Merge pull request #50 from scawful/JaredMenuFixes
This commit is contained in:
12
.gitignore
vendored
Normal file
12
.gitignore
vendored
Normal file
@@ -0,0 +1,12 @@
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asar.exe
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oos111.sfc
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oos111x-1.bst
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oos111x-2.bst
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oos111x-3.bst
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oos111x.bp
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oos111x.cht
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oos111x.cpu.sym
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oos111x.sfc
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oos111x.smp.sym
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oos111x.srm
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oos111x.sym
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186
Menu/menu.asm
186
Menu/menu.asm
@@ -14,13 +14,14 @@ pushpc
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; update in game hud colors
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org $1BD662 : dw hexto555($814f16), hexto555($552903)
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org $1BD66A : dw hexto555($d51d00), hexto555($f9f9f9)
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org $1DB672 : dw hexto555($d1a452), hexto555($f9f9f9)
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org $1DB672 : dw hexto555($d0a050), hexto555($f9f9f9)
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org $1DB67A : dw hexto555($5987e0), hexto555($f9f9f9)
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org $1DB682 : dw hexto555($7b7b83), hexto555($bbbbbb)
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org $1DB68A : dw hexto555($a58100), hexto555($dfb93f)
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; Free ROM in Bank 00
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org $0098AB : db $D8>>1
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org $0098AB : db $6C
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org $0098AC : db $64
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; Module RunInterface 0E.01: Item Menu
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org $00F877 : db Menu_Entry>>0
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@@ -57,17 +58,18 @@ Menu_Entry:
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RTL
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}
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.vectors
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dw Menu_InitGraphics ; 00
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dw Menu_UploadRight ; 01
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dw Menu_UploadLeft ; 02
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dw Menu_ScrollDown ; 03
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dw Menu_ItemScreen ; 04
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dw Menu_ScrollTo ; 05
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dw Menu_StatsScreen ; 06
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dw Menu_ScrollFrom ; 07
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dw Menu_ScrollUp ; 08
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dw Menu_CheckBottle ; 09
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dw Menu_Exit ; 0A
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dw Menu_InitGraphics ; 00
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dw Menu_UploadRight ; 01
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dw Menu_UploadLeft ; 02
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dw Menu_ScrollDown ; 03
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dw Menu_ItemScreen ; 04
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dw Menu_ScrollTo ; 05
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dw Menu_StatsScreen ; 06
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dw Menu_ScrollFrom ; 07
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dw Menu_ScrollUp ; 08
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dw Menu_CheckBottle ; 09
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dw Menu_Exit ; 0A
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dw Menu_InitiateScrollDown ; 0B
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; =========================================================
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; 00 MENU INIT GRAPHICS
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@@ -123,10 +125,10 @@ Menu_UploadLeft:
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; INSERT PALETTE -------
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LDX.w #$3E
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.loop
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LDA.w Menu_Palette, X
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STA.l $7EC502, X
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DEX : DEX
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.loop
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LDA.w Menu_Palette, X
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STA.l $7EC502, X
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DEX : DEX
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BPL .loop
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SEP #$30
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@@ -158,11 +160,10 @@ Menu_ScrollDown:
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INX : INX
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LDA.w Menu_Scroll, X
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STA.b $EA
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CMP.w #$FF12 : BNE .loop
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CMP.w #$FF12 : BNE .notDoneScrolling
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JMP Menu_InitItemScreen
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JMP Menu_InitItemScreen
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.loop
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.notDoneScrolling
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STX.w MenuScrollLevelV
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RTS
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}
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@@ -178,40 +179,39 @@ Menu_ItemScreen:
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INC $0207
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LDA.w $0202 : BEQ .no_inputs
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; Scroll through joypad 1 inputs
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ASL : TAY : LDA.b $F4
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LSR : BCS .move_right
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LSR : BCS .move_left
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LSR : BCS .move_down
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LSR : BCS .move_up
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; Scroll through joypad 1 inputs
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ASL : TAY : LDA.b $F4
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LSR : BCS .move_right
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LSR : BCS .move_left
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LSR : BCS .move_down
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LSR : BCS .move_up
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BRA .no_inputs
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.move_right
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.move_right
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JSR Menu_DeleteCursor
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JSR Menu_FindNextItem
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BRA .draw_cursor
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.move_left
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.move_left
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JSR Menu_DeleteCursor
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JSR Menu_FindPrevItem
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BRA .draw_cursor
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.move_down
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.move_down
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JSR Menu_DeleteCursor
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JSR Menu_FindNextDownItem
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BRA .draw_cursor
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.move_up
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.move_up
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JSR Menu_DeleteCursor
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JSR Menu_FindNextUpItem
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BRA .draw_cursor
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.draw_cursor
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.draw_cursor
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LDA.b #$20 : STA.w $012F ; cursor move sound effect
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.no_inputs
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.no_inputs
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SEP #$30
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LDA.w $0202
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ASL : TAY
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@@ -223,16 +223,15 @@ Menu_ItemScreen:
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REP #$20
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BEQ .no_delete
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; Delete cursor
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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BRA .done
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; Delete cursor
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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BRA .done
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.no_delete
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.no_delete
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LDA.w #$3060 : STA.w $1108, X ; corner
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LDA.w #$3070 : STA.w $1148, X
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@@ -245,7 +244,7 @@ Menu_ItemScreen:
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LDA.w #$7070 : STA.w $118E, X
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LDA.w #$F060 : STA.w $11CE, X ; corner
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.done
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.done
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JSR Menu_DrawItemName
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SEP #$20
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LDA.b #$22 : STA.w $0116
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@@ -262,10 +261,9 @@ Menu_ScrollTo:
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SEP #$20
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JSR Menu_ScrollHorizontal
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BCC .not_done
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INC.w $0200
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INC.w $0200
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.not_done
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.not_done
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RTS
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}
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@@ -288,10 +286,9 @@ Menu_ScrollFrom:
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{
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JSR Menu_ScrollHorizontal
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BCC .not_done
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JMP Menu_InitItemScreen
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JMP Menu_InitItemScreen
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.not_done
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.not_done
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RTS
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}
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@@ -300,19 +297,17 @@ Menu_ScrollFrom:
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Menu_ScrollUp:
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{
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JSL $0DFA58 ; HUD_Rebuild_Long
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LDA.b #$12 : STA.w $012F ; play menu exit sound effect
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SEP #$10
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REP #$20
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LDX.w MenuScrollLevelV
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LDA.w Menu_Scroll, X
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STA.b $EA : BNE .loop
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STZ.b $E4
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INC.w $0200
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RTS
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STA.b $EA : BNE .notDoneScrolling
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STZ.b $E4
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INC.w $0200
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RTS
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.loop
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.notDoneScrolling
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DEX : DEX : STX.w MenuScrollLevelV
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RTS
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}
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@@ -377,8 +372,85 @@ Menu_Exit:
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}
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; =========================================================
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; 0B MENU COPY TO RIGHT
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Menu_InitiateScrollDown:
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{
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REP #$20
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; Clear out the whole buffer.
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LDX.b #$FE ; $1700-17FF
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.loop
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LDA.w #$387F
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STA.w $1000, X
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STA.w $1100, X
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STA.w $1200, X
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STA.w $1300, X
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STA.w $1400, X
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STA.w $1500, X
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STA.w $1600, X
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STA.w $1700, X
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DEX : DEX
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BNE .loop
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; TODO: The BPL wasn't working so figure out why and
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; fix it instead of doing this abomination.
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STA.w $1000
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STA.w $1100
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STA.w $1200
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STA.w $1300
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STA.w $1400
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STA.w $1500
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STA.w $1600
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STA.w $1700
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SEP #$20
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JSL $0DFA58 ; HUD_Rebuild_Long
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; Draw one frame of the clock so it doesn't just
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; pop in when scrolling down.
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JSL DrawClockToHudLong
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; The whole HUD fits on 4 rows so I'm only going to
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; copy 4 here. Also we start 2 in because thats the
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; left we need to go.
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LDX.b #$3A
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.loop1
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LDA $7EC702, X : STA $1082, X
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DEX : BNE .loop1
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LDX.b #$3A
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.loop2
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LDA $7EC742, X : STA $10C2, X
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DEX : BNE .loop2
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LDX.b #$3A
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.loop3
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LDA $7EC782, X : STA $1102, X
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DEX : BNE .loop3
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LDX.b #$3A
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.loop4
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LDA $7EC7C2, X : STA $1142, X
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DEX : BNE .loop4
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LDA.b #$24 : STA.w $0116
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LDA.b #$01 : STA.b $17
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LDA.b #$08 : STA.w $0200
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LDA.b #$12 : STA.w $012F ; play menu exit sound effect
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RTS
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}
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menu_frame: incbin "tilemaps/menu_frame.tilemap"
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quest_icons: incbin "tilemaps/quest_icons.tilemap"
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incsrc "menu_map_names.asm"
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incsrc "menu_hud.asm"
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; =========================================================
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@@ -1,30 +1,31 @@
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; =========================================================
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; Tilemap Menu background
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; This function is bled into via the previous menu.asm file.
