A dungeon delver roguelike using Pathfinder 2nd edition rules

Dungeon generation algorithm is a go

+10 -6
+6 -2
gb/src/dungeon.asm
··· 29 29 ; Starting Width: B 30 30 ; Starting Height: C 31 31 ; Dungeon Area: D 32 - ; Two Thirds Dungeon Area: E 32 + ; Three Fourths Dungeon Area: E 33 33 InitDungeon:: 34 34 ld a, b ; wCurrentWidth = REG_B 35 35 ld [wCurrentWidth], a ··· 157 157 inc c ; REG_C += 1 158 158 jp .LoopCheck ; LOOP 159 159 .LoopSkip 160 + ; wCurrentRoom = wEntrance 161 + ld hl, wEntrance 162 + ld a, [hl] 163 + ld [wCurrentRoom], a 160 164 ret 161 165 162 166 GenerateRoom:: ··· 335 339 call Modulo 336 340 pop bc 337 341 cp 0 338 - jp nc, .FuncEnd ; RETURN 342 + jp c, .FuncEnd ; RETURN 339 343 jp z, .FuncEnd 340 344 ret 341 345 .Body5
+4 -4
gb/src/main.asm
··· 25 25 call srand 26 26 27 27 ; Initialize Dungeon 28 - ld b, 6 29 - ld c, 6 30 - ld d, 36 31 - ld e, 27 28 + ld b, 15 ; Starting Width 29 + ld c, 15 ; Starting Height 30 + ld d, 225 ; W * H 31 + ld e, 168 ; W * H * 0.75 32 32 call InitDungeon 33 33 call GenerateDungeon 34 34