlotMachineText
db "@"
SlotMachine_37480: ; 37480 (d:7480)
ld hl, wcd4c
SlotMachine_SetFlags: ; 37480 (d:7480)
ld hl, wSlotMachineFlags
bit 7, [hl]
ret nz
ld a, [W_SUBANIMSUBENTRYADDR]
ld a, [wSlotMachineAllowMatchesCounter]
and a
jr nz, .skip1
jr nz, .allowMatches
call Random
and a
jr z, .skip2
jr z, .setAllowMatchesCounter ; 1/256 (~0.4%) chance
ld b, a
ld a, [wcc5b]
ld a, [wSlotMachineSevenAndBarModeChance]
cp b
jr c, .skip3
ld a, $d2
jr c, .allowSevenAndBarMatches
ld a, 210
cp b
jr c, .skip1
ld [hl], $0
jr c, .allowMatches ; 55/256 (~21.5%) chance
ld [hl], 0
ret
.skip1
.allowMatches
set 6, [hl]
ret
.skip2
ld a, $3c
ld [W_SUBANIMSUBENTRYADDR], a
.setAllowMatchesCounter
ld a, 60
ld [wSlotMachineAllowMatchesCounter], a
ret
.skip3
.allowSevenAndBarMatches
set 7, [hl]
ret
SlotMachine_374ad: ; 374ad (d:74ad)
SlotMachine_SpinWheels: ; 374ad (d:74ad)
ld c, 20
.loop1
push bc
call SlotMachine_37813
call SlotMachine_37823
call SlotMachine_37833
call SlotMachine_AnimWheel1
call SlotMachine_AnimWheel2
call SlotMachine_AnimWheel3
ld c, 2
call DelayFrames
pop bc
dec c
jr nz, .loop1
xor a
ld [wTrainerSpriteOffset], a
ld [wStoppingWhichSlotMachineWheel], a
.loop2
call SlotMachine_37882
call SlotMachine_374df
call SlotMachine_374fb
call SlotMachine_37517
call SlotMachine_HandleInputWhileWheelsSpin
call SlotMachine_StopOrAnimWheel1
call SlotMachine_StopOrAnimWheel2
call SlotMachine_StopOrAnimWheel3
ret c
ld a, [wOnSGB]
xor $1
@ -228,194 +228,214 @@ SlotMachine_374ad: ; 374ad (d:74ad)
call DelayFrames
jr .loop2
SlotMachine_374df: ; 374df (d:74df)
ld a, [wTrainerSpriteOffset]
cp $1
jr c, .skip
ld de, wTrainerEngageDistance
; 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
ld a, [de]
rra
jr nc, .skip
ld hl, wcd4d
jr nc, .animWheel ; check that a symbol is centred in the wheel
ld hl, wSlotMachineWheel1SlipCounter
ld a, [hl]
and a
ret z
dec [hl]
call SlotMachine_3752c
call SlotMachine_StopWheel1Early
ret nz
.skip
jp SlotMachine_37813
.animWheel
jp SlotMachine_AnimWheel1
SlotMachine_374fb: ; 374fb (d:74fb)
ld a, [wTrainerSpriteOffset]
cp $2
jr c, .skip
ld de, wTrainerFacingDirection
SlotMachine_StopOrAnimWheel2: ; 374fb (d:74fb)
ld a, [wStoppingWhichSlotMachineWheel]
cp 2
jr c, .animWheel
ld de, wSlotMachineWheel2Offset
ld a, [de]
rra
jr nc, .skip
ld hl, wcd4e
jr nc, .animWheel ; check that a symbol is centred in the wheel
ld hl, wSlotMachineWheel2SlipCounter
ld a, [hl]
and a
ret z
dec [hl]
call SlotMachine_37552
call SlotMachine_StopWheel2Early
ret z
.skip
jp SlotMachine_37823
.animWheel
jp SlotMachine_AnimWheel2
SlotMachine_37517: ; 37517 (d:7517)
ld a, [wTrainerSpriteOffset]
cp $3
jr c, .skip
ld de, wTrainerScreenY
SlotMachine_StopOrAnimWheel3: ; 37517 (d:7517)
ld a, [wStoppingWhichSlotMachineWheel]
cp 3
jr c, .animWheel
ld de, wSlotMachineWheel3Offset
ld a, [de]
rra
jr nc, .skip
jr nc, .animWheel ; check that a symbol is centred in the wheel
; wheel 3 stops as soon as possible
scf
ret
.skip
call SlotMachine_37833
.animWheel
call SlotMachine_AnimWheel3
and a
ret
SlotMachine_3752c: ; 3752c (d:752c)
call SlotMachine_GetWheelOneTile
ld hl, wTrainerScreenX
ld a, [wcd4c]
SlotMachine_StopWheel1Early: ; 3752c (d:752c)
call SlotMachine_GetWheel1Tiles
ld hl, wSlotMachineWheel1BottomTile
ld a, [wSlotMachineFlags]
and $80
jr nz, .skip1
jr nz, .sevenAndBarMode
; Stop early if the middle symbol is not a cherry.