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Menu_DrawBackground:
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{
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REP #$30
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LDX.w #$FE ; $1700-17FF
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.loop
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LDA.w menu_frame, X
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STA.w $1000, X
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LDA.w menu_frame+$100, X
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STA.w $1100, X
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LDA.w menu_frame+$200, X
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STA.w $1200, X
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LDA.w menu_frame+$300, X
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STA.w $1300, X
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LDA.w menu_frame+$400, X
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STA.w $1400, X
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LDA.w menu_frame+$500, X
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STA.w $1500, X
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LDA.w menu_frame+$600, X
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STA.w $1600, X
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LDA.w menu_frame+$700, X
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STA.w $1700, X
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.loop
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LDA.w menu_frame, X
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STA.w $1000, X
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LDA.w menu_frame+$100, X
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STA.w $1100, X
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LDA.w menu_frame+$200, X
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STA.w $1200, X
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LDA.w menu_frame+$300, X
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STA.w $1300, X
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LDA.w menu_frame+$400, X
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STA.w $1400, X
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LDA.w menu_frame+$500, X
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STA.w $1500, X
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LDA.w menu_frame+$600, X
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STA.w $1600, X
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LDA.w menu_frame+$700, X
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STA.w $1700, X
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DEX : DEX
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DEX : DEX
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BPL .loop
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RTS
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@@ -39,22 +40,19 @@ DrawMenuItem:
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STA.b $08
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STY.b $00
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LDA.b [$08]
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AND.w #$00FF
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LDA.b [$08] : AND.w #$00FF : BNE .not_zero
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LDY.w #NothingGFX
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BRA .draw
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BNE .not_zero
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.not_zero
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LDY.w #NothingGFX
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BRA .draw
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.not_zero
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DEC
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ASL : ASL : ASL
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ADC.b $00
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TAY
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.draw
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.draw
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LDA.w $0000,Y : STA.w $1108,X
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LDA.w $0002,Y : STA.w $110A,X
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LDA.w $0004,Y : STA.w $1148,X
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||||
@@ -63,7 +61,6 @@ DrawMenuItem:
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RTS
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}
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|
||||
; =========================================================
|
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; Quest Icons Tilemap Draw Routine
|
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|
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@@ -71,21 +68,21 @@ Menu_DrawQuestIcons:
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{
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LDX.w #$10
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||||
|
||||
.loop
|
||||
LDA.w quest_icons, X
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||||
STA.w $1364, X
|
||||
LDA.w quest_icons+$10, X
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||||
STA.w $13A4, X
|
||||
LDA.w quest_icons+$20, X
|
||||
STA.w $13E4, X
|
||||
LDA.w quest_icons+$30, X
|
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STA.w $1424, X
|
||||
LDA.w quest_icons+$40, X
|
||||
STA.w $1464, X
|
||||
LDA.w quest_icons+$50, X
|
||||
STA.w $14A4, X
|
||||
LDA.w quest_icons+$60, X
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||||
STA.w $14E4, X
|
||||
.loop
|
||||
LDA.w quest_icons, X
|
||||
STA.w $1364, X
|
||||
LDA.w quest_icons+$10, X
|
||||
STA.w $13A4, X
|
||||
LDA.w quest_icons+$20, X
|
||||
STA.w $13E4, X
|
||||
LDA.w quest_icons+$30, X
|
||||
STA.w $1424, X
|
||||
LDA.w quest_icons+$40, X
|
||||
STA.w $1464, X
|
||||
LDA.w quest_icons+$50, X
|
||||
STA.w $14A4, X
|
||||
LDA.w quest_icons+$60, X
|
||||
STA.w $14E4, X
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
LDA.w #$20F5 : STA.w $13B4 : STA.w $13F4 : STA.w $1474 : STA.w $14B4
|
||||
@@ -93,7 +90,6 @@ Menu_DrawQuestIcons:
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_DrawTriforceIcons:
|
||||
@@ -103,59 +99,67 @@ Menu_DrawTriforceIcons:
|
||||
LDY.w #$3544
|
||||
|
||||
LSR : BCC +
|
||||
STX.w $1366 : INX : STX.w $1368 : DEX
|
||||
STY.w $13A6 : INY : STY.w $13A8 : DEY
|
||||
STX.w $1366 : INX : STX.w $1368 : DEX
|
||||
STY.w $13A6 : INY : STY.w $13A8 : DEY
|
||||
+
|
||||
|
||||
+ LSR : BCC +
|
||||
STX.w $136A : INX : STX.w $136C : DEX
|
||||
STY.w $13AA : INY : STY.w $13AC : DEY
|
||||
LSR : BCC +
|
||||
STX.w $136A : INX : STX.w $136C : DEX
|
||||
STY.w $13AA : INY : STY.w $13AC : DEY
|
||||
+
|
||||
|
||||
+ LSR : BCC +
|
||||
STX.w $136E : INX : STX.w $1370 : DEX
|
||||
STY.w $13AE : INY : STY.w $13B0 : DEY
|
||||
LSR : BCC +
|
||||
STX.w $136E : INX : STX.w $1370 : DEX
|
||||
STY.w $13AE : INY : STY.w $13B0 : DEY
|
||||
+
|
||||
|
||||
LSR : BCC +
|
||||
STX.w $13E4 : INX : STX.w $13E6 : DEX
|
||||
STY.w $1424 : INY : STY.w $1426 : DEY
|
||||
+
|
||||
|
||||
LSR : BCC +
|
||||
STX.w $13E8 : INX : STX.w $13EA : DEX
|
||||
STY.w $1428 : INY : STY.w $142A : DEY
|
||||
+
|
||||
|
||||
LSR : BCC +
|
||||
STX.w $13EC : INX : STX.w $13EE : DEX
|
||||
STY.w $142C : INY : STY.w $142E : DEY
|
||||
+
|
||||
|
||||
LSR : BCC +
|
||||
STX.w $13F0 : INX : STX.w $13F2 : DEX
|
||||
STY.w $1430 : INY : STY.w $1432 : DEY
|
||||
+
|
||||
|
||||
+ LSR : BCC +
|
||||
STX.w $13E4 : INX : STX.w $13E6 : DEX
|
||||
STY.w $1424 : INY : STY.w $1426 : DEY
|
||||
|
||||
+ LSR : BCC +
|
||||
STX.w $13E8 : INX : STX.w $13EA : DEX
|
||||
STY.w $1428 : INY : STY.w $142A : DEY
|
||||
|
||||
+ LSR : BCC +
|
||||
STX.w $13EC : INX : STX.w $13EE : DEX
|
||||
STY.w $142C : INY : STY.w $142E : DEY
|
||||
|
||||
+ LSR : BCC +
|
||||
STX.w $13F0 : INX : STX.w $13F2 : DEX
|
||||
STY.w $1430 : INY : STY.w $1432 : DEY
|
||||
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_DrawPendantIcons:
|
||||
{
|
||||
LDA.l $7EF374
|
||||
|
||||
LSR : BCC +
|
||||
LDX.w #$2502 : STX.w $14A4 : INX : STX.w $14A6
|
||||
LDX.w #$2512 : STX.w $14E4 : INX : STX.w $14E6
|
||||
LDX.w #$2502 : STX.w $14A4 : INX : STX.w $14A6
|
||||
LDX.w #$2512 : STX.w $14E4 : INX : STX.w $14E6
|
||||
+
|
||||
|
||||
+ LSR : BCC +
|
||||
LDX.w #$3D00 : STX.w $14AA : INX : STX.w $14AC
|
||||
LDX.w #$3D10 : STX.w $14EA : INX : STX.w $14EC
|
||||
LSR : BCC +
|
||||
LDX.w #$3D00 : STX.w $14AA : INX : STX.w $14AC
|
||||
LDX.w #$3D10 : STX.w $14EA : INX : STX.w $14EC
|
||||
+
|
||||
|
||||
+ LSR : BCC +
|
||||
LDX.w #$2D06 : STX.w $14B0 : INX : STX.w $14B2
|
||||
LDX.w #$2D16 : STX.w $14F0 : INX : STX.w $14F2
|
||||
LSR : BCC +
|
||||
LDX.w #$2D06 : STX.w $14B0 : INX : STX.w $14B2
|
||||
LDX.w #$2D16 : STX.w $14F0 : INX : STX.w $14F2
|
||||
+
|
||||
|
||||
+ RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; =========================================================
|
||||
|
||||
; V H O P P P T T T T T T T T T T <- tile format
|
||||
@@ -178,20 +182,21 @@ Menu_DrawHeartPieces:
|
||||
LDA.l $7EF36B
|
||||
AND.w #$00FF
|
||||
CMP.w #3 : BEQ .top_right
|
||||
CMP.w #1 : BEQ .top_left
|
||||
BCS .bottom_left
|
||||
RTS
|
||||
CMP.w #1 : BEQ .top_left
|
||||
BCS .bottom_left
|
||||
RTS
|
||||
|
||||
.top_right
|
||||
.top_right
|
||||
LDX.w #$64AD : STX.w $14A0
|
||||
.bottom_left
|
||||
|
||||
.bottom_left
|
||||
LDX.w #$24AE : STX.w $14DE
|
||||
.top_left
|
||||
|
||||
.top_left
|
||||
LDX.w #$24AD : STX.w $149E
