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-rw-r--r--constants/sprite_anim_constants.asm3
-rw-r--r--data/text/common_2.asm2
-rw-r--r--engine/games/slot_machine.asm2208
-rw-r--r--gfx/slots/slots.tilemapbin0 -> 240 bytes
-rw-r--r--gfx/slots/slots_1.2bpp.lzbin0 -> 384 bytes
-rw-r--r--gfx/slots/slots_2.2bpp.lzbin0 -> 608 bytes
-rw-r--r--gfx/slots/slots_3.2bpp.lzbin0 -> 528 bytes
-rwxr-xr-xmacros/wram.asm16
-rw-r--r--main.asm13
-rw-r--r--wram.asm71
10 files changed, 2279 insertions, 34 deletions
diff --git a/constants/sprite_anim_constants.asm b/constants/sprite_anim_constants.asm
index 727ab89a..e11f5079 100644
--- a/constants/sprite_anim_constants.asm
+++ b/constants/sprite_anim_constants.asm
@@ -21,6 +21,9 @@ NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs
; SpriteAnimSeqData indexes (see data/sprite_anims/sequences.asm)
SPRITE_ANIM_INDEX_PARTY_MON EQU $00
+SPRITE_ANIM_INDEX_SLOTS_GOLEM EQU $18
+SPRITE_ANIM_INDEX_SLOTS_CHANSEY EQU $19
+SPRITE_ANIM_INDEX_SLOTS_EGG EQU $1a
SPRITE_ANIM_INDEX_RED_WALK EQU $1c
SPRITE_ANIM_INDEX_POKEGEAR_ARROW EQU $1f
SPRITE_ANIM_INDEX_TRADE_POKE_BALL EQU $20
diff --git a/data/text/common_2.asm b/data/text/common_2.asm
index 42ed8df5..6b7804e6 100644
--- a/data/text/common_2.asm
+++ b/data/text/common_2.asm
@@ -1602,7 +1602,7 @@ _MartBoughtText::
text "(S)."
done
-UnknownText_0x1c5049::
+_SlotsBetHowManyCoinsText::
text "Bet how many"
line "coins?"
done
diff --git a/engine/games/slot_machine.asm b/engine/games/slot_machine.asm
new file mode 100644
index 00000000..d7062842
--- /dev/null
+++ b/engine/games/slot_machine.asm
@@ -0,0 +1,2208 @@
+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, wOptions
+ 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
+ ld hl, wOptions
+ res NO_TEXT_SCROLL, [hl]
+ ld hl, rLCDC
+ res rLCDC_SPRITE_SIZE, [hl] ; 8x8
+ ret
+
+.InitGFX:
+ 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:
+ ld a, %11100100
+ call DmgToCgbBGPals
+ lb de, %11100100, %11100100
+ ldh a, [hCGB]
+ and a
+ jr nz, .cgb
+ lb de, %11000000, %11100100
+.cgb
+ call DmgToCgbObjPals
+ ret
+
+SlotsLoop:
+ ld a, [wJumptableIndex]
+ bit SLOTS_END_LOOP_F, a
+ jr nz, .stop
+ call SlotsJumptable
+ call Slots_SpinReels
+ xor a
+ ld [wCurSpriteOAMAddr], a
+ callfar DoNextFrameForFirst16Sprites
+ call .PrintCoinsAndPayout
+ call .Stubbed_Function927d3
+ call DelayFrame
+ and a
+ ret
+
+.stop
+ scf
+ ret
+
+.Stubbed_Function927d3:
+; 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, [wTextDelayFrames]
+ and $7
+ ret nz
+ ldh a, [rBGP]
+ xor %00001100
+ call DmgToCgbBGPals
+ ret
+
+.PrintCoinsAndPayout:
+ hlcoord 5, 1
+ ld de, wCoins
+ lb bc, PRINTNUM_LEADINGZEROS | 2, 4
+ call PrintNum
+ hlcoord 11, 1
+ ld de, wPayout
+ lb bc, PRINTNUM_LEADINGZEROS | 2, 4
+ call PrintNum
+ ret
+
+Unreferenced_Function92811:
+; 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
+
+Unreferenced_Function9282c:
+; animate OAM tiles?
+ ld hl, wSlotsCE66
+ ld a, [hl]
+ inc [hl]
+ and $7
+ ret nz
+ ld hl, wVirtualOAMSprite16TileID
+ 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
+
+SlotsJumptable:
+ 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:
+ ld hl, wJumptableIndex
+ inc [hl]
+ ret
+
+SlotsAction_Init:
+ call SlotsAction_Next
+ xor a
+ ld [wFirstTwoReelsMatching], a
+ ld [wFirstTwoReelsMatchingSevens], a
+ ld a, SLOTS_NO_MATCH
+ ld [wSlotMatched], a
+ ret
+
+SlotsAction_BetAndStart:
+ 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:
+ ld hl, wSlotsDelay
+ ld a, [hl]
+ and a
+ jr z, .proceed
+ dec [hl]
+ ret
+
+.proceed
+ call SlotsAction_Next
+ xor a
+ ldh [hJoypadSum], a
+ ret
+
+SlotsAction_WaitReel1:
+ ld hl, hJoypadSum
+ ld a, [hl]
+ and A_BUTTON
+ ret z
+ call SlotsAction_Next
+ call Slots_StopReel1
+ ld [wReel1ReelAction], a
+SlotsAction_WaitStopReel1:
+ 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
+ ldh [hJoypadSum], a
+SlotsAction_WaitReel2:
+ ld hl, hJoypadSum
+ ld a, [hl]
+ and A_BUTTON
+ ret z
+ call SlotsAction_Next
+ call Slots_StopReel2
+ ld [wReel2ReelAction], a
+SlotsAction_WaitStopReel2:
+ 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
+ ldh [hJoypadSum], a
+SlotsAction_WaitReel3:
+ ld hl, hJoypadSum
+ ld a, [hl]
+ and A_BUTTON
+ ret z
+ call SlotsAction_Next
+ call Slots_StopReel3
+ ld [wReel3ReelAction], a
+SlotsAction_WaitStopReel3:
+ 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
+ ldh [hJoypadSum], a
+ ret
+
+SlotsAction_FlashIfWin:
+ 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:
+ ld hl, wSlotsDelay
+ ld a, [hl]
+ and a
+ jr z, .done
+ dec [hl]
+ srl a
+ ret z
+
+ ldh a, [rOBP0]
+ xor $ff
+ ld e, a
+ ld d, a
+ call DmgToCgbObjPals
+ ret
+
+.done
+ call Slots_GetPals
+ call SlotsAction_Next
+ ret
+
+SlotsAction_GiveEarnedCoins:
+ 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:
+ call Slots_PayoutText
+ call SlotsAction_Next
+SlotsAction_PayoutAnim:
+ 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, wCoins
+ 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:
+ 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:
+ ld hl, wJumptableIndex
+ set SLOTS_END_LOOP_F, [hl]
+ ret
+
+Slots_LoadReelState:
+ 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:
+ 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:
+ 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:
+; Always set the REEL_ACTION_STOP_REEL1 action.
