diff --git a/Menu/menu.asm b/Menu/menu.asm index d4971e1..7787b7b 100644 --- a/Menu/menu.asm +++ b/Menu/menu.asm @@ -39,7 +39,9 @@ incsrc "menu_draw_items.asm" incsrc "menu_text.asm" incsrc "menu_palette.asm" -; Subroutine table in menu_vectors +; ============================================================================= +; SUBROUTINE TABLE + Menu_Entry: { PHB : PHK : PLB @@ -263,7 +265,6 @@ Menu_StatsScreen: RTS } - ; ============================================================================= ; 07 MENU SCROLL FROM @@ -302,7 +303,8 @@ Menu_ScrollUp: } ; ============================================================================= -; incomplete :( +; Custome Bottle Code + Menu_CheckBottle: { ;; 7F5021 7ED101 @@ -351,6 +353,8 @@ Menu_Exit: RTS } +; ============================================================================= + incsrc "menu_draw_bg.asm" incsrc "lw_map_names.asm" incsrc "menu_hud.asm" diff --git a/Menu/menu_gfx_table.asm b/Menu/menu_gfx_table.asm index 39d5929..b8233b0 100644 --- a/Menu/menu_gfx_table.asm +++ b/Menu/menu_gfx_table.asm @@ -1,11 +1,10 @@ -;=============================================================================== -; Item graphics -; Lack of an item will be handled by the "NothingGFX" data -; Everything else will be used as follows: -; dw top left, top right, bottom left, bottom right ; val = 1 -; dw top left, top right, bottom left, bottom right ; val = 2 -; etc -;=============================================================================== +; ============================================================================= +; Item Graphics +; Lack of an item will be handled by the "NothingGFX" data +; Everything else will be used as follows: +; dw top left, top right, bottom left, bottom right ; val = 1 +; dw top left, top right, bottom left, bottom right ; val = 2 +; ============================================================================= NothingGFX: dw $20F5, $20F5, $20F5, $20F5 ; Nothing @@ -18,8 +17,8 @@ BowsGFX: dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows BoomsGFX: - dw $2CB8, $2CB9, $2CC9, $ACB9 ; NEW Blue boomerang - dw $24B8, $24B9, $24C9, $A4B9 ; NEW red boomerang + dw $2CB8, $2CB9, $2CC9, $ACB9 ; Blue boomerang + dw $24B8, $24B9, $24C9, $A4B9 ; Red boomerang ; dw $3CB8, $3CB9, $3CC9, $BCB9 ; NEW green boomerang HookGFX: @@ -31,13 +30,13 @@ BombsGFX: PowderGFX: dw $2444, $2445, $2446, $2447 ; Mushroom - dw $283B, $283C, $283D, $283E ; NEW Powder + dw $283B, $283C, $283D, $283E ; Powder Fire_rodGFX: - dw $24B0, $24B1, $24C0, $24C1 ; Fire rod + dw $24B0, $24B1, $24C0, $24C1 ; Fire Rod Ice_rodGFX: - dw $2CB0, $2CBE, $2CC0, $2CC1 ; Ice rod + dw $2CB0, $2CBE, $2CC0, $2CC1 ; Ice Rod ; formerly Bombos GoronMaskGFX: @@ -96,7 +95,8 @@ MirrorGFX: dw $2C72, $2C73, $2C62, $2C63 ; Mirror dw $2C62, $2C63, $2C72, $2C73 ; Mirror -; Collectibles +; ============================================================================= +; Collectibles QuarterNoteGFX: dw $30AA, $306B, $307A, $306A ; Gray Note @@ -115,10 +115,10 @@ TradeQuestGFX: ; Equipped Items PegasusBootsGFX: - dw $2429, $242A, $242B, $242C ; Pegasus Boots + dw $2429, $242A, $242B, $242C ; Pegasus Boots PowerGloveGFX: - dw $30DA, $30DB, $30EA, $30EB ; Worn-out Glove + dw $30DA, $30DB, $30EA, $30EB ; Worn-Out Glove dw $28DA, $28DB, $28EA, $28EB ; Power Glove FlippersGFX: @@ -146,11 +146,18 @@ TunicGFX: ; still some more to go SelectItemTXT: - dw $2562, $2554, $255B, $2554, $2552, $2563, $2417, $2417, $2558, $2563, $2554, $255C ; Select Item + dw $2562, $2554, $255B, $2554 + dw $2552, $2563, $2417, $2417 + dw $2558, $2563, $2554, $255C QuestStatusTXT: - dw $2560, $2564, $2554, $2562, $2563, $2417, $2562, $2563, $2550, $2563, $2564, $2562 + dw $2560, $2564, $2554, $2562 + dw $2563, $2417, $2562, $2563 + dw $2550, $2563, $2564, $2562 AreaNameTXT: - dw $243F, $2550, $2561, $2554, $2550, $2417, $255D, $2550, $255C, $2554, $241C, $2430, $2430, $2430, $2430, $2430, $2430, $2430, $2430, $2430 - ; 241D 241D 241D 241D 241D 241D 241D 241D \ No newline at end of file + dw $243F, $2550, $2561, $2554 + dw $2550, $2417, $255D, $2550 + dw $255C, $2554, $241C, $2430 + dw $2430, $2430, $2430, $2430 + dw $2430, $2430, $2430, $2430 \ No newline at end of file diff --git a/Menu/menu_text.asm b/Menu/menu_text.asm index 8141569..33af4e9 100644 --- a/Menu/menu_text.asm +++ b/Menu/menu_text.asm @@ -1,6 +1,6 @@ -;==================================== -; Text Routines -;==================================== +; ============================================================================= +; Text Routines +; ============================================================================= ; Alphabet manual writing function 'A' = $2550 @@ -43,7 +43,7 @@ '9' = $2579 '_' = $20F5 -; =================================================================================== +; ============================================================================= DeathLabel: dw "DEATHS:_" @@ -59,7 +59,7 @@ DrawDeathCounter: RTS -; =================================================================================== +; ============================================================================= ScrollsLabel: dw "SCROLLS:_" @@ -74,7 +74,7 @@ DrawScrollsLabel: RTS -; =================================================================================== +; ============================================================================= PlaytimeLabel: dw "PLAYTIME:_" @@ -89,7 +89,7 @@ DrawPlaytimeLabel: RTS -; =================================================================================== +; ============================================================================= Menu_ItemNames: dw "__SLINGSHOT___ " @@ -118,6 +118,7 @@ Menu_ItemNames: dw "____BOTTLE____ " Menu_DrawItemName: +{ LDA.w $0202 : DEC ASL : ASL : ASL : ASL : ASL LDY.w #$000 @@ -128,8 +129,9 @@ Menu_DrawItemName: INX : INX INY : INY : CPY #$001C : BCC .loop RTS +} -; =================================================================================== +; ============================================================================= ; ;LDX.w $7E00A0 ; load room number ;------------------------------------- @@ -140,7 +142,7 @@ TestLocationName: DrawLocationName: { REP #$30 - LDA $1B ; check if indoors or outdoors + LDA $1B ; check if indoors or outdoors AND.w #$00FF ; isolate bit CMP.w #$01 ; if 1, then indoors BEQ .indoors @@ -151,7 +153,7 @@ DrawLocationName: TAX .loop LDA.w OverworldLocationNames, X ; Load your text character - STA.w $12CC, Y ; <- into the buffer + STA.w $12CC, Y ; Store into the buffer INX : INX INY : INY : CPY #$0020 : BCC .loop RTS @@ -170,9 +172,10 @@ DrawLocationName: } -; =================================================================================== +; ============================================================================= Menu_DrawSelect: +{ REP #$30 LDX.w #$16 @@ -184,10 +187,12 @@ Menu_DrawSelect: BPL .loop RTS +} -; =================================================================================== +; ============================================================================= Menu_DrawQuestStatus: +{ REP #$30 LDX.w #$16 @@ -199,10 +204,12 @@ Menu_DrawQuestStatus: BPL .loop RTS +} -; =================================================================================== +; ============================================================================= Menu_DrawAreaNameTXT: +{ REP #$30 LDX.w #$26 @@ -214,24 +221,35 @@ Menu_DrawAreaNameTXT: BPL .loop RTS +} -; =================================================================================== +; ============================================================================= ; Player's Name -; $3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number. -; 00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P -; 10-?? -; 20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f -; 40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v - -; 60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-"?" 6F-"!" -; 80-"-" 81-"." 82-"," 85-"(" 86-")" - -;B1-blank^ - +; $3D9-$3E4: See appendix for listing of character codes. +; Note each of the six letters is represented by a 16-bit number. +; +; 00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H +; 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P +; 10-?? 20-Q 21-R 22-S 23-T 24-U 25-V +; 26-W 27-X 28-Y 29-Z +; +; 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f 40-g 41-h +; 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p +; 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v 60-w 61-x 62-y 63-z +; +; 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-"?" 6F-"!" +; 80-"-" +; 81-"." +; 82-"," +; 85-"(" 86-")" +; +; B1-blank^ +; ; ^This code is not the canon encoding of this character. ex. AF is the proper "I". 08 is not. Menu_DrawCharacterName: +{ REP #$30 LDX.w #$C @@ -253,4 +271,5 @@ Menu_DrawCharacterName: LDA.w #$08 : BRA .skip .fix_lowercase - LDA.w #$1D : BRA .skip \ No newline at end of file + LDA.w #$1D : BRA .skip +} \ No newline at end of file