From 63b8a6faf60d5d90ab21d59c23df38746b7cd276 Mon Sep 17 00:00:00 2001 From: scawful Date: Wed, 2 Oct 2024 18:11:59 -0400 Subject: [PATCH] Cleanup menu components --- Menu/menu_hud.asm | 37 ++++++--------- Menu/menu_map_names.asm | 6 +-- Menu/menu_scroll.asm | 8 ++-- Menu/menu_select_item.asm | 99 +++++++++++++++++++-------------------- Menu/menu_text.asm | 14 +++--- 5 files changed, 76 insertions(+), 88 deletions(-) diff --git a/Menu/menu_hud.asm b/Menu/menu_hud.asm index 20b9b5b..92bc1d7 100644 --- a/Menu/menu_hud.asm +++ b/Menu/menu_hud.asm @@ -30,7 +30,6 @@ org $0DF14F ; AnimateHeartRefill LDA.b #$C7 : STA $01 LDA.b #$7E : STA $02 - ; ========================================================== ; Main HUD Update Loop @@ -229,7 +228,6 @@ HUD_UpdateItemBox: .no_silver_arrows LDX.b #$02 - LDA $7EF377 : BNE .draw_bow_item_icon LDX.b #$01 @@ -294,8 +292,6 @@ HUD_UpdateItemBox: CPX.w #$0010 : BNE .custom_rod_not_equipped LDA.w FishingOrPortalRod - - .custom_rod_not_equipped JSR HUD_DrawItem @@ -446,7 +442,7 @@ org $0DF701 ; Lamp org $0DF6F1 dw $24BC, $24BD, $24CC, $64CC - + ; Fire Rod org $0DF6B1 dw $2CB0, $2CBE, $2CC0, $2CC1 @@ -468,7 +464,6 @@ org $0DF859 dw $24D4, $24D5, $24E4, $24E5 ; Red dw $34D4, $34D5, $34E4, $34E5 ; Gold - ; Roc's Feather (Net) org $0DF731 dw $2840, $2841, $3C42, $3C43 ; Roc's Feather @@ -518,16 +513,16 @@ org $0DF7B9 dw $3469, $7469, $3479, $7479 ; Stone Mask (Flippers Slot) -org $0DF811 +org $0DF811 dw $20F5, $20F5, $20F5, $20F5 dw $30B4, $30B5, $30C4, $30C5 ; ========================================================= ; $6FE77-$6FFC0 -org $0DFE77 +org $0DFE77 HUD_Tilemap: -incbin tilemaps/hud.tilemap + incbin tilemaps/hud.tilemap ; #_02816A: JSL RebuildHUD_Keys @@ -537,7 +532,7 @@ incbin tilemaps/hud.tilemap ; ========================================================== ; $57CE0 DATA -org $0AFCE0 +org $0AFCE0 FloorIndicatorNumberHigh: { dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D @@ -567,7 +562,7 @@ FloorIndicator: ; disable the floor indicator during the next frame. LDA.w #$0000 .dont_disable - + STA $04A0 PHB : PHK : PLB LDA.w #$251E : STA $7EC7F0 @@ -587,18 +582,16 @@ FloorIndicator: ; Check the world state LDA $7EF3C5 : CMP.b #$02 : BCS .no_rain_state - - ; cause the ambient rain sound to occur (indoor version) - LDA.b #$05 : STA $012D - -.no_rain_state + ; cause the ambient rain sound to occur (indoor version) + LDA.b #$05 : STA $012D + .no_rain_state REP #$20 -.not_floor_1F -.sanctuary_rat_room + .not_floor_1F + .sanctuary_rat_room LDA $A4 : AND.w #$00FF BRA .set_floor_indicator_number -.basement_floor + .basement_floor SEP #$20 ; turn off any ambient sound effects LDA.b #$05 : STA $012D @@ -606,7 +599,7 @@ FloorIndicator: INX #2 LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF -.set_floor_indicator_number + .set_floor_indicator_number ASL A : TAY @@ -622,7 +615,7 @@ FloorIndicator: RTL -.hide_indicator ; *$57D90 ALTERNATE ENTRY POINT + .hide_indicator ; *$57D90 ALTERNATE ENTRY POINT REP #$20 @@ -634,4 +627,4 @@ FloorIndicator: RTL } -pullpc \ No newline at end of file +pullpc diff --git a/Menu/menu_map_names.asm b/Menu/menu_map_names.asm index 8d478c2..03ff0ce 100644 --- a/Menu/menu_map_names.asm +++ b/Menu/menu_map_names.asm @@ -3,8 +3,8 @@ OverworldLocationNames: dw "RANCH___________" ; 01 dw "PYRAMID_________" ; 02 dw "LAND_OF_TREE____" ; 03 - dw "SNOW_MOUNTAIN___" ; 04 - dw "SNOW_MOUNTAIN___" ; 05 + dw "SNOW_MOUNTAIN___" ; 04 + dw "SNOW_MOUNTAIN___" ; 05 dw "SNOW_MOUNTAIN___" ; 06 dw "SNOW_MOUNTAIN___" ; 