mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
591 lines
8.7 KiB
NASM
591 lines
8.7 KiB
NASM
_MemoryGame:
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call .LoadGFXAndPals
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call DelayFrame
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.loop
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call .JumptableLoop
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jr nc, .loop
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ret
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.LoadGFXAndPals:
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call DisableLCD
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ld b, CGB_DIPLOMA
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call GetCGBLayout
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callfar ClearSpriteAnims
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ld hl, MemoryGameLZ
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ld de, vTiles2 tile $00
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call Decompress
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ld hl, MemoryGameGFX
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ld de, vTiles0 tile $00
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ld bc, 4 tiles
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ld a, BANK(MemoryGameGFX)
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call FarCopyBytes
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ld a, SPRITE_ANIM_DICT_ARROW_CURSOR
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ld hl, wSpriteAnimDict
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ld [hli], a
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ld [hl], $00
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hlcoord 0, 0
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ld bc, SCREEN_HEIGHT * SCREEN_WIDTH
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xor a
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call ByteFill
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xor a
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ldh [hSCY], a
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ldh [hSCX], a
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ldh [rWY], a
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ld [wJumptableIndex], a
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ld a, $1
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ldh [hBGMapMode], a
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ld a, LCDC_DEFAULT
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ldh [rLCDC], a
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ld a, $e4
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call DmgToCgbBGPals
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ld a, $e0
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call DmgToCgbObjPal0
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ret
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.JumptableLoop:
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ld a, [wJumptableIndex]
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bit 7, a
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jr nz, .quit
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call .ExecuteJumptable
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callfar PlaySpriteAnimations
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call DelayFrame
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and a
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ret
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.quit
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scf
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ret
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.ExecuteJumptable:
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jumptable .Jumptable, wJumptableIndex
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.Jumptable:
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dw .RestartGame
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dw .ResetBoard
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dw .InitBoardTilemapAndCursorObject
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dw .CheckTriesRemaining
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dw .PickCard1
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dw .PickCard2
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dw .DelayPickAgain
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dw .RevealAll
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dw .AskPlayAgain
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.RestartGame:
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call MemoryGame_InitStrings
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ld hl, wJumptableIndex
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inc [hl]
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ret
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.ResetBoard:
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call UnusedCursor_InterpretJoypad_AnimateCursor
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jr nc, .proceed
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ld hl, wJumptableIndex
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set 7, [hl]
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ret
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.proceed
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call MemoryGame_InitBoard
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ld hl, wJumptableIndex
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inc [hl]
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xor a
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ld [wMemoryGameCounter], a
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ld hl, wMemoryGameLastMatches
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rept 4
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ld [hli], a
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endr
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ld [hl], a
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ld [wMemoryGameNumCardsMatched], a
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.InitBoardTilemapAndCursorObject:
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ld hl, wMemoryGameCounter
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ld a, [hl]
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cp 45
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jr nc, .spawn_object
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inc [hl]
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call MemoryGame_Card2Coord
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xor a
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ld [wMemoryGameLastCardPicked], a
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call MemoryGame_PlaceCard
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ret
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.spawn_object
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depixel 6, 3, 4, 4
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ld a, SPRITE_ANIM_INDEX_MEMORY_GAME_CURSOR
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call InitSpriteAnimStruct
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ld a, 5
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ld [wMemoryGameNumberTriesRemaining], a
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ld hl, wJumptableIndex
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inc [hl]
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ret
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.CheckTriesRemaining:
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ld a, [wMemoryGameNumberTriesRemaining]
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hlcoord 17, 0
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add "0"
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ld [hl], a
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ld hl, wMemoryGameNumberTriesRemaining
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ld a, [hl]
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and a
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jr nz, .next_try
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ld a, $7
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ld [wJumptableIndex], a
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ret
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.next_try
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dec [hl]
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xor a
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ld [wMemoryGameCardChoice], a
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ld hl, wJumptableIndex
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inc [hl]
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.PickCard1:
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ld a, [wMemoryGameCardChoice]
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and a
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ret z
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dec a
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ld e, a
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ld d, 0
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ld hl, wMemoryGameCards
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add hl, de
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ld a, [hl]
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cp -1
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ret z
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ld [wMemoryGameLastCardPicked], a
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ld [wMemoryGameCard1], a
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ld a, e
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ld [wMemoryGameCard1Location], a
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call MemoryGame_Card2Coord
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call MemoryGame_PlaceCard
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xor a
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ld [wMemoryGameCardChoice], a
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ld hl, wJumptableIndex
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inc [hl]
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ret
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.PickCard2:
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ld a, [wMemoryGameCardChoice]
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and a
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ret z
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dec a
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ld hl, wMemoryGameCard1Location
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cp [hl]
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ret z
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ld e, a
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ld d, 0
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ld hl, wMemoryGameCards
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add hl, de
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ld a, [hl]
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cp -1
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ret z
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ld [wMemoryGameLastCardPicked], a
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ld [wMemoryGameCard2], a
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ld a, e
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ld [wMemoryGameCard2Location], a
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call MemoryGame_Card2Coord
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call MemoryGame_PlaceCard
