SLOTS_NO_BIAS EQU -1 SLOTS_NO_MATCH EQU -1 SLOTS_SEVEN EQU $00 SLOTS_POKEBALL EQU $04 SLOTS_CHERRY EQU $08 SLOTS_PIKACHU EQU $0c SLOTS_SQUIRTLE EQU $10 SLOTS_STARYU EQU $14 REEL_SIZE EQU 15 ; Constants for slot_reel offsets (see macros/wram.asm) REEL_ACTION EQUS "(wReel1ReelAction - wReel1)" REEL_TILEMAP_ADDR EQUS "(wReel1TilemapAddr - wReel1)" REEL_POSITION EQUS "(wReel1Position - wReel1)" REEL_SPIN_DISTANCE EQUS "(wReel1SpinDistance - wReel1)" REEL_SPIN_RATE EQUS "(wReel1SpinRate - wReel1)" REEL_OAM_ADDR EQUS "(wReel1OAMAddr - wReel1)" REEL_X_COORD EQUS "(wReel1XCoord - wReel1)" REEL_MANIP_COUNTER EQUS "(wReel1ManipCounter - wReel1)" REEL_MANIP_DELAY EQUS "(wReel1ManipDelay - wReel1)" REEL_FIELD_0B EQUS "(wReel1Field0b - wReel1)" REEL_STOP_DELAY EQUS "(wReel1StopDelay - wReel1)" ; SlotsJumptable constants const_def const SLOTS_INIT const SLOTS_BET_AND_START const SLOTS_WAIT_START const SLOTS_WAIT_REEL1 const SLOTS_WAIT_STOP_REEL1 const SLOTS_WAIT_REEL2 const SLOTS_WAIT_STOP_REEL2 const SLOTS_WAIT_REEL3 const SLOTS_WAIT_STOP_REEL3 const SLOTS_NEXT_09 const SLOTS_NEXT_0A const SLOTS_NEXT_0B const SLOTS_FLASH_IF_WIN const SLOTS_FLASH_SCREEN const SLOTS_GIVE_EARNED_COINS const SLOTS_PAYOUT_TEXT_AND_ANIM const SLOTS_PAYOUT_ANIM const SLOTS_RESTART_OF_QUIT const SLOTS_QUIT SLOTS_END_LOOP_F EQU 7 ; ReelActionJumptable constants const_def const REEL_ACTION_DO_NOTHING const REEL_ACTION_STOP_REEL_IGNORE_JOYPAD const REEL_ACTION_QUADRUPLE_RATE const REEL_ACTION_DOUBLE_RATE const REEL_ACTION_NORMAL_RATE const REEL_ACTION_HALF_RATE const REEL_ACTION_QUARTER_RATE const REEL_ACTION_STOP_REEL1 const REEL_ACTION_STOP_REEL2 const REEL_ACTION_STOP_REEL3 const REEL_ACTION_SET_UP_REEL2_SKIP_TO_7 const REEL_ACTION_WAIT_REEL2_SKIP_TO_7 const REEL_ACTION_FAST_SPIN_REEL2_UNTIL_LINED_UP_7S const REEL_ACTION_UNUSED const REEL_ACTION_CHECK_DROP_REEL const REEL_ACTION_WAIT_DROP_REEL const REEL_ACTION_START_SLOW_ADVANCE_REEL3 const REEL_ACTION_WAIT_SLOW_ADVANCE_REEL3 const REEL_ACTION_INIT_GOLEM const REEL_ACTION_WAIT_GOLEM const REEL_ACTION_END_GOLEM const REEL_ACTION_INIT_CHANSEY const REEL_ACTION_WAIT_CHANSEY const REEL_ACTION_WAIT_EGG const REEL_ACTION_DROP_REEL _SlotMachine: ld hl, Options set NO_TEXT_SCROLL, [hl] call .InitGFX call DelayFrame .loop call SlotsLoop jr nc, .loop call WaitSFX ld de, SFX_QUIT_SLOTS call PlaySFX call WaitSFX call ClearBGPalettes farcall TrainerRankings_EndSlotsWinStreak ld hl, Options res NO_TEXT_SCROLL, [hl] ld hl, rLCDC res rLCDC_SPRITE_SIZE, [hl] ; 8x8 ret .InitGFX: ; 926f7 (24:66f7) call ClearBGPalettes call ClearTileMap call ClearSprites ld de, MUSIC_NONE call PlayMusic call DelayFrame call DisableLCD hlbgcoord 0, 0 ld bc, vBGMap1 - vBGMap0 ld a, " " call ByteFill ld b, SCGB_SLOT_MACHINE call GetSGBLayout callfar ClearSpriteAnims ld hl, wSlots ld bc, wSlotsDataEnd - wSlots xor a call ByteFill ld hl, Slots2LZ ld de, vTiles0 tile $00 call Decompress ld