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authorIIMarckus <iimarckus@gmail.com>2018-06-02 04:27:31 -0600
committerIIMarckus <iimarckus@gmail.com>2018-06-02 04:27:31 -0600
commit5d2473f767b431910da023a6e37ad3239dcdd575 (patch)
tree6200e65d9bd7e8fa8429c62d3907f21587ab74df /de/engine/slot_machine.asm
parentf31a2ed69f7368d88a0a1aed5c35aa8cb34af6b3 (diff)
Start of German translation. Needs work.multilang
Diffstat (limited to 'de/engine/slot_machine.asm')
-rwxr-xr-xde/engine/slot_machine.asm892
1 files changed, 892 insertions, 0 deletions
diff --git a/de/engine/slot_machine.asm b/de/engine/slot_machine.asm
new file mode 100755
index 00000000..5e86237c
--- /dev/null
+++ b/de/engine/slot_machine.asm
@@ -0,0 +1,892 @@
+PromptUserToPlaySlots:
+ call SaveScreenTilesToBuffer2
+ ld a, BANK(DisplayTextIDInit)
+ ld [wAutoTextBoxDrawingControl], a
+ ld b, a
+ ld hl, DisplayTextIDInit
+ call Bankswitch
+ ld hl, PlaySlotMachineText
+ call PrintText
+ call YesNoChoice
+ ld a, [wCurrentMenuItem]
+ and a
+ jr nz, .done ; if player chose No
+ dec a
+ ld [wUpdateSpritesEnabled], a
+ ld hl, wSlotMachineRerollCounter
+ xor a
+ ld [hli], a
+ ld [hl], SMILE_BUBBLE
+ predef EmotionBubble
+ call GBPalWhiteOutWithDelay3
+ call LoadSlotMachineTiles
+ call LoadFontTilePatterns
+ ld b, SET_PAL_SLOTS
+ call RunPaletteCommand
+ call GBPalNormal
+ ld a, $e4
+ ld [rOBP0], a
+ ld hl, wd730
+ set 6, [hl]
+ xor a
+ ld [wSlotMachineAllowMatchesCounter], a
+ ld hl, wStoppingWhichSlotMachineWheel
+ ld bc, $0014
+ call FillMemory
+ call MainSlotMachineLoop
+ ld hl, wd730
+ res 6, [hl]
+ xor a
+ ld [wSlotMachineAllowMatchesCounter], a
+ call GBPalWhiteOutWithDelay3
+ ld a, $1
+ ld [wUpdateSpritesEnabled], a
+ call RunDefaultPaletteCommand
+ call ReloadMapSpriteTilePatterns
+ call ReloadTilesetTilePatterns
+.done
+ call LoadScreenTilesFromBuffer2
+ call Delay3
+ call GBPalNormal
+ ld a, [wSlotMachineSavedROMBank]
+ push af
+ jp CloseTextDisplay
+
+PlaySlotMachineText:
+ TX_FAR _PlaySlotMachineText
+ db "@"
+
+MainSlotMachineLoop:
+ call SlotMachine_PrintCreditCoins
+ xor a
+ ld hl, wPayoutCoins
+ ld [hli], a
+ ld [hl], a
+ call SlotMachine_PrintPayoutCoins
+ ld hl, BetHowManySlotMachineText
+ call PrintText
+ call SaveScreenTilesToBuffer1
+.loop
+ ld a, A_BUTTON | B_BUTTON
+ ld [wMenuWatchedKeys], a
+ ld a, 2
+ ld [wMaxMenuItem], a
+ ld a, 12
+ ld [wTopMenuItemY], a
+ ld a, 15
+ ld [wTopMenuItemX], a
+ xor a
+ ld [wCurrentMenuItem], a
+ ld [wLastMenuItem], a
+ ld [wMenuWatchMovingOutOfBounds], a
+ coord hl, 14, 11
+ ld b, 5
+ ld c, 4
+ call TextBoxBorder
+ coord hl, 16, 12
+ ld de, CoinMultiplierSlotMachineText
+ call PlaceString
+ call HandleMenuInput
+ and B_BUTTON
+ jp nz, LoadScreenTilesFromBuffer1
+ ld a, [wCurrentMenuItem]
+ ld b, a
+ ld a, 3
+ sub b
+ ld [wSlotMachineBet], a
+ ld hl, wPlayerCoins