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; =========================================================
|
||||
|
||||
; TODO: Attach SRAM values to these for progression
|
||||
@@ -240,24 +245,25 @@ DrawYItems:
|
||||
JSR DrawMenuItem
|
||||
|
||||
LDA.l $7EF342 : AND.w #$00FF : CMP.w #$0000 : BEQ .no_hookshot
|
||||
LDA.w GoldstarOrHookshot : BNE .spoof_hookshot
|
||||
LDA #$0001 ; No goldstar, but hookshot
|
||||
.spoof_hookshot
|
||||
STA.w MenuItemValueSpoof : LDA.w #MenuItemValueSpoof
|
||||
LDX.w #menu_offset(7,9)
|
||||
LDY.w #HookGFX
|
||||
JSR DrawMenuItem
|
||||
.no_hookshot
|
||||
LDA.w GoldstarOrHookshot : BNE .spoof_hookshot
|
||||
LDA #$0001 ; No goldstar, but hookshot
|
||||
.spoof_hookshot
|
||||
|
||||
STA.w MenuItemValueSpoof : LDA.w #MenuItemValueSpoof
|
||||
LDX.w #menu_offset(7,9)
|
||||
LDY.w #HookGFX
|
||||
JSR DrawMenuItem
|
||||
.no_hookshot
|
||||
|
||||
LDA.l $7EF343
|
||||
AND.w #$00FF : CMP.w #$00 : BEQ .no_bomb
|
||||
LDA.w #$0001
|
||||
STA.w MenuItemValueSpoof
|
||||
LDA.w #MenuItemValueSpoof
|
||||
LDX.w #menu_offset(7,13)
|
||||
LDY.w #BombsGFX
|
||||
JSR DrawMenuItem
|
||||
.no_bomb
|
||||
LDA.w #$0001
|
||||
STA.w MenuItemValueSpoof
|
||||
LDA.w #MenuItemValueSpoof
|
||||
LDX.w #menu_offset(7,13)
|
||||
LDY.w #BombsGFX
|
||||
JSR DrawMenuItem
|
||||
.no_bomb
|
||||
|
||||
LDA.w #$7EF344
|
||||
LDX.w #menu_offset(7,16)
|
||||
@@ -303,33 +309,34 @@ DrawYItems:
|
||||
|
||||
; Row 3 -------------------------------------------------
|
||||
|
||||
LDA.l $7EF34C : CMP.w #$0000 : BEQ .no_ocarina
|
||||
LDA.w $030F : BNE .spoof_ocarina
|
||||
LDA #$0001 ; Multi-songs not unlocked yet
|
||||
.spoof_ocarina
|
||||
STA.w ShortSpoof : LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(13,3)
|
||||
LDY.w #OcarinaGFX
|
||||
JSR DrawMenuItem
|
||||
.no_ocarina
|
||||
LDA.l $7EF34C : AND.w #$00FF : CMP.w #$0000 : BEQ .no_ocarina
|
||||
LDA.w $030F : BNE .spoof_ocarina
|
||||
LDA #$0001 ; Multi-songs not unlocked yet
|
||||
.spoof_ocarina
|
||||
|
||||
STA.w ShortSpoof : LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(13,3)
|
||||
LDY.w #OcarinaGFX
|
||||
JSR DrawMenuItem
|
||||
.no_ocarina
|
||||
|
||||
LDA.l $7EF34E : AND.w #$00FF : CMP.w #$00 : BEQ .no_book
|
||||
LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(13,6)
|
||||
LDY.w #BookGFX
|
||||
JSR DrawMenuItem
|
||||
.no_book
|
||||
LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(13,6)
|
||||
LDY.w #BookGFX
|
||||
JSR DrawMenuItem
|
||||
.no_book
|
||||
|
||||
; LDA.l $7EF350 : CMP.w #$00 : BEQ .no_somaria
|
||||
; LDA.w SomariaOrByrna : BNE .spoof_somaria
|
||||
; .spoof_somaria
|
||||
; LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
|
||||
LDA.w #$7EF350
|
||||
LDX.w #menu_offset(13,9)
|
||||
LDY.w #SomariaGFX
|
||||
JSR DrawMenuItem
|
||||
.no_somaria
|
||||
; LDA.w SomariaOrByrna : BNE .spoof_somaria
|
||||
; .spoof_somaria
|
||||
|
||||
; LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
|
||||
LDA.w #$7EF350
|
||||
LDX.w #menu_offset(13,9)
|
||||
LDY.w #SomariaGFX
|
||||
JSR DrawMenuItem
|
||||
.no_somaria
|
||||
|
||||
LDA.w #$7EF351
|
||||
LDX.w #menu_offset(13,13)
|
||||
@@ -436,74 +443,69 @@ Menu_DrawQuestItems:
|
||||
Menu_DrawBigKey:
|
||||
{
|
||||
LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace
|
||||
|
||||
LSR A : TAX
|
||||
|
||||
; Check if we have the big key in this palace
|
||||
LDA $7EF366
|
||||
LSR A : TAX
|
||||
|
||||
; Check if we have the big key in this palace
|
||||
LDA $7EF366
|
||||
|
||||
.locateBigKeyFlag
|
||||
.locateBigKeyFlag
|
||||
|
||||
ASL A : DEX : BPL .locateBigKeyFlag : BCC .dontHaveBigKey
|
||||
|
||||
JSR CheckPalaceItemPossession : LDA $02 : BEQ .noTreasureYet
|
||||
|
||||
SEP #$30
|
||||
LDA.b #$7E : STA.b $0A
|
||||
REP #$30
|
||||
ASL A : DEX : BPL .locateBigKeyFlag : BCC .dontHaveBigKey
|
||||
JSR CheckPalaceItemPossession : LDA $02 : BEQ .noTreasureYet
|
||||
SEP #$30
|
||||
LDA.b #$7E : STA.b $0A
|
||||
REP #$30
|
||||
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(11,8)
|
||||
LDY.w #TreasureChestGFX
|
||||
JSR DrawMenuItem
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(11,8)
|
||||
LDY.w #TreasureChestGFX
|
||||
JSR DrawMenuItem
|
||||
|
||||
.noTreasureYet
|
||||
.noTreasureYet
|
||||
|
||||
SEP #$30
|
||||
LDA.b #$7E : STA.b $0A
|
||||
REP #$30
|
||||
SEP #$30
|
||||
LDA.b #$7E : STA.b $0A
|
||||
REP #$30
|
||||
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
; Draw the big key (or big key with chest if we've gotten the treasure) icon
|
||||
LDX.w #menu_offset(11,2)
|
||||
LDY.w #BigKeyGFX
|
||||
JSR DrawMenuItem
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
; Draw the big key (or big key with chest if we've gotten the treasure) icon
|
||||
LDX.w #menu_offset(11,2)
|
||||
LDY.w #BigKeyGFX
|
||||
JSR DrawMenuItem
|
||||
|
||||
.dontHaveBigKey
|
||||
.notInPalace
|
||||
.dontHaveBigKey
|
||||
.notInPalace
|
||||
|
||||
LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalaceAgain
|
||||
|
||||
LSR A : TAX
|
||||
|
||||
; Check if we have the map in this dungeon
|
||||
LDA $7EF368
|
||||
LSR A : TAX
|
||||
|
||||
; Check if we have the map in this dungeon
|
||||
LDA $7EF368
|
||||
|
||||
.locateMapFlag
|
||||
.locateMapFlag
|
||||
|
||||
ASL A : DEX : BPL .locateMapFlag : BCC .dontHaveMap
|
||||
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
; Draw the big key (or big key with chest if we've gotten the treasure) icon
|
||||
LDX.w #menu_offset(11,11)
|
||||
LDY.w #MapGFX
|
||||
JSR DrawMenuItem
|
||||
ASL A : DEX : BPL .locateMapFlag : BCC .dontHaveMap
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
; Draw the big key (or big key with chest if we've gotten the treasure) icon
|
||||
LDX.w #menu_offset(11,11)
|
||||
LDY.w #MapGFX
|
||||
JSR DrawMenuItem
|
||||
|
||||
.dontHaveMap
|
||||
.notInPalaceAgain
|
||||
.dontHaveMap
|
||||
.notInPalaceAgain
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
; *$6EEB6-$6EEDB LOCAL
|
||||
; $06EEB6-$06EEDB LOCAL
|
||||
CheckPalaceItemPossession:
|
||||
{
|
||||
SEP #$30
|
||||
@@ -533,63 +535,62 @@ CheckPalaceItemPossession:
|
||||
; *$6EEDC-$6EEE0 JUMP LOCATION
|
||||
.pool_CheckPalaceItemPossession:
|
||||
{
|
||||
|
||||
.failure
|
||||
.failure
|
||||
|
||||
STZ $02
|
||||
STZ $03
|
||||
|
||||
RTS
|
||||
|
||||
.bow
|
||||
.bow
|
||||
|
||||
LDA $7EF340
|
||||
|
||||
.no_item
|
||||
.compare
|
||||
.no_item
|
||||
.compare
|
||||
|
||||
BEQ .failure
|
||||
|
||||
.success
|
||||
.success
|
||||
|
||||
LDA.b #$01 : STA $02
|
||||
STZ $03
|
||||
|
||||
RTS
|
||||
|
||||
.power_glove
|
||||
.power_glove
|
||||
|
||||
LDA $7EF354 : BRA .compare
|
||||
|
||||
.hookshot
|
||||
.hookshot
|
||||
|
||||
LDA $7EF342 : BRA .compare
|
||||
|
||||
.hammer
|
||||
.hammer
|
||||
|
||||
LDA $7EF34B : BRA .compare
|
||||
|
||||
.cane_of_somaria
|
||||
.cane_of_somaria
|
||||
|
||||
LDA $7EF350 : BRA .compare
|
||||
|
||||
.fire_rod
|
||||
.fire_rod
|
||||
|
||||
LDA $7EF345 : BRA .compare
|
||||
|
||||
.blue_mail
|
||||
.blue_mail
|
||||
|
||||
LDA $7EF35B : BRA .compare
|
||||
|
||||
.moon_pearl
|
||||
.moon_pearl
|
||||
|
||||
LDA $7EF357 : BRA .compare
|
||||
|
||||
.titans_mitt
|
||||
.titans_mitt
|
||||
|
||||
LDA $7EF354 : DEC A : BRA .compare
|
||||
|
||||
.mirror_shield
|
||||
.mirror_shield
|
||||
|
||||
LDA $7EF35A : CMP.b #$03 : BEQ .success
|
||||
|
||||
@@ -598,7 +599,7 @@ CheckPalaceItemPossession:
|
||||
|
||||
RTS
|
||||
|
||||
.red_mail
|
||||
.red_mail
|
||||
|
||||
LDA $7EF35B : CMP.b #$02 : BEQ .success
|
||||
|
||||
@@ -612,29 +613,29 @@ CheckPalaceItemPossession:
|
||||
Menu_DrawBigChestKey:
|
||||
{
|
||||
LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace
|
||||
|
||||
LSR A : TAX
|
||||
|
||||
LDA $7EF364
|
||||
|
||||
.locateCompassFlag
|
||||
LSR A : TAX
|
||||
|
||||
LDA $7EF364
|
||||
|
||||
.locateCompassFlag
|
||||
|
||||
ASL A : DEX : BPL .locateCompassFlag
|
||||
BCC .dontHaveCompass
|
||||
|
||||
SEP #$30
|
||||
LDA.b #$7E : STA.b $0A
|
||||
REP #$30
|
||||
ASL A : DEX : BPL .locateCompassFlag
|
||||
BCC .dontHaveCompass
|
||||
SEP #$30
|
||||
LDA.b #$7E : STA.b $0A
|
||||
REP #$30
|
||||
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(11, 5)
|
||||
LDY.w #BigChestKeyGFX
|
||||
JSR DrawMenuItem
|
||||
|
||||
.dontHaveCompass
|
||||
.notInPalace
|
||||
LDA.w #$01
|
||||
STA.w ShortSpoof
|
||||
LDA.w #ShortSpoof
|
||||
LDX.w #menu_offset(11, 5)
|
||||
LDY.w #BigChestKeyGFX
|
||||
JSR DrawMenuItem
|
||||
|
||||
.dontHaveCompass
|
||||
.notInPalace
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -12,7 +12,7 @@ NothingGFX:
|
||||
|
||||
BowsGFX:
|
||||
dw $28BA, $28E9, $28E8, $28CB ; Empty bow
|
||||
dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
|
||||
dw $28BA, $28BB, $28CA, $28CB ; Bow and arrows
|
||||
dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
|
||||
dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
|
||||
|
||||
@@ -173,6 +173,8 @@ MirrorGFX:
|
||||
; Collectibles
|
||||
; ---------------------------------------------------------
|
||||
|
||||
; vhopppcc cccccccc
|
||||
|
||||
QuarterNoteGFX:
|
||||
dw $30AA, $306B, $307A, $306A ; Gray Note
|
||||
dw $2CAA, $2C6B, $2C7A, $2C6A ; Blue Note
|
||||
@@ -218,7 +220,7 @@ SwordGFX:
|
||||
dw $2C64, $2CCE, $2C75, $EC64 ; level one
|
||||
dw $2C64, $2C65, $2C74, $2D26 ; level two
|
||||
dw $3464, $3465, $3475, $3429 ; level three
|
||||
dw $3464, $3465, $3475, $3429 ; level four
|
||||
dw $3864, $3865, $3875, $3829 ; level four
|
||||
|
||||
; ---------------------------------------------------------
|
||||
|
||||
|
||||
@@ -70,11 +70,10 @@ HUD_Update:
|
||||
|
||||
; Branch if at full health
|
||||
LDA $7EF36C : CMP $7EF36D : BEQ .healthUpdated
|
||||
; Seems absurd to have a branch of zero bytes, right?