07 dw "RANCH___________" ; 08 @@ -17,7 +17,7 @@ OverworldLocationNames: dw "CEMETERY________" ; 0F dw "TOADSTOOL_WOODS_" ; 10 dw "RANCH_PATH______" ; 11 - dw "CROSSROADS______" ; 12 + dw "CROSSROADS______" ; 12 dw "KALYXO_CASTLE___" ; 13 dw "KALYXO_CASTLE___" ; 14 dw "MOUNTAINSIDE____" ; 15 diff --git a/Menu/menu_scroll.asm b/Menu/menu_scroll.asm index 3e7082a..4a26260 100644 --- a/Menu/menu_scroll.asm +++ b/Menu/menu_scroll.asm @@ -19,7 +19,7 @@ Menu_CheckHScroll: REP #$20 LDA.w #$0008 - .merge + .merge STA.w MenuScrollHDirection SEP #$30 @@ -41,8 +41,8 @@ Menu_ScrollHorizontal: LDA.w $E4 ; BG3 Horizontal Scroll Value ADC.w MenuScrollHDirection ; Direction set by Menu_CheckHScroll - AND.w #$01FF - STA.b $E4 + AND.w #$01FF + STA.b $E4 AND.w #$00FF BNE .loop @@ -50,7 +50,7 @@ Menu_ScrollHorizontal: RTS .loop - CLC + CLC RTS } diff --git a/Menu/menu_select_item.asm b/Menu/menu_select_item.asm index 5b3a645..618795c 100644 --- a/Menu/menu_select_item.asm +++ b/Menu/menu_select_item.asm @@ -14,19 +14,19 @@ Menu_ItemIndex: db $11, $0F, $08, $10, $13, $0B ; ========================================================= -; Decides which graphics is drawn +; Decides which graphics is drawn Menu_AddressIndex: db $7EF340 ; Bow db $7EF341 ; Boomerang db $7EF342 ; Hookshot / Goldstar db $7EF343 ; Bombs - db $7EF344 ; Powder + db $7EF344 ; Powder db $7EF35C ; Bottle 1 - db $7EF34B ; Hammer - db $7EF34A ; Lamp + db $7EF34B ; Hammer + db $7EF34A ; Lamp db $7EF345 ; Fire Rod - db $7EF346 ; Ice Rod + db $7EF346 ; Ice Rod db $7EF353 ; Magic Mirror db $7EF35D ; Bottle 2 @@ -34,12 +34,12 @@ Menu_AddressIndex: db $7EF34E ; Book of Secrets db $7EF350 ; Cane of Somaria / Cane of Byrna db $7EF351 ; Fishing Rod / Portal Rod - db $7EF34D ; Roc's Feather + db $7EF34D ; Roc's Feather db $7EF35E ; Bottle 3 - db $7EF349 ; Deku Mask + db $7EF349 ; Deku Mask db $7EF347 ; Zora Mask - db $7EF358 ; Wolf Mask + db $7EF358 ; Wolf Mask db $7EF348 ; Bunny Hood db $7EF352 ; Stone Mask db $7EF35F ; Bottle #4 @@ -54,36 +54,35 @@ Menu_ItemCursorPositions: dw menu_offset(6,15) ; deku mask dw menu_offset(6,18) ; bottle1 - dw menu_offset(9,2) ; hammer + dw menu_offset(9,2) ; hammer dw menu_offset(9,5) ; lamp dw menu_offset(9,8) ; firerod dw menu_offset(9,12) ; icerod dw menu_offset(9,15) ; goron dw menu_offset(9,18) ; bottle2 - dw menu_offset(12,2) ; shovel - dw menu_offset(12,5) ; feather + dw menu_offset(12,2) ; shovel + dw menu_offset(12,5) ; feather dw menu_offset(12,8) ; somaria dw menu_offset(12,12) ; byrna / fishing rod dw menu_offset(12,15) ; bunny hood dw menu_offset(12,18) ; bottle3 - dw menu_offset(15,2) ; powder - dw menu_offset(15,5) ; book + dw menu_offset(15,2) ; powder + dw menu_offset(15,5) ; book dw menu_offset(15,8) ; flute dw menu_offset(15,12) ; mirror - dw menu_offset(15,15) ; stone mask + dw menu_offset(15,15) ; stone mask dw menu_offset(15,18) ; bottle4 ; ========================================================= - Menu_FindNextItem: { LDY.w $0202 : INY CPY.b #$19 : BCC .no_reset - LDY.b #$01 -.no_reset + LDY.b #$01 + .no_reset STY.w $0202 LDX.w Menu_AddressIndex-1, Y LDA.l $7EF300, X @@ -96,8 +95,8 @@ Menu_FindNextItem: Menu_FindPrevItem: { LDY.w $0202 : DEY : BNE .no_reset - LDY.b #$18 -.no_reset + LDY.b #$18 + .no_reset STY.w $0202 LDX.w Menu_AddressIndex-1, Y LDA.l $7EF300, X @@ -111,13 +110,13 @@ Menu_FindNextDownItem: { LDA.w $0202 : CLC : ADC.b #$06 CMP.b #$19 : BCC .no_reset - SBC.b #$18 -.no_reset + SBC.b #$18 + .no_reset TAY : STY.w $0202 LDX.w