hl, Slots3LZ ld de, vTiles0 tile $40 call Decompress ld hl, Slots1LZ ld de, vTiles2 tile $00 call Decompress ld hl, Slots2LZ ld de, vTiles2 tile $25 call Decompress ld hl, SlotsTilemap decoord 0, 0 ld bc, SCREEN_WIDTH * 12 call CopyBytes ld hl, rLCDC set rLCDC_SPRITE_SIZE, [hl] ; 8x16 call EnableLCD ld hl, wSlots ld bc, wSlotsEnd - wSlots xor a call ByteFill call Slots_InitReelTiles call Slots_GetPals ld a, $7 ld hl, wSpriteAnimDict ld [hli], a ld [hl], $40 xor a ; SLOTS_INIT ld [wJumptableIndex], a ld a, SLOTS_NO_BIAS ld [wSlotBias], a ld de, MUSIC_GAME_CORNER call PlayMusic xor a ld [wKeepSevenBiasChance], a ; 87.5% chance call Random and %00101010 ret nz ld a, 1 ld [wKeepSevenBiasChance], a ; 12.5% chance ret Slots_GetPals: ; 9279b (24:679b) ld a, %11100100 call DmgToCgbBGPals lb de, %11100100, %11100100 ld a, [hCGB] and a jr nz, .cgb lb de, %11000000, %11100100 .cgb call DmgToCgbObjPals ret SlotsLoop: ; 927af (24:67af) ld a, [wJumptableIndex] bit SLOTS_END_LOOP_F, a jr nz, .stop call SlotsJumptable call Slots_SpinReels xor a ld [wCurrSpriteOAMAddr], a callfar DoNextFrameForFirst16Sprites call .PrintCoinsAndPayout call .DummyFunc call DelayFrame and a ret .stop scf ret .DummyFunc: ; 927d3 (24:67d3) ; dummied out ret ld a, [wReel1ReelAction] and a ret nz ld a, [wReel2ReelAction] and a ret nz ld a, [wFirstTwoReelsMatchingSevens] and a jr nz, .matching_sevens ld a, %11100100 call DmgToCgbBGPals ret .matching_sevens ld a, [TextDelayFrames] and $7 ret nz ld a, [rBGP] xor %00001100 call DmgToCgbBGPals ret ; 927f8 .PrintCoinsAndPayout: ; 927f8 (24:67f8) hlcoord 5, 1 ld de, Coins lb bc, PRINTNUM_LEADINGZEROS | 2, 4 call PrintNum hlcoord 11, 1 ld de, wPayout lb bc, PRINTNUM_LEADINGZEROS | 2, 4 call PrintNum ret ; 92811 (24:6811) Function92811: ; 92811 ; unreferenced - debug function? ld a, [wSlotBias] add 0 daa ld e, a and $f add "0" hlcoord 1, 0 ld [hl], a ld a, e swap a and $f add "0" hlcoord 0, 0 ld [hl], a ret ; 9282c Function9282c: ; 9282c ; unreferenced ; animate OAM tiles? ld hl, wcf66 ld a, [hl] inc [hl] and $7 ret nz ld hl, Sprite17TileID ld c, NUM_SPRITE_OAM_STRUCTS - 16 .loop ld a, [hl] xor %00100000 ld [hli], a ; tile id rept SPRITEOAMSTRUCT_LENGTH +- 1 inc hl endr dec c jr nz, .loop ret ; 92844 SlotsJumptable: ; 92844 (24:6844) jumptable .Jumptable, wJumptableIndex .Jumptable: dw SlotsAction_Init ; 00 dw SlotsAction_BetAndStart ; 01 dw SlotsAction_WaitStart ; 02 dw SlotsAction_WaitReel1 ; 03 dw SlotsAction_WaitStopReel1 ; 04 dw SlotsAction_WaitReel2 ; 05 dw SlotsAction_WaitStopReel2 ; 06 dw SlotsAction_WaitReel3 ; 07 dw SlotsAction_WaitStopReel3 ; 08 dw SlotsAction_Next ; 09 dw SlotsAction_Next ; 0a dw SlotsAction_Next ; 0b dw SlotsAction_FlashIfWin ; 0c dw SlotsAction_FlashScreen ; 0d dw SlotsAction_GiveEarnedCoins ; 0e dw SlotsAction_PayoutTextAndAnim ; 0f dw SlotsAction_PayoutAnim ; 10 dw SlotsAction_RestartOrQuit ; 11 dw SlotsAction_Quit ; 12 SlotsAction_Next: ; 92879 (24:6879) ld hl, wJumptableIndex inc [hl] ret SlotsAction_Init: ; 9287e (24:687e) call SlotsAction_Next xor a ld [wFirstTwoReelsMatching], a ld [wFirstTwoReelsMatchingSevens], a ld a, SLOTS_NO_MATCH ld [wSlotMatched], a ret SlotsAction_BetAndStart: ; 9288e (24:688e) call Slots_AskBet jr nc, .proceed ld a, SLOTS_QUIT ld [wJumptableIndex], a ret .proceed call SlotsAction_Next call Slots_IlluminateBetLights call Slots_InitBias ld a, 32 ld [wSlotsDelay], a ld a, REEL_ACTION_NORMAL_RATE ld [wReel1ReelAction], a ld [wReel2ReelAction], a ld [wReel3ReelAction], a ld a, 4 ld [wReel1ManipCounter], a ld [wReel2ManipCounter], a ld [wReel3ManipCounter], a call WaitSFX ld a, SFX_SLOT_MACHINE_START call Slots_PlaySFX ret SlotsAction_WaitStart: ; 928c6 (24:68c6) ld hl, wSlotsDelay ld a, [hl] and a jr z, .proceed dec [hl] ret .proceed call SlotsAction_Next xor a ld [hJoypadSum], a ret SlotsAction_WaitReel1: ; 928d6 (24:68d6) ld hl, hJoypadSum ld a, [hl] and A_BUTTON ret z call SlotsAction_Next call Slots_StopReel1 ld [wReel1ReelAction], a SlotsAction_WaitStopReel1: ; 928e6 (24:68e6) ld a, [wReel1ReelAction] cp REEL_ACTION_DO_NOTHING ret nz ld a, SFX_STOP_SLOT call Slots_PlaySFX ld bc, wReel1 ld de, wReel1Stopped call Slots_LoadReelState call SlotsAction_Next xor a ld [hJoypadSum], a SlotsAction_WaitReel2: ; 92900 (24:6900) ld hl, hJoypadSum ld a, [hl] and A_BUTTON ret z call SlotsAction_Next call Slots_StopReel2 ld [wReel2ReelAction], a SlotsAction_WaitStopReel2: ; 92910 (24:6910) ld a, [wReel2ReelAction] cp REEL_ACTION_DO_NOTHING ret nz ld a, SFX_STOP_SLOT call Slots_PlaySFX ld bc, wReel2 ld de, wReel2Stopped call Slots_LoadReelState call SlotsAction_Next xor a ld [hJoypadSum], a SlotsAction_WaitReel3: ; 9292a (24:692a) ld hl, hJoypadSum ld a, [hl] and A_BUTTON ret z call SlotsAction_Next call Slots_StopReel3 ld [wReel3ReelAction], a SlotsAction_WaitStopReel3: ; 9293a (24:693a) ld a, [wReel3ReelAction] cp REEL_ACTION_DO_NOTHING ret nz ld a, SFX_STOP_SLOT call Slots_PlaySFX ld bc, wReel3 ld de, wReel3Stopped call Slots_LoadReelState call SlotsAction_Next xor a ld [hJoypadSum], a ret SlotsAction_FlashIfWin: ; 92955 (24:6955) ld a, [wSlotMatched] cp SLOTS_NO_MATCH jr nz, .GotIt call SlotsAction_Next call SlotsAction_Next ret .GotIt: call SlotsAction_Next ld a, 16 ld [wSlotsDelay], a SlotsAction_FlashScreen: ; 9296b (24:696b) ld hl, wSlotsDelay ld a, [hl] and a jr z, .done dec [hl] srl a ret z ld a, [rOBP0] xor $ff ld e, a ld d, a call DmgToCgbObjPals ret .done call Slots_GetPals call SlotsAction_Next ret SlotsAction_GiveEarnedCoins: ; 92987 (24:6987) xor a ld [wFirstTwoReelsMatching], a ld [wFirstTwoReelsMatchingSevens], a ld a, %11100100 call DmgToCgbBGPals call Slots_GetPayout xor a ld [wSlotsDelay], a call SlotsAction_Next ret SlotsAction_PayoutTextAndAnim: ; 9299e (24:699e) call Slots_PayoutText call SlotsAction_Next SlotsAction_PayoutAnim: ; 929a4 (24:69a4) ld hl, wSlotsDelay