inc hl
ld a, [hl]
cp $a
jr nz, .skip2
cp SLOTSCHERRY >> 8
jr nz, .stopWheel
ret
.skip1
; 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
ld c, $3
.loop
ld a, [hli]
cp $2
jr c, .skip2
cp SLOTS7 >> 8
jr c, .stopWheel ; condition never true
dec c
jr nz, .loop
ret
.skip2
.stopWheel
inc a
ld hl, wcd4d
ld [hl], $0
ld hl, wSlotMachineWheel1SlipCounter
ld [hl], 0
ret
SlotMachine_37552: ; 37552 (d:7552)
call SlotMachine_GetWheelTwoTile
ld a, [wcd4c]
SlotMachine_StopWheel2Early: ; 37552 (d:7552)
call SlotMachine_GetWheel2Tiles
ld a, [wSlotMachineFlags]
and $80
jr nz, .skip1
call SlotMachine_3756e
jr nz, .sevenAndBarMode
; Stop early if any symbols are lined up in the first two wheels.
call SlotMachine_FindWheel1Wheel2Matches
ret nz
jr .skip2
.skip1
call SlotMachine_3756e
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
ld a, [de]
cp $7
cp (SLOTSBAR >> 8) + 1
ret nc
.skip2
.stopWheel
xor a
ld [wcd4e], a
ld [wSlotMachineWheel2SlipCounter], a
ret
SlotMachine_3756e: ; 3756e (d:756e)
ld hl, wTrainerScreenX
ld de, wcd44
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
ld a, [de]
cp [hl]
cp [hl] ; wheel 1 bottom, wheel 2 bottom
ret z
inc de
ld a, [de]
cp [hl]
cp [hl] ; wheel 1 bottom, wheel 2 middle
ret z
inc hl
cp [hl]
cp [hl] ; wheel 1 middle, wheel 2 middle
ret z
inc hl
cp [hl]
cp [hl] ; wheel 1 top, wheel 2 middle
ret z
inc de
ld a, [de]
cp [hl]
cp [hl] ; wheel 1 top, wheel 2 top
ret z
dec de
dec de
ret
SlotMachine_37588: ; 37588 (d:7588)
call SlotMachine_GetWheelThreeTile
ld a, [wcd50]
cp $2
jr z, .skip1
cp $1
jr z, .skip2
ld hl, wTrainerScreenX
ld de, wcd45
ld bc, wcd49
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
call SlotMachine_CheckForMatch
jp z, .skip5
ld hl, wcd43
ld de, wcd45
ld bc, wcd47
jp z, .foundMatch
ld hl, wSlotMachineWheel1TopTile
ld de, wSlotMachineWheel2MiddleTile
ld bc, wSlotMachineWheel3BottomTile
call SlotMachine_CheckForMatch
jr z, .skip5
.skip1
ld hl, wcd43
ld de, wcd46
ld bc, wcd49
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
call SlotMachine_CheckForMatch
jr z, .skip5
ld hl, wTrainerScreenX
ld de, wcd44
ld bc, wcd47
jr z, .foundMatch
ld hl, wSlotMachineWheel1BottomTile
ld de, wSlotMachineWheel2BottomTile
ld bc, wSlotMachineWheel3BottomTile
call SlotMachine_CheckForMatch
jr z, .skip5
.skip2
ld hl, wcd42
ld de, wcd45
ld bc, wcd48
jr z, .foundMatch
; 1 coin bet only allows a middle horizontal match
.checkMatchFor1CoinBet
ld hl, wSlotMachineWheel1MiddleTile
ld de, wSlotMachineWheel2MiddleTile
ld bc, wSlotMachineWheel3MiddleTile
call SlotMachine_CheckForMatch
jr z, .skip5
ld a, [wcd4c]
jr z, .foundMatch
ld a, [wSlotMachineFlags]
and $c0
jr z, .skip3