|
||||
SEC : SBC #$04 : CMP $7EF36D : BCS .healthUpdated
|
||||
|
||||
; Seems absurd to have a branch of zero bytes, right?
|
||||
SEC : SBC #$04 : CMP $7EF36D : BCS .healthUpdated
|
||||
|
||||
.healthUpdated
|
||||
.healthUpdated
|
||||
|
||||
; A = actual health + 0x03;
|
||||
LDA $7EF36D : CLC : ADC.b #$03
|
||||
@@ -88,18 +87,17 @@ HUD_Update:
|
||||
; filling in the full and partially filled hearts (actual health)
|
||||
JSR HUD_UpdateHearts
|
||||
|
||||
.ignore_health ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
|
||||
.ignore_health ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
|
||||
|
||||
REP #$30
|
||||
|
||||
; Magic amount indicator (normal, 1/2, or 1/4)
|
||||
LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normal_magic_meter
|
||||
; draw 1/2 magic meter
|
||||
LDA.w #$2851 : STA $7EC730
|
||||
LDA.w #$28FA : STA $7EC732
|
||||
|
||||
; draw 1/2 magic meter
|
||||
LDA.w #$2851 : STA $7EC730
|
||||
LDA.w #$28FA : STA $7EC732
|
||||
|
||||
.normal_magic_meter
|
||||
.normal_magic_meter
|
||||
|
||||
; check player magic (ranges from 0 to 0x7F)
|
||||
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
|
||||
@@ -134,55 +132,56 @@ HUD_Update:
|
||||
; Check if the user has bombs equipped
|
||||
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
|
||||
CPX.w #$0004 : BNE .not_bombs
|
||||
; Number of bombs Link has.
|
||||
LDA $7EF343 : AND.w #$00FF
|
||||
JSR HexToDecimal
|
||||
REP #$30
|
||||
|
||||
; Number of bombs Link has.
|
||||
LDA $7EF343 : AND.w #$00FF
|
||||
JSR HexToDecimal
|
||||
REP #$30
|
||||
; The tile index for the first bomb digit
|
||||
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
|
||||
|
||||
; The tile index for the first bomb digit
|
||||
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
|
||||
; The tile index for the second bomb digit
|
||||
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
|
||||
|
||||
; The tile index for the second bomb digit
|
||||
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
|
||||
.not_bombs
|
||||
|
||||
.not_bombs
|
||||
; Check if the user has arrows equipped
|
||||
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
|
||||
CPX.w #$0001 : BNE .not_arrows
|
||||
|
||||
; Number of Arrows Link has.
|
||||
LDA $7EF377 : AND.w #$00FF
|
||||
; Number of Arrows Link has.
|
||||
LDA $7EF377 : AND.w #$00FF
|
||||
|
||||
; converts hex to up to 3 decimal digits
|
||||
JSR HexToDecimal
|
||||
REP #$30
|
||||
; converts hex to up to 3 decimal digits
|
||||
JSR HexToDecimal
|
||||
REP #$30
|
||||
|
||||
; The tile index for the first arrow digit
|
||||
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
|
||||
; The tile index for the first arrow digit
|
||||
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
|
||||
|
||||
; The tile index for the second arrow digit
|
||||
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
|
||||
; The tile index for the second arrow digit
|
||||
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
|
||||
|
||||
.not_arrows
|
||||
.not_arrows
|
||||
LDA.w #$007F : STA $05
|
||||
|
||||
; Load number of Keys Link has
|
||||
LDA $7EF36F : AND.w #$00FF : CMP.w #$00FF : BEQ .no_keys
|
||||
JSR HexToDecimal
|
||||
.no_keys
|
||||
JSR HexToDecimal
|
||||
.no_keys
|
||||
|
||||
REP #$30
|
||||
|
||||
; The key digit, which is optionally drawn.
|
||||
; Also check to see if the key spot is blank
|
||||
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
|
||||
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
|
||||
CMP.w #$247F : BNE .dont_blank_key_icon
|
||||
; TODO: Find the proper index of the key icon, this one is outdated.
|
||||
; If the key digit is blank, also blank out the key icon.
|
||||
STA $7EC724
|
||||
|
||||
; TODO: Find the proper index of the key icon, this one is outdated.
|
||||
; If the key digit is blank, also blank out the key icon.
|
||||
STA $7EC724
|
||||
.dont_blank_key_icon
|
||||
|
||||
.dont_blank_key_icon
|
||||
SEP #$30
|
||||
RTL
|
||||
}
|
||||
@@ -216,77 +215,86 @@ MagicTilemap:
|
||||
dw MostlyFull, Full, Full, Full
|
||||
|
||||
; =========================================================
|
||||
; *$6FAFD-$6FB90 LOCAL
|
||||
|
||||
; $06FAFD-$06FB90 LOCAL
|
||||
HUD_UpdateItemBox:
|
||||
{
|
||||
SEP #$30
|
||||
; Dost thou haveth the the bow?