+ ld a, REEL_ACTION_STOP_REEL1
+ ret
+
+Slots_StopReel2:
+; As long as, the following three meet, there's a 31.25% chance
+; to set action REEL_ACTION_SET_UP_REEL2_SKIP_TO_7:
+; - Bet is >= 2 coins
+; - There's a 7 symbol visible in reel #1
+; - Current spin isn't biased or is biased towards SEVEN
+; In any other case, REEL_ACTION_STOP_REEL2 is set.
+
+ ld a, [wSlotBet]
+ cp $2
+ jr c, .dont_jump
+ ld a, [wSlotBias]
+ and a
+ jr z, .skip
+ cp SLOTS_NO_BIAS
+ jr nz, .dont_jump
+.skip
+ call .CheckReel1ForASeven
+ jr nz, .dont_jump
+ call Random
+ cp 31 percent + 1
+ jr nc, .dont_jump
+ ld a, REEL_ACTION_SET_UP_REEL2_SKIP_TO_7
+ ret
+
+.dont_jump
+ ld a, REEL_ACTION_STOP_REEL2
+ ret
+
+.CheckReel1ForASeven:
+ ld a, [wReel1Stopped]
+ and a
+ ret z
+ ld a, [wReel1Stopped + 1]
+ and a
+ ret z
+ ld a, [wReel1Stopped + 2]
+ and a
+ ret
+
+Slots_StopReel3:
+; If no matching SEVEN symbols in reels #1 and #2:
+; - REEL_ACTION_STOP_REEL3, 100%
+
+; If matching SEVEN symbols and NO bias to SEVEN:
+; - REEL_ACTION_STOP_REEL3, 37.5%
+; - REEL_ACTION_START_SLOW_ADVANCE_REEL3, 31.3%
+; - REEL_ACTION_INIT_GOLEM, 31.3%
+; - REEL_ACTION_INIT_CHANSEY, 0%
+
+; If matching SEVEN symbols and bias to SEVEN:
+; - REEL_ACTION_STOP_REEL3, 29.7%
+; - REEL_ACTION_START_SLOW_ADVANCE_REEL3, 23.4%
+; - REEL_ACTION_INIT_GOLEM, 23.4%
+; - REEL_ACTION_INIT_CHANSEY, 23.4%
+
+ ld a, [wFirstTwoReelsMatching]
+ and a
+ jr z, .stop
+ ld a, [wFirstTwoReelsMatchingSevens]
+ and a
+ jr z, .stop
+ ld a, [wSlotBias]
+ and a
+ jr nz, .biased
+ call Random
+ cp 71 percent - 1
+ jr nc, .stop
+ cp 47 percent + 1
+ jr nc, .slow_advance
+ cp 24 percent - 1
+ jr nc, .golem
+ ld a, REEL_ACTION_INIT_CHANSEY
+ ret
+
+.biased
+ call Random
+ cp 63 percent
+ jr nc, .stop
+ cp 31 percent + 1
+ jr nc, .slow_advance
+.golem
+ ld a, REEL_ACTION_INIT_GOLEM
+ ret
+
+.slow_advance
+ ld a, REEL_ACTION_START_SLOW_ADVANCE_REEL3
+ ret
+
+.stop
+ ld a, REEL_ACTION_STOP_REEL3
+ ret
+
+Slots_InitReelTiles:
+ ld bc, wReel1
+ ld hl, REEL_OAM_ADDR
+ add hl, bc
+ ld de, wVirtualOAMSprite16
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ld hl, REEL_TILEMAP_ADDR
+ add hl, bc
+ ld de, Reel1Tilemap
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ld hl, REEL_X_COORD
+ add hl, bc
+ ld [hl], 6 * 8
+ call .OAM
+
+ ld bc, wReel2
+ ld hl, REEL_OAM_ADDR
+ add hl, bc
+ ld de, wVirtualOAMSprite24
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ld hl, REEL_TILEMAP_ADDR
+ add hl, bc
+ ld de, Reel2Tilemap
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ld hl, REEL_X_COORD
+ add hl, bc
+ ld [hl], 10 * 8
+ call .OAM
+
+ ld bc, wReel3
+ ld hl, REEL_OAM_ADDR
+ add hl, bc
+ ld de, wVirtualOAMSprite32
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ld hl, REEL_TILEMAP_ADDR
+ add hl, bc
+ ld de, Reel3Tilemap
+ ld [hl], e
+ inc hl
+ ld [hl], d
+ ld hl, REEL_X_COORD
+ add hl, bc
+ ld [hl], 14 * 8
+ call .OAM
+ ret
+
+.OAM:
+ ld hl, REEL_ACTION
+ add hl, bc
+ ld [hl], REEL_ACTION_DO_NOTHING
+ ld hl, REEL_POSITION
+ add hl, bc
+ ld [hl], REEL_SIZE - 1
+ ld hl, REEL_SPIN_DISTANCE
+ add hl, bc
+ ld [hl], REEL_ACTION_DO_NOTHING
+ call Slots_UpdateReelPositionAndOAM
+ ret
+
+Slots_SpinReels:
+ ld bc, wReel1
+ call .SpinReel
+ ld bc, wReel2
+ call .SpinReel
+ ld bc, wReel3
+ call .SpinReel
+ ret
+
+.SpinReel:
+ ld hl, REEL_SPIN_DISTANCE
+ add hl, bc
+ ld a, [hl]
+ and $f
+ jr nz, .skip
+ call ReelActionJumptable
+.skip
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld a, [hl]
+ and a
+ ret z
+ ld d, a
+ ld hl, REEL_SPIN_DISTANCE
+ add hl, bc
+ add [hl]
+ ld [hl], a
+ and $f
+ jr z, Slots_UpdateReelPositionAndOAM
+ ld hl, REEL_OAM_ADDR
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld e, $8
+.loop
+ ld a, [hl]
+ add d
+ ld [hli], a
+ inc hl
+ inc hl
+ inc hl
+ dec e
+ jr nz, .loop
+ ret
+
+Slots_UpdateReelPositionAndOAM:
+ ld hl, REEL_X_COORD
+ add hl, bc
+ ld a, [hl]
+ ld [wCurReelXCoord], a
+ ld a, 10 * 8
+ ld [wCurReelYCoord], a
+ ld hl, REEL_POSITION
+ add hl, bc
+ ld e, [hl]
+ ld d, 0
+ ld hl, REEL_TILEMAP_ADDR
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ add hl, de
+ ld e, l
+ ld d, h
+ call .LoadOAM
+ ld hl, REEL_POSITION
+ add hl, bc
+ ld a, [hl]
+ inc a
+ and $f
+ cp REEL_SIZE
+ jr nz, .load
+ xor a
+.load
+ ld [hl], a
+ ret
+
+.LoadOAM:
+ ld hl, REEL_OAM_ADDR
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+.loop
+ ld a, [wCurReelYCoord]
+ ld [hli], a ; y
+ ld a, [wCurReelXCoord]
+ ld [hli], a ; x
+ ld a, [de]
+ ld [hli], a ; tile id
+ srl a
+ srl a
+ set OAM_PRIORITY, a
+ ld [hli], a ; attributes
+
+ ld a, [wCurReelYCoord]