ld hl, wcd4f
jr z, .noMatch
ld hl, wSlotMachineRerollCounter
dec [hl]
jr nz, .skip4
.skip3
jr nz, .rollWheel3DownByOneSymbol
.noMatch
ld hl, NotThisTimeText
call PrintText
.loop
.done
xor a
ld [wc002], a
ret
.skip4
call SlotMachine_37833
.rollWheel3DownByOneSymbol
call SlotMachine_AnimWheel3
call DelayFrame
call SlotMachine_37833
call SlotMachine_AnimWheel3
call DelayFrame
jp SlotMachine_37588
.skip5
ld a, [wcd4c]
jp SlotMachine_CheckForMatches
.foundMatch
ld a, [wSlotMachineFlags]
and $c0
jr z, .skip4
jr z, .rollWheel3DownByOneSymbol ; roll wheel if player isn't allowed to win
and $80
jr nz, .skip6
jr nz, .acceptMatch
; if 7/bar matches aren't enabled and the match was a 7/bar symbol, roll wheel
ld a, [hl]
cp $7
jr c, .skip4
.skip6
cp (SLOTSBAR >> 8) + 1
jr c, .rollWheel3DownByOneSymbol
.acceptMatch
ld a, [hl]
sub $2
ld [wTrainerScreenX], a
ld [wSlotMachineWinningSymbol], a
ld hl, SlotRewardPointers
ld c, a
ld b, $0
ld b, 0
add hl, bc
ld a, [hli]
ld e, a
@ -426,39 +446,39 @@ SlotMachine_37588: ; 37588 (d:7588)
ld h, [hl]
ld l, a
ld de, wcf4b
ld bc, $0004
ld bc, 4
call CopyData
pop hl
ld de, .asm_37638
ld de, .flashScreenLoop
push de
jp [hl]
.asm_37638
ld a, [$ff47]
.flashScreenLoop
ld a, [rBGP]
xor $40
ld [$ff47], a
ld [rBGP], a
ld c, 5
call DelayFrames
dec b
jr nz, .asm_37638
ld hl, wcd4a
jr nz, .flashScreenLoop
ld hl, wPayoutCoins
ld [hl], d
inc hl
ld [hl], e
call SlotMachine_3775f
ld hl, SlotsMachineText_37665
call SlotMachine_PrintPayoutCoins
ld hl, SymbolLinedUpSlotMachineText
call PrintText
call WaitForTextScrollButtonPress
call SlotMachine_3776b
call SlotMachine_3775f
call SlotMachine_PayCoinsToPlayer
call SlotMachine_PrintPayoutCoins
ld a, $e4
ld [$ff48], a
jp .loop
ld [rOBP0], a
jp .done
SlotsMachineText_37665: ; 37665 (d:7665)
SymbolLinedUpSlotMachineText: ; 37665 (d:7665)
TX_ASM
push bc
call SlotMachine_37728
call SlotMachine_PrintWinningSymbol
ld hl, LinedUpText
pop bc
inc bc
@ -510,28 +530,28 @@ SlotMachine_CheckForMatch: ; 376a2 (d:76a2)
cp [hl]
ret
SlotMachine_GetWheelThreeTile: ; 376a8 (d:76a8)
ld de, wcd47
SlotMachine_GetWheel3Tiles: ; 376a8 (d:76a8)
ld de, wSlotMachineWheel3BottomTile
ld hl, SlotMachineWheel3
ld a, [wTrainerScreenY]
call SlotMachine_GetWheelTile
ld a, [wSlotMachineWheel3Offset]
call SlotMachine_GetWheelTiles
SlotMachine_GetWheelTwoTile: ; 376b4 (d:76b4)
ld de, wcd44
SlotMachine_GetWheel2Tiles: ; 376b4 (d:76b4)
ld de, wSlotMachineWheel2BottomTile
ld hl, SlotMachineWheel2
ld a, [wTrainerFacingDirection]
call SlotMachine_GetWheelTile
ld a, [wSlotMachineWheel2Offset]
call SlotMachine_GetWheelTiles
SlotMachine_GetWheelOneTile: ; 376c0 (d:76c0)
ld de, wTrainerScreenX