ld a, [hl] inc [hl] and $1 ret z ld hl, wPayout ld a, [hli] ld d, a or [hl] jr z, .done ld e, [hl] dec de ld [hl], e dec hl ld [hl], d ld hl, Coins ld d, [hl] inc hl ld e, [hl] call Slots_CheckCoinCaseFull jr c, .okay inc de .okay ld [hl], e dec hl ld [hl], d ld a, [wSlotsDelay] and $7 ret z ; ret nz would be more appropriate ld de, SFX_GET_COIN_FROM_SLOTS call PlaySFX ret .done call SlotsAction_Next ret SlotsAction_RestartOrQuit: ; 929d9 (24:69d9) call Slots_DeilluminateBetLights call WaitPressAorB_BlinkCursor call Slots_AskPlayAgain jr c, .exit_slots ld a, SLOTS_INIT ld [wJumptableIndex], a ret .exit_slots ld a, SLOTS_QUIT ld [wJumptableIndex], a ret SlotsAction_Quit: ; 929f0 (24:69f0) ld hl, wJumptableIndex set SLOTS_END_LOOP_F, [hl] ret Slots_LoadReelState: ; 929f6 (24:69f6) push de call Slots_GetCurrentReelState pop de ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a ret Slots_CheckCoinCaseFull: ; 92a04 (24:6a04) ld a, d cp HIGH(MAX_COINS) jr c, .not_full ld a, e cp LOW(MAX_COINS) jr c, .not_full scf ret .not_full and a ret Slots_GetCurrentReelState: ; 92a12 (24:6a12) ld hl, REEL_POSITION add hl, bc ld a, [hl] and a jr nz, .okay ld a, $f .okay dec a and $f ld e, a ld d, $0 ld hl, REEL_TILEMAP_ADDR add hl, bc ld a, [hli] ld h, [hl] ld l, a add hl, de ret Slots_StopReel1: ; 92a2b (24:6a2b) ; Always set the REEL_ACTION_STOP_REEL1 action. ld a, REEL_ACTION_STOP_REEL1 ret Slots_StopReel2: ; 92a2e (24:6a2e) ; 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 $50 ; 32% 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: ; 92a51 (24:6a51) ld a, [wReel1Stopped] and a ret z ld a, [wReel1Stopped + 1] and a ret z ld a, [wReel1Stopped + 2] and a ret Slots_StopReel3: ; 92a60 (24:6a60) ; 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 180 jr nc, .stop cp 120 jr nc, .slow_advance cp 60 jr nc, .golem ld a, REEL_ACTION_INIT_CHANSEY ret .biased call Random cp 160 jr nc, .stop cp 80 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: ; 92a98 (24:6a98) ld bc, wReel1 ld hl, REEL_OAM_ADDR add hl, bc ld de, Sprite17 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, Sprite25 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, Sprite33 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: ; 92af9 (24:6af9) 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: ; 92b0f (24:6b0f) ld bc, wReel1 call .SpinReel ld bc, wReel2 call .SpinReel ld bc, wReel3 call .SpinReel ret .SpinReel: ; 92b22 (24:6b22) 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: ; 92b53 (24:6b53) ld hl, REEL_X_COORD add hl, bc ld a, [hl] ld [wCurrReelXCoord], a ld a, 10 * 8 ld [wCurrReelYCoord], 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: ; 92b83 (24:6b83) ld hl, REEL_OAM_ADDR add hl, bc ld a, [hli] ld h, [hl] ld l, a .loop ld a, [wCurrReelYCoord] ld [hli], a ; y ld a, [wCurrReelXCoord] 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, [wCurrReelYCoord] ld [hli], a ; y