started hud refresh logic

This commit is contained in:
scawful
2022-10-03 04:15:21 -05:00
parent fdde8f5289
commit 5c81941429
3 changed files with 332 additions and 57 deletions

View File

@@ -328,7 +328,7 @@ Menu_CheckBottle:
Menu_Exit:
{
; set $0303 by using $0202 to index table on exit
JSR Menu_CheckBottle
; JSR Menu_CheckBottle
LDY.w $0202 : BEQ .no_item
DEY
LDA.w Menu_ItemIndex, Y
@@ -342,9 +342,9 @@ Menu_Exit:
LDX.b #$3E
.loop
LDA.l $7EC300, X : STA.l $7EC500, X
DEX : DEX
LDA.l $7EC300, X
STA.l $7EC500, X
DEX : DEX
BPL .loop
INC.b $15

View File

@@ -2,11 +2,11 @@
; headsup display
org $0DFB91
JSL Hud_Update
JSL HUD_Update
RTS
newIgnoreItemBox:
JSL Hud_Update_ignoreItemBox
JSL HUD_Update_ignoreItemBox
RTS
org $0DDD21
@@ -16,10 +16,8 @@ org $0DF1BC
JSL HUD_AnimateHeartRefill
RTS
; =============================================================================
org $268000
Hud_Update:
HUD_Update:
{
JSR HUD_UpdateItemBox
@@ -79,18 +77,17 @@ Hud_Update:
REP #$30
; Magic amount indicator (normal, 1/2, or 1/4)
; LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normalMagicMeter
LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normalMagicMeter
; draw 1/2 magic meter
; LDA.w #$28F7 : STA $7EC704
; LDA.w #$2851 : STA $7EC706
; LDA.w #$28FA : STA $7EC708
LDA.w #$2851 : STA $7EC730
LDA.w #$28FA : STA $7EC732
.normalMagicMeter
; check player magic (ranges from 0 to 0x7F)
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
;LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
; LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
; these four writes draw the magic power bar based on how much MP you have
; LDA MagicTilemap+0, X : STA $7EC746
@@ -99,20 +96,20 @@ Hud_Update:
; LDA MagicTilemap+6, X : STA $7EC806
; Load how many rupees the player has
; LDA $7EF362
LDA $7EF362
; JSR HexToDecimal
JSR HexToDecimal
; REP #$30
REP #$30
; The tile index for the first rupee digit
; LDA $03 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7D0
LDA $03 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79C
; The tile index for the second rupee digit
; LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7D2
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79E
; The tile index for the third rupee digit
; LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7D4
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0
; Number of bombs Link has.
LDA $7EF343 : AND.w #$00FF
@@ -122,10 +119,10 @@ Hud_Update:
REP #$30
; The tile index for the first bomb digit
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7AE
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 $7EC7B0
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
; ; Number of Arrows Link has.
; LDA $7EF377 : AND.w #$00FF
@@ -168,6 +165,241 @@ Hud_Update:
RTL
}
; =============================================================================
; *$6DB92-$6DD29 BRANCH LOCATION
HUD_RefillLogic:
{
; Check current rupees (362) against goal rupees (360)
; goal refers to how many we really have and current refers to the
; number currently being displayed. When you buy something,
; goal rupees are decreased by, say, 100, but it takes a while for the
; current rupees indicator to catch up. When you get a gift of 300
; rupees, the goal increases, and current has to catch up in the other direction.
LDA $7EF362
CMP $7EF360 : BEQ .doneWithRupeesRefill
BMI .addRupees
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA $7EF360
BRA .subtractRupees
.addRupees
; If current rupees <= 1000 (decimal)
INC A : CMP.w #1000 : BCC .subtractRupees
; Otherwise just store 999 to the rupee amount
LDA.w #999 : STA $7EF360
.subtractRupees
STA $7EF362
SEP #$30
LDA $012E : BNE .doneWithRupeesRefill
; looks like a delay counter of some sort between
; invocations of the rupee fill sound effect
LDA $0CFD : INC $0CFD : AND.b #$07 : BNE .skipRupeeSound
LDA.b #$29 : STA $012E
BRA .skipRupeeSound
.doneWithRupeesRefill
SEP #$30
STZ $0CFD
.skipRupeeSound
LDA $7EF375
BEQ .doneRefillingBombs
; decrease the bomb refill counter
LDA $7EF375 : DEC A : STA $7EF375
; use the bomb upgrade index to know what max number of bombs Link can carry is
LDA $7EF370 : TAY
; if it matches the max, you can't have no more bombs, son. It's the law.
LDA $7EF343 : CMP $DB48, Y : BEQ .doneRefillingBombs
; You like bombs? I got lotsa bombs!
INC A : STA $7EF343
.doneRefillingBombs
; check arrow refill counter
LDA $7EF376
BEQ .doneRefillingArrows
LDA $7EF376 : DEC A : STA $7EF376
; check arrow upgrade index to see how our max limit on arrows, just like bombs.
LDA $7EF371 : TAY
LDA $7EF377 : CMP $DB58, Y
; I reckon you get no more arrows, pardner.
BEQ .arrowsAtMax
INC A : STA $7EF377
.arrowsAtMax
; see if we even have the bow.
LDA $7EF340
BEQ .doneRefillingArrows
AND.b #$01 : CMP.b #$01
BNE .doneRefillingArrows
; changes the icon from a bow without arrows to a bow with arrows.