SlotMachine_GetWheel1Tiles: ; 376c0 (d:76c0)
ld de, wSlotMachineWheel1BottomTile
ld hl, SlotMachineWheel1
ld a, [wTrainerEngageDistance]
ld a, [wSlotMachineWheel1Offset]
SlotMachine_GetWheelTile: ; 376c9 (d:76c9)
SlotMachine_GetWheelTiles: ; 376c9 (d:76c9)
ld c, a
ld b, $0
ld b, 0
add hl, bc
ld c, $3
ld c, 3
.loop
ld a, [hli]
ld [de], a
@ -542,7 +562,7 @@ SlotMachine_GetWheelTile: ; 376c9 (d:76c9)
ret
SlotReward8Func: ; 376d7 (d:76d7)
ld hl, W_SUBANIMSUBENTRYADDR
ld hl, wSlotMachineAllowMatchesCounter
ld a, [hl]
and a
jr z, .skip
@ -553,7 +573,7 @@ SlotReward8Func: ; 376d7 (d:76d7)
ret
SlotReward15Func: ; 376e5 (d:76e5)
ld hl, W_SUBANIMSUBENTRYADDR
ld hl, wSlotMachineAllowMatchesCounter
ld a, [hl]
and a
jr z, .skip
@ -567,7 +587,7 @@ SlotReward100Func: ; 376f3 (d:76f3)
ld a, (SFX_1f_42 - SFX_Headers_1f) / 3
call PlaySound
xor a
ld [wcd4c], a
ld [wSlotMachineFlags], a
ld b, $8
ld de, 100
ret
@ -581,9 +601,9 @@ SlotReward300Func: ; 37702 (d:7702)
cp $80
ld a, $0
jr c, .skip
ld [wcd4c], a
ld [wSlotMachineFlags], a
.skip
ld [W_SUBANIMSUBENTRYADDR], a
ld [wSlotMachineAllowMatchesCounter], a
ld b, $14
ld de, 300
ret
@ -592,26 +612,27 @@ YeahText: ; 37722 (d:7722)
TX_FAR _YeahText
db $0a, "@"
SlotMachine_37728: ; 37728 (d:7728)
ld hl, wTileMap + $11a
ld a, [wTrainerScreenX]
SlotMachine_PrintWinningSymbol: ; 37728 (d:7728)
; prints winning symbol and down arrow in text box
hlCoord 2, 14
ld a, [wSlotMachineWinningSymbol]
add $25
ld [hli], a
inc a
ld [hld], a
inc a
ld de, $ffec
ld de, -SCREEN_WIDTH
add hl, de
ld [hli], a
inc a
ld [hl], a
ld hl, wTileMap + $152
ld [hl], $ee
hlCoord 18, 16
ld [hl], $ee ; down arrow
ret
SlotMachine_37741: ; 37741 (d:7741)
ld hl, wcd4b
ld a, [wcd50]
SlotMachine_SubtractBetFromPlayerCoins: ; 37741 (d:7741)
ld hl, wTempCoins2 + 1
ld a, [wSlotMachineBet]
ld [hld], a
xor a
ld [hli], a
@ -619,136 +640,143 @@ SlotMachine_37741: ; 37741 (d:7741)
ld c, $2
predef SubBCDPredef
SlotMachine_37754: ; 37754 (d:7754)
ld hl, wTileMap + $19
SlotMachine_PrintCreditCoins: ; 37754 (d:7754)
hlCoord 5, 1
ld de, wPlayerCoins
ld c, $2
jp PrintBCDNumber
SlotMachine_3775f: ; 3775f (d:775f)
ld hl, wTileMap + $1f
ld de, wcd4a
ld bc, $8204
SlotMachine_PrintPayoutCoins: ; 3775f (d:775f)
hlCoord 11, 1
ld de, wPayoutCoins
ld bc, $8204 ; 2 bytes, 4 digits, leading zeroes
jp PrintNumber
SlotMachine_3776b: ; 3776b (d:776b)
SlotMachine_PayCoinsToPlayer: ; 3776b (d:776b)
ld a, $1
ld [wc002], a
call WaitForSoundToFinish
ld hl, wcd46
; 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
xor a
ld [hli], a
inc a
ld [hl], a
ld a, $5
ld [W_SUBANIMTRANSFORM], a
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.
