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HandlePinballGame: ; 0xd853
ld a, [wScreenState]
rst JumpTable ; calls JumpToFuncInTable
PinballGameScreenFunctions: ; 0xd857
dw GameScreenFunction_LoadGFX
dw GameScreenFunction_StartBall
dw GameScreenFunction_HandleBallPhysics
dw GameScreenFunction_HandleBallLoss
dw GameScreenFunction_EndBall
GameScreenFunction_LoadGFX: ; 0xd861
xor a
ld [wd908], a
callba InitializeCurrentStage
call FillBottomMessageBufferWithBlackTile
ld a, $1
ld [wd85d], a
ld [wd4aa], a
ld hl, wScreenState
inc [hl]
ret
GameScreenFunction_StartBall: ; 0xd87f
ld a, $67
ld [hLCDC], a
ld a, $e4
ld [wBGP], a
ld a, $e1
ld [wOBP0], a
ld a, $e4
ld [wOBP1], a
ld a, [wSCX]
ld [hSCX], a
xor a
ld [hSCY], a
ld a, $7
ld [hWX], a
ld a, $83
ld [hLYC], a
ld [hLastLYC], a
ld a, $ff
ld [hLCDCMask], a
ld hl, hSTAT
set 6, [hl]
ld hl, rIE
set 1, [hl]
ld a, $1
ld [hHBlankRoutine], a
callba InitBallForStage
callba LoadStageCollisionAttributes
callba LoadStageData
callba Func_ed5e
call ClearOAMBuffer
callba DrawSpritesForStage
ld a, [wd849]
and a
call nz, Func_e5d
ld a, $1
ld [wd4aa], a
xor a
ld [wd7c1], a
call Func_b66
call Func_588
call Func_bbe
ld hl, wScreenState
inc [hl]
ret
GameScreenFunction_HandleBallPhysics: ; 0xd909
; main loop for stage logic
xor a
ld [wFlipperCollision], a
ld [wd7eb], a
call ApplyGravityToBall
call LimitBallVelocity
xor a
ld [wd7e9], a
call HandleTilts
ld a, [wCurrentStage]
bit 0, a
callba nz, HandleFlippers ; only perform flipper routines on the lower-half of stages
ld a, [wFlipperCollision]
and a
ld a, [wCollisionForceAngle]
push af
call CheckObjectCollision ; collision stuff
pop af
jr z, .noFlipperCollision
ld [wCollisionForceAngle], a
.noFlipperCollision
call CheckGameObjectCollisions
call Func_281c ; not collision-related
ld hl, wKeyConfigMenu
call IsKeyPressed
jr z, .didntPressMenuKey
lb de, $03, $4c
call PlaySoundEffect
callba HandleInGameMenu
jp z, SaveGame
.didntPressMenuKey
ld a, [wd7e9] ; check for collision flag
and a
jr z, .skip_collision
call ApplyTiltForces
call LoadBallVelocity ; bc = x velocity, de = y velocity
ld a, [wCollisionForceAngle]
call ApplyCollisionForce
call ApplyTorque
ld a, [wFlipperCollision]
and a
jr z, .not_flippers_2
; de -= *wFlipperYForce
ld hl, wFlipperYForce
ld a, [hli]
ld h, [hl]
ld l, a
ld a, e
sub l
ld e, a
ld a, d
sbc h
ld d, a
; bc += *wFlipperXForce
ld hl, wFlipperXForce
ld a, [hli]
ld h, [hl]
ld l, a
ld a, c
add l
ld c, a
ld a, b
adc h
ld b, a
jr .next
.not_flippers_2
ld a, [wd7f8]
and a
jr nz, .skip_collision
.next
ld a, [wCollisionForceAngle]
call NegateAngleAndApplyCollisionForce
call SetBallVelocity
.skip_collision
call MoveBallPosition
callba CheckStageTransition
callba DrawSpritesForStage
call Func_33e3
ld a, [wd5cb]
and a
jr nz, .asm_d9e9
callba Func_85c7
callba Func_8650
callba Func_8645
call Func_dba9
call Func_dc7c
call Func_dcb4
.asm_d9e9
ld a, [wd57d]
and a
callba nz, Func_86a4
ld a, [wd4ae]
and a
ret z
xor a
ld [wd4ae], a
ld hl, wScreenState