LDA $7EF340 : INC A : STA $7EF340
JSL $0DDB7F
.doneRefillingArrows
; a frozen Link is an impervious Link, so don't beep.
LDA $02E4
BNE .doneWithWarningBeep
; if heart refill is in process, we don't beep
LDA $7EF372
BNE .doneWithWarningBeep
LDA $7EF36C : LSR #3 : TAX
; checking current health against capacity health to see
; if we need to put on that annoying beeping noise.
LDA $7EF36D : CMP $DB60, X
BCS .doneWithWarningBeep
LDA $04CA
BNE .decrementBeepTimer
; beep incessantly when life is low
LDA $012E
BNE .doneWithWarningBeep
LDA.b #$20 : STA $04CA
LDA.b #$2B : STA $012E
.decrementBeepTimer
; Timer for the low life beep sound
DEC $04CA
.doneWithWarningBeep
; if nonzero, indicates that a heart is being "flipped" over
; as in, filling up, currently
LDA $020A
BNE .waitForHeartFillAnimation
; If no hearts need to be filled, branch
LDA $7EF372
BEQ .doneRefillingHearts
; check if actual health matches capacity health
LDA $7EF36D : CMP $7EF36C
BCC .notAtFullHealth
; just set health to full in the event it overflowed past 0xA0 (20 hearts)
LDA $7EF36C : STA $7EF36D
; done refilling health so deactivate the health refill variable
LDA.b #$00 : STA $7EF372
BRA .doneRefillingHearts
.notAtFullHealth
; refill health by one heart
LDA $7EF36D : CLC : ADC.b #$08 : STA $7EF36D
LDA $012F
BNE .soundChannelInUse
; play heart refill sound effect
LDA.b #$0D : STA $012F
.soundChannelInUse
; repeat the same logic from earlier, checking if health's at max and setting it to max
; if it overflowed
LDA $7EF36D : CMP $7EF36C
BCC .healthDidntOverflow
LDA $7EF36C : STA $7EF36D
.healthDidntOverflow
; subtract a heart from the refill variable
LDA $7EF372 : SEC : SBC.b #$08 : STA $7EF372
; activate heart refill animation
; (which will cause a small delay for the next heart if we still need to fill some up.)
INC $020A
LDA.b #$07 : STA $0208
.waitForHeartFillAnimation
REP #$30
LDA.w #$FFFF : STA $0E
JSL HUD_Update_ignoreHealth
JSL HUD_AnimateHeartRefill
SEP #$30
INC $16
PLB
RTL
.doneRefillingHearts
REP #$30
LDA.w #$FFFF : STA $0E
JSL HUD_Update_ignoreItemBox
SEP #$30
INC $16
PLB
RTL
}
; =============================================================================
; *$6F14F-$6F1B2 LOCAL
@@ -223,33 +455,34 @@ HUD_AnimateHeartRefill:
RTS
}
; ============================================================================
; *$6FAFD-$6FB90 LOCAL
HUD_UpdateItemBox:
{
SEP #$30
; ; Dost thou haveth the the bow?
; LDA $7EF340 : BEQ .havethNoBow
; Dost thou haveth the the bow?
LDA $7EF340 : BEQ .havethNoBow
; ; Dost thou haveth the silver arrows?
; ; (okay I'll stop soon)
; CMP.b #$03 : BCC .havethNoSilverArrows
; Dost thou haveth the silver arrows?
; (okay I'll stop soon)
; CMP.b #$03 : BCC .havethNoSilverArrows
; ; Draw the arrow guage icon as silver rather than normal wood arrows.
; Draw the arrow guage icon as silver rather than normal wood arrows.
; LDA.b #$86 : STA $7EC71E
; LDA.b #$24 : STA $7EC71F
; LDA.b #$87 : STA $7EC720
; LDA.b #$24 : STA $7EC721
; LDX.b #$04
LDX.b #$04
; ; check how many arrows the player has
; LDA $7EF377 : BNE .drawBowItemIcon
; check how many arrows the player has
LDA $7EF377 : BNE .drawBowItemIcon
; LDX.b #$03
LDX.b #$03
; BRA .drawBowItemIcon
BRA .drawBowItemIcon
; .havethNoSilverArrows
@@ -259,16 +492,16 @@ HUD_UpdateItemBox:
; LDX.b #$01
; .drawBowItemIcon
.drawBowItemIcon
; ; 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
; 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
; .havethNoBow
.havethNoBow
REP #$30
@@ -297,10 +530,10 @@ HUD_UpdateItemBox:
LDA $02 : ASL #3 : TAY
; These addresses form the item box graphics.
LDA ($04), Y : STA $7EC774 : INY #2
LDA ($04), Y : STA $7EC776 : INY #2
LDA ($04), Y : STA $7EC7B4 : INY #2
LDA ($04), Y : STA $7EC778 : INY #2
LDA ($04), Y : STA $7EC7B6 : INY #2
LDA ($04), Y : STA $7EC7B8 : INY #2
.noEquippedItem
@@ -427,33 +660,34 @@ HUD_Tilemap:
{
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F
dw $207F, $207F, $207F, $207F
; magic bar top part
dw $340B, $340C, $340C, $340C, $340C, $340C
dw $200B, $200C, $200C, $200C, $200C, $200C
; item frame top part
dw $346C, $346D, $346E, $346F
dw $206C, $206D, $206E, $206F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F
dw $341B, $2015
dw $2015, $2015, $2015, $2015
; magic bar
dw $201B, $344B
dw $344B, $344B, $344B, $344B
; item frame left part
dw $34DE, $207F, $207F, $34DF
dw $20DE, $207F, $207F, $20DF
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F
; magic bar bottom part
dw $B40B, $B40C
dw $B40C, $B40C, $B40C, $B40C
dw $A00B, $A00C
dw $A00C, $A00C, $A00C, $A00C
; item frame right part
dw $34EE, $207F, $207F, $34EF
dw $20EE, $207F, $207F, $20EF
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
@@ -461,7 +695,7 @@ HUD_Tilemap:
dw $207F, $207F, $207F, $207F
; item frame bottom part
dw $347C, $347D, $347E, $341D
dw $207C, $207D, $207E, $201D
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F