ld a, [wCurrReelXCoord] 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, [wCurrReelYCoord] sub 2 * TILE_WIDTH ld [wCurrReelYCoord], a cp 2 * TILE_WIDTH jr nz, .loop ret ; 92bbe (24:6bbe) ; unreferenced Function92bbe: ; 92bbe push hl srl a srl a add LOW(.Unknown_92bce) ld l, a ld a, 0 adc HIGH(.Unknown_92bce) ld h, a ld a, [hl] pop hl ret ; 92bce .Unknown_92bce: ; 92bce db 0, 1, 2, 3, 4, 5 ; 92bd4 ReelActionJumptable: ; 92bd4 (24:6bd4) 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 ; 92be4 (24:6be4) .Jumptable: ; 92be4 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 ; 92c16 ReelAction_DoNothing: ; 92c16 ret ; 92c17 ReelAction_QuadrupleRate: ; 92c17 ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 16 ret ; 92c1e ReelAction_DoubleRate: ; 92c1e ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 8 ret ; 92c25 ReelAction_NormalRate: ; 92c25 ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 4 ret ; 92c2c ReelAction_HalfRate: ; 92c2c ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 2 ret ; 92c33 ReelAction_QuarterRate: ; 92c33 ld hl, REEL_SPIN_RATE add hl, bc ld [hl], 1 ret ; 92c3a Slots_StopReel: ; 92c3a 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: ; 92c4c 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 ; 92c5e ReelAction_StopReel1: ; 92c5e ; 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 ; 92c76 .CheckForBias: ; 92c76 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 ; 92c86 ReelAction_StopReel2: ; 92c86 ; 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 ; 92ca9 ReelAction_StopReel3: ; 92ca9 ; 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 ; 92cd2 ReelAction_SetUpReel2SkipTo7: ; 92cd2 ; 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 ; 92cf8 ReelAction_WaitReel2SkipTo7: ; 92cf8 ld hl, REEL_MANIP_DELAY add hl, bc ld a, [hl] and a jr z, .asm_92d02 dec [hl] ret .asm_92d02 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 ; 92d13 ReelAction_FastSpinReel2UntilLinedUp7s: ; 92d13 call Slots_CheckMatchedFirstTwoReels ret nc ld a, [wFirstTwoReelsMatchingSevens] and a ret z call Slots_StopReel ret ; 92d20 ReelAction_InitGolem: ; 92d20 ; 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_0E add hl, bc pop af ld [hl], a pop bc xor a ld [wSlotsDelay], a ReelAction_WaitGolem: ; 92d4f 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 ; 92d6e ReelAction_EndGolem: ; 92d6e 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 ; 92d7e ReelAction_InitChansey: ; 92d7e ; 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 ; 92da4 ReelAction_WaitChansey: ; 92da4 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: ; 92db3 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: ; 92dca 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 ; 92df7 ReelAction_Unused: ; 92df7 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: ; 92e10 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: ; 92e31 