inc [hl]
ret
INCLUDE "engine/pinball_game/save_game.asm"
GameScreenFunction_HandleBallLoss: ; 0xda36
xor a
ld [hJoypadState], a
ld [hNewlyPressedButtons], a
ld [hPressedButtons], a
ld [wFlipperCollision], a
ld [wd7eb], a
xor a
ld [wd7e9], a
ld [wd548], a
ld [wd549], a
call HandleTilts
ld a, [wCurrentStage]
bit 0, a
callba nz, HandleFlippers
callba DrawSpritesForStage
call Func_33e3
callba Func_85c7
ld a, [wd5ca]
and a
ret nz
ld a, [wd4c9]
and a
jr z, .asm_daa9
ld a, [wd49c]
cp $2
jr z, .asm_daa9
call Func_f533
ld a, [wd49c]
and a
jr z, .asm_daa9
ld a, $2
ld [wd49c], a
ld [wd4aa], a
call FillBottomMessageBufferWithBlackTile
call Func_30db
ld hl, wd5dc
ld de, ShootAgainText
call LoadTextHeader
ret
.asm_daa9
xor a
ld [wd49c], a
ld hl, wScreenState
inc [hl]
ret
GameScreenFunction_EndBall: ; 0xdab2
xor a
ld [wd803], a
ld a, [wGameOver]
and a
jp nz, TransitionToHighScoresScreen
ld a, [wd495]
and a
jr nz, .asm_dae6
ld a, [wd496]
and a
jr nz, .asm_db28
call Func_cb5
ld a, [wd849]
and a
call z, Func_e5d
call Func_576
ld hl, hSTAT
res 6, [hl]
ld hl, rIE
res 1, [hl]
ld a, $1
ld [wScreenState], a
ret
.asm_dae6
ld de, $0000
call PlaySong
ld bc, $0004
call AdvanceFrames
call Func_cb5
ld a, [wd849]
and a
call nz, Func_e5d
call Func_576
ld hl, hSTAT
res 6, [hl]
ld hl, rIE
res 1, [hl]
ld a, [wCurrentStage]
ld [wd4ad], a
ld a, [wStageCollisionState]
ld [wd4b0], a
ld a, [wd497]
ld [wCurrentStage], a
xor a
ld [wd496], a
ld [wd495], a
ld a, $0
ld [wScreenState], a
ret
.asm_db28
ld de, $0000
call PlaySong
ld bc, $0004
call AdvanceFrames
call Func_cb5
ld a, [wd849]
and a
call nz, Func_e5d
call Func_576
ld hl, hSTAT
res 6, [hl]
ld hl, rIE
res 1, [hl]
ld a, [wd4ad]
ld [wCurrentStage], a
ld a, [wd4b0]
ld [wStageCollisionState], a
ld a, $1
ld [wScreenState], a
ret
TransitionToHighScoresScreen: ; 0xdb5d
xor a
ld [wGameOver], a
ld de, $0000
call PlaySong
ld bc, $0004
call AdvanceFrames
call Func_cb5
call Func_576
ld hl, hSTAT
res 6, [hl]
ld hl, rIE
res 1, [hl]
xor a
ld [wd4aa], a
ld a, [wCurrentStage]
ld c, a
ld b, $0
ld hl, HighScoresStageMapping
add hl, bc
ld a, [hl]
ld [wHighScoresStage], a
ld a, SCREEN_HIGH_SCORES
ld [wCurrentScreen], a
xor a
ld [wScreenState], a
ret
HighScoresStageMapping: ; 0xdb99
; Determines which stage the high scores screen will start in,
; based on the map the player ended in.
; See wHighScoresStage for more info.
db $00 ; STAGE_RED_FIELD_TOP
db $00 ; STAGE_RED_FIELD_BOTTOM
db $00
db $00
db $01 ; STAGE_BLUE_FIELD_TOP
db $01 ; STAGE_BLUE_FIELD_BOTTOM
db $00 ; STAGE_GENGAR_BONUS
db $00 ; STAGE_GENGAR_BONUS
db $00 ; STAGE_MEWTWO_BONUS
db $00 ; STAGE_MEWTWO_BONUS
db $00 ; STAGE_MEOWTH_BONUS
db $00 ; STAGE_MEOWTH_BONUS
db $00 ; STAGE_DIGLETT_BONUS
db $00 ; STAGE_DIGLETT_BONUS
db $00 ; STAGE_SEEL_BONUS
db $00 ; STAGE_SEEL_BONUS
Func_dba9: ; 0xdba9
ld a, $85
ld [wBottomMessageBuffer + $44], a
ld a, [wd49d]
xor $3
inc a
add $86
ld [wBottomMessageBuffer + $45], a
ret
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