+ ld [hli], a ; y
+ ld a, [wCurReelXCoord]
+ add 1 * TILE_WIDTH
+ ld [hli], a ; x
+ ld a, [de]
+ inc a
+ inc a
+ ld [hli], a ; tile id
+ srl a
+ srl a
+ set OAM_PRIORITY, a
+ ld [hli], a ; attributes
+ inc de
+ ld a, [wCurReelYCoord]
+ sub 2 * TILE_WIDTH
+ ld [wCurReelYCoord], a
+ cp 2 * TILE_WIDTH
+ jr nz, .loop
+ ret
+
+Unreferenced_Function92bbe:
+ 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
+
+.Unknown_92bce:
+ db 0, 1, 2, 3, 4, 5
+
+ReelActionJumptable:
+ ld hl, REEL_ACTION
+ add hl, bc
+ ld e, [hl]
+ ld d, 0
+ ld hl, .Jumptable
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ jp hl
+
+.Jumptable:
+ dw ReelAction_DoNothing ; 00
+ dw ReelAction_StopReelIgnoreJoypad ; 01
+ dw ReelAction_QuadrupleRate ; 02
+ dw ReelAction_DoubleRate ; 03
+ dw ReelAction_NormalRate ; 04
+ dw ReelAction_HalfRate ; 05
+ dw ReelAction_QuarterRate ; 06
+ dw ReelAction_StopReel1 ; 07
+ dw ReelAction_StopReel2 ; 08
+ dw ReelAction_StopReel3 ; 09
+ dw ReelAction_SetUpReel2SkipTo7 ; 0a
+ dw ReelAction_WaitReel2SkipTo7 ; 0b
+ dw ReelAction_FastSpinReel2UntilLinedUp7s ; 0c
+ dw ReelAction_Unused ; 0d
+ dw ReelAction_CheckDropReel ; 0e
+ dw ReelAction_WaitDropReel ; 0f
+ dw ReelAction_StartSlowAdvanceReel3 ; 10
+ dw ReelAction_WaitSlowAdvanceReel3 ; 11
+ dw ReelAction_InitGolem ; 12
+ dw ReelAction_WaitGolem ; 13
+ dw ReelAction_EndGolem ; 14
+ dw ReelAction_InitChansey ; 15
+ dw ReelAction_WaitChansey ; 16
+ dw ReelAction_WaitEgg ; 17
+ dw ReelAction_DropReel ; 18
+
+ReelAction_DoNothing:
+ ret
+
+ReelAction_QuadrupleRate:
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 16
+ ret
+
+ReelAction_DoubleRate:
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 8
+ ret
+
+ReelAction_NormalRate:
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 4
+ ret
+
+ReelAction_HalfRate:
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 2
+ ret
+
+ReelAction_QuarterRate:
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 1
+ ret
+
+Slots_StopReel:
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 0
+ ld hl, REEL_ACTION
+ add hl, bc
+ ld [hl], REEL_ACTION_STOP_REEL_IGNORE_JOYPAD
+ ld hl, REEL_STOP_DELAY
+ add hl, bc
+ ld [hl], 3
+ReelAction_StopReelIgnoreJoypad:
+ ld hl, REEL_STOP_DELAY
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .EndReel
+ dec [hl]
+ ret
+
+.EndReel:
+ ld hl, REEL_ACTION
+ add hl, bc
+ ld a, REEL_ACTION_DO_NOTHING
+ ld [hl], a
+ ret
+
+ReelAction_StopReel1:
+; If no bias: don't manipulate reel.
+; If bias: manipulate reel up to wReel1ManipCounter (i.e. 4) slots,
+; stoping early if the biased symbol shows up anywhere in reel #1,
+; even if the current bet won't allow lining it up.
+
+ ld a, [wSlotBias]
+ cp SLOTS_NO_BIAS
+ jr z, .NoBias
+ ld hl, REEL_MANIP_COUNTER
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .NoBias
+ dec [hl]
+ call .CheckForBias
+ ret nz
+.NoBias:
+ call Slots_StopReel
+ ret
+
+.CheckForBias:
+ call Slots_GetCurrentReelState
+ ld a, [wSlotBias]
+ ld e, a
+ ld a, [hli]
+ cp e
+ ret z
+ ld a, [hli]
+ cp e
+ ret z
+ ld a, [hl]
+ cp e
+ ret
+
+ReelAction_StopReel2:
+; If no bias: don't manipulate reel.
+; If bias: manipulate reel up to wReel2ManipCounter (i.e. 4) slots,
+; stoping early if the biased symbol is lined up in the first two
+; reels, according to the lines that the current bet allows.
+
+ call Slots_CheckMatchedFirstTwoReels
+ jr nc, .nope
+ ld a, [wSlotBuildingMatch]
+ ld hl, wSlotBias
+ cp [hl]
+ jr z, .NoBias
+.nope
+ ld a, [wSlotBias]
+ cp SLOTS_NO_BIAS
+ jr z, .NoBias
+ ld hl, REEL_MANIP_COUNTER
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .NoBias
+ dec [hl]
+ ret
+
+.NoBias:
+ call Slots_StopReel
+ ret
+
+ReelAction_StopReel3:
+; Manipulate the reel up to wReel3ManipCounter (i.e. 4) slots,
+; stopping early if the bias symbol is lined up for a win.
+; If not biased to any symbols, stop as soon as nothing is lined up.
+
+ call Slots_CheckMatchedAllThreeReels
+ jr nc, .NoMatch
+ ld hl, wSlotBias
+ cp [hl]
+ jr z, .NoBias
+ ld hl, REEL_MANIP_COUNTER
+ add hl, bc
+ ld a, [hl]
+ and a
+ ret z
+ dec [hl]
+ ret
+
+.NoMatch:
+ ld a, [wSlotBias]
+ cp SLOTS_NO_BIAS
+ jr z, .NoBias
+ ld hl, REEL_MANIP_COUNTER
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .NoBias
+ dec [hl]
+ ret
+
+.NoBias:
+ call Slots_StopReel
+ ret
+
+ReelAction_SetUpReel2SkipTo7:
+; Unique reel 2 action (see Slots_StopReel2)
+; Ensures that 7 symbols become lined up in the first two reels,
+; but more often than not, this is only a way to get our hopes up, as
+; it makes exciting reel #3 modes with no success hope more common.
