A dungeon delver roguelike using Pathfinder 2nd edition rules
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Added code to initialize memory to 0 for dungeon grid

+28 -4
+28 -4
gb/src/dungeon.asm
··· 39 39 ld [wDungeonArea], a 40 40 ld a, e ; wTwoThirdsArea = REG_E 41 41 ld [wTwoThirdsArea], a 42 + ld a, $ff ; initialize memory 43 + ld b, 2 44 + ld hl, wDungeonGrid 45 + .Loop 46 + cp 0 47 + jp z, .Loop2 48 + ld [hl], 0 49 + inc l 50 + sub 1 51 + jp .Loop 52 + .Loop2 53 + ld [hl], 0 54 + dec b 55 + ld a, b 56 + cp 0 57 + jp z, .End 58 + ld l, 0 59 + inc h 60 + ld a, $ff 61 + jp .Loop 62 + .End 42 63 ret 43 64 44 65 GenerateDungeon:: ··· 149 170 call rand 150 171 ld a, b 151 172 ld hl, NEIGHBORS 173 + ld l, [hl] 152 174 .Loop1 153 - cp [hl] 175 + cp l 154 176 jp c, .Loop1Skip 155 - sub [hl] 177 + sub l 156 178 jp .Loop1 157 179 .Loop1Skip 158 180 ld [wPotentialDoors], a ··· 170 192 ld hl, NEIGHBORS 171 193 cp [hl] 172 194 jp nc, .LoopSkip ; BREAK 173 - jp nz, .LoopSkip 195 + jp z, .LoopSkip 174 196 and [hl] ; IF (REG_D & NEIGHBORS) != REG_D 175 197 cp d 176 198 jp nz, .LoopContinue ; CONTINUE ··· 286 308 cp -1 287 309 jp z, .Body3 288 310 cp 0 289 - jp c, .FuncEnd ; RETURN 311 + jp c, .Body2a ; RETURN 312 + ret 313 + .Body2a 290 314 jp nz, .FuncEnd 291 315 ret 292 316 .Body3