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 ; 92e47 ReelAction_StartSlowAdvanceReel3: ; 92e47 ; 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: ; 92e64 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 ; 92e94 Slots_CheckMatchedFirstTwoReels: ; 92e94 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 ; 92ebd .Jumptable: ; 92ebd dw .zero dw .one dw .two dw .three ; 92ec5 .three ; 92ec5 call .CheckUpwardsDiag call .CheckDownwardsDiag .two ; 92ecb call .CheckBottomRow call .CheckTopRow .one ; 92ed1 call .CheckMiddleRow .zero ; 92ed4 ret ; 92ed5 .CheckBottomRow: ; 92ed5 ld hl, wCurrReelStopped ld a, [wReel1Stopped] cp [hl] call z, .StoreResult ret ; 92ee0 .CheckUpwardsDiag: ; 92ee0 ld hl, wCurrReelStopped + 1 ld a, [wReel1Stopped] cp [hl] call z, .StoreResult ret ; 92eeb .CheckMiddleRow: ; 92eeb ld hl, wCurrReelStopped + 1 ld a, [wReel1Stopped + 1] cp [hl] call z, .StoreResult ret ; 92ef6 .CheckDownwardsDiag: ; 92ef6 ld hl, wCurrReelStopped + 1 ld a, [wReel1Stopped + 2] cp [hl] call z, .StoreResult ret ; 92f01 .CheckTopRow: ; 92f01 ld hl, wCurrReelStopped + 2 ld a, [wReel1Stopped + 2] cp [hl] call z, .StoreResult ret ; 92f0c .StoreResult: ; 92f0c ld [wSlotBuildingMatch], a and a jr nz, .matching_sevens ld a, 1 ld [wFirstTwoReelsMatchingSevens], a .matching_sevens ld a, 1 ld [wFirstTwoReelsMatching], a ret ; 92f1d Slots_CheckMatchedAllThreeReels: ; 92f1d 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 ; 92f48 .Jumptable: ; 92f48 dw .zero dw .one dw .two dw .three ; 92f50 .three ; 92f50 call .CheckUpwardsDiag call .CheckDownwardsDiag .two ; 92f56 call .CheckBottomRow call .CheckTopRow .one ; 92f5c call .CheckMiddleRow .zero ; 92f5f ret ; 92f60 .CheckBottomRow: ; 92f60 ld hl, wCurrReelStopped ld a, [wReel1Stopped] cp [hl] ret nz ld hl, wReel2Stopped cp [hl] call z, .StoreResult ret ; 92f70 .CheckUpwardsDiag: ; 92f70 ld hl, wCurrReelStopped + 2 ld a, [wReel1Stopped] cp [hl] ret nz ld hl, wReel2Stopped + 1 cp [hl] call z, .StoreResult ret ; 92f80 .CheckMiddleRow: ; 92f80 ld hl, wCurrReelStopped + 1 ld a, [wReel1Stopped + 1] cp [hl] ret nz ld hl, wReel2Stopped + 1 cp [hl] call z, .StoreResult ret ; 92f90 .CheckDownwardsDiag: ; 92f90 ld hl, wCurrReelStopped ld a, [wReel1Stopped + 2] cp [hl] ret nz ld hl, wReel2Stopped + 1 cp [hl] call z, .StoreResult ret ; 92fa0 .CheckTopRow: ; 92fa0 ld hl, wCurrReelStopped + 2 ld a, [wReel1Stopped + 2] cp [hl] ret nz ld hl, wReel2Stopped + 2 cp [hl] call z, .StoreResult ret ; 92fb0 .StoreResult: ; 92fb0 ld [wSlotMatched], a ret ; 92fb4 Slots_CopyReelState: ; 92fb4 ld de, wCurrReelStopped ld a, [hli] ld [de], a inc de ld a, [hli] ld [de], a inc de ld a, [hl] ld [de], a ret ; 92fc0 Slots_GetNumberOfGolems: ; 92fc0 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 ; 92fcf .Check7Bias: ; 92fcf 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 $4 ; ((50 percent) & 7) + 1 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 ; 93002 Slots_InitBias: ; 93002 (24:7002) ld a, [wSlotBias] and a ret z ld hl, .Normal ld a, [ScriptVar] 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 ; 93023 (24:7023) .Normal: ; 93023 db $01, SLOTS_SEVEN ; 1/256 db $03, SLOTS_POKEBALL ; 1/128 db $0a, SLOTS_STARYU ; 7/256 db $14, SLOTS_SQUIRTLE ; 5/128 db $28, SLOTS_PIKACHU ; 5/64 db $30, SLOTS_CHERRY ; 1/32 db $ff, SLOTS_NO_BIAS ; everything else ; 93031 .Lucky: ; 93031 db $02, SLOTS_SEVEN ; 1/128 db $03, SLOTS_POKEBALL ; 1/256 db $08, SLOTS_STARYU ; 5/256 db $10, SLOTS_SQUIRTLE ; 1/32 db $1e, SLOTS_PIKACHU ; 7/128 db $50, SLOTS_CHERRY ; 25/128 db $ff, SLOTS_NO_BIAS ; everything else ; 9303f Slots_IlluminateBetLights: ; 9303f (24:703f) 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: ; 9304c (24:704c) ld b, $23 ; turned off Slots_Lights3OnOff: ; 9304e (24:704e) hlcoord 3, 2 call Slots_TurnLightsOnOrOff hlcoord 3, 10 call Slots_TurnLightsOnOrOff Slots_Lights2OnOff: ; 9305a (24:705a) hlcoord 3, 4 call Slots_TurnLightsOnOrOff hlcoord 3, 8 call Slots_TurnLightsOnOrOff Slots_Lights1OnOff: ; 93066 (24:7066) hlcoord 3, 6 Slots_TurnLightsOnOrOff: ; 93069 (24:7069) 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: ; 9307c (24:707c) .loop ld hl, .Text_BetHowManyCoins call PrintText ld hl, .MenuDataHeader call LoadMenuDataHeader call VerticalMenu call CloseWindow ret c ld a, [wMenuCursorY] ld b, a ld a, 4 sub b ld [wSlotBet], a ld hl, Coins ld c, a ld a, [hli] and a jr nz, .Start ld a, [hl] cp c jr nc, .Start ld hl, .Text_NotEnoughCoins call PrintText jr .loop .Start: ld hl, Coins + 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, .Text_Start call PrintText and a ret ; 930c7 (24:70c7) .Text_BetHowManyCoins: ; 0x930c7 ; Bet how many coins? text_jump UnknownText_0x1c5049 db "@" ; 0x930cc .Text_Start: ; 0x930cc ; Start! text_jump UnknownText_0x1c505e db "@" ; 0x930d1 .Text_NotEnoughCoins: ; 0x930d1 ; Not enough coins. text_jump UnknownText_0x1c5066 db "@" ; 0x930d6 .MenuDataHeader: ; 0x930d6 db $40 ; flags db 10, 14 ; start coords db 17, 19 ; end coords dw .MenuData2 db 1 ; default option ; 0x930de .MenuData2: ; 0x930de db $80 ; flags db 3 ; items db " 3@" db " 2@" db " 1@" ; 0x930e9 Slots_AskPlayAgain: ; 930e9 (24:70e9) ld hl, Coins ld a, [hli] or [hl] jr nz, .you_have_coins ld hl, .Text_OutOfCoins call PrintText ld c, 60 call DelayFrames jr .exit_slots .you_have_coins ld hl, .Text_PlayAgain 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 ; 9311a (24:711a) .Text_OutOfCoins: ; 9311a text_jump UnknownText_0x1c5079 db "@" .Text_PlayAgain: ; 9311f text_jump UnknownText_0x1c5092 db "@" Slots_GetPayout: ; 93124 (24:7124) 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 TrainerRankings_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: ; 93158 (24:7158) ld a, [wSlotMatched] cp SLOTS_NO_MATCH jr nz, .MatchedSomething ld hl, .Text_Darn call PrintText farcall