+
+ call Slots_CheckMatchedFirstTwoReels
+ jr nc, .no_match
+ ld a, [wFirstTwoReelsMatchingSevens]
+ and a
+ jr z, .no_match
+ call Slots_StopReel
+ ret
+
+.no_match
+ ld a, SFX_STOP_SLOT
+ call Slots_PlaySFX
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_WAIT_REEL2_SKIP_TO_7
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld [hl], 32
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 0
+ ret
+
+ReelAction_WaitReel2SkipTo7:
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .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
+
+ReelAction_FastSpinReel2UntilLinedUp7s:
+ call Slots_CheckMatchedFirstTwoReels
+ ret nc
+ ld a, [wFirstTwoReelsMatchingSevens]
+ and a
+ ret z
+ call Slots_StopReel
+ ret
+
+ReelAction_InitGolem:
+; Ensures SEVENs are lined up if there's bias to SEVEN.
+; Ensures nothing is lined up if there's no bias symbols.
+; No other bias symbols are compatible with this mode.
+
+; This is achieved by throwing Golem until the desired result
+; is produced. The amount of Golem thrown can be anywhere from
+; 1 to 14 for SEVEN bias, and 4-8 for no bias.
+
+ call Slots_CheckMatchedAllThreeReels
+ ret c
+ ld a, SFX_STOP_SLOT
+ call Slots_PlaySFX
+ call Slots_WaitSFX
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_WAIT_GOLEM
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 0
+ call Slots_GetNumberOfGolems
+ push bc
+ push af
+ depixel 12, 13
+ ld a, SPRITE_ANIM_INDEX_SLOTS_GOLEM
+ call InitSpriteAnimStruct
+ ld hl, SPRITEANIMSTRUCT_0E
+ add hl, bc
+ pop af
+ ld [hl], a
+ pop bc
+ xor a
+ ld [wSlotsDelay], a
+ReelAction_WaitGolem:
+ ld a, [wSlotsDelay]
+ cp 2
+ jr z, .two
+ cp 1
+ jr z, .one
+ ret
+
+.two
+ call Slots_CheckMatchedAllThreeReels
+ call Slots_StopReel
+ ret
+
+.one
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_END_GOLEM
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 8
+ ret
+
+ReelAction_EndGolem:
+ xor a
+ ld [wSlotsDelay], a
+ ld hl, REEL_ACTION
+ add hl, bc
+ dec [hl] ; REEL_ACTION_WAIT_GOLEM
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 0
+ ret
+
+ReelAction_InitChansey:
+; Ensures the lining up of SEVEN symbols, but this mode is only possible
+; when there is bias to SEVEN symbols (and even then, it's still rare).
+; Chansey releases and egg and reel #3 is made to advance 17 slots very
+; quickly as many times as necessary for the match to SEVENs to show up.
+
+ call Slots_CheckMatchedAllThreeReels
+ ret c
+ ld a, SFX_STOP_SLOT
+ call Slots_PlaySFX
+ call Slots_WaitSFX
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_WAIT_CHANSEY
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 0
+ push bc
+ depixel 12, 0
+ ld a, SPRITE_ANIM_INDEX_SLOTS_CHANSEY
+ call InitSpriteAnimStruct
+ pop bc
+ xor a
+ ld [wSlotsDelay], a
+ ret
+
+ReelAction_WaitChansey:
+ ld a, [wSlotsDelay]
+ and a
+ ret z
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_WAIT_EGG
+ ld a, 2
+ ld [wSlotsDelay], a
+ReelAction_WaitEgg:
+ ld a, [wSlotsDelay]
+ cp $4
+ ret c
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_DROP_REEL
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 16
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld [hl], 17
+ReelAction_DropReel:
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .check_match
+ dec [hl]
+ ret
+
+.check_match
+ call Slots_CheckMatchedAllThreeReels
+ jr nc, .EggAgain
+ and a
+ jr nz, .EggAgain
+ ld a, 5
+ ld [wSlotsDelay], a
+ call Slots_StopReel
+ ret
+
+.EggAgain:
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 0
+ ld hl, REEL_ACTION
+ add hl, bc
+ dec [hl]
+ dec [hl] ; REEL_ACTION_WAIT_CHANSEY
+ ld a, 1
+ ld [wSlotsDelay], a
+ ret
+
+ReelAction_Unused:
+ call Slots_CheckMatchedAllThreeReels
+ ret c
+ ld a, SFX_STOP_SLOT
+ call Slots_PlaySFX
+ call Slots_WaitSFX
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_CHECK_DROP_REEL
+ call Slots_GetNumberOfGolems
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld [hl], a
+ReelAction_CheckDropReel:
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr nz, .spin
+ call Slots_CheckMatchedAllThreeReels
+ call Slots_StopReel
+ ret
+
+.spin
+ dec [hl]
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_WAIT_DROP_REEL
+ ld hl, REEL_FIELD_0B
+ add hl, bc
+ ld [hl], 32
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 0
+ReelAction_WaitDropReel:
+ ld hl, REEL_FIELD_0B
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .DropReel
+ dec [hl]
+ ret
+
+.DropReel:
+ ld hl, REEL_ACTION
+ add hl, bc
+ dec [hl]
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 8
+ ret
+
+ReelAction_StartSlowAdvanceReel3:
+; Ensures SEVENs are lined up if there's bias to SEVEN.
+; Ensures nothing is lined up if there's no bias symbols.
+; No other bias symbols are compatible with this mode.
+
+; This is achieved by slowly advancing the reel a full round,
+; plus any necessary slot until the desired result is produced.
