shithub: pokecrystal

ref: 5ddea59ec5637f51637af321bd41c855493f21b5
dir: /home/game_time.asm/

View raw version
ResetGameTime:: ; 208a
	xor a
	ld [GameTimeCap], a
	ld [GameTimeHours], a
	ld [GameTimeHours + 1], a
	ld [GameTimeMinutes], a
	ld [GameTimeSeconds], a
	ld [GameTimeFrames], a
	ret
; 209e


GameTimer:: ; 209e

	nop

	ld a, [rSVBK]
	push af
	ld a, BANK(GameTime)
	ld [rSVBK], a

	call UpdateGameTimer

	pop af
	ld [rSVBK], a
	ret
; 20ad


UpdateGameTimer:: ; 20ad
; Increment the game timer by one frame.
; The game timer is capped at 999:59:59.00.


; Don't update if game logic is paused.
	ld a, [wGameLogicPaused]
	and a
	ret nz

; Is the timer paused?
	ld hl, wGameTimerPause
	bit 0, [hl]
	ret z

; Is the timer already capped?
	ld hl, GameTimeCap
	bit 0, [hl]
	ret nz


; +1 frame
	ld hl, GameTimeFrames
	ld a, [hl]
	inc a

	cp 60 ; frames/second
	jr nc, .second

	ld [hl], a
	ret


.second
	xor a
	ld [hl], a

; +1 second
	ld hl, GameTimeSeconds
	ld a, [hl]
	inc a

	cp 60 ; seconds/minute
	jr nc, .minute

	ld [hl], a
	ret


.minute
	xor a
	ld [hl], a

; +1 minute
	ld hl, GameTimeMinutes
	ld a, [hl]
	inc a

	cp 60 ; minutes/hour
	jr nc, .hour

	ld [hl], a
	ret


.hour
	xor a
	ld [hl], a

; +1 hour
	ld a, [GameTimeHours]
	ld h, a
	ld a, [GameTimeHours + 1]
	ld l, a
	inc hl


; Cap the timer after 1000 hours.
	ld a, h
	cp HIGH(1000)
	jr c, .ok

	ld a, l
	cp LOW(1000)
	jr c, .ok

	ld hl, GameTimeCap
	set 0, [hl]

	ld a, 59 ; 999:59:59.00
	ld [GameTimeMinutes], a
	ld [GameTimeSeconds], a
	ret


.ok
	ld a, h
	ld [GameTimeHours], a
	ld a, l
	ld [GameTimeHours + 1], a
	ret
; 210f