|
||||
LDA $7EF340 : BEQ .no_bow
|
||||
CMP.b #$03 : BCC .no_silver_arrows
|
||||
; Check how many arrows the player has:
|
||||
LDA $7EF377 : BNE .draw_bow_item_icon
|
||||
LDX.b #$03
|
||||
BRA .draw_bow_item_icon
|
||||
|
||||
CMP.b #$03 : BCC .no_silver_arrows
|
||||
.no_silver_arrows
|
||||
|
||||
; check how many arrows the player has
|
||||
LDA $7EF377 : BNE .draw_bow_item_icon
|
||||
LDX.b #$03
|
||||
BRA .draw_bow_item_icon
|
||||
LDX.b #$02
|
||||
|
||||
LDA $7EF377 : BNE .draw_bow_item_icon
|
||||
LDX.b #$01
|
||||
|
||||
.no_silver_arrows
|
||||
.draw_bow_item_icon
|
||||
; Values of X correspond to how the icon will end up drawn:
|
||||
; 0x01 - normal bow with no arrows
|
||||
; 0x02 - normal bow with arrows
|
||||
; 0x03 - silver bow with no silver arrows
|
||||
; 0x04 - silver bow with silver arrows
|
||||
TXA : STA $7EF340
|
||||
|
||||
LDX.b #$02
|
||||
|
||||
LDA $7EF377 : BNE .draw_bow_item_icon
|
||||
|
||||
LDX.b #$01
|
||||
.no_bow
|
||||
|
||||
.draw_bow_item_icon
|
||||
; values of X correspond to how the icon will end up drawn:
|
||||
; 0x01 - normal bow with no arrows
|
||||
; 0x02 - normal bow with arrows
|
||||
; 0x03 - silver bow with no silver arrows
|
||||
; 0x04 - silver bow with silver arrows
|
||||
TXA : STA $7EF340
|
||||
REP #$30
|
||||
LDX $0202 : BEQ .no_equipped_item
|
||||
TXY
|
||||
LDA.l Menu_AddressIndex-1, X
|
||||
AND.w #$00FF : TAX
|
||||
LDA.l $7EF300, X : AND.w #$00FF
|
||||
TYX
|
||||
|
||||
.no_bow
|
||||
REP #$30
|
||||
LDX $0202 : BEQ .no_equipped_item
|
||||
LDA $7EF33F, X : AND.w #$00FF
|
||||
CPX.w #$0004 : BNE .bombs_not_equipped
|
||||
LDA.w #$0001
|
||||
CPX.w #$0004 : BNE .bombs_not_equipped
|
||||
LDA.w #$0001
|
||||
|
||||
.bombs_not_equipped
|
||||
CPX.w #$0006 : BNE .bottle1_not_equipped
|
||||
JMP .load_bottle_content
|
||||
.bombs_not_equipped
|
||||
|
||||
.bottle1_not_equipped
|
||||
CPX.w #$000C : BNE .bottle2_not_equipped
|
||||
LDA.w #$0002 : JMP .load_bottle_content
|
||||
CPX.w #$0006 : BNE .bottle1_not_equipped
|
||||
LDA.w #$0000 : JMP .load_bottle_content
|
||||
|
||||
.bottle2_not_equipped
|
||||
CPX.w #$0012 : BNE .bottle3_not_equipped
|
||||
LDA.w #$0003 : JMP .load_bottle_content
|
||||
.bottle1_not_equipped
|
||||
|
||||
.bottle3_not_equipped
|
||||
CPX.w #$0018 : BNE .bottle_not_equipped
|
||||
LDA.w #$0004
|
||||
CPX.w #$000C : BNE .bottle2_not_equipped
|
||||
LDA.w #$0001 : JMP .load_bottle_content
|
||||
|
||||
.load_bottle_content
|
||||
TXY : TAX : LDA $7EF35B, X : AND.w #$00FF : TYX
|
||||
.bottle2_not_equipped
|
||||
|
||||
.bottle_not_equipped
|
||||
CPX.w #$000D : BNE .flute_not_equipped
|
||||
LDA $030F
|
||||
CPX.w #$0012 : BNE .bottle3_not_equipped
|
||||
LDA.w #$0002 : JMP .load_bottle_content
|
||||
|
||||
.flute_not_equipped
|
||||
CPX.w #$0003 : BNE .hookshot_not_equipped
|
||||
LDA.w GoldstarOrHookshot : BEQ .hookshot_not_equipped
|
||||
SEC : SBC.b #$01
|
||||
.bottle3_not_equipped
|
||||
|
||||
.hookshot_not_equipped
|
||||
CPX.w #$0018 : BNE .bottle_not_equipped
|
||||
LDA.w #$0003
|
||||
|
||||
JSR HUD_DrawItem
|
||||
.load_bottle_content
|
||||
|
||||
.no_equipped_item
|
||||
TXY : TAX : LDA $7EF35C, X : AND.w #$00FF : TYX
|
||||
|
||||
.bottle_not_equipped
|
||||
|
||||
CPX.w #$000D : BNE .flute_not_equipped
|
||||
LDA $030F
|
||||
|
||||
.flute_not_equipped
|
||||
|
||||
CPX.w #$0003 : BNE .hookshot_not_equipped
|
||||
LDA.w GoldstarOrHookshot : BEQ .hookshot_not_equipped
|
||||
SEC : SBC.b #$01
|
||||
|
||||
.hookshot_not_equipped
|
||||
|
||||
JSR HUD_DrawItem
|
||||
|
||||
.no_equipped_item
|
||||
|
||||
RTS
|
||||
}
|
||||
@@ -385,14 +393,14 @@ pushpc
|
||||
org $0DFA93
|
||||
HudItems:
|
||||
{
|
||||
; bows, boomerang, hookshot, bombs, powder, bottle1
|
||||
dw $F629, $F651, $F669, $F679, $F689, $F751
|
||||
; hammer, lamp, fire rod, ice rod, mirror, bottle2
|
||||
dw $F701, $F6F1, $F6A1, $F6B1, $F7C9, $F751
|
||||
; flute, book, somaria, byrna, feather, bottle3
|
||||
dw $F859, $F741, $F799, $F7A9, $F731, $F751
|
||||
; deku, zora, wolf, bunny, stone, bottle4
|
||||
dw $F6E1, $F821, $F6D1, $F7B9, $F811, $F751
|
||||
; bows, boomerang, hookshot, bombs, powder, bottle1
|
||||
dw $F629, $F651, $F669, $F679, $F689, $F751
|
||||
; hammer, lamp, fire rod, ice rod, mirror, bottle2
|
||||
dw $F701, $F6F1, $F6A1, $F6B1, $F7C1, $F751
|
||||
; flute, book, somaria, byrna, feather, bottle3
|
||||
dw $F859, $F741, $F799, $F7A9, $F729, $F751
|
||||
; deku, zora, wolf, bunny, stone, bottle4
|
||||
dw $F6E1, $F821, $F6D1, $F7B9, $F811, $F751
|
||||
}
|
||||
|
||||
; F711
|
||||
@@ -401,7 +409,7 @@ HudItems:
|
||||
org $0DF629
|
||||
dw $20F5, $20F5, $20F5, $20F5 ; No bow
|
||||
dw $28BA, $28E9, $28E8, $28CB ; Empty bow
|
||||
dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
|
||||
dw $28BA, $28BB, $28CA, $28CB ; Bow and arrows
|
||||
dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
|
||||
dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
|
||||
|
||||
@@ -546,10 +554,11 @@ FloorIndicator:
|
||||
REP #$30
|
||||
LDA $04A0 : AND.w #$00FF : BEQ .hide_indicator
|
||||
INC A : CMP.w #$00C0 : BNE .dont_disable
|
||||
; if the count up timer reaches 0x00BF frames
|
||||
; disable the floor indicator during the next frame.
|
||||
LDA.w #$0000
|
||||
.dont_disable
|
||||
; if the count up timer reaches 0x00BF frames
|
||||
; disable the floor indicator during the next frame.
|
||||
LDA.w #$0000
|
||||
.dont_disable
|
||||
|
||||
STA $04A0
|
||||
PHB : PHK : PLB
|
||||
LDA.w #$251E : STA $7EC7F0
|
||||
|
||||
@@ -7,7 +7,7 @@ Menu_Palette:
|
||||
dw hexto555($f9f9f9)
|
||||
dw hexto555($000000)
|
||||
dw hexto555($000000) ; transparent
|
||||
dw hexto555($d1a452)
|
||||
dw hexto555($d0a050)
|
||||
dw hexto555($f9f9f9)
|
||||
dw hexto555($000000)
|
||||
dw hexto555($000000) ; transparent
|
||||
|
||||
@@ -4,32 +4,32 @@ Menu_CheckHScroll:
|
||||
{
|
||||
LDA.b $F4
|
||||
BIT.b #$10 : BNE .leave_menu
|
||||
LDA.b $F6
|
||||
BIT.b #$20 : BNE .left
|
||||
BIT.b #$10 : BNE .right
|
||||
LDA.b $F6
|
||||
BIT.b #$20 : BNE .left
|
||||
BIT.b #$10 : BNE .right
|
||||
RTS
|
||||
|
||||
RTS
|
||||
.left
|
||||
|
||||
.left
|
||||
REP #$20
|
||||
LDA.w #$FFF8
|
||||
BRA .merge
|
||||
REP #$20
|
||||
LDA.w #$FFF8
|
||||
BRA .merge
|
||||
|
||||
.right
|
||||
REP #$20
|
||||
LDA.w #$0008
|
||||
.right
|
||||
REP #$20
|
||||
LDA.w #$0008
|
||||
|
||||
.merge
|
||||
STA.w MenuScrollHDirection
|
||||
.merge
|
||||
STA.w MenuScrollHDirection
|
||||
|
||||
SEP #$30
|
||||
INC.w $0200
|
||||
LDA.b #$06 : STA.w $012F
|
||||
RTS
|
||||
SEP #$30
|
||||
INC.w $0200
|
||||
LDA.b #$06 : STA.w $012F
|
||||
RTS
|
||||
|
||||
.leave_menu
|
||||
LDA.b #$08
|
||||
STA.w $0200
|
||||
.leave_menu
|
||||
|
||||
LDA.b #$0B : STA.w $0200
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
@@ -32,8 +32,8 @@ Menu_AddressIndex:
|
||||
|
||||
db $7EF34C ; shovel 7EF34F
|
||||
db $7EF34E ; Book
|
||||
db $7EF350 ; Cane of Somaria
|
||||
db $7EF351 ; Cane of Byrna
|
||||
db $7EF350 ; Cane of Somaria / Cane of Byrna
|
||||
db $7EF351 ; Fishing rod
|
||||
db $7EF34D ; Roc's Feather
|
||||
db $7EF35E ; Bottle 3
|
||||
|
||||
@@ -64,7 +64,7 @@ Menu_ItemCursorPositions:
|
||||
dw menu_offset(12,2) ; shovel
|
||||
dw menu_offset(12,5) ; feather
|
||||
dw menu_offset(12,8) ; somaria
|
||||
dw menu_offset(12,12) ; byrna
|
||||
dw menu_offset(12,12) ; byrna / fishing rod
|
||||
dw menu_offset(12,15) ; bunny hood
|
||||
dw menu_offset(12,18) ; bottle3
|
||||
|
||||
@@ -167,24 +167,42 @@ Menu_InitItemScreen:
|
||||
{
|
||||
SEP #$30
|
||||
LDY.w $0202 : BNE .all_good
|
||||
; Loop through the SRM of each item to see if we have
|
||||
; one of them so we can start with that one selected.
|
||||
.lookForAlternateItem
|
||||
LDY.b #$00
|
||||
|
||||
.loop
|
||||
INY : CPY.b #$25 : BCS .bad
|
||||
.loop
|
||||
INY : CPY.b #$25 : BCS .bad
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ .loop
|
||||
|
||||
STY.w $0202
|
||||
BRA .all_good
|
||||
|
||||
.bad
|
||||
; If we made it here that means there are no items
|
||||
; available but one was still selected. This should
|
||||
; never happen under normal vanilla circumstances.
|
||||
STZ.w $0202
|
||||
|
||||
STZ $0207
|
||||
LDA.b #$04
|
||||
STA.w $0200
|
||||
RTS
|
||||
|
||||
.all_good
|
||||
; Double check we still have the item that was selected.
|
||||
; This is to prevent a bug where we can get stuck in an
|
||||
; infinite loop later on.