+ ld c, a
+ ld a, [hli]
+ and a
+ jr nz, .skip1
+ ld a, [hl]
+ cp c
+ jr nc, .skip1
+ ld hl, NotEnoughCoinsSlotMachineText
+ call PrintText
+ jr .loop
+.skip1
+ call LoadScreenTilesFromBuffer1
+ call SlotMachine_SubtractBetFromPlayerCoins
+ call SlotMachine_LightBalls
+ call SlotMachine_SetFlags
+ ld a, 4
+ ld hl, wSlotMachineWheel1SlipCounter
+ ld [hli], a
+ ld [hli], a
+ ld [hl], a
+ call WaitForSoundToFinish
+ ld a, SFX_SLOTS_NEW_SPIN
+ call PlaySound
+ ld hl, StartSlotMachineText
+ call PrintText
+ call SlotMachine_SpinWheels
+ call SlotMachine_CheckForMatches
+ ld hl, wPlayerCoins
+ ld a, [hli]
+ or [hl]
+ jr nz, .skip2
+ ld hl, OutOfCoinsSlotMachineText
+ call PrintText
+ ld c, 60
+ jp DelayFrames
+.skip2
+ ld hl, OneMoreGoSlotMachineText
+ call PrintText
+ coord hl, 13, 12
+ lb bc, 13, 14
+ xor a ; YES_NO_MENU
+ ld [wTwoOptionMenuID], a
+ ld a, TWO_OPTION_MENU
+ ld [wTextBoxID], a
+ call DisplayTextBoxID
+ ld a, [wCurrentMenuItem]
+ and a
+ ret nz
+ call SlotMachine_PutOutLitBalls
+ jp MainSlotMachineLoop
+
+CoinMultiplierSlotMachineText:
+ db "×3"
+ next "×2"
+ next "×1@"
+
+OutOfCoinsSlotMachineText:
+ TX_FAR _OutOfCoinsSlotMachineText
+ db "@"
+
+BetHowManySlotMachineText:
+ TX_FAR _BetHowManySlotMachineText
+ db "@"
+
+StartSlotMachineText:
+ TX_FAR _StartSlotMachineText
+ db "@"
+
+NotEnoughCoinsSlotMachineText:
+ TX_FAR _NotEnoughCoinsSlotMachineText
+ db "@"
+
+OneMoreGoSlotMachineText:
+ TX_FAR _OneMoreGoSlotMachineText
+ db "@"
+
+SlotMachine_SetFlags:
+ ld hl, wSlotMachineFlags
+ bit 7, [hl]
+ ret nz
+ ld a, [wSlotMachineAllowMatchesCounter]
+ and a
+ jr nz, .allowMatches
+ call Random
+ and a
+ jr z, .setAllowMatchesCounter ; 1/256 (~0.4%) chance
+ ld b, a
+ ld a, [wSlotMachineSevenAndBarModeChance]
+ cp b
+ jr c, .allowSevenAndBarMatches
+ ld a, 210
+ cp b
+ jr c, .allowMatches ; 55/256 (~21.5%) chance
+ ld [hl], 0
+ ret
+.allowMatches
+ set 6, [hl]
+ ret
+.setAllowMatchesCounter
+ ld a, 60
+ ld [wSlotMachineAllowMatchesCounter], a
+ ret
+.allowSevenAndBarMatches
+ set 7, [hl]
+ ret
+
+SlotMachine_SpinWheels:
+ ld c, 20
+.loop1
+ push bc
+ call SlotMachine_AnimWheel1
+ call SlotMachine_AnimWheel2
+ call SlotMachine_AnimWheel3
+ ld c, 2
+ call DelayFrames
+ pop bc
+ dec c
+ jr nz, .loop1
+ xor a
+ ld [wStoppingWhichSlotMachineWheel], a
+.loop2
+ call SlotMachine_HandleInputWhileWheelsSpin
+ call SlotMachine_StopOrAnimWheel1
+ call SlotMachine_StopOrAnimWheel2
+ call SlotMachine_StopOrAnimWheel3
+ ret c
+ ld a, [wOnSGB]
+ xor $1
+ inc a
+ ld c, a
+ call DelayFrames
+ jr .loop2
+
+; Note that the wheels can only stop when a symbol is centred in the wheel
+; and thus 3 full symbols rather than 2 full symbols and 2 half symbols are
+; visible. The 3 functions below ensure this by checking if the wheel offset
+; is even before stopping the wheel.