.loop
ld a, [wcd4b]
ld a, [wPayoutCoins + 1]
ld l, a
ld a, [wcd4a]
ld a, [wPayoutCoins]
ld h, a
or l
ret z
ld de, $ffff
ld de, -1
add hl, de
ld a, l
ld [wcd4b], a
ld [wPayoutCoins + 1], a
ld a, h
ld [wcd4a], a
ld hl, wcd47
ld [wPayoutCoins], a
ld hl, wTempCoins1 + 1
ld de, wPlayerCoins + 1
ld c, $2
predef AddBCDPredef
call SlotMachine_37754
call SlotMachine_3775f
call SlotMachine_PrintCreditCoins
call SlotMachine_PrintPayoutCoins
ld a, (SFX_1f_65 - SFX_Headers_1f) / 3
call PlaySound
ld a, [W_SUBANIMTRANSFORM]
ld a, [wAnimCounter]
dec a
jr nz, .skip1
ld a, [$ff48]
xor $40
ld [$ff48], a
ld a, $5
ld a, [rOBP0]
xor $40 ; make the slot wheel symbols flash
ld [rOBP0], a
ld a, 5
.skip1
ld [W_SUBANIMTRANSFORM], a
ld a, [wTrainerScreenX]
cp $7
ld [wAnimCounter], a
ld a, [wSlotMachineWinningSymbol]
cp (SLOTSBAR >> 8) + 1
ld c, 8
jr nc, .skip2
srl c
srl c ; c = 4 (make the the coins transfer faster if the symbol was 7 or bar)
.skip2
call DelayFrames
jr .loop
SlotMachine_377ce: ; 377ce (d:77ce)
SlotMachine_PutOutLitBalls: ; 377ce (d:77ce)
ld a, $23
ld [wd08a], a
jr SlotMachine_377e3
jr SlotMachine_UpdateThreeCoinBallTiles
SlotMachine_377d5: ; 377d5 (d:77d5)
SlotMachine_LightBalls: ; 377d5 (d:77d5)
ld a, $14
ld [wd08a], a
ld a, [wcd50]
ld a, [wSlotMachineBet]
dec a
jr z, SlotMachine_377fb
jr z, SlotMachine_UpdateOneCoinBallTiles
dec a
jr z, SlotMachine_377ef
jr z, SlotMachine_UpdateTwoCoinBallTiles
SlotMachine_377e3: ; 377e3 (d:77e3)
ld hl, wTileMap + $2b
call SlotMachine_377fe
ld hl, wTileMap + $cb
call SlotMachine_377fe
SlotMachine_UpdateThreeCoinBallTiles: ; 377e3 (d:77e3)
hlCoord 3, 2
call SlotMachine_UpdateBallTiles
hlCoord 3, 10
call SlotMachine_UpdateBallTiles
SlotMachine_377ef: ; 377ef (d:77ef)
ld hl, wTileMap + $53
call SlotMachine_377fe
ld hl, wTileMap + $a3
call SlotMachine_377fe
SlotMachine_UpdateTwoCoinBallTiles: ; 377ef (d:77ef)
hlCoord 3, 4
call SlotMachine_UpdateBallTiles
hlCoord 3, 8
call SlotMachine_UpdateBallTiles
SlotMachine_377fb: ; 377fb (d:77fb)
ld hl, wTileMap + $7b
SlotMachine_UpdateOneCoinBallTiles: ; 377fb (d:77fb)
hlCoord 3, 6
SlotMachine_377fe: ; 377fe (d:77fe)
SlotMachine_UpdateBallTiles: ; 377fe (d:77fe)
ld a, [wd08a]
ld [hl], a
ld bc, $000d
ld bc, 13
add hl, bc
ld [hl], a
ld bc, $0007
ld bc, 7
add hl, bc
inc a
ld [hl], a
ld bc, $000d
ld bc, 13
add hl, bc
ld [hl], a
ret
SlotMachine_37813: ; 37813 (d:7813)
SlotMachine_AnimWheel1: ; 37813 (d:7813)
ld bc, SlotMachineWheel1
ld de, wTrainerEngageDistance
ld de, wSlotMachineWheel1Offset
ld hl, wOAMBuffer
ld a, $30
ld [W_BASECOORDX], a
jr SlotMachine_37841
jr SlotMachine_AnimWheel
SlotMachine_37823: ; 37823 (d:7823)
SlotMachine_AnimWheel2: ; 37823 (d:7823)
ld bc, SlotMachineWheel2
ld de, wTrainerFacingDirection
ld de, wSlotMachineWheel2Offset
ld hl, wOAMBuffer + $30
ld a, $50
ld [W_BASECOORDX], a
jr SlotMachine_37841
jr SlotMachine_AnimWheel
SlotMachine_37833: ; 37833 (d:7833)
SlotMachine_AnimWheel3: ; 37833 (d:7833)
ld bc, SlotMachineWheel3
ld de, wTrainerScreenY
ld de, wSlotMachineWheel3Offset
