diff --git a/Menu/menu_gfx_table.asm b/Menu/menu_gfx_table.asm index eeb7118..fca5170 100644 --- a/Menu/menu_gfx_table.asm +++ b/Menu/menu_gfx_table.asm @@ -12,8 +12,8 @@ NothingGFX: ; ------------------------------------- BowsGFX: + dw $20F5, $20F5, $20F5, $20F5 dw $28BA, $28E9, $28E8, $28CB ; Empty bow - ;dw $297C, $297D, $2849, $284A Slingshot dw $28BA, $284A, $2849, $28CB ; Bow and arrows dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows diff --git a/Menu/menu_hud.asm b/Menu/menu_hud.asm index 23c7bc5..8d12763 100644 --- a/Menu/menu_hud.asm +++ b/Menu/menu_hud.asm @@ -47,21 +47,6 @@ org $0DF14F org $268000 -; ============================================================================= - -; .full_tile -; dw $3C5F -; .mostly_full -; dw $3C4D -; .kinda_full -; dw $3C4E -; .half_empty -; dw $3C4F -; .almost_empty -; dw $3C 5E -; .empty_tile -; dw $3C4C - ; ============================================================================== ; Main HUD Update Loop @@ -138,16 +123,11 @@ HUD_Update: 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 $7EC76A - ; LDA MagicTilemap+2, X : STA $7EC76D - ; LDA MagicTilemap+4, X : STA $7EC76D - ; LDA MagicTilemap+6, X : STA $7EC76F - - ; LDA #$3C4C : STA $7EC76A - ; LDA #$3C4C : STA $7EC76E - ; LDA #$3C4C : STA $7EC773 - ; LDA #$3C4C : STA $7EC777 + LDA.l (MagicTilemap)+0, X : STA $7EC76A + LDA.l (MagicTilemap)+2, X : STA $7EC76C + LDA.l (MagicTilemap)+4, X : STA $7EC76E + LDA.l (MagicTilemap)+6, X : STA $7EC770 + LDA.l (MagicTilemap)+8, X : STA $7EC772 ; Load how many rupees the player has LDA $7EF362 @@ -165,6 +145,10 @@ HUD_Update: ; The tile index for the third rupee digit LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0 + ; Clear digit tiles + LDA #$A00C : STA $7EC7B0 + LDA #$A00C : STA $7EC7B2 + ; Check if the user has bombs equipped LDX $0202 : LDA $7EF33F, X : AND.w #$00FF CPX.w #$0004 : BNE .not_bombs @@ -220,30 +204,46 @@ HUD_Update: RTL } +; ============================================================================= + +; .full_tile +; dw $3C5F +; .mostly_full +; dw $3C4D +; .kinda_full +; dw $3C4E +; .half_empty +; dw $3C4F +; .almost_empty +; dw $3C5E +; .empty_tile +; dw $3C4C + MagicTilemap: - dw $3C4C, $3C4C, $3C4C, $3C4C - dw $3C4C, $3C4C, $3C4C, $3C5F - dw $3C4C, $3C4C, $3C4C, $3C4C - dw $3C4C, $3C4C, $3C4C, $3C4D - dw $3C4C, $3C4C, $3C4C, $3C4E - dw $3C4C, $3C4C, $3C5F, $3C5F - dw $3C4C, $3C4C, $3C4C, $3C5F - dw $3C4C, $3C4C, $3C4D, $3C5F - dw $3C4C, $3C4C, $3C4E, $3C5F - dw $3C4C, $3C5F, $3C5F, $3C5F - dw $3C4C, $3C4C, $3C5F, $3C5F - dw $3C4C, $3C4D, $3C5F, $3C5F - dw $3C4C, $3C4E, $3C5F, $3C5F - dw $3C5F, $3C5F, $3C5F, $3C5F - dw $3C4C, $3C5F, $3C5F, $3C5F - dw $3C4D, $3C5F, $3C5F, $3C5F - dw $3C4E, $3C5F, $3C5F, $3C5F + dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C + dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F + dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C + dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4D + dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4E + dw $3C4C, $3C4C, $3C4C, $3C5F, $3C5F + dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F + dw $3C4C, $3C4C, $3C4C, $3C4D, $3C5F + dw $3C4C, $3C4C, $3C4C, $3C4E, $3C5F + + dw $3C4D, $3C5F, $3C5F, $3C5F, $3C5F + dw $3C4E, $3C5F, $3C5F, $3C5F, $3C5F + dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F + dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F + ; value 78 + dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F + ; value 80 + ; ============================================================================= ; *$6F14F-$6F1B2 LOCAL HUD_HeartDisplayFrames: - dw $24A3, $24A4, $24A3, $24A3 + dw $24A3, $24A4, $24A3, $24A0 HUD_AnimateHeartRefill: {