+
+SlotMachine_StopOrAnimWheel1:
+ ld a, [wStoppingWhichSlotMachineWheel]
+ cp 1
+ jr c, .animWheel
+ ld de, wSlotMachineWheel1Offset
+ ld a, [de]
+ rra
+ jr nc, .animWheel ; check that a symbol is centred in the wheel
+ ld hl, wSlotMachineWheel1SlipCounter
+ ld a, [hl]
+ and a
+ ret z
+ dec [hl]
+ call SlotMachine_StopWheel1Early
+ ret nz
+.animWheel
+ jp SlotMachine_AnimWheel1
+
+SlotMachine_StopOrAnimWheel2:
+ ld a, [wStoppingWhichSlotMachineWheel]
+ cp 2
+ jr c, .animWheel
+ ld de, wSlotMachineWheel2Offset
+ ld a, [de]
+ rra
+ jr nc, .animWheel ; check that a symbol is centred in the wheel
+ ld hl, wSlotMachineWheel2SlipCounter
+ ld a, [hl]
+ and a
+ ret z
+ dec [hl]
+ call SlotMachine_StopWheel2Early
+ ret z
+.animWheel
+ jp SlotMachine_AnimWheel2
+
+SlotMachine_StopOrAnimWheel3:
+ ld a, [wStoppingWhichSlotMachineWheel]
+ cp 3
+ jr c, .animWheel
+ ld de, wSlotMachineWheel3Offset
+ ld a, [de]
+ rra
+ jr nc, .animWheel ; check that a symbol is centred in the wheel
+; wheel 3 stops as soon as possible
+ scf
+ ret
+.animWheel
+ call SlotMachine_AnimWheel3
+ and a
+ ret
+
+SlotMachine_StopWheel1Early:
+ call SlotMachine_GetWheel1Tiles
+ ld hl, wSlotMachineWheel1BottomTile
+ ld a, [wSlotMachineFlags]
+ and $80
+ jr nz, .sevenAndBarMode
+; Stop early if the middle symbol is not a cherry.
+ inc hl
+ ld a, [hl]
+ cp SLOTSCHERRY >> 8
+ jr nz, .stopWheel
+ ret
+; It looks like this was intended to make the wheel stop when a 7 symbol was
+; visible, but it has a bug and so the wheel stops randomly.
+.sevenAndBarMode
+ ld c, $3
+.loop
+ ld a, [hli]
+ cp SLOTS7 >> 8
+ jr c, .stopWheel ; condition never true
+ dec c
+ jr nz, .loop
+ ret
+.stopWheel
+ inc a
+ ld hl, wSlotMachineWheel1SlipCounter
+ ld [hl], 0
+ ret
+
+SlotMachine_StopWheel2Early:
+ call SlotMachine_GetWheel2Tiles
+ ld a, [wSlotMachineFlags]
+ and $80
+ jr nz, .sevenAndBarMode
+; Stop early if any symbols are lined up in the first two wheels.
+ call SlotMachine_FindWheel1Wheel2Matches
+ ret nz
+ jr .stopWheel
+; Stop early if two 7 symbols or two bar symbols are lined up in the first two
+; wheels OR if no symbols are lined up and the bottom symbol in wheel 2 is a
+; 7 symbol or bar symbol. The second part could be a bug or a way to reduce the
+; player's odds.