ld hl, wOAMBuffer + $60
ld a, $70
ld [W_BASECOORDX], a
SlotMachine_37841: ; 37841 (d:7841)
SlotMachine_AnimWheel: ; 37841 (d:7841)
ld a, $58
ld [W_BASECOORDY], a
push de
@ -756,10 +784,9 @@ SlotMachine_37841: ; 37841 (d:7841)
ld d, b
add c
ld e, a
jr nc, SlotMachine_3784e
jr nc, .loop
inc d
SlotMachine_3784e: ; 3784e (d:784e)
.loop
ld a, [W_BASECOORDY]
ld [hli], a
ld a, [W_BASECOORDX]
@ -783,30 +810,30 @@ SlotMachine_3784e: ; 3784e (d:784e)
sub $8
ld [W_BASECOORDY], a
cp $28
jr nz, SlotMachine_3784e
jr nz, .loop
pop de
ld a, [de]
inc a
cp $1e
inc a ; advance the offset so that the wheel animates
cp 30
jr nz, .skip
xor a
xor a ; wrap around to 0 when the offset reaches 30
.skip
ld [de], a
ret
SlotMachine_37882: ; 37882 (d:7882)
SlotMachine_HandleInputWhileWheelsSpin: ; 37882 (d:7882)
call DelayFrame
call JoypadLowSensitivity
ld a, [hJoy5]
and $1
and A_BUTTON
ret z
ld hl, wTrainerSpriteOffset
ld hl, wStoppingWhichSlotMachineWheel
ld a, [hl]
dec a
ld de, wcd4d
ld de, wSlotMachineWheel1SlipCounter
jr z, .skip
dec a
ld de, wcd4e
ld de, wSlotMachineWheel2SlipCounter
jr z, .skip
.loop
inc [hl]
@ -845,20 +872,13 @@ LoadSlotMachineTiles: ; 378a8 (d:78a8)
ld [hli], a
ld [hli], a
ld [hl], a
call SlotMachine_37813
call SlotMachine_37823
jp SlotMachine_37833
call SlotMachine_AnimWheel1
call SlotMachine_AnimWheel2
jp SlotMachine_AnimWheel3
SlotMachineMap: ; 378f5 (d:78f5)
INCBIN "gfx/tilemaps/slotmachine.map"
SLOTS7 EQU $0200
SLOTSBAR EQU $0604
SLOTSCHERRY EQU $0A08
SLOTSFISH EQU $0E0C
SLOTSBIRD EQU $1210
SLOTSMOUSE EQU $1614
INCLUDE "data/slot_machine_wheels.asm"
SlotMachineTiles1: ; 37a51 (d:7a51)

View file

@ -79,7 +79,7 @@ Func_70e92: ; 70e92 (1c:4e92)
xor a
ld [wTownMapSpriteBlinkingEnabled], a
ld [hJoy7], a
ld [wTownMapSpriteBlinkingCounter], a
ld [wAnimCounter], a
call Func_711ab
pop hl
pop af
@ -319,7 +319,7 @@ LoadTownMap: ; 7109b (1c:509b)
call Delay3
call GBPalNormal
xor a
ld [wTownMapSpriteBlinkingCounter], a
ld [wAnimCounter], a
inc a
ld [wTownMapSpriteBlinkingEnabled], a
ret
@ -577,7 +577,7 @@ MonNestIcon: ; 716be (1c:56be)
INCBIN "gfx/mon_nest_icon.1bpp"
TownMapSpriteBlinkingAnimation: ; 716c6 (1c:56c6)
ld a, [wTownMapSpriteBlinkingCounter]
ld a, [wAnimCounter]
inc a
cp 25
jr z, .hideSprites
@ -601,5 +601,5 @@ TownMapSpriteBlinkingAnimation: ; 716c6 (1c:56c6)
jr nz, .hideSpritesLoop
ld a, 25
.done
ld [wTownMapSpriteBlinkingCounter], a
ld [wAnimCounter], a
jp DelayFrame

View file

@ -3928,7 +3928,7 @@ HandleMenuInputPokemonSelection:: ; 3ac2 (0:3ac2)
ld [H_DOWNARROWBLINKCNT2],a ; blinking down arrow timing value 2
.loop1
xor a
ld [wPartyMonAnimCounter],a ; counter for pokemon shaking animation
ld [wAnimCounter],a ; counter for pokemon shaking animation
call PlaceMenuCursor
call Delay3
.loop2

View file

@ -31,8 +31,8 @@ rLCDC_DEFAULT EQU %11100011
ld [$ff4a], a
ld [$ff06], a
ld [$ff07], a
ld [$ff47], a
ld [$ff48], a
ld [rBGP], a
ld [rOBP0], a
ld [$ff49], a
ld a, rLCDC_ENABLE_MASK

View file

@ -12,7 +12,7 @@ CeladonGameCornerScript_48bcf: ; 48bcf (12:4bcf)
res 6, [hl]
ret z