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ .loop
|
||||
|
||||
STY.w $0202
|
||||
BRA .all_good
|
||||
|
||||
.bad
|
||||
STZ.w $0202
|
||||
|
||||
.all_good
|
||||
STZ $0207
|
||||
LDA.b #$04
|
||||
STA.w $0200
|
||||
RTS
|
||||
CMP.b #$01 : BCC .lookForAlternateItem
|
||||
STZ $0207
|
||||
LDA.b #$04
|
||||
STA.w $0200
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -206,8 +224,8 @@ Menu_AddressLong:
|
||||
|
||||
db $4C ; shovel 4F
|
||||
db $4E ; Book
|
||||
db $50 ; Cane of Somaria
|
||||
db $51 ; Cane of Byrna
|
||||
db $50 ; Cane of Somaria / Cane of Byrna
|
||||
db $51 ; Fishing Rod
|
||||
db $4D ; Roc's Feather
|
||||
db $5E ; Bottle 3
|
||||
|
||||
@@ -236,39 +254,36 @@ DoWeHaveThisItem_Override:
|
||||
{
|
||||
LDY $0202 : LDX.w Menu_AddressLong, Y
|
||||
LDA.l $7EF33F, X : BNE .have_this_item
|
||||
CLC
|
||||
RTL
|
||||
.have_this_item
|
||||
CLC
|
||||
RTL
|
||||
.have_this_item
|
||||
SEC
|
||||
RTL
|
||||
}
|
||||
|
||||
TryEquipNextItem_Override:
|
||||
{
|
||||
.keep_looking
|
||||
JSR GotoNextItem_Local
|
||||
.keep_looking
|
||||
JSR GotoNextItem_Local
|
||||
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||
RTS
|
||||
}
|
||||
|
||||
SearchForEquippedItem_Override:
|
||||
{
|
||||
SEP #$30
|
||||
SEP #$30
|
||||
|
||||
LDY $0202 : LDX.w Menu_AddressLong-1, Y
|
||||
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
|
||||
|
||||
LDY $0202 : LDX.w Menu_AddressLong-1, Y
|
||||
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
|
||||
; In this case we have no equippable items
|
||||
STZ $0202 : STZ $0203 : STZ $0204
|
||||
|
||||
.we_have_that_item
|
||||
.we_have_that_item
|
||||
RTL
|
||||
|
||||
.item_available
|
||||
; Is there an item currently equipped (in the HUD slot)?
|
||||
LDA $0202
|
||||
BNE .alreadyEquipped
|
||||
|
||||
; Is there an item currently equipped (in the HUD slot)?
|
||||
LDA $0202 : BNE .alreadyEquipped
|
||||
; If not, set the equipped item to the Bow and Arrow
|
||||
; (even if we don't actually have it)
|
||||
LDA.b #$01 : STA $0202
|
||||
@@ -279,11 +294,12 @@ SearchForEquippedItem_Override:
|
||||
; We're done if we have that item
|
||||
.keep_looking
|
||||
JSR GotoNextItem_Local
|
||||
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||
BCS .we_have_that_item
|
||||
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||
BCS .we_have_that_item
|
||||
|
||||
JMP TryEquipNextItem_Override
|
||||
JMP TryEquipNextItem_Override
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
org $0DDEB0
|
||||
@@ -303,4 +319,6 @@ SearchForEquippedItem:
|
||||
}
|
||||
warnpc $0DE3C7
|
||||
|
||||
; =========================================================
|
||||
|
||||
pullpc
|
||||
@@ -99,6 +99,7 @@ Menu_ItemNames:
|
||||
dw "__STONE_MASK__ "
|
||||
dw "____BOTTLE____ "
|
||||
|
||||
Menu_MushroomLabel:
|
||||
Menu_BottleItems:
|
||||
dw "___MUSHROOM___ "
|
||||
dw "_EMPTY_BOTTLE_ "
|
||||
@@ -119,86 +120,116 @@ Menu_SongNames:
|
||||
Menu_DrawItemName:
|
||||
{
|
||||
SEP #$30
|
||||
|
||||
; Double check that we have the item.
|
||||
LDY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
CMP.b #$01 : BCS .haveItem
|
||||
REP #$30
|
||||
RTS
|
||||
|
||||
.haveItem
|
||||
|
||||
LDA.w $0202 : CMP.b #$03 : BEQ .goldstar
|
||||
LDA.w $0202 : CMP.b #$0D : BEQ .ocarina
|
||||
CMP.b #$05 : BEQ .mushroom
|
||||
CMP.b #$0D : BEQ .ocarina
|
||||
; Check if it's a bottle
|
||||
LDA.w $0202 : CMP.b #$06 : BEQ .bottle_1
|
||||
LDA.w $0202 : CMP.b #$0C : BEQ .bottle_2
|
||||
LDA.w $0202 : CMP.b #$12 : BEQ .bottle_3
|
||||
LDA.w $0202 : CMP.b #$18 : BEQ .bottle_4
|
||||
CMP.b #$06 : BEQ .bottle_1
|
||||
CMP.b #$0C : BEQ .bottle_2
|
||||
CMP.b #$12 : BEQ .bottle_3
|
||||
CMP.b #$18 : BEQ .bottle_4
|
||||
|
||||
.draw_item
|
||||
REP #$30
|
||||
LDA.w $0202 : BEQ .no_items
|
||||
DEC : ASL #5 : TAX
|
||||
LDY.w #$000
|
||||
.draw_item
|
||||
REP #$30
|
||||
LDA.w $0202 : BEQ .no_items
|
||||
DEC : ASL #5 : TAX
|
||||
LDY.w #$000
|
||||
|
||||
.loop
|
||||
LDA.w Menu_ItemNames, X ; Load your text character
|
||||
STA.w $1692, Y ; <- into the buffer
|
||||
INX : INX
|
||||
INY : INY : CPY #$001C : BCC .loop
|
||||
.no_items
|
||||
RTS
|
||||
.loop
|
||||
LDA.w Menu_ItemNames, X ; Load your text character
|
||||
STA.w $1692, Y ; <- into the buffer
|
||||
INX : INX
|
||||
INY : INY : CPY #$001C : BCC .loop
|
||||
.no_items
|
||||
RTS
|
||||
|
||||
; Draw Bottle Description
|
||||
.bottle_1
|
||||
REP #$30 : LDX #$0000 : JMP .draw_bottle
|
||||
.bottle_2
|
||||
REP #$30 : LDX #$0001 : JMP .draw_bottle
|
||||
.bottle_3
|
||||
REP #$30 : LDX #$0002 : JMP .draw_bottle
|
||||
.bottle_4
|
||||
REP #$30 : LDX #$0003
|
||||
.draw_bottle
|
||||
JSR DrawBottleNames
|
||||
RTS
|
||||
; Draw Bottle Description
|
||||
.bottle_1
|
||||
REP #$30 : LDX #$0000 : JMP .draw_bottle
|
||||
.bottle_2
|
||||
REP #$30 : LDX #$0001 : JMP .draw_bottle
|
||||
.bottle_3
|
||||
REP #$30 : LDX #$0002 : JMP .draw_bottle
|
||||
.bottle_4
|
||||
REP #$30 : LDX #$0003
|
||||
|
||||
.goldstar
|
||||
LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
|
||||
JSR MaybeDrawGoldstarName
|
||||
RTS
|
||||
.draw_bottle
|
||||
JSR DrawBottleNames
|
||||
RTS
|
||||
|
||||
.ocarina
|
||||
REP #$30
|
||||
.goldstar
|
||||
LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
|
||||
JSR DrawGoldstarName
|
||||
RTS
|
||||
|
||||
; Check the timer and see if we should draw the item name
|
||||
LDA $1A : AND.w #$00FF : CMP #$0080 : BCC .draw_item
|
||||
.mushroom
|
||||
LDA.l $7EF344 : CMP.b #$02 : BCS .draw_item
|
||||
JSR DrawMushroomName
|
||||
RTS
|
||||
|
||||
.ocarina
|
||||
REP #$30
|
||||
|
||||
; Check the timer and see if we should draw the item name
|
||||
LDA $1A : AND.w #$00FF : CMP #$0080 : BCC .draw_item
|
||||
LDA $030F : BEQ .draw_item
|
||||
LDA $030F : AND.w #$00FF : DEC : ASL #5 : TAX
|
||||
LDY.w #$0000
|
||||
.draw_ocarina_loop
|
||||
LDA.w Menu_SongNames, X : STA.w $1692, Y
|
||||
|
||||
.draw_ocarina_loop
|
||||
LDA.w Menu_SongNames, X : STA.w $1692, Y
|
||||
INX #2 : INY #2 : CPY #$001C : BCC .draw_ocarina_loop
|
||||
RTS
|
||||
|
||||
}
|
||||
|
||||
DrawBottleNames:
|
||||
{
|
||||
|
||||
LDA.l $7EF35C, X : AND.w #$00FF
|
||||
DEC : ASL #5 : TAX
|
||||
LDY.w #$0000
|
||||
.draw_bottle_loop
|
||||
LDA.w Menu_BottleItems, X : STA.w $1692, Y
|
||||
INX #2 : INY #2
|
||||
|
||||
.draw_bottle_loop
|
||||
LDA.w Menu_BottleItems, X : STA.w $1692, Y