+
+ call Slots_CheckMatchedAllThreeReels
+ ret c
+ ld a, SFX_STOP_SLOT
+ call Slots_PlaySFX
+ call Slots_WaitSFX
+ ld hl, REEL_SPIN_RATE
+ add hl, bc
+ ld [hl], 1
+ ld hl, REEL_ACTION
+ add hl, bc
+ inc [hl] ; REEL_ACTION_WAIT_SLOW_ADVANCE_REEL3
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld [hl], 16
+ReelAction_WaitSlowAdvanceReel3:
+ ld hl, REEL_MANIP_DELAY
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .check1
+ dec [hl]
+.play_sfx
+ ld a, SFX_GOT_SAFARI_BALLS
+ call Slots_PlaySFX
+ ret
+
+.check1
+ ld a, [wSlotBias]
+ and a
+ jr nz, .check2
+ call Slots_CheckMatchedAllThreeReels
+ jr nc, .play_sfx
+ and a
+ jr nz, .play_sfx
+ call Slots_StopReel
+ call WaitSFX
+ ret
+
+.check2
+ call Slots_CheckMatchedAllThreeReels
+ jr c, .play_sfx
+ call Slots_StopReel
+ call WaitSFX
+ ret
+
+Slots_CheckMatchedFirstTwoReels:
+ xor a
+ ld [wFirstTwoReelsMatching], a
+ ld [wFirstTwoReelsMatchingSevens], a
+ call Slots_GetCurrentReelState
+ call Slots_CopyReelState
+ ld a, [wSlotBet]
+ and 3
+ ld e, a
+ ld d, 0
+ ld hl, .Jumptable
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld de, .return
+ push de
+ jp hl
+
+.return
+ ld a, [wFirstTwoReelsMatching]
+ and a
+ ret z
+ scf
+ ret
+
+.Jumptable:
+ dw .zero
+ dw .one
+ dw .two
+ dw .three
+
+.three
+ call .CheckUpwardsDiag
+ call .CheckDownwardsDiag
+
+.two
+ call .CheckBottomRow
+ call .CheckTopRow
+
+.one
+ call .CheckMiddleRow
+
+.zero
+ ret
+
+.CheckBottomRow:
+ ld hl, wCurReelStopped
+ ld a, [wReel1Stopped]
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckUpwardsDiag:
+ ld hl, wCurReelStopped + 1
+ ld a, [wReel1Stopped]
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckMiddleRow:
+ ld hl, wCurReelStopped + 1
+ ld a, [wReel1Stopped + 1]
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckDownwardsDiag:
+ ld hl, wCurReelStopped + 1
+ ld a, [wReel1Stopped + 2]
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckTopRow:
+ ld hl, wCurReelStopped + 2
+ ld a, [wReel1Stopped + 2]
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.StoreResult:
+ ld [wSlotBuildingMatch], a
+ and a
+ jr nz, .matching_sevens
+ ld a, 1
+ ld [wFirstTwoReelsMatchingSevens], a
+
+.matching_sevens
+ ld a, 1
+ ld [wFirstTwoReelsMatching], a
+ ret
+
+Slots_CheckMatchedAllThreeReels:
+ ld a, SLOTS_NO_MATCH
+ ld [wSlotMatched], a
+ call Slots_GetCurrentReelState
+ call Slots_CopyReelState
+ ld a, [wSlotBet]
+ and 3
+ ld e, a
+ ld d, 0
+ ld hl, .Jumptable
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld de, .return
+ push de
+ jp hl
+
+.return
+ ld a, [wSlotMatched]
+ cp SLOTS_NO_MATCH
+ jr nz, .matched_nontrivial
+ and a
+ ret
+
+.matched_nontrivial
+ scf
+ ret
+
+.Jumptable:
+ dw .zero
+ dw .one
+ dw .two
+ dw .three
+
+.three
+ call .CheckUpwardsDiag
+ call .CheckDownwardsDiag
+
+.two
+ call .CheckBottomRow
+ call .CheckTopRow
+
+.one
+ call .CheckMiddleRow
+
+.zero
+ ret
+
+.CheckBottomRow:
+ ld hl, wCurReelStopped
+ ld a, [wReel1Stopped]
+ cp [hl]
+ ret nz
+ ld hl, wReel2Stopped
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckUpwardsDiag:
+ ld hl, wCurReelStopped + 2
+ ld a, [wReel1Stopped]
+ cp [hl]
+ ret nz
+ ld hl, wReel2Stopped + 1
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckMiddleRow:
+ ld hl, wCurReelStopped + 1
+ ld a, [wReel1Stopped + 1]
+ cp [hl]
+ ret nz
+ ld hl, wReel2Stopped + 1
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckDownwardsDiag:
+ ld hl, wCurReelStopped
+ ld a, [wReel1Stopped + 2]
+ cp [hl]
+ ret nz
+ ld hl, wReel2Stopped + 1
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.CheckTopRow:
+ ld hl, wCurReelStopped + 2
+ ld a, [wReel1Stopped + 2]
+ cp [hl]
+ ret nz
+ ld hl, wReel2Stopped + 2
+ cp [hl]
+ call z, .StoreResult
+ ret
+
+.StoreResult:
+ ld [wSlotMatched], a
+ ret
+
+Slots_CopyReelState:
+ ld de, wCurReelStopped
+ ld a, [hli]
+ ld [de], a
+ inc de
+ ld a, [hli]
+ ld [de], a
+ inc de
+ ld a, [hl]
+ ld [de], a
+ ret
+
+Slots_GetNumberOfGolems:
+ ld hl, REEL_POSITION
+ add hl, bc
+ ld a, [hl]
+ push af
+ push hl
+ call .Check7Bias
+ pop hl
+ pop af
+ ld [hl], a
+ ld a, e
+ ret
+
+.Check7Bias:
+ ld a, [wSlotBias]
+ and a
+ jr nz, .not_biased_to_seven
+ ld e, $0
+.loop1
+ ld hl, REEL_POSITION
+ add hl, bc
+ inc [hl]
+ inc e
+ push de
+ call Slots_CheckMatchedAllThreeReels
+ pop de
+ jr nc, .loop1
+ and a
+ jr nz, .loop1
+ ret
+
+.not_biased_to_seven
+ call Random
+ and $7
+ cp $8 / 2 ; 50%
+ jr c, .not_biased_to_seven
+ ld e, a
+.loop2
+ ld a, e
+ inc e
+ ld hl, REEL_POSITION
+ add hl, bc
+ add [hl]
+ ld [hl], a
+ push de
+ call Slots_CheckMatchedAllThreeReels
+ pop de
+ jr c, .loop2
+ ret
+
+Slots_InitBias:
+ ld a, [wSlotBias]
+ and a
+ ret z
+ ld hl, .Normal
+ ld a, [wScriptVar]
+ and a
+ jr z, .okay
