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Copy pathBattle.z80
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Battle.z80
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BattleLoad:
;敵HP・ATK・AS設定
xor a
ld [b_EnemyHP],a
ld [b_EnemyATK],a
ld a,30
ld hl,m_FloorNumber
add a,[hl]
add a,[hl]
ld [b_EnemyHP+1],a
ld a,10
ld hl,m_FloorNumber
add a,[hl]
add a,[hl]
add a,[hl]
add a,[hl]
add a,[hl]
ld [b_EnemyATK+1],a
ld a,60
ld [b_EnemyAS],a
;ASWait初期化
ld a,[b_PlayerAS]
ld [b_PlayerASWait],a
ld a,[b_EnemyAS]
ld [b_EnemyASWait],a
AdressLD BattleAwake, _SceneAdress
ret
BattleAwake:
;グラフィックロード
;VRAM操作するため、スクリーンをオフに
call ScreenOff
;共通データ
ld bc, 32*16
ld de, _VRAM + $1000
ld hl, _TextTile
call LDIR
;背景データ
ld bc, 25*16
ld de, _VRAM + $1200
ld hl, _BattleFieldTile
call LDIR
;敵
ld bc, 24*16
ld de, _VRAM + $1600
ld hl, _EnemyTile1
call LDIR
;スプライトアニメ
ld bc, 43*16
ld de, _VRAM
ld hl, _PlayerBattleSprite
call LDIR
;背景マップ
ld bc,$1412
ld de,_BattleFieldMap
ld hl,_SCRN0
call g_SetTileMap
;ステータスマップ
ld bc,$1405
ld de,_BattleStatusMap
ld hl,_SCRN0 + $1A0
call g_SetTileMap
;敵マップ
ld bc,$0604
ld de,_Enemy1Map
ld hl,_SCRN0 + $E2
call g_SetTileMap
call __SetParameter
;スプライトリセット
xor a
ld hl,OAM_BUFFER0
ld bc,160
call Mem_Set
ld a,2
ld b,0
ld c,0
ld d,128
ld e,98
ld hl,$4000
call SpriteAdd
ld a,167
ldh [rWX],a
ld a,143
ldh [rWY], a
;描画処理終了
call ScreenOnVB
AdressLD BattleUpdate, _SceneAdress
AdressLD BattleVblank, _VblankAdress
ret
BattleUpdate:
;バトル処理
;自分の攻撃
;ASWait判定
ld a,[b_PlayerASWait]
cp 0
jr nz,.PlayerASCountDown
;ASWaitが0になった時、相手HP-自ATK
ld a,[b_EnemyHP]
ld h,a
ld a,[b_EnemyHP+1]
ld l,a
ld a,[b_PlayerATK]
xor $FF
ld b,a
ld a,[b_PlayerATK+1]
xor $FF
ld c,a
inc bc
add hl,bc
ld a,h
ld [b_EnemyHP],a
ld a,l
ld [b_EnemyHP+1],a
;0以下になった場合、0にする
jr c,.enemynotoverflow
xor a
ld [b_EnemyHP],a
ld [b_EnemyHP+1],a
.enemynotoverflow
;ライフが0になった場合、勝利処理へ
cp 0
jr nz,.notwin
ld a,60
ld [_SceneWait],a
AdressLD BattleWin, _SceneAdress
jp .endEnemyBattle
.notwin:
;ASWait初期化
ld a,[b_PlayerAS]
ld [b_PlayerASWait],a
jr .endPlayerBattle
.PlayerASCountDown:
ld hl,b_PlayerASWait
dec [hl]
ld a,[hl]
cp 15
jr nz,.CheckAnimEnd
ld a,2
ld b,0
ld c,0
ld d,128
ld e,98
ld hl,$4080
call SpriteAdd
.CheckAnimEnd