call Random
ld a, [$ffd3]
ld a, [hRandomAdd]
cp $7
jr nc, .asm_48be2
ld a, $8
@ -20,7 +20,7 @@ CeladonGameCornerScript_48bcf: ; 48bcf (12:4bcf)
srl a
srl a
srl a
ld [wUnknownSlotVar], a
ld [wLuckySlotHiddenObjectIndex], a
ret
CeladonGameCornerScript_48bec: ; 48bec (12:4bec)

109
wram.asm
View file

@ -357,6 +357,13 @@ wNPCMovementScriptBank:: ; cc58
ds 2
wSlotMachineSevenAndBarModeChance:: ; cc5b
; If a random number greater than this value is generated, then the player is
; allowed to have three 7 symbols or bar symbols line up.
; So, this value is actually the chance of NOT entering that mode.
; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance.
; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance.
wHallOfFame:: ; cc5b
wBoostExpByExpAll:: ; cc5b
wAnimationType:: ; cc5b
@ -365,7 +372,12 @@ wAnimationType:: ; cc5b
wcc5b:: ds 1 ; these upcoming values below are miscellaneous storage values
wcc5c:: ds 1 ; used in pokedex evaluation as well
wcc5d:: ds 1 ; used in pokedex evaluation
wcc5e:: ds 13 ; as well as used as miscellaneous storage value, this is also used for the game corner slots
wSlotMachineSavedROMBank:: ; cc5e
; ROM back to return to when the player is done with the slot machine
ds 1
ds 12
wcc6b:: ds 14 ; doesn't seem to be used for anything, probably just more storage
wcc79:: ds 30 ; used in battle animations
@ -463,7 +475,7 @@ wPlayerMonMinimized:: ds 1 ; ccf7
ds 13
wUnknownSlotVar:: ; cd05
wLuckySlotHiddenObjectIndex:: ; cd05
wEnemyNumHits:: ; cd05
; number of hits by enemy in attacks like Double Slap, etc.
@ -588,6 +600,10 @@ wOverrideSimulatedJoypadStatesMask:: ; cd3b
ds 1
wStoppingWhichSlotMachineWheel:: ; cd3d
; which wheel the player is trying to stop
; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3
wTradedPlayerMonSpecies:: ; cd3d
wTradingWhichPlayerMon:: ; cd3d
@ -611,6 +627,8 @@ wWhichTrade:: ; cd3d
wTrainerSpriteOffset:: ; cd3d
ds 1
wSlotMachineWheel1Offset:: ; cd3e
wTradedEnemyMonSpecies:: ; cd3e
wTradingWhichEnemyMon:: ; cd3e
@ -626,6 +644,8 @@ wHiddenObjectFunctionRomBank:: ; cd3e
wTrainerEngageDistance:: ; cd3e
ds 1
wSlotMachineWheel2Offset:: ; cd3f
wNameOfPlayerMonToBeTraded:: ; cd3f
wFlyAnimBirdSpriteImageIndex:: ; cd3f
@ -640,6 +660,8 @@ wTrainerFacingDirection:: ; cd3f
wcd3f:: ; used with daycare text for money amount
ds 1
wSlotMachineWheel3Offset:: ; cd40
wPlayerSpinInPlaceAnimSoundID:: ; cd40
wHiddenObjectY:: ; cd40
@ -651,30 +673,89 @@ wTradedPlayerMonOT:: ; cd41
wHiddenObjectX:: ; cd41
wSlotMachineWinningSymbol:: ; cd42
; the OAM tile number of the upper left corner of the winning symbol minus 2
wSlotMachineWheel1BottomTile:: ; cd41
wTrainerScreenX:: ; cd41
ds 1
; a lot of the uses for these values use more than the said address
wSlotMachineWheel1MiddleTile:: ; cd42
wcd42:: ds 1 ; used in pewter center script, printing field mon moves, slot machines and HoF PC
wSlotMachineWheel1TopTile:: ; cd43
wcd43:: ds 1 ; slot machine stuff and GetMonFieldMoves
wcd44:: ds 1 ; just slot machine
wcd45:: ds 1 ; slot machine...