+ ld hl, .Lucky
+.okay
+ call Random
+ ld c, a
+.loop
+ ld a, [hli]
+ cp c
+ jr nc, .done
+ inc hl
+ jr .loop
+
+.done
+ ld a, [hl]
+ ld [wSlotBias], a
+ ret
+
+.Normal:
+ db 1 percent - 1, SLOTS_SEVEN
+ db 1 percent + 1, SLOTS_POKEBALL
+ db 4 percent, SLOTS_STARYU
+ db 8 percent, SLOTS_SQUIRTLE
+ db 16 percent, SLOTS_PIKACHU
+ db 19 percent, SLOTS_CHERRY
+ db 100 percent, SLOTS_NO_BIAS
+
+.Lucky:
+ db 1 percent, SLOTS_SEVEN
+ db 1 percent + 1, SLOTS_POKEBALL
+ db 3 percent + 1, SLOTS_STARYU
+ db 6 percent + 1, SLOTS_SQUIRTLE
+ db 12 percent, SLOTS_PIKACHU
+ db 31 percent + 1, SLOTS_CHERRY
+ db 100 percent, SLOTS_NO_BIAS
+
+Slots_IlluminateBetLights:
+ ld b, $14 ; turned on
+ ld a, [wSlotBet]
+ dec a
+ jr z, Slots_Lights1OnOff
+ dec a
+ jr z, Slots_Lights2OnOff
+ jr Slots_Lights3OnOff
+
+Slots_DeilluminateBetLights:
+ ld b, $23 ; turned off
+Slots_Lights3OnOff:
+ hlcoord 3, 2
+ call Slots_TurnLightsOnOrOff
+ hlcoord 3, 10
+ call Slots_TurnLightsOnOrOff
+Slots_Lights2OnOff:
+ hlcoord 3, 4
+ call Slots_TurnLightsOnOrOff
+ hlcoord 3, 8
+ call Slots_TurnLightsOnOrOff
+Slots_Lights1OnOff:
+ hlcoord 3, 6
+
+Slots_TurnLightsOnOrOff:
+ ld a, b
+ ld [hl], a
+ ld de, SCREEN_WIDTH / 2 + 3
+ add hl, de
+ ld [hl], a
+ ld de, SCREEN_WIDTH / 2 - 3
+ add hl, de
+ inc a
+ ld [hl], a
+ ld de, SCREEN_WIDTH / 2 + 3
+ add hl, de
+ ld [hl], a
+ ret
+
+Slots_AskBet:
+.loop
+ ld hl, .SlotsBetHowManyCoinsText
+ call PrintText
+ ld hl, .MenuHeader
+ call LoadMenuHeader
+ call VerticalMenu
+ call CloseWindow
+ ret c
+ ld a, [wMenuCursorY]
+ ld b, a
+ ld a, 4
+ sub b
+ ld [wSlotBet], a
+ ld hl, wCoins
+ ld c, a
+ ld a, [hli]
+ and a
+ jr nz, .Start
+ ld a, [hl]
+ cp c
+ jr nc, .Start
+ ld hl, .SlotsNotEnoughCoinsText
+ call PrintText
+ jr .loop
+
+.Start:
+ ld hl, wCoins + 1
+ ld a, [hl]
+ sub c
+ ld [hld], a
+ jr nc, .ok
+ dec [hl]
+.ok
+ call WaitSFX
+ ld de, SFX_PAY_DAY
+ call PlaySFX
+ ld hl, .SlotsStartText
+ call PrintText
+ and a
+ ret
+
+.SlotsBetHowManyCoinsText:
+ text_far _SlotsBetHowManyCoinsText
+ text_end
+
+.SlotsStartText:
+ text_far _SlotsStartText
+ text_end
+
+.SlotsNotEnoughCoinsText:
+ text_far _SlotsNotEnoughCoinsText
+ text_end
+
+.MenuHeader:
+ db MENU_BACKUP_TILES ; flags
+ menu_coords 14, 10, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1
+ dw .MenuData
+ db 1 ; default option
+
+.MenuData:
+ db STATICMENU_CURSOR ; flags
+ db 3 ; items
+ db " 3@"
+ db " 2@"
+ db " 1@"
+
+Slots_AskPlayAgain:
+ ld hl, wCoins
+ ld a, [hli]
+ or [hl]
+ jr nz, .you_have_coins
+ ld hl, .SlotsRanOutOfCoinsText
+ call PrintText
+ ld c, 60
+ call DelayFrames
+ jr .exit_slots
+
+.you_have_coins
+ ld hl, .SlotsPlayAgainText
+ call PrintText
+ call LoadMenuTextbox
+ lb bc, 14, 12
+ call PlaceYesNoBox
+ ld a, [wMenuCursorY]
+ dec a
+ call CloseWindow
+ and a
+ jr nz, .exit_slots
+ and a
+ ret
+
+.exit_slots
+ scf
+ ret
+
+.SlotsRanOutOfCoinsText:
+ text_far _SlotsRanOutOfCoinsText
+ text_end
+
+.SlotsPlayAgainText:
+ text_far _SlotsPlayAgainText
+ text_end
+
+Slots_GetPayout:
+ ld a, [wSlotMatched]
+ cp SLOTS_NO_MATCH
+ jr z, .no_win
+ srl a
+ ld e, a
+ ld d, 0
+ ld hl, .PayoutTable
+ add hl, de
+ ld a, [hli]
+ ld [wPayout + 1], a
+ ld a, [hl]
+ ld [wPayout], a
+ ret
+
+.PayoutTable:
+ dw 300
+ dw 50
+ dw 6
+ dw 8
+ dw 10
+ dw 15
+
+.no_win
+ ld hl, wPayout
+ xor a
+ ld [hli], a
+ ld [hl], a
+ ret
+
+Slots_PayoutText:
+ ld a, [wSlotMatched]
+ cp SLOTS_NO_MATCH
+ jr nz, .MatchedSomething
+ ld hl, .SlotsDarnText
+ call PrintText
+ ret
+
+.MatchedSomething:
+ srl a
+ ld e, a
+ ld d, 0
+ ld hl, .PayoutStrings
+ add hl, de
+ add hl, de
+ add hl, de
+ ld de, wStringBuffer2
+ ld bc, 4
+ call CopyBytes
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld de, .return
+ push de
+ jp hl
+
+.return
+ ld hl, .Text_PrintPayout
+ call PrintText
+ ret
+
+.PayoutStrings:
+ dbw "300@", .LinedUpSevens
+ dbw "50@@", .LinedUpPokeballs
+ dbw "6@@@", .LinedUpMonOrCherry
+ dbw "8@@@", .LinedUpMonOrCherry
+ dbw "10@@", .LinedUpMonOrCherry
+ dbw "15@@", .LinedUpMonOrCherry
+
+.Text_PrintPayout:
+ text_asm
+ ld a, [wSlotMatched]
+ add $25
+ ldcoord_a 2, 13
+ inc a
+ ldcoord_a 2, 14
+ inc a
+ ldcoord_a 3, 13
+ inc a
+ ldcoord_a 3, 14
+ hlcoord 18, 17
+ ld [hl], "▼"
+ ld hl, .SlotsLinedUpText
+rept 4
+ inc bc
+endr
+ ret
+
+.SlotsLinedUpText:
+ text_far _SlotsLinedUpText
+ text_end
+
+.SlotsDarnText:
+ text_far _SlotsDarnText
+ text_end
+
+.LinedUpSevens:
+ ld a, SFX_2ND_PLACE
+ call Slots_PlaySFX
+ call WaitSFX
+
+; Oddly, the rarest mode (wKeepSevenBiasChance = 1) is the one with
+; the worse odds to favor seven symbol streaks (12.5% vs 25%).
+; it's possible that either the wKeepSevenBiasChance initialization
+; or this code was intended to lead to flipped percentages.