View File

@@ -1,6 +1,5 @@
; =============================================================================
; Item Selection Code
; =============================================================================
Menu_ItemIndex:
db $03 ; slingshot
@@ -90,6 +89,7 @@ Menu_ItemCursorPositions:
; -----------------------------------------------------------------------------
Menu_FindNextItem:
{
LDY.w $0202 : INY
CPY.b #$19 : BCC .no_reset
LDY.b #$01
@@ -99,10 +99,12 @@ Menu_FindNextItem:
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; -----------------------------------------------------------------------------
Menu_FindPrevItem:
{
LDY.w $0202 : DEY : BNE .no_reset
LDY.b #$18
.no_reset
@@ -111,9 +113,12 @@ Menu_FindPrevItem:
LDA.l $7EF300, X
BEQ Menu_FindPrevItem
RTS
}
; -----------------------------------------------------------------------------
Menu_FindNextDownItem:
{
LDA.w $0202 : CLC : ADC.b #$06
CMP.b #$19 : BCC .no_reset
SBC.b #$18
@@ -123,10 +128,12 @@ Menu_FindNextDownItem:
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; -----------------------------------------------------------------------------
Menu_FindNextUpItem:
{
LDA.w $0202 : SEC : SBC.b #$06
BPL .no_reset : BNE .no_reset
CLC : ADC.b #$18
@@ -134,12 +141,15 @@ Menu_FindNextUpItem:
TAY : STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindPrevItem
BEQ Menu_FindNextItem
RTS
}
; -----------------------------------------------------------------------------
Menu_DeleteCursor:
{
REP #$30
LDX.w Menu_ItemCursorPositions-2, Y
@@ -155,6 +165,7 @@ Menu_DeleteCursor:
SEP #$30
STZ $0207
RTS
}
; -----------------------------------------------------------------------------
@@ -182,4 +193,34 @@ Menu_InitItemScreen:
RTS
}
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; $0303[0x01] - (Player)
; In conjunction with the above variable when set to 0x13, matching the above
; variable, the cape transformation is complete.
; This indicates which secondary item is equipped (aka Y-button
; item).
; 0x00 - Nothing
; 0x01 - Bombs
; 0x02 - Boomerang
; 0x03 - Arrows
; 0x04 - Hammer
; 0x05 - Fire Rod
; 0x06 - Ice Rod
; 0x07 - Bug catching net
; 0x08 - Flute
; 0x09 - Lamp
; 0x0A - Magic Powder
; 0x0B - Bottle
; 0x0C - Book of Mudora
; 0x0D - Cane of Byrna
; 0x0E - Hookshot
; 0x0F - Bombos Medallion
; 0x10 - Ether Medallion
; 0x11 - Quake Medallion
; 0x12 - Cane of Somaria
; 0x13 - Cape
; 0x14 - Magic Mirror