wcd46:: ds 1 ; slot machine...
wSlotMachineWheel2BottomTile:: ; cd44
ds 1
wSlotMachineWheel2MiddleTile:: ; cd45
ds 1
wTempCoins1:: ; cd46
; 2 bytes
; temporary variable used to add payout amount to the player's coins
wSlotMachineWheel2TopTile:: ; cd46
ds 1
wSlotMachineWheel3BottomTile:: ; cd47
wcd47:: ds 1 ; used in slot machine and spinning player sprite
wSlotMachineWheel3MiddleTile:: ; cd48
wcd48:: ds 1 ; same as above
wSlotMachineWheel3TopTile:: ; cd49
wcd49:: ds 1 ; used in slot machine, displaying the gym leaders/badges on the trainer card, and displaying the town map
wcd4a:: ds 1 ; probably used in one of the above mentioned functions
wcd4b:: ds 1 ; same as above
wTempCoins2:: ; cd4a
; 2 bytes
; temporary variable used to subtract the bet amount from the player's coins
wPayoutCoins:: ; cd4a
; 2 bytes
ds 1
wcd4b:: ; cd4b
; used in player animations
ds 1
wTradedPlayerMonOTID:: ; cd4c
wcd4c:: ds 1 ; slot machine and probably other above stuff
wSlotMachineFlags:: ; cd4c
; These flags are set randomly and control when the wheels stop.
; bit 6: allow the player to win in general
; bit 7: allow the player to win with 7 or bar (plus the effect of bit 6)
ds 1
wSlotMachineWheel1SlipCounter:: ; cd4d
; wheel 1 can "slip" while this is non-zero
wcd4d:: ds 1 ; used with cut and slot machine
wSlotMachineWheel2SlipCounter:: ; cd4e
; wheel 2 can "slip" while this is non-zero
wTradedEnemyMonOT:: ; cd4e
wcd4e:: ds 1 ; used with in-game trades and slot machine
wSlotMachineRerollCounter:: ; cd4f
; The remaining number of times wheel 3 will roll down a symbol until a match is
; found, when winning is enabled. It's initialized to 4 each bet.
wcd4f:: ds 1 ; used with in-game trades, emotion bubbles, and player animations
wSlotMachineBet:: ; cd50
; how many coins the player bet on the slot machine (1 to 3)
wcd50:: ds 9 ; used with in-game trades, emotion bubbles, and player and miscellaneous sprite animations
wTradedEnemyMonOTID:: ; cd59
@ -1194,9 +1275,8 @@ wTradedMonMovingRight:: ; d08a
wd08a:: ds 1 ; used with sprites and displaying the option menu on the main menu screen?
wTownMapSpriteBlinkingCounter:: ; d08b
wPartyMonAnimCounter:: ; d08b
wAnimCounter:: ; d08b
; generic counter variable for various animations
W_SUBANIMTRANSFORM:: ; d08b
; controls what transformations are applied to the subanimation
@ -1222,6 +1302,13 @@ wEndBattleTextRomBank:: ; d092
W_SUBANIMADDRPTR:: ; d094
; the address _of the address_ of the current subanimation entry
ds 2
wSlotMachineAllowMatchesCounter:: ; d096
; If non-zero, the allow matches flag is always set.
; There is a 1/256 (~0.4%) chance that this value will be set to 60, which is
; the only way it can increase. Winning certain payout amounts will decrement it
; or zero it.
W_SUBANIMSUBENTRYADDR:: ; d096
; the address of the current subentry of the current subanimation
ds 2