+ ld a, [wKeepSevenBiasChance]
+ and a
+ jr nz, .lower_seven_streak_odds
+ call Random
+ and %0010100
+ ret z ; 25% chance to stick with seven symbol bias
+ ld a, SLOTS_NO_BIAS
+ ld [wSlotBias], a
+ ret
+
+.lower_seven_streak_odds
+ call Random
+ and %0011100
+ ret z ; 12.5% chance to stick with seven symbol bias
+ ld a, SLOTS_NO_BIAS
+ ld [wSlotBias], a
+ ret
+
+.LinedUpPokeballs:
+ ld a, SFX_3RD_PLACE
+ call Slots_PlaySFX
+ call WaitSFX
+ ret
+
+.LinedUpMonOrCherry:
+ ld a, SFX_PRESENT
+ call Slots_PlaySFX
+ call WaitSFX
+ ret
+
+Slots_AnimateGolem:
+ ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
+ add hl, bc
+ ld e, [hl]
+ ld d, 0
+ ld hl, .Jumptable
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ jp hl
+
+.Jumptable:
+ dw .init
+ dw .fall
+ dw .roll
+
+.init
+ ld hl, SPRITEANIMSTRUCT_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
+ 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
+ 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
+ ldh [hSCY], a
+ ret
+
+.restart
+ ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
+ add hl, bc
+ xor a
+ ld [hl], a
+ ldh [hSCY], a
+ ret
+
+Slots_AnimateChansey:
+ ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
+ add hl, bc
+ ld e, [hl]
+ ld d, 0
+ ld hl, .Jumptable
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ jp hl
+
+.Jumptable:
+ dw .walk
+ dw .one
+ dw .two
+
+.walk
+ ld hl, SPRITEANIMSTRUCT_XCOORD
+ add hl, bc
+ ld a, [hl]
+ inc [hl]
+ cp 13 * 8
+ jr z, .limit
+ and $f
+ ret nz
+ ld de, SFX_JUMP_OVER_LEDGE
+ call PlaySFX
+ ret
+
+.limit
+ ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
+ add hl, bc
+ inc [hl]
+ ld a, 1
+ ld [wSlotsDelay], a
+
+.one
+ ld a, [wSlotsDelay]
+ cp $2
+ jr z, .retain
+ cp $5
+ ret nz
+ ld hl, SPRITEANIMSTRUCT_INDEX
+ add hl, bc
+ ld [hl], $0
+ ret
+
+.retain
+ ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
+ add hl, bc
+ inc [hl]
+ ld hl, SPRITEANIMSTRUCT_0C
+ add hl, bc
+ ld [hl], $8
+.two
+ 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
+
+Slots_WaitSFX:
+ push bc
+ ld c, 16
+ call DelayFrames
+ pop bc
+ ret
+
+Slots_PlaySFX:
+ push de
+ ld e, a
+ ld d, 0
+ call PlaySFX
+ pop de
+ ret
+
+; The first three positions are repeated to
+; avoid needing to check indices when copying.
+Reel1Tilemap:
+ db SLOTS_SEVEN ; 0
+ db SLOTS_CHERRY ; 1
+ db SLOTS_STARYU ; 2
+ db SLOTS_PIKACHU ; 3
+ db SLOTS_SQUIRTLE ; 4
+ db SLOTS_SEVEN ; 5
+ db SLOTS_CHERRY ; 6
+ db SLOTS_STARYU ; 7
+ db SLOTS_PIKACHU ; 8
+ db SLOTS_SQUIRTLE ; 9
+ db SLOTS_POKEBALL ; 10
+ db SLOTS_CHERRY ; 11
+ db SLOTS_STARYU ; 12
+ db SLOTS_PIKACHU ; 13
+ db SLOTS_SQUIRTLE ; 14
+ db SLOTS_SEVEN ; 0
+ db SLOTS_CHERRY ; 1
+ db SLOTS_STARYU ; 2
+
+Reel2Tilemap:
+ db SLOTS_SEVEN ; 0
+ db SLOTS_PIKACHU ; 1
+ db SLOTS_CHERRY ; 2
+ db SLOTS_SQUIRTLE ; 3
+ db SLOTS_STARYU ; 4
+ db SLOTS_POKEBALL ; 5
+ db SLOTS_PIKACHU ; 6
+ db SLOTS_CHERRY ; 7
+ db SLOTS_SQUIRTLE ; 8
+ db SLOTS_STARYU ; 9
+ db SLOTS_POKEBALL ; 10
+ db SLOTS_PIKACHU ; 11
+ db SLOTS_CHERRY ; 12
+ db SLOTS_SQUIRTLE ; 13
+ db SLOTS_STARYU ; 14
+ db SLOTS_SEVEN ; 0
+ db SLOTS_PIKACHU ; 1
+ db SLOTS_CHERRY ; 2
+
+Reel3Tilemap:
+ db SLOTS_SEVEN ; 0
+ db SLOTS_PIKACHU ; 1
+ db SLOTS_CHERRY ; 2
+ db SLOTS_SQUIRTLE ; 3
+ db SLOTS_STARYU ; 4
+ db SLOTS_PIKACHU ; 5
+ db SLOTS_CHERRY ; 6
+ db SLOTS_SQUIRTLE ; 7
+ db SLOTS_STARYU ; 8
+ db SLOTS_PIKACHU ; 9
+ db SLOTS_POKEBALL ; 10
+ db SLOTS_CHERRY ; 11
+ db SLOTS_SQUIRTLE ; 12
+ db SLOTS_STARYU ; 13
+ db SLOTS_PIKACHU ; 14
+ db SLOTS_SEVEN ; 0
+ db SLOTS_PIKACHU ; 1
+ db SLOTS_CHERRY ; 2
+
+SlotsTilemap:
+INCBIN "gfx/slots/slots.tilemap"
+
+Slots1LZ:
+INCBIN "gfx/slots/slots_1.2bpp.lz"
+
+Slots2LZ:
+INCBIN "gfx/slots/slots_2.2bpp.lz"
+
+Slots3LZ:
+INCBIN "gfx/slots/slots_3.2bpp.lz"
diff --git a/gfx/slots/slots.tilemap b/gfx/slots/slots.tilemap
new file mode 100644
index 00000000..5e920ed5
--- /dev/null
+++ b/gfx/slots/slots.tilemap
Binary files differ
diff --git a/gfx/slots/slots_1.2bpp.lz b/gfx/slots/slots_1.2bpp.lz
new file mode 100644
index 00000000..90d3ce13
--- /dev/null
+++ b/gfx/slots/slots_1.2bpp.lz
Binary files differ
