From 479b8f1f10775f54dd3bbbef2f68501a815c57bd Mon Sep 17 00:00:00 2001 From: Jared_Brian_ Date: Fri, 29 Mar 2024 14:05:15 -0600 Subject: [PATCH] fixed a bug that caused the currently selected item to not be saved after death and caused the bomb and arrow counts to dissapear on the HUD after opening a chest. Also added certain rom and emulator file types to the .gitIgnore --- .gitignore | 21 +++++------ Menu/menu_hud.asm | 4 +-- Menu/menu_select_item.asm | 74 ++++++++++++++++++++++++++------------- 3 files changed, 60 insertions(+), 39 deletions(-) diff --git a/.gitignore b/.gitignore index 2636fd6..9f9108c 100644 --- a/.gitignore +++ b/.gitignore @@ -1,12 +1,9 @@ -asar.exe -oos111.sfc -oos111x-1.bst -oos111x-2.bst -oos111x-3.bst -oos111x.bp -oos111x.cht -oos111x.cpu.sym -oos111x.sfc -oos111x.smp.sym -oos111x.srm -oos111x.sym +*.exe +*.bst +*.bp +*.cht +*.cpu.sym +*.sfc +*.smp.sym +*.srm +*.sym diff --git a/Menu/menu_hud.asm b/Menu/menu_hud.asm index 8002ab2..e152f5a 100644 --- a/Menu/menu_hud.asm +++ b/Menu/menu_hud.asm @@ -516,7 +516,7 @@ org $0DF811 ; ========================================================= ; $6FE77-$6FFC0 -org $0DFE77 +org $0DFE77 HUD_Tilemap: incbin tilemaps/hud.tilemap @@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap ; ========================================================== ; $57CE0 DATA -org $0AFCE0 +org $0AFCE0 FloorIndicatorNumberHigh: { dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D diff --git a/Menu/menu_select_item.asm b/Menu/menu_select_item.asm index b6e6fa0..0f2a6df 100644 --- a/Menu/menu_select_item.asm +++ b/Menu/menu_select_item.asm @@ -242,46 +242,75 @@ GotoNextItem_Local: ; Load our currently equipped item, and move to the next one ; If we reach our limit (21), set it back to the bow and arrow slot. LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset - LDA.b #$01 + LDA.b #$01 -.dont_reset + .dont_reset ; Otherwise try to equip the item in the next slot STA $0202 RTS } +DoWeHaveThisItem_OverrideLong: +{ + PHB : PHK : PLB + JSR DoWeHaveThisItem_Override + PLB + RTL +} + DoWeHaveThisItem_Override: { - LDY $0202 : LDX.w Menu_AddressLong, Y - LDA.l $7EF33F, X : BNE .have_this_item + LDY $0202 : LDX.w Menu_AddressLong-1, Y + LDA.l $7EF300, X : BNE .have_this_item CLC - RTL + RTS + .have_this_item SEC - RTL + RTS } TryEquipNextItem_Override: { .keep_looking + JSR GotoNextItem_Local - JSL DoWeHaveThisItem_Override : BCC .keep_looking + JSR DoWeHaveThisItem_Override : BCC .keep_looking + RTS } +SearchForEquippedItem_OverrideLong: +{ + PHB : PHK : PLB + JSR SearchForEquippedItem_Override + PLB + RTL +} + SearchForEquippedItem_Override: { - SEP #$30 - - LDY $0202 : LDX.w Menu_AddressLong-1, Y - LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available + SEP #$30 + + LDA.b #$00 + LDY.b #$18 + + .itemCheck + + LDX Menu_AddressLong-1, Y + ORA $7EF300, X + DEY : CPY.b #$00 : BNE .itemCheck + + CMP.b #$00 : BNE .equippableItemAvailable ; In this case we have no equippable items STZ $0202 : STZ $0203 : STZ $0204 + + .weHaveThatItem + + RTS + + .equippableItemAvailable - .we_have_that_item - RTL - - .item_available ; 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 @@ -290,12 +319,9 @@ SearchForEquippedItem_Override: .alreadyEquipped - ; Checks to see if we actually have that item - ; We're done if we have that item - .keep_looking - JSR GotoNextItem_Local - JSL DoWeHaveThisItem_Override : BCC .keep_looking - BCS .we_have_that_item + ; Checks to see if we actually have that item + ; We're done if we have that item + JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem JMP TryEquipNextItem_Override } @@ -305,16 +331,14 @@ pushpc org $0DDEB0 DoWeHaveThisItem: { - JSL DoWeHaveThisItem_Override + JSL DoWeHaveThisItem_OverrideLong RTS } org $0DE399 SearchForEquippedItem: { - PHB : PHK : PLB - JSL SearchForEquippedItem_Override - PLB + JSL SearchForEquippedItem_OverrideLong RTS } warnpc $0DE3C7