A dungeon delver roguelike using Pathfinder 2nd edition rules
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Dungeon generation is not verified to work although it is completely implemented

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gb/res/img/dungeon_tiles_floor_tiles.inc
··· 1 + ; DUNGEON_TILES_FLOOR_TILES.INC 2 + ; 3 + ; Include File. 4 + ; 5 + ; Info: 6 + ; Section : Tiles 7 + ; Bank : 0 8 + ; Form : All tiles as one unit. 9 + ; Format : Gameboy 4 color. 10 + ; Compression : None. 11 + ; Counter : None. 12 + ; Tile size : 8 x 8 13 + ; Tiles : 0 to 15 14 + ; 15 + ; Palette colors : Included. 16 + ; SGB Palette : None. 17 + ; CGB Palette : None. 18 + ; 19 + ; Convert to metatiles : No. 20 + ; 21 + ; This file was generated by GBTD v2.2 22 + 23 + 24 + ; Bank of tiles. 25 + dungeon_tiles_floorBank EQU 0 26 + 27 + ; Super Gameboy palette 0 28 + dungeon_tiles_floorSGBPal0c0 EQU 0 29 + dungeon_tiles_floorSGBPal0c1 EQU 0 30 + dungeon_tiles_floorSGBPal0c2 EQU 0 31 + dungeon_tiles_floorSGBPal0c3 EQU 0 32 + 33 + ; Super Gameboy palette 1 34 + dungeon_tiles_floorSGBPal1c0 EQU 6076 35 + dungeon_tiles_floorSGBPal1c1 EQU 8935 36 + dungeon_tiles_floorSGBPal1c2 EQU 6596 37 + dungeon_tiles_floorSGBPal1c3 EQU 5344 38 + 39 + ; Super Gameboy palette 2 40 + dungeon_tiles_floorSGBPal2c0 EQU 6076 41 + dungeon_tiles_floorSGBPal2c1 EQU 8935 42 + dungeon_tiles_floorSGBPal2c2 EQU 6596 43 + dungeon_tiles_floorSGBPal2c3 EQU 5344 44 + 45 + ; Super Gameboy palette 3 46 + dungeon_tiles_floorSGBPal3c0 EQU 6076 47 + dungeon_tiles_floorSGBPal3c1 EQU 8935 48 + dungeon_tiles_floorSGBPal3c2 EQU 6596 49 + dungeon_tiles_floorSGBPal3c3 EQU 5344 50 + 51 + ; Gameboy Color palette 0 52 + dungeon_tiles_floorCGBPal0c0 EQU 26393 53 + dungeon_tiles_floorCGBPal0c1 EQU 18993 54 + dungeon_tiles_floorCGBPal0c2 EQU 16847 55 + dungeon_tiles_floorCGBPal0c3 EQU 0 56 + 57 + ; Gameboy Color palette 1 58 + dungeon_tiles_floorCGBPal1c0 EQU 6076 59 + dungeon_tiles_floorCGBPal1c1 EQU 8935 60 + dungeon_tiles_floorCGBPal1c2 EQU 6596 61 + dungeon_tiles_floorCGBPal1c3 EQU 5344 62 + 63 + ; Gameboy Color palette 2 64 + dungeon_tiles_floorCGBPal2c0 EQU 6076 65 + dungeon_tiles_floorCGBPal2c1 EQU 8935 66 + dungeon_tiles_floorCGBPal2c2 EQU 6596 67 + dungeon_tiles_floorCGBPal2c3 EQU 5344 68 + 69 + ; Gameboy Color palette 3 70 + dungeon_tiles_floorCGBPal3c0 EQU 6076 71 + dungeon_tiles_floorCGBPal3c1 EQU 8935 72 + dungeon_tiles_floorCGBPal3c2 EQU 6596 73 + dungeon_tiles_floorCGBPal3c3 EQU 5344 74 + 75 + ; Gameboy Color palette 4 76 + dungeon_tiles_floorCGBPal4c0 EQU 6076 77 + dungeon_tiles_floorCGBPal4c1 EQU 8935 78 + dungeon_tiles_floorCGBPal4c2 EQU 6596 79 + dungeon_tiles_floorCGBPal4c3 EQU 5344 80 + 81 + ; Gameboy Color palette 5 82 + dungeon_tiles_floorCGBPal5c0 EQU 6076 83 + dungeon_tiles_floorCGBPal5c1 EQU 8935 84 + dungeon_tiles_floorCGBPal5c2 EQU 6596 85 + dungeon_tiles_floorCGBPal5c3 EQU 5344 86 + 87 + ; Gameboy Color palette 6 88 + dungeon_tiles_floorCGBPal6c0 EQU 6076 89 + dungeon_tiles_floorCGBPal6c1 EQU 8935 90 + dungeon_tiles_floorCGBPal6c2 EQU 6596 91 + dungeon_tiles_floorCGBPal6c3 EQU 5344 92 + 93 + ; Gameboy Color palette 7 94 + dungeon_tiles_floorCGBPal7c0 EQU 6076 95 + dungeon_tiles_floorCGBPal7c1 EQU 8935 96 + dungeon_tiles_floorCGBPal7c2 EQU 6596 97 + dungeon_tiles_floorCGBPal7c3 EQU 5344 98 + 99 + ; Start of tile array. 