+.sevenAndBarMode
+ call SlotMachine_FindWheel1Wheel2Matches
+ ld a, [de]
+ cp (SLOTSBAR >> 8) + 1
+ ret nc
+.stopWheel
+ xor a
+ ld [wSlotMachineWheel2SlipCounter], a
+ ret
+
+SlotMachine_FindWheel1Wheel2Matches:
+; return whether wheel 1 and wheel 2's current positions allow a match (given
+; that wheel 3 stops in a good position) in Z
+ ld hl, wSlotMachineWheel1BottomTile
+ ld de, wSlotMachineWheel2BottomTile
+ ld a, [de]
+ cp [hl] ; wheel 1 bottom, wheel 2 bottom
+ ret z
+ inc de
+ ld a, [de]
+ cp [hl] ; wheel 1 bottom, wheel 2 middle
+ ret z
+ inc hl
+ cp [hl] ; wheel 1 middle, wheel 2 middle
+ ret z
+ inc hl
+ cp [hl] ; wheel 1 top, wheel 2 middle
+ ret z
+ inc de
+ ld a, [de]
+ cp [hl] ; wheel 1 top, wheel 2 top
+ ret z
+ dec de
+ dec de
+ ret
+
+SlotMachine_CheckForMatches:
+ call SlotMachine_GetWheel3Tiles
+ ld a, [wSlotMachineBet]
+ cp 2
+ jr z, .checkMatchesFor2CoinBet
+ cp 1
+ jr z, .checkMatchFor1CoinBet
+; 3 coin bet allows diagonal matches (plus the matches for 1/2 coin bets)
+ ld hl, wSlotMachineWheel1BottomTile
+ ld de, wSlotMachineWheel2MiddleTile
+ ld bc, wSlotMachineWheel3TopTile
+ call SlotMachine_CheckForMatch
+ jp z, .foundMatch
+ ld hl, wSlotMachineWheel1TopTile
+ ld de, wSlotMachineWheel2MiddleTile
+ ld bc, wSlotMachineWheel3BottomTile
+ call SlotMachine_CheckForMatch
+ jr z, .foundMatch
+; 2 coin bet allows top/bottom horizontal matches (plus the match for a 1 coin bet)
+.checkMatchesFor2CoinBet
+ ld hl, wSlotMachineWheel1TopTile
+ ld de, wSlotMachineWheel2TopTile
+ ld bc, wSlotMachineWheel3TopTile
+ call SlotMachine_CheckForMatch
+ jr z, .foundMatch
+ ld hl, wSlotMachineWheel1BottomTile
+ ld de, wSlotMachineWheel2BottomTile
+ ld bc, wSlotMachineWheel3BottomTile
+ call SlotMachine_CheckForMatch
+ jr z, .foundMatch
+; 1 coin bet only allows a middle horizontal match
+.checkMatchFor1CoinBet
+ ld hl, wSlotMachineWheel1MiddleTile
+ ld de, wSlotMachineWheel2MiddleTile
+ ld bc, wSlotMachineWheel3MiddleTile
+ call SlotMachine_CheckForMatch
+ jr z, .foundMatch
+ ld a, [wSlotMachineFlags]
+ and $c0
+ jr z, .noMatch
+ ld hl, wSlotMachineRerollCounter
+ dec [hl]
+ jr nz, .rollWheel3DownByOneSymbol
+.noMatch
+ ld hl, NotThisTimeText
+ call PrintText
+.done
+ xor a
+ ld [wMuteAudioAndPauseMusic], a
+ ret
+.rollWheel3DownByOneSymbol
+ call SlotMachine_AnimWheel3
+ call DelayFrame
+ call SlotMachine_AnimWheel3
+ call DelayFrame
+ jp SlotMachine_CheckForMatches
+.foundMatch
+ ld a, [wSlotMachineFlags]
+ and $c0
+ jr z, .rollWheel3DownByOneSymbol ; roll wheel if player isn't allowed to win
+ and $80
+ jr nz, .acceptMatch
+; if 7/bar matches aren't enabled and the match was a 7/bar symbol, roll wheel
+ ld a, [hl]
+ cp (SLOTSBAR >> 8) + 1
+ jr c, .rollWheel3DownByOneSymbol
+.acceptMatch
+ ld a, [hl]
+ sub $2
+ ld [wSlotMachineWinningSymbol], a
+ ld hl, SlotRewardPointers
+ ld c, a
+ ld b, 0
+ add hl, bc
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a
+ push de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld de, wcf50
+ ld bc, 4
+ call CopyData
+ pop hl
+ ld de, .flashScreenLoop
+ push de
+ jp hl
+
+.flashScreenLoop
+ ld a, [rBGP]
+ xor $40
+ ld [rBGP], a
+ ld c, 5
+ call DelayFrames
+ dec b
+ jr nz, .flashScreenLoop
+ ld hl, wPayoutCoins
+ ld [hl], d
+ inc hl
+ ld [hl], e
+ call SlotMachine_PrintPayoutCoins
+ ld hl, SymbolLinedUpSlotMachineText