|
||||
INX #2 : INY #2
|
||||
CPY #$001C : BCC .draw_bottle_loop
|
||||
RTS
|
||||
}
|
||||
|
||||
MaybeDrawGoldstarName:
|
||||
DrawGoldstarName:
|
||||
{
|
||||
REP #$30
|
||||
LDX.w #$0000
|
||||
LDY.w #$0000
|
||||
.draw_goldstar_loop
|
||||
LDA.w Menu_GoldstarLabel, X
|
||||
|
||||
.draw_goldstar_loop
|
||||
LDA.w Menu_GoldstarLabel, X
|
||||
STA.w $1692, X : INX #2 : INY #2 : CPY #$001C : BCC .draw_goldstar_loop
|
||||
RTS
|
||||
}
|
||||
|
||||
DrawMushroomName:
|
||||
{
|
||||
REP #$30
|
||||
LDX.w #$0000
|
||||
LDY.w #$0000
|
||||
|
||||
.draw_mushroom_loop
|
||||
LDA.w Menu_MushroomLabel, X
|
||||
STA.w $1692, X : INX #2 : INY #2 : CPY #$001C : BCC .draw_mushroom_loop
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
DrawLocationName:
|
||||
|
||||
@@ -128,7 +128,7 @@ namespace Oracle
|
||||
; -------------------------------------------------------
|
||||
incsrc "Util/all_items.asm"
|
||||
|
||||
incsrc "Dungeons/house_walls.asm"
|
||||
;incsrc "Dungeons/house_walls.asm"
|
||||
|
||||
print ""
|
||||
print "Finished applying patches"
|
||||
|
||||
@@ -17,143 +17,161 @@ org $068361
|
||||
JSL HUD_ClockDisplay ; $1CFF30
|
||||
;originally JSL $09B06E, executed every frame
|
||||
|
||||
; =========================================================
|
||||
|
||||
; org $1CFF30
|
||||
org $328000 ; Free space
|
||||
HUD_ClockDisplay:
|
||||
{
|
||||
JSR RunClock
|
||||
JSR DrawToHud
|
||||
JSR DrawClockToHud
|
||||
JSL $09B06E ; Restore Garnish_ExecuteUpperSlots_long
|
||||
RTL
|
||||
}
|
||||
|
||||
DrawToHud:
|
||||
DrawClockToHudLong:
|
||||
{
|
||||
JSR DrawClockToHud
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
DrawClockToHud:
|
||||
{
|
||||
LDX #$00
|
||||
.debut
|
||||
LDY #$00 : LDA $7EE000,x
|
||||
|
||||
.debut2
|
||||
CMP #$0A : BMI .draw
|
||||
SBC #$0A : INY : BRA .debut2
|
||||
.debut
|
||||
LDY #$00 : LDA $7EE000,x
|
||||
|
||||
.draw
|
||||
ADC #$90 : CPX #$01 : BEQ .minutes_low
|
||||
STA.l !hud_hours_low
|
||||
LDA #$30 : STA.l !hud_hours_low+1 ; white palette
|
||||
BRA .continue_draw ; 04
|
||||
.debut2
|
||||
CMP #$0A : BMI .draw
|
||||
SBC #$0A : INY : BRA .debut2
|
||||
|
||||
.minutes_low
|
||||
STA.l !hud_min_low
|
||||
LDA #$30 : STA.l !hud_min_low+1 ; white palette
|
||||
.continue_draw
|
||||
TYA
|
||||
CLC : ADC #$90 : CPX #$01
|
||||
BEQ .minutes_high
|
||||
STA.l !hud_hours_high
|
||||
LDA #$30 : STA.l !hud_hours_high+1 ; white palette
|
||||
BRA .finish_draw ; 04
|
||||
.draw
|
||||
|
||||
.minutes_high
|
||||
STA.l !hud_min_high
|
||||
LDA #$30 : STA.l !hud_min_high+1 ; white palette
|
||||
.finish_draw
|
||||
ADC #$90 : CPX #$01 : BEQ .minutes_low
|
||||
STA.l !hud_hours_low
|
||||
LDA #$30 : STA.l !hud_hours_low+1 ; white palette
|
||||
BRA .continue_draw ; 04
|
||||
|
||||
.minutes_low
|
||||
|
||||
STA.l !hud_min_low
|
||||
LDA #$30 : STA.l !hud_min_low+1 ; white palette
|
||||
|
||||
.continue_draw
|
||||
|
||||
TYA
|
||||
CLC : ADC #$90 : CPX #$01 : BEQ .minutes_high
|
||||
STA.l !hud_hours_high
|
||||
LDA #$30 : STA.l !hud_hours_high+1 ; white palette
|
||||
BRA .finish_draw ; 04
|
||||
|
||||
.minutes_high
|
||||
|
||||
STA.l !hud_min_high
|
||||
LDA #$30 : STA.l !hud_min_high+1 ; white palette
|
||||
|
||||
.finish_draw
|
||||
INX : CPX #$02 : BMI .debut
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
;--------------------------------
|
||||
; =========================================================
|
||||
|
||||
RunClock:
|
||||
{
|
||||
LDA $10 ;checks current event in game
|
||||
CMP #$07 ;dungeon/building?
|
||||
BEQ .counter_increasing
|
||||
CMP #$09 ;overworld?
|
||||
BEQ .overworld
|
||||
CMP #$0B
|
||||
BEQ .overworld ;sub-area ? (under the bridge; zora domain...)
|
||||
CMP #$0E ;dialog box?
|
||||
BEQ .dialog
|
||||
RTS
|
||||
LDA $10 ;checks current event in game
|
||||
CMP #$07 : BEQ .counter_increasing ;dungeon/building?
|
||||
CMP #$09 : BEQ .overworld ;overworld?
|
||||
CMP #$0B : BEQ .overworld ;sub-area ? (under the bridge; zora domain...)
|
||||
CMP #$0E : BEQ .dialog ;dialog box?
|
||||
RTS
|
||||
|
||||
.overworld
|
||||
LDA $11
|
||||
CMP #$23 ;hdma transfer? (warping)
|
||||
BNE .mosaic
|
||||
.mosaic
|
||||
CMP #$0D ;mosaic ?
|
||||
BMI .counter_increasing
|
||||
RTS
|
||||
.overworld
|
||||
|
||||
.dialog
|
||||
LDA $11 ;which kind of dialog? (to prevent the counter from increasing if save menu or item menu openned)
|
||||
CMP #$02 ;NPC/signs speech
|
||||
BEQ .counter_increasing
|
||||
RTS
|
||||
LDA $11 : CMP #$23 : BNE .mosaic ;hdma transfer? (warping)
|
||||
; Lol what?
|
||||
.mosaic
|
||||
|
||||
CMP #$0D : BMI .counter_increasing ;mosaic ?
|
||||
RTS
|
||||
|
||||
.dialog
|
||||
LDA $11 ;which kind of dialog? (to prevent the counter from increasing if save menu or item menu openned)
|
||||
CMP #$02 : BEQ .counter_increasing ;NPC/signs speech
|
||||
RTS
|
||||
|
||||
.counter_increasing
|
||||
; time speed (1,3,5,7,F,1F,3F,7F,FF)
|
||||
; #$3F is almost 1 sec = 1 game minute
|
||||
LDA $1A : AND #$3F ; 05
|
||||
BEQ .increase_minutes
|
||||
.end
|
||||
|
||||
; time speed (1,3,5,7,F,1F,3F,7F,FF)
|
||||
; #$3F is almost 1 sec = 1 game minute
|
||||
LDA $1A : AND #$3F : BEQ .increase_minutes ; 05
|
||||
.end
|
||||
|
||||
RTS
|
||||
|
||||
.increase_minutes
|
||||
LDA $7EE001 : INC A : STA $7EE001
|
||||
CMP #$3C : BPL .increase_hours ; minutes = #60 ?
|
||||
LDA $7EE001 : INC A : STA $7EE001
|
||||
CMP #$3C : BPL .increase_hours ; minutes = #60 ?
|
||||
RTS
|
||||
|
||||
.increase_hours
|
||||
LDA #$00 : STA $7EE001
|
||||
LDA $7EE000 : INC A : STA $7EE000
|
||||
CMP #$18 ; hours = #24 ?
|
||||
BPL .reset_hours
|
||||
|
||||
LDA #$00 : STA $7EE001
|
||||
LDA $7EE000 : INC A : STA $7EE000
|
||||
CMP #$18 : BPL .reset_hours ; hours = #24 ?
|
||||
;check indoors/outdoors
|
||||
LDA $1B : BEQ .outdoors0
|
||||
RTS
|
||||
RTS
|
||||
|
||||
.outdoors0
|
||||
|
||||
JSL rom_to_buff ;update buffer palette
|
||||
JSL buff_to_eff ;update effective palette
|
||||
|
||||
.outdoors0
|
||||
JSL rom_to_buff ;update buffer palette
|
||||
JSL buff_to_eff ;update effective palette
|
||||
;rain layer ?
|
||||
LDA $8C : CMP #$9F : BEQ .skip_bg_updt0
|
||||
LDA $8C : CMP #$9E : BEQ .skip_bg_updt0 ; canopy layer ?
|
||||
CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
|
||||
JSL $0BFE70 ;update background color
|
||||
BRA .inc_hours_end
|
||||
LDA $8C : CMP #$9E : BEQ .skip_bg_updt0 ; canopy layer ?