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ld a, 64
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ld [wMemoryGameCounter], a
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ld hl, wJumptableIndex
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inc [hl]
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.DelayPickAgain:
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ld hl, wMemoryGameCounter
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ld a, [hl]
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and a
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jr z, .PickAgain
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dec [hl]
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ret
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.PickAgain:
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call MemoryGame_CheckMatch
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ld a, $3
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ld [wJumptableIndex], a
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ret
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.RevealAll:
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ldh a, [hJoypadPressed]
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and A_BUTTON
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ret z
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xor a
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ld [wMemoryGameCounter], a
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.RevelationLoop:
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ld hl, wMemoryGameCounter
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ld a, [hl]
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cp 45
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jr nc, .finish_round
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inc [hl]
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push af
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call MemoryGame_Card2Coord
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pop af
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push hl
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ld e, a
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ld d, 0
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ld hl, wMemoryGameCards
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add hl, de
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ld a, [hl]
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pop hl
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cp -1
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jr z, .RevelationLoop
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ld [wMemoryGameLastCardPicked], a
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call MemoryGame_PlaceCard
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jr .RevelationLoop
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.finish_round
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call WaitPressAorB_BlinkCursor
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ld hl, wJumptableIndex
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inc [hl]
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.AskPlayAgain:
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call UnusedCursor_InterpretJoypad_AnimateCursor
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jr nc, .restart
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ld hl, wJumptableIndex
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set 7, [hl]
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ret
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.restart
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xor a
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ld [wJumptableIndex], a
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ret
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MemoryGame_CheckMatch:
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ld hl, wMemoryGameCard1
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ld a, [hli]
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cp [hl]
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jr nz, .no_match
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ld a, [wMemoryGameCard1Location]
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call MemoryGame_Card2Coord
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call MemoryGame_DeleteCard
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ld a, [wMemoryGameCard2Location]
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call MemoryGame_Card2Coord
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call MemoryGame_DeleteCard
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ld a, [wMemoryGameCard1Location]
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ld e, a
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ld d, 0
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ld hl, wMemoryGameCards
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add hl, de
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ld [hl], -1
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ld a, [wMemoryGameCard2Location]
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ld e, a
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ld d, 0
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ld hl, wMemoryGameCards
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add hl, de
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ld [hl], -1
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ld hl, wMemoryGameLastMatches
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.find_empty_slot
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ld a, [hli]
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and a
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jr nz, .find_empty_slot
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dec hl
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ld a, [wMemoryGameCard1]
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ld [hl], a
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ld [wMemoryGameLastCardPicked], a
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ld hl, wMemoryGameNumCardsMatched
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ld e, [hl]
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inc [hl]
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inc [hl]
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ld d, 0
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hlcoord 5, 0
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add hl, de
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call MemoryGame_PlaceCard
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ld hl, .VictoryText
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call PrintText
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ret
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.no_match
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xor a
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ld [wMemoryGameLastCardPicked], a
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ld a, [wMemoryGameCard1Location]
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call MemoryGame_Card2Coord
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call MemoryGame_PlaceCard
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ld a, [wMemoryGameCard2Location]
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call MemoryGame_Card2Coord
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call MemoryGame_PlaceCard
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ld hl, MemoryGameDarnText
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call PrintText
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ret
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.VictoryText:
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text_asm
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push bc
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hlcoord 2, 13
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call MemoryGame_PlaceCard
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ld hl, MemoryGameYeahText
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pop bc
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inc bc
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inc bc
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inc bc
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ret
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MemoryGameYeahText:
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text_far _MemoryGameYeahText
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text_end
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MemoryGameDarnText:
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text_far _MemoryGameDarnText
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text_end
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MemoryGame_InitBoard:
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ld hl, wMemoryGameCards
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ld bc, wMemoryGameCardsEnd - wMemoryGameCards
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xor a
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call ByteFill
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call MemoryGame_GetDistributionOfTiles
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ld c, 2
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ld b, [hl]
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call MemoryGame_SampleTilePlacement
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ld c, 8
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ld b, [hl]
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call MemoryGame_SampleTilePlacement
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ld c, 4
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ld b, [hl]
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call MemoryGame_SampleTilePlacement
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ld c, 7
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ld b, [hl]
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call MemoryGame_SampleTilePlacement
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ld c, 3
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ld b, [hl]
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call MemoryGame_SampleTilePlacement
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ld c, 6
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ld b, [hl]
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call MemoryGame_SampleTilePlacement
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ld c, 1
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ld b, [hl]
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call MemoryGame_SampleTilePlacement
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ld c, 5
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ld hl, wMemoryGameCards
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ld b, wMemoryGameCardsEnd - wMemoryGameCards
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.loop
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ld a, [hl]
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and a
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jr nz, .no_load
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ld [hl], c
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.no_load
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inc hl
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dec b
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jr nz, .loop
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ret
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MemoryGame_SampleTilePlacement:
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push hl
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ld de, wMemoryGameCards
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.loop
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call Random
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and %00111111
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cp 45
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jr nc, .loop
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ld l, a
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ld h, 0
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add hl, de
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ld a, [hl]
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and a
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jr nz, .loop
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ld [hl], c
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dec b
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jr nz, .loop
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pop hl
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inc hl
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ret
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MemoryGame_GetDistributionOfTiles:
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ld a, [wMenuCursorY]
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dec a
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ld l, a
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ld h, 0
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add hl, hl
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add hl, hl
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add hl, hl
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ld de, .distributions
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add hl, de
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ret
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.distributions
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db $02, $03, $06, $06, $06, $08, $08, $06
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db $02, $02, $04, $06, $06, $08, $08, $09
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db $02, $02, $02, $04, $07, $08, $08, $0c
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MemoryGame_PlaceCard:
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ld a, [wMemoryGameLastCardPicked]
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sla a
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sla a
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add 4
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ld [hli], a
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inc a
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ld [hld], a
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inc a
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ld bc, SCREEN_WIDTH
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add hl, bc
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ld [hli], a
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inc a
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ld [hl], a
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ld c, 3
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call DelayFrames
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ret
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MemoryGame_DeleteCard:
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ld a, $1
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ld [hli], a
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ld [hld], a
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ld bc, SCREEN_WIDTH
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add hl, bc
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ld [hli], a
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ld [hl], a
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ld c, 3
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call DelayFrames
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ret
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MemoryGame_InitStrings:
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hlcoord 0, 0
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ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
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ld a, $1
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call ByteFill
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hlcoord 0, 0
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ld de, .japstr1
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call PlaceString
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hlcoord 15, 0
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ld de, .japstr2
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call PlaceString
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ld hl, .dummy_text
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call PrintText
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ret
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.dummy_text
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db "@"
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.japstr1
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db "とったもの@"
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.japstr2
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db "あと かい@"
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MemoryGame_Card2Coord:
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ld d, 0
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.find_row
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sub 9
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jr c, .found_row
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inc d
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jr .find_row
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.found_row
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add 9
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ld e, a
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hlcoord 1, 2
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ld bc, 2 * SCREEN_WIDTH
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.loop2
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ld a, d
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and a
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jr z, .done
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add hl, bc
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dec d
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jr .loop2
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.done
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sla e
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add hl, de
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ret
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MemoryGame_InterpretJoypad_AnimateCursor:
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ld a, [wJumptableIndex]
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cp $7
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jr nc, .quit
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call JoyTextDelay
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ld hl, hJoypadPressed
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ld a, [hl]
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and A_BUTTON
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jr nz, .pressed_a
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ld a, [hl]
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and D_LEFT
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jr nz, .pressed_left
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ld a, [hl]
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and D_RIGHT
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jr nz, .pressed_right
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ld a, [hl]
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and D_UP
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jr nz, .pressed_up
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ld a, [hl]
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and D_DOWN
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jr nz, .pressed_down
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ret
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.quit
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ld hl, SPRITEANIMSTRUCT_INDEX
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add hl, bc
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ld [hl], $0
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ret
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.pressed_a
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl]
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inc a
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ld [wMemoryGameCardChoice], a
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ret
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.pressed_left
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ld hl, SPRITEANIMSTRUCT_XOFFSET
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add hl, bc
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ld a, [hl]
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and a
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ret z
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sub 1 tiles
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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dec [hl]
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ret
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.pressed_right
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ld hl, SPRITEANIMSTRUCT_XOFFSET
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add hl, bc
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ld a, [hl]
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cp (9 - 1) tiles
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ret z
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add 1 tiles
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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inc [hl]
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ret
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.pressed_up
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ld hl, SPRITEANIMSTRUCT_YOFFSET
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add hl, bc
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ld a, [hl]
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and a
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ret z
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sub 1 tiles
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl]
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sub 9
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ld [hl], a
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ret
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.pressed_down
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ld hl, SPRITEANIMSTRUCT_YOFFSET
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add hl, bc
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ld a, [hl]
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cp (5 - 1) tiles
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ret z
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add 1 tiles
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl]
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add 9
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ld [hl], a
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ret
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MemoryGameLZ:
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INCBIN "gfx/memory_game/memory_game.2bpp.lz"
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