housekeeping

This commit is contained in:
scawful
2022-10-01 16:49:31 -05:00
parent 30f2afad04
commit 0efe96f0ec
3 changed files with 79 additions and 49 deletions

View File

@@ -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"

View File

@@ -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
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

View File

@@ -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
LDA.w #$1D : BRA .skip
}