+ call PrintText
+ call WaitForTextScrollButtonPress
+ call SlotMachine_PayCoinsToPlayer
+ call SlotMachine_PrintPayoutCoins
+ ld a, $e4
+ ld [rOBP0], a
+ jp .done
+
+SymbolLinedUpSlotMachineText:
+ TX_ASM
+ push bc
+ call SlotMachine_PrintWinningSymbol
+ ld hl, LinedUpText
+ pop bc
+ inc bc
+ inc bc
+ inc bc
+ inc bc
+ ret
+
+LinedUpText:
+ TX_FAR _LinedUpText
+ db "@"
+
+SlotRewardPointers:
+ dw SlotReward300Func
+ dw SlotReward300Text
+ dw SlotReward100Func
+ dw SlotReward100Text
+ dw SlotReward8Func
+ dw SlotReward8Text
+ dw SlotReward15Func
+ dw SlotReward15Text
+ dw SlotReward15Func
+ dw SlotReward15Text
+ dw SlotReward15Func
+ dw SlotReward15Text
+
+SlotReward300Text:
+ db "300@"
+
+SlotReward100Text:
+ db "100@"
+
+SlotReward8Text:
+ db "8@"
+
+SlotReward15Text:
+ db "15@"
+
+NotThisTimeText:
+ TX_FAR _NotThisTimeText
+ db "@"
+
+; compares the slot machine tiles at bc, de, and hl
+SlotMachine_CheckForMatch:
+ ld a, [de]
+ cp [hl]
+ ret nz
+ ld a, [bc]
+ cp [hl]
+ ret
+
+SlotMachine_GetWheel3Tiles:
+ ld de, wSlotMachineWheel3BottomTile
+ ld hl, SlotMachineWheel3
+ ld a, [wSlotMachineWheel3Offset]
+ call SlotMachine_GetWheelTiles
+
+SlotMachine_GetWheel2Tiles:
+ ld de, wSlotMachineWheel2BottomTile
+ ld hl, SlotMachineWheel2
+ ld a, [wSlotMachineWheel2Offset]
+ call SlotMachine_GetWheelTiles
+
+SlotMachine_GetWheel1Tiles:
+ ld de, wSlotMachineWheel1BottomTile
+ ld hl, SlotMachineWheel1
+ ld a, [wSlotMachineWheel1Offset]
+
+SlotMachine_GetWheelTiles:
+ ld c, a
+ ld b, 0
+ add hl, bc
+ ld c, 3
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ inc hl
+ dec c
+ jr nz, .loop
+ ret
+
+SlotReward8Func:
+ ld hl, wSlotMachineAllowMatchesCounter
+ ld a, [hl]
+ and a
+ jr z, .skip
+ dec [hl]
+.skip
+ ld b, $2
+ ld de, 8
+ ret
+
+SlotReward15Func:
+ ld hl, wSlotMachineAllowMatchesCounter
+ ld a, [hl]
+ and a
+ jr z, .skip
+ dec [hl]
+.skip
+ ld b, $4
+ ld de, 15
+ ret
+
+SlotReward100Func:
+ ld a, SFX_GET_KEY_ITEM
+ call PlaySound
+ xor a
+ ld [wSlotMachineFlags], a
+ ld b, $8
+ ld de, 100
+ ret
+
+SlotReward300Func:
+ ld hl, YeahText
+ call PrintText
+ ld a, SFX_GET_ITEM_2
+ call PlaySound
+ call Random
+ cp $80
+ ld a, $0
+ jr c, .skip
+ ld [wSlotMachineFlags], a
+.skip
+ ld [wSlotMachineAllowMatchesCounter], a
+ ld b, $14
+ ld de, 300
+ ret
+
+YeahText:
+ TX_FAR _YeahText
+ TX_DELAY
+ db "@"
+
+SlotMachine_PrintWinningSymbol:
+; prints winning symbol and down arrow in text box
+ coord hl, 2, 14
+ ld a, [wSlotMachineWinningSymbol]
+ add $25
+ ld [hli], a
+ inc a
+ ld [hld], a
+ inc a
+ ld de, -SCREEN_WIDTH
+ add hl, de
+ ld [hli], a
+ inc a
+ ld [hl], a
+ coord hl, 18, 16
+ ld [hl], "▼"
+ ret
+
+SlotMachine_SubtractBetFromPlayerCoins:
+ ld hl, wTempCoins2 + 1
+ ld a, [wSlotMachineBet]
+ ld [hld], a
+ xor a
+ ld [hli], a
+ ld de, wPlayerCoins + 1
+ ld c, $2
+ predef SubBCDPredef
+
+SlotMachine_PrintCreditCoins:
+ coord hl, 5, 1
+ ld de, wPlayerCoins
+ ld c, $2
+ jp PrintBCDNumber
+
+SlotMachine_PrintPayoutCoins:
+ coord hl, 11, 1
+ ld de, wPayoutCoins
+ lb bc, LEADING_ZEROES | 2, 4 ; 2 bytes, 4 digits
+ jp PrintNumber
+
+SlotMachine_PayCoinsToPlayer:
+ ld a, $1
+ ld [wMuteAudioAndPauseMusic], a
+ call WaitForSoundToFinish
+
+; Put 1 in the temp coins variable. This value is added to the player's coins
+; repeatedly so the player can watch the value go up 1 coin at a time.