|
||||
CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
|
||||
JSL $0BFE70 ;update background color
|
||||
BRA .inc_hours_end
|
||||
|
||||
.skip_bg_updt0 ;prevent the sub layer from disappearing ($1D zeroed)
|
||||
.skip_bg_updt0 ;prevent the sub layer from disappearing ($1D zeroed)
|
||||
JSL $0BFE72
|
||||
.inc_hours_end
|
||||
|
||||
.inc_hours_end
|
||||
RTS
|
||||
|
||||
.reset_hours
|
||||
LDA #$00 : STA $7EE000
|
||||
|
||||
;check indoors/outdoors
|
||||
LDA $1B : BEQ .outdoors1
|
||||
LDA #$00 : STA $7EE000
|
||||
|
||||
;check indoors/outdoors
|
||||
LDA $1B : BEQ .outdoors1
|
||||
RTS
|
||||
.outdoors1
|
||||
JSL rom_to_buff
|
||||
JSL buff_to_eff
|
||||
LDA $8C : CMP #$9F ;rain layer ?
|
||||
BEQ .skip_bg_updt1
|
||||
|
||||
JSL rom_to_buff
|
||||
JSL buff_to_eff
|
||||
|
||||
LDA $8C : CMP #$9F : BEQ .skip_bg_updt1 ;rain layer ?
|
||||
LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ?
|
||||
JSL $0BFE70 ;update background color
|
||||
BRA .reset_end
|
||||
JSL $0BFE70 ;update background color
|
||||
BRA .reset_end
|
||||
|
||||
.skip_bg_updt1 ;prevent the sub layer from disappearing ($1D zeroed)
|
||||
JSL $0BFE72
|
||||
.skip_bg_updt1 ;prevent the sub layer from disappearing ($1D zeroed)
|
||||
|
||||
JSL $0BFE72
|
||||
|
||||
.reset_end
|
||||
RTS
|
||||
RTS
|
||||
}
|
||||
|
||||
;-----------------------------------------------
|
||||
; =========================================================
|
||||
;----[ Day / Night system * palette effect ]----
|
||||
;-----------------------------------------------
|
||||
; =========================================================
|
||||
|
||||
!blue_value = $7EE010
|
||||
!green_value = $7EE012
|
||||
@@ -189,33 +207,36 @@ org $1BEF84
|
||||
org $0EEE25 ; free space
|
||||
LoadDayNightPaletteEffect:
|
||||
{
|
||||
STA.l !pal_color
|
||||
STA.l !pal_color
|
||||
|
||||
CPX #$0041 : BPL .title_check
|
||||
CPX #$0041 : BPL .title_check
|
||||
STA $7EC300,X
|
||||
RTL
|
||||
|
||||
.title_check
|
||||
LDA $10 : AND #$00FF
|
||||
CMP #$0002 ; title or file select screen ?
|
||||
BPL .outin_check
|
||||
|
||||
; title or file select screen ?
|
||||
LDA $10 : AND #$00FF : CMP #$0002 : BPL .outin_check
|
||||
LDA.l !pal_color : STA $7EC300,X
|
||||
RTL
|
||||
|
||||
.outin_check
|
||||
LDA $1B : AND #$00FF : BEQ .outdoors2
|
||||
|
||||
LDA $1B : AND #$00FF : BEQ .outdoors2
|
||||
LDA.l !pal_color
|
||||
STA $7EC300,X
|
||||
RTL
|
||||
|
||||
.outdoors2
|
||||
PHX
|
||||
JSL ColorSubEffect
|
||||
PLX
|
||||
STA.l $7EC300,X
|
||||
RTL
|
||||
|
||||
PHX
|
||||
JSL ColorSubEffect
|
||||
PLX
|
||||
STA.l $7EC300,X
|
||||
RTL
|
||||
}
|
||||
;--------------------------------
|
||||
|
||||
; =========================================================
|
||||
|
||||
ColorSubEffect:
|
||||
{
|
||||
@@ -226,46 +247,40 @@ ColorSubEffect:
|
||||
AND #$00FF
|
||||
TAX
|
||||
|
||||
.do_blue
|
||||
.do_blue
|
||||
LDA.l !pal_color : AND #$7C00 : STA !blue_value
|
||||
; substract amount to blue field based on a table
|
||||
SEC : SBC.l blue_table, X : STA !temp_value
|
||||
AND #$7C00 ; mask out everything except the blue bits
|
||||
CMP !temp_value ; overflow ?
|
||||
BEQ .no_blue_sign_change
|
||||
CMP !temp_value : BEQ .no_blue_sign_change; overflow ?
|
||||
.blue_sign_change
|
||||
LDA #$0400 ; LDA smallest blue value
|
||||
|
||||
.blue_sign_change
|
||||
LDA #$0400 ; LDA smallest blue value
|
||||
|
||||
.no_blue_sign_change
|
||||
.no_blue_sign_change
|
||||
STA.l !blue_value
|
||||
|
||||
do_green:
|
||||
do_green:
|
||||
LDA !pal_color : AND #$03E0 : STA !green_value
|
||||
SEC : SBC.l green_table,x ; substract amount to blue field based on a table
|
||||
STA.l !temp_value
|
||||
; mask out everything except the green bits
|
||||
AND #$03E0 : CMP !temp_value ; overflow ?
|
||||
BEQ .no_green_sign_change
|
||||
|
||||
.green_sign_change
|
||||
LDA #$0020 ; LDA smallest green value
|
||||
AND #$03E0 : CMP !temp_value : BEQ .no_green_sign_change ; overflow ?
|
||||
.green_sign_change
|
||||
LDA #$0020 ; LDA smallest green value
|
||||
|
||||
.no_green_sign_change
|
||||
.no_green_sign_change
|
||||
STA.l !green_value
|
||||
|
||||
.do_red
|
||||
.do_red
|
||||
LDA.l !pal_color : AND #$001F : STA.l !red_value
|
||||
SEC : SBC.l red_table,x ; substract amount to red field based on a table
|
||||
STA.l !temp_value
|
||||
AND #$001F ; mask out everything except the red bits
|
||||
CMP !temp_value ; overflow ?
|
||||
BEQ .no_red_sign_change
|
||||
CMP !temp_value : BEQ .no_red_sign_change ; overflow ?
|
||||
.red_sign_change
|
||||
LDA #$0001 ; LDA smallest red value
|
||||
|
||||
.red_sign_change
|
||||
LDA #$0001 ; LDA smallest red value
|
||||
|
||||
.no_red_sign_change
|
||||
.no_red_sign_change
|
||||
STA.l !red_value
|
||||
|
||||
LDA.l !blue_value
|
||||
@@ -275,6 +290,8 @@ do_green:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
; color_sub_tables : 24 * 2 bytes each = 48 bytes (2 bytes = 1 color sub for each hour)
|
||||
|
||||
blue_table:
|
||||
@@ -304,9 +321,9 @@ red_table:
|
||||
BackgroundFix:
|
||||
{
|
||||
BEQ .no_effect ;BRAnch if A=#$0000 (transparent bg)
|
||||
JSL ColorSubEffect
|
||||
|
||||
.no_effect:
|
||||
JSL ColorSubEffect
|
||||
|
||||
.no_effect:
|
||||
STA.l $7EC500
|
||||
STA.l $7EC300
|
||||
STA.l $7EC540
|
||||
@@ -325,18 +342,15 @@ SubAreasFix:
|
||||
rtl
|
||||
}
|
||||
|
||||
|
||||
GlovesFix:
|
||||
{
|
||||
STA.l !pal_color
|
||||
LDA $1B
|
||||
AND #$00FF
|
||||
BEQ .outdoors3
|
||||
LDA.l !pal_color
|
||||
STA $7EC4FA
|
||||
RTL
|
||||
LDA $1B : AND #$00FF : BEQ .outdoors3
|
||||
LDA.l !pal_color
|
||||
STA $7EC4FA
|
||||
RTL
|
||||
|
||||
.outdoors3:
|
||||
.outdoors3:
|
||||
PHX
|
||||
JSL ColorSubEffect
|
||||
PLX
|
||||
@@ -346,22 +360,18 @@ GlovesFix:
|
||||
|
||||
CheckIfNight:
|
||||
{
|
||||
LDA $7EE000 : CMP.b #$06
|
||||
BCC .night_time
|
||||
LDA $7EE000 : CMP.b #$06 : BCC .night_time
|
||||
.day_time
|
||||
LDA.l $7EF3C5
|
||||
|
||||
.day_time
|
||||
LDA.l $7EF3C5
|
||||
RTL
|
||||
.night_time
|
||||
|
||||
RTL
|
||||
.night_time
|
||||
|
||||
LDA $7EE000 : CMP.b #$14
|
||||
BCS .day_time
|
||||
|
||||
LDA.l $7EF3C5
|
||||
CLC
|
||||
ADC #$01
|
||||
RTL
|
||||
LDA $7EE000 : CMP.b #$14 : BCS .day_time
|
||||
LDA.l $7EF3C5
|
||||
CLC
|
||||
ADC #$01
|
||||
RTL
|
||||
}
|
||||
|
||||
warnpc $0EF3F9 ; free space
|
||||
@@ -402,7 +412,7 @@ org $2885F9
|
||||
org $0ED601
|
||||
JSL SubAreasFix
|
||||
|
||||
;--------------------------------
|
||||
; =========================================================
|
||||
|
||||
; Gloves color loading routine
|
||||
;$1B/EE1B C2 30 REP #$30
|
||||
@@ -421,3 +431,5 @@ org $0ED601
|
||||
|
||||
org $1BEE2D
|
||||
JSL GlovesFix
|
||||
|
||||
; =========================================================
|
||||
@@ -1,4 +1,4 @@
|
||||
; ==============================
|
||||
; =========================================================
|
||||
; WRAM in Use
|
||||
org $008000
|
||||
base $7E0730 ; MAP16OVERFLOW free ram region
|
||||
@@ -24,7 +24,7 @@ SomariaOrByrna: skip 1
|
||||
|
||||
base off
|
||||
|
||||
; ==============================
|
||||
; =========================================================
|
||||
; SRAM in Use
|
||||
|
||||
FishingRod = $7EF38A
|
||||
Reference in New Issue
Block a user