TrainerRankings_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, StringBuffer2 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 TrainerRankings_AddToSlotsWinStreak ret ; 93195 (24:7195) .PayoutStrings: ; 93195 dbw "300@", .LinedUpSevens dbw "50@@", .LinedUpPokeballs dbw "6@@@", .LinedUpMonOrCherry dbw "8@@@", .LinedUpMonOrCherry dbw "10@@", .LinedUpMonOrCherry dbw "15@@", .LinedUpMonOrCherry ; 931b9 .Text_PrintPayout: ; 0x931b9 start_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, .Text_LinedUpWonCoins rept 4 inc bc endr ret ; 931db .Text_LinedUpWonCoins: ; 0x931db ; lined up! Won @ coins! text_jump UnknownText_0x1c509f db "@" ; 0x931e0 .Text_Darn: ; 0x931e0 ; Darn! text_jump UnknownText_0x1c50bb db "@" ; 0x931e5 .LinedUpSevens: ; 931e5 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 ; 9320b .LinedUpPokeballs: ; 9320b ld a, SFX_3RD_PLACE call Slots_PlaySFX call WaitSFX ret ; 93214 .LinedUpMonOrCherry: ; 93214 ld a, SFX_PRESENT call Slots_PlaySFX call WaitSFX ret ; 9321d Slots_AnimateGolem: ; 9321d (24:721d) 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: ; 9322d (24:722d) dw .init dw .fall dw .roll .init ; 93233 (24:7233) ld hl, SPRITEANIMSTRUCT_0E 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_0C add hl, bc ld [hl], $30 ld hl, SPRITEANIMSTRUCT_XOFFSET add hl, bc ld [hl], $0 .fall ; 93259 (24:7259) ld hl, SPRITEANIMSTRUCT_0C 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_0D add hl, bc ld [hl], $2 ld a, 1 ld [wSlotsDelay], a ld a, SFX_PLACE_PUZZLE_PIECE_DOWN call Slots_PlaySFX ret .roll ; 93289 (24:7289) 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_0D add hl, bc ld a, [hl] xor $ff inc a ld [hl], a ld [hSCY], a ret .restart ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc xor a ld [hl], a ld [hSCY], a ret Slots_AnimateChansey: ; 932ac (24:72ac) 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: ; 932bc (24:72bc) dw .walk dw .one dw .two .walk ; 932c2 (24:72c2) 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 ; 932e0 (24:72e0) 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_0C add hl, bc ld [hl], $8 .two ; 932fc (24:72fc) ld hl, SPRITEANIMSTRUCT_0C 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 ; 93316 (24:7316) Slots_WaitSFX: ; 93316 push bc ld c, 16 call DelayFrames pop bc ret ; 9331e Slots_PlaySFX: ; 9331e (24:731e) push de ld e, a ld d, 0 call PlaySFX pop de ret ; 93327 (24:7327) ; The first three positions are repeated to ; avoid needing to check indices when copying. Reel1Tilemap: ; 93327 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: ; 93339 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: ; 9334b 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 ; 9335d SlotsTilemap: ; 9335d INCBIN "gfx/slots/slots.tilemap" ; 9344d Slots1LZ: ; 9344d INCBIN "gfx/slots/slots_1.2bpp.lz" ; 935cd Slots2LZ: ; 935cd INCBIN "gfx/slots/slots_2.2bpp.lz" ; 9382d Slots3LZ: ; 9382d INCBIN "gfx/slots/slots_3.2bpp.lz" ; 93a3d