+ ld hl, wTempCoins1
+ xor a
+ ld [hli], a
+ inc a
+ ld [hl], a
+
+ ld a, 5
+ ld [wAnimCounter], a
+
+; Subtract 1 from the payout amount and add 1 to the player's coins each
+; iteration until the payout amount reaches 0.
+.loop
+ ld a, [wPayoutCoins + 1]
+ ld l, a
+ ld a, [wPayoutCoins]
+ ld h, a
+ or l
+ ret z
+ ld de, -1
+ add hl, de
+ ld a, l
+ ld [wPayoutCoins + 1], a
+ ld a, h
+ ld [wPayoutCoins], a
+ ld hl, wTempCoins1 + 1
+ ld de, wPlayerCoins + 1
+ ld c, $2
+ predef AddBCDPredef
+ call SlotMachine_PrintCreditCoins
+ call SlotMachine_PrintPayoutCoins
+ ld a, SFX_SLOTS_REWARD
+ call PlaySound
+ ld a, [wAnimCounter]
+ dec a
+ jr nz, .skip1
+ ld a, [rOBP0]
+ xor $40 ; make the slot wheel symbols flash
+ ld [rOBP0], a
+ ld a, 5
+.skip1
+ ld [wAnimCounter], a
+ ld a, [wSlotMachineWinningSymbol]
+ cp (SLOTSBAR >> 8) + 1
+ ld c, 8
+ jr nc, .skip2
+ srl c ; c = 4 (make the the coins transfer faster if the symbol was 7 or bar)
+.skip2
+ call DelayFrames
+ jr .loop
+
+SlotMachine_PutOutLitBalls:
+ ld a, $23
+ ld [wNewSlotMachineBallTile], a
+ jr SlotMachine_UpdateThreeCoinBallTiles
+
+SlotMachine_LightBalls:
+ ld a, $14
+ ld [wNewSlotMachineBallTile], a
+ ld a, [wSlotMachineBet]
+ dec a
+ jr z, SlotMachine_UpdateOneCoinBallTiles
+ dec a
+ jr z, SlotMachine_UpdateTwoCoinBallTiles
+
+SlotMachine_UpdateThreeCoinBallTiles:
+ coord hl, 3, 2
+ call SlotMachine_UpdateBallTiles
+ coord hl, 3, 10
+ call SlotMachine_UpdateBallTiles
+
+SlotMachine_UpdateTwoCoinBallTiles:
+ coord hl, 3, 4
+ call SlotMachine_UpdateBallTiles
+ coord hl, 3, 8
+ call SlotMachine_UpdateBallTiles
+
+SlotMachine_UpdateOneCoinBallTiles:
+ coord hl, 3, 6
+
+SlotMachine_UpdateBallTiles:
+ ld a, [wNewSlotMachineBallTile]
+ ld [hl], a
+ ld bc, 13
+ add hl, bc
+ ld [hl], a
+ ld bc, 7
+ add hl, bc
+ inc a
+ ld [hl], a
+ ld bc, 13
+ add hl, bc
+ ld [hl], a
+ ret
+
+SlotMachine_AnimWheel1:
+ ld bc, SlotMachineWheel1
+ ld de, wSlotMachineWheel1Offset
+ ld hl, wOAMBuffer
+ ld a, $30
+ ld [wBaseCoordX], a
+ jr SlotMachine_AnimWheel
+
+SlotMachine_AnimWheel2:
+ ld bc, SlotMachineWheel2
+ ld de, wSlotMachineWheel2Offset
+ ld hl, wOAMBuffer + $30
+ ld a, $50
+ ld [wBaseCoordX], a