ld a,[SP_EndPlay]
cp $FF
jr nz,.endPlayerBattle
ld a,2
ld b,0
ld c,0
ld d,128
ld e,98
ld hl,$4000
call SpriteAdd
.endPlayerBattle:
;相手の攻撃
;ASWait判定
ld a,[b_EnemyASWait]
cp 0
jr nz,.EnemyASCountDown
;ASWaitが0になった時、自HP-相手ATK
ld a,[b_PlayerHP]
ld h,a
ld a,[b_PlayerHP+1]
ld l,a
ld a,[b_EnemyATK]
xor $FF
ld b,a
ld a,[b_EnemyATK+1]
xor $FF
ld c,a
inc bc
add hl,bc
ld a,h
ld [b_PlayerHP],a
ld a,l
ld [b_PlayerHP+1],a
;0以下になった場合、0にする
jr c,.playernotoverflow
xor a
ld [b_PlayerHP],a
ld [b_PlayerHP+1],a
.playernotoverflow
;ライフが0になった場合、敗北処理へ
cp 0
jr nz,.notlose
ld a,60
ld [_SceneWait],a
AdressLD BattleLose, _SceneAdress
jp .endEnemyBattle
.notlose:
;ASWait初期化
ld a,[b_EnemyAS]
ld [b_EnemyASWait],a
jr .endEnemyBattle
.EnemyASCountDown:
ld hl,b_EnemyASWait
dec [hl]
.endEnemyBattle:
;文字表示の前準備
call __SetParameter
call SpriteDraw
ret
BattleVblank:
;文字表示
ld bc,$0503
ld de,b_PlayerParameterBuffer
ld hl,_SCRN0 + $1CE
call g_SetTileMap
ld bc,$0503
ld de,b_EnemyParameterBuffer
ld hl,_SCRN0 + $1C4
call g_SetTileMap
ret
BattleWin:
ld a,[_SceneWait]
cp 0
jr nz,.wait
;攻撃力強化
ld de,b_PlayerATK + 1
ld a,[de]
add 1
ld [de],a
ld de,b_PlayerATK
ld a,[de]
adc 0
ld [de],a
;マップ上のエネミー消去
ld a,[b_EnemyNumber]
ld hl,m_EnemyType
add a,l
ld l,a
xor a
ld [hl],a
ld b,0
call SpriteDelete
AdressLD MapAwake, _SceneAdress
AdressLD None, _VblankAdress
ret
.wait:
ld hl,_SceneWait
dec [hl]
ret
BattleLose:
ld a,[_SceneWait]
cp 0
jr nz,.wait
ld b,0
call SpriteDelete
AdressLD GameOverLoad, _SceneAdress
AdressLD None, _VblankAdress
ret
.wait:
ld hl,_SceneWait
dec [hl]
ret
__SetParameter:
;味方のパラメーター表示
ld a,[b_PlayerHP]
ld b,a
ld a,[b_PlayerHP+1]
ld c,a
ld d,$10
ld hl,b_PlayerParameterBuffer
call g_Set5BCDBG
ld a,[b_PlayerATK]
ld b,a
ld a,[b_PlayerATK+1]
ld c,a
ld d,$10
ld hl,b_PlayerParameterBuffer + 5
call g_Set5BCDBG
ld a,[b_PlayerAS]
ld c,a
ld d,$10
ld hl,b_PlayerParameterBuffer + 12
call g_Set3BCDBG
;敵のパラメーター表示
ld a,[b_EnemyHP]
ld b,a
ld a,[b_EnemyHP+1]
ld c,a
ld d,$10
ld hl,b_EnemyParameterBuffer
call g_Set5BCDBG
ld a,[b_EnemyATK]
ld b,a
ld a,[b_EnemyATK+1]
ld c,a
ld d,$10
ld hl,b_EnemyParameterBuffer + 5
call g_Set5BCDBG
ld a,[b_EnemyAS]
ld c,a
ld d,$10
ld hl,b_EnemyParameterBuffer + 12
call g_Set3BCDBG
ret