Menu_AddressIndex-1, Y LDA.l $7EF300, X BEQ Menu_FindNextItem - RTS + RTS } ; ========================================================= @@ -126,21 +125,21 @@ Menu_FindNextUpItem: { LDA.w $0202 : SEC : SBC.b #$06 BPL .no_reset : BNE .no_reset - CLC : ADC.b #$18 -.no_reset + CLC : ADC.b #$18 + .no_reset TAY : STY.w $0202 CPY.b #$19 : BCS .reset_up - LDX.w Menu_AddressIndex-1, Y - LDA.l $7EF300, X - BEQ Menu_FindNextItem - RTS -.reset_up + LDX.w Menu_AddressIndex-1, Y + LDA.l $7EF300, X + BEQ Menu_FindNextItem + RTS + .reset_up LDY.b #$01 STY.w $0202 LDX.w Menu_AddressIndex-1, Y LDA.l $7EF300, X BEQ Menu_FindNextItem - RTS + RTS } @@ -159,7 +158,7 @@ Menu_DeleteCursor_AltEntry: STA.w $118E, X : STA.w $11CE, X SEP #$30 STZ $0207 - RTS + RTS } ; ========================================================= @@ -193,7 +192,7 @@ Menu_InitItemScreen: STA.w $0200 RTS - .all_good + .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. @@ -211,39 +210,38 @@ Menu_InitItemScreen: Menu_AddressLong: db $40 ; Bow db $41 ; Boomerang - db $42 ; Hookshot + db $42 ; Hookshot db $43 ; Bombs - db $44 ; Powder + db $44 ; Powder db $5C ; Bottle 1 - db $4B ; Hammer - db $4A ; Lamp + db $4B ; Hammer + db $4A ; Lamp db $45 ; Fire Rod - db $46 ; Ice Rod + db $46 ; Ice Rod db $53 ; Magic Mirror db $5D ; Bottle 2 db $4C ; Ocarina (formerly shovel 4F) - db $4E ; Book + db $4E ; Book db $50 ; Cane of Somaria / Cane of Byrna db $51 ; Fishing Rod - db $4D ; Roc's Feather + db $4D ; Roc's Feather db $5E ; Bottle 3 - db $49 ; Deku Mask + db $49 ; Deku Mask db $47 ; Zora Mask - db $58 ; Wolf Mask + db $58 ; Wolf Mask db $48 ; Bunny Hood db $52 ; Stone Mask - db $5F ; Bottle #4 + db $5F ; Bottle 4 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 ; Otherwise try to equip the item in the next slot STA $0202 @@ -252,12 +250,12 @@ GotoNextItem_Local: DoWeHaveThisItem_Override: { - LDY.w $0202 : LDX.w Menu_AddressLong-1, Y + LDY.w $0202 : LDX.w Menu_AddressLong-1, Y LDA.l $7EF300, X : CMP.b #$00 : BNE .have_this_item CLC RTL .have_this_item - SEC + SEC RTL } @@ -302,13 +300,13 @@ SearchForEquippedItem_Override: BCS .we_have_that_item JSR TryEquipNextItem_Override .exit - + REP #$30 - PLB + PLB RTL } -pushpc +pushpc org $0DDEB0 ItemMenu_CheckForOwnership: @@ -325,6 +323,5 @@ SearchForEquippedItem: } assert pc() <= $0DE3C7 -; ========================================================= +pullpc -pullpc \ No newline at end of file diff --git a/Menu/menu_text.asm b/Menu/menu_text.asm index 3a9ccdb..620a7ca 100644 --- a/Menu/menu_text.asm +++ b/Menu/menu_text.asm @@ -58,7 +58,7 @@ PlaytimeLabel: Menu_DrawHourDigit: { SEP #$30 - LDA.l $7EE000 + LDA.l $7EE000 ASL A : ASL A TAX REP #$30 @@ -71,7 +71,7 @@ Menu_DrawHourDigit: Menu_DrawMinuteDigit: { SEP #$30 - LDA.l $7EE001 + LDA.l $7EE001 ASL A : ASL A TAX REP #$30 @@ -85,9 +85,9 @@ Menu_DrawPlaytimeLabel: { LDX.w #$10 -.draw2 + .draw2 LDA.w PlaytimeLabel, X - STA.w $1692, X + STA.w $1692, X DEX : DEX : BPL .draw2 ; Draw the current time based on the time system RAM @@ -100,7 +100,6 @@ Menu_DrawPlaytimeLabel: ; LDX #$18 JSR Menu_DrawMinuteDigit - RTS } @@ -199,7 +198,6 @@ Menu_DrawItemName: 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 @@ -249,11 +247,11 @@ Menu_DrawItemName: ; 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 + LDA $030F : AND.w #$00FF : DEC : ASL #5 : TAX LDY.w #$0000 .draw_ocarina_loop - LDA.w Menu_SongNames, X : STA.w $1692, Y + LDA.w Menu_SongNames, X : STA.w $1692, Y INX #2 : INY #2 : CPY #$001C : BCC .draw_ocarina_loop RTS }