+ jr SlotMachine_AnimWheel
+
+SlotMachine_AnimWheel3:
+ ld bc, SlotMachineWheel3
+ ld de, wSlotMachineWheel3Offset
+ ld hl, wOAMBuffer + $60
+ ld a, $70
+ ld [wBaseCoordX], a
+
+SlotMachine_AnimWheel:
+ ld a, $58
+ ld [wBaseCoordY], a
+ push de
+ ld a, [de]
+ ld d, b
+ add c
+ ld e, a
+ jr nc, .loop
+ inc d
+.loop
+ ld a, [wBaseCoordY]
+ ld [hli], a
+ ld a, [wBaseCoordX]
+ ld [hli], a
+ ld a, [de]
+ ld [hli], a
+ ld a, $80
+ ld [hli], a
+ ld a, [wBaseCoordY]
+ ld [hli], a
+ ld a, [wBaseCoordX]
+ add $8
+ ld [hli], a
+ ld a, [de]
+ inc a
+ ld [hli], a
+ ld a, $80
+ ld [hli], a
+ inc de
+ ld a, [wBaseCoordY]
+ sub $8
+ ld [wBaseCoordY], a
+ cp $28
+ jr nz, .loop
+ pop de
+ ld a, [de]
+ inc a ; advance the offset so that the wheel animates
+ cp 30
+ jr nz, .skip
+ xor a ; wrap around to 0 when the offset reaches 30
+.skip
+ ld [de], a
+ ret
+
+SlotMachine_HandleInputWhileWheelsSpin:
+ call DelayFrame
+ call JoypadLowSensitivity
+ ld a, [hJoy5]
+ and A_BUTTON
+ ret z
+ ld hl, wStoppingWhichSlotMachineWheel
+ ld a, [hl]
+ dec a
+ ld de, wSlotMachineWheel1SlipCounter
+ jr z, .skip
+ dec a
+ ld de, wSlotMachineWheel2SlipCounter
+ jr z, .skip
+.loop
+ inc [hl]
+ ld a, SFX_SLOTS_STOP_WHEEL
+ jp PlaySound
+.skip
+ ld a, [de]
+ and a
+ ret nz
+ jr .loop
+
+LoadSlotMachineTiles:
+ call DisableLCD
+ ld hl, SlotMachineTiles2
+ ld de, vChars0
+ ld bc, $1c0
+ ld a, BANK(SlotMachineTiles2)
+ call FarCopyData2
+ ld hl, SlotMachineTiles1
+ ld de, vChars2
+ ld bc, $250
+ ld a, BANK(SlotMachineTiles1)
+ call FarCopyData2
+ ld hl, SlotMachineTiles2
+ ld de, vChars2 + $250
+ ld bc, $1c0
+ ld a, BANK(SlotMachineTiles2)
+ call FarCopyData2
+ ld hl, SlotMachineMap
+ coord de, 0, 0
+ ld bc, SlotMachineMapEnd - SlotMachineMap
+ call CopyData
+ call EnableLCD
+ ld hl, wSlotMachineWheel1Offset
+ ld a, $1c
+ ld [hli], a
+ ld [hli], a
+ ld [hl], a
+ call SlotMachine_AnimWheel1
+ call SlotMachine_AnimWheel2
+ jp SlotMachine_AnimWheel3
+
+SlotMachineMap:
+ INCBIN "gfx/tilemaps/slotmachine.map"
+SlotMachineMapEnd:
+
+INCLUDE "data/slot_machine_wheels.asm"
+
+SlotMachineTiles1:
+IF DEF(_RED)
+ INCBIN "gfx/red/slotmachine1.2bpp"
+ENDC
+IF DEF(_BLUE)
+ INCBIN "gfx/blue/slotmachine1.2bpp"
+ENDC