diff --git a/gfx/slots/slots_2.2bpp.lz b/gfx/slots/slots_2.2bpp.lz
new file mode 100644
index 00000000..638c6805
--- /dev/null
+++ b/gfx/slots/slots_2.2bpp.lz
Binary files differ
diff --git a/gfx/slots/slots_3.2bpp.lz b/gfx/slots/slots_3.2bpp.lz
new file mode 100644
index 00000000..858b6e46
--- /dev/null
+++ b/gfx/slots/slots_3.2bpp.lz
Binary files differ
diff --git a/macros/wram.asm b/macros/wram.asm
index 39f6ebad..ea62f26f 100755
--- a/macros/wram.asm
+++ b/macros/wram.asm
@@ -259,14 +259,14 @@ slot_reel: MACRO
\1SpinRate:: db
\1OAMAddr:: dw
\1XCoord:: db
-\1Slot09:: ds 1
-\1Slot0a:: ds 1
-\1Slot0b:: ds 1
-\1Slot0c:: ds 1
-\1Slot0d:: ds 1
-\1Slot0e:: ds 1
-\1Slot0f:: ds 1
-endm
+\1ManipCounter:: db
+\1ManipDelay:: db
+\1Field0b:: ds 1
+\1Field0c:: ds 1
+\1Field0d:: ds 1
+\1Field0e:: ds 1
+\1StopDelay:: db
+ENDM
object_struct: MACRO
\1Sprite:: db
diff --git a/main.asm b/main.asm
index dc5e0644..6f96bc0d 100644
--- a/main.asm
+++ b/main.asm
@@ -543,7 +543,9 @@ ClearSpriteAnims::
PlaySpriteAnimationsAndDelayFrame::
dr $8d183, $8d18a
PlaySpriteAnimations::
- dr $8d18a, $8d1f7
+ dr $8d18a, $8d1c9
+DoNextFrameForFirst16Sprites::
+ dr $8d1c9, $8d1f7
_InitSpriteAnimStruct::
dr $8d1f7, $8d332
@@ -595,9 +597,7 @@ INCLUDE "engine/rtc/timeset.asm"
INCLUDE "engine/pokegear/pokegear.asm"
INCLUDE "engine/overworld/landmarks.asm"
INCLUDE "engine/events/fish.asm"
-
-_SlotMachine::
- dr $92c36, $93f86
+INCLUDE "engine/games/slot_machine.asm"
SECTION "bank26", ROMX
@@ -669,7 +669,10 @@ ClearBattleAnims::
BattleAnimCmd_RaiseSub::
dr $cc5f7, $cc67c
BattleAnimCmd_MinimizeOpp::
- dr $cc67c, $cfce3
+ dr $cc67c, $ce6aa
+
+BattleAnim_Sine_e::
+ dr $ce6aa, $cfce3
SECTION "bank36", ROMX
diff --git a/wram.asm b/wram.asm
index ae1ebeba..027db95e 100644
--- a/wram.asm
+++ b/wram.asm
@@ -315,25 +315,24 @@ wSpriteAnim9:: sprite_anim_struct wSpriteAnim9
wSpriteAnim10:: sprite_anim_struct wSpriteAnim10
wSpriteAnimationStructsEnd::
-wSpriteAnimCount:: ds 1 ; c5bc
-wCurrSpriteOAMAddr:: ds 1 ; c5bd
+wSpriteAnimCount:: db
+wCurSpriteOAMAddr:: db
-wCurIcon:: ; c5be
- ds 1
+wCurIcon:: db ; c5be
-wCurIconTile:: ds 1 ; c5bf
+wCurIconTile:: db
wSpriteAnimAddrBackup::
wSpriteAnimIDBuffer::
-wCurSpriteOAMFlags:: ; c5c0
+wCurSpriteOAMFlags::
dw
-wCurAnimVTile:: ds 1 ; c5c2
-wCurAnimXCoord:: ds 1 ; c5c3
-wCurAnimYCoord:: ds 1 ; c5c4
-wCurAnimXOffset:: ds 1 ; c5c5
-wCurAnimYOffset:: ds 1 ; c5c6
-wGlobalAnimYOffset:: ds 1 ; c5c7
-wGlobalAnimXOffset:: ds 1 ; c5c8
-wSpriteAnimsEnd:: ; c5c9
+wCurAnimVTile:: db
+wCurAnimXCoord:: db
+wCurAnimYCoord:: db
+wCurAnimXOffset:: db
+wCurAnimYOffset:: db
+wGlobalAnimYOffset:: db
+wGlobalAnimXOffset:: db
+wSpriteAnimsEnd::
wc5c9:: ds 1 ; c5c9
wc5ca:: ds 1 ; c5ca
@@ -354,6 +353,31 @@ wNamingScreenLastCharacter:: db ; c5d7
wNamingScreenStringEntryCoord:: dw ; c5d8
NEXTU ; c5d0
+; slot machine
+wSlots:: ; c5d0
+wReel1:: slot_reel wReel1
+wReel2:: slot_reel wReel2
+wReel3:: slot_reel wReel3
+; c600
+wReel1Stopped:: ds 3
+wReel2Stopped:: ds 3
+wReel3Stopped:: ds 3
+wSlotBias:: db
+wSlotBet:: db
+wFirstTwoReelsMatching:: db
+wFirstTwoReelsMatchingSevens:: db
+wSlotMatched:: db
+wCurReelStopped:: ds 3
+wPayout:: dw
+wCurReelXCoord:: db
+wCurReelYCoord:: db
+ ds 2
+wSlotBuildingMatch:: db
+wSlotsDataEnd::
+ ds 28
+wSlotsEnd::
+
+NEXTU ; c5d0
; pokegear
wPokegearPhoneLoadNameBuffer:: db ; c5d0
wPokegearPhoneCursorPosition:: db ; c5d1
@@ -367,11 +391,10 @@ wPokegearRadioChannelBank:: db ; c5d9
wPokegearRadioChannelAddr:: dw ; c5da
wPokegearRadioMusicPlaying:: db ; c5dc
-ENDU ; c5dc
-
- ds 37
-
+NEXTU ; c5d0
; engine/gfx/color.asm ?
+ ds 50
+
wc602:: ds 1 ; c602
wc603:: ds 1 ; c603
wc604:: ds 1 ; c604
@@ -379,7 +402,9 @@ wc605:: ds 1 ; c605
wc606:: ds 1 ; c606
wc607:: ds 1 ; c607
- ds 194
+ENDU ; c634
+
+ ds 150
; unidentifed
wc6ca:: ds 1 ; c6ca
@@ -1089,6 +1114,10 @@ NEXTU ; ce64
; miscellaneous
wFrameCounter::
wMomBankDigitCursorPosition::
+wSlotsDelay::
+ db
+ ds 1
+wSlotsCE66::
db
ENDU ; ce67
@@ -1340,7 +1369,9 @@ wEarthquakeMovementDataBuffer:: ds 5
NEXTU ; ceed
; miscellaneous
-wTempDayOfWeek:: db
+wTempDayOfWeek::
+wKeepSevenBiasChance::
+ db
ds 2
wStartFlypoint:: db
wEndFlypoint:: db