100 + GLOBAL dungeon_tiles_floor 101 + 102 + ; End of DUNGEON_TILES_FLOOR_TILES.INC
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gb/src/dungeon.asm
··· 291 291 ld hl, BIT_DOOR_NORTH 292 292 cp a, [hl] 293 293 jp nz, .FuncBody 294 - 294 + ld a, c 295 + ld hl, current_width 296 + sub a, [hl] 297 + ld e, a 298 + jp .FuncBody5 295 299 .FuncBody 300 + ld hl, BIT_DOOR_EAST 301 + cp a, [hl] 302 + jp nz, .FuncBody2 303 + ld a, c 304 + inc a 305 + ld e, a 306 + jp .FuncBody5 307 + .FuncBody2 308 + ld hl, BIT_DOOR_SOUTH 309 + cp a, [hl] 310 + jp nz, .FuncBody3 311 + ld a, c 312 + ld hl, current_width 313 + add a, [hl] 314 + ld e, a 315 + jp .FuncBody5 316 + .FuncBody3 317 + ld hl, BIT_DOOR_WEST 318 + cp a, [hl] 319 + jp nz, .FuncBody4 320 + ld a, c 321 + dec a 322 + ld e, a 323 + jp .FuncBody5 324 + .FuncBody4 325 + ld e, -1 326 + .FuncBody5 327 + ld a, b 328 + ld hl, BIT_DOOR_NORTH 329 + cp a, [hl] 330 + jp nz, .FuncBody6 331 + ld a, e 332 + cp a, 0 333 + jp c, .FuncBody6 334 + jp .FuncBody10 335 + .FuncBody6 336 + ld a, b 337 + ld hl, BIT_DOOR_SOUTH 338 + cp a, [hl] 339 + jp nz, .FuncBody7 340 + push de 341 + push bc 342 + ld c, e 343 + ld hl, current_width 344 + ld e, [hl] 345 + ld d, 0 346 + ld hl, current_height 347 + ld a, [hl] 348 + call Mul8 349 + ld d, l 350 + ld a, e 351 + pop bc 352 + cp a, d 353 + pop de 354 + jp nc, .FuncBody7 355 + jp z, .FuncBody7 356 + jp .FuncBody10 357 + .FuncBody7 358 + ld a, b 359 + ld hl, BIT_DOOR_EAST 360 + cp a, [hl] 361 + jp nz, .FuncBody8 362 + push bc 363 + ld hl, current_width 364 + ld c, [hl] 365 + ld l, e 366 + ld h, 0 367 + call Mod8 368 + pop bc 369 + cp a, 0 370 + jp c, .FuncBody8 371 + jp z, .FuncBody8 372 + jp .FuncBody10 373 + .FuncBody8 374 + ld a, b 375 + ld hl, BIT_DOOR_WEST 376 + cp a, [hl] 377 + jp nz, .FuncBody9 378 + push bc 379 + ld hl, current_width 380 + ld c, [hl] 381 + ld l, e 382 + ld h, 0 383 + call Mod8 384 + ld b, a 385 + ld hl, current_width 386 + ld a, [hl] 387 + dec a 388 + ld c, a 389 + ld a, b 390 + cp a, c 391 + pop bc 392 + jp nc, .FuncBody9 393 + jp z, .FuncBody9 394 + jp .FuncBody10 395 + .FuncBody9 396 + ld e, -1 397 + .FuncBody10 296 398 pop hl 399 + ld h, e 297 400 pop bc 298 401 pop de 299 402 ret
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gb/src/main.asm
··· 29 29 call srand 30 30 31 31 ; Initialize Dungeon 32 - ld b, 6 33 - ld c, 6 34 - call InitDungeon 32 + ; ld b, 6 33 + ; ld c, 6 34 + ; call InitDungeon 35 + ; NOTE: Dungeon generation is not verified to work 35 36 36 37 jp Done 37 38