update magic bar animation graphics table, heart animations table

This commit is contained in:
scawful
2023-01-13 18:42:28 -06:00
parent 230d692ed1
commit 66c019c425
2 changed files with 44 additions and 44 deletions

View File

@@ -12,8 +12,8 @@ NothingGFX:
; ------------------------------------- ; -------------------------------------
BowsGFX: BowsGFX:
dw $20F5, $20F5, $20F5, $20F5
dw $28BA, $28E9, $28E8, $28CB ; Empty bow dw $28BA, $28E9, $28E8, $28CB ; Empty bow
;dw $297C, $297D, $2849, $284A Slingshot
dw $28BA, $284A, $2849, $28CB ; Bow and arrows dw $28BA, $284A, $2849, $28CB ; Bow and arrows
dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows

View File

@@ -47,21 +47,6 @@ org $0DF14F
org $268000 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 ; Main HUD Update Loop
@@ -138,16 +123,11 @@ HUD_Update:
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 ; these four writes draw the magic power bar based on how much MP you have
LDA.l (MagicTilemap)+0, X : STA $7EC76A
; LDA MagicTilemap+0, X : STA $7EC76A LDA.l (MagicTilemap)+2, X : STA $7EC76C
; LDA MagicTilemap+2, X : STA $7EC76D LDA.l (MagicTilemap)+4, X : STA $7EC76E
; LDA MagicTilemap+4, X : STA $7EC76D LDA.l (MagicTilemap)+6, X : STA $7EC770
; LDA MagicTilemap+6, X : STA $7EC76F LDA.l (MagicTilemap)+8, X : STA $7EC772
; LDA #$3C4C : STA $7EC76A
; LDA #$3C4C : STA $7EC76E
; LDA #$3C4C : STA $7EC773
; LDA #$3C4C : STA $7EC777
; Load how many rupees the player has ; Load how many rupees the player has
LDA $7EF362 LDA $7EF362
@@ -165,6 +145,10 @@ HUD_Update:
; The tile index for the third rupee digit ; The tile index for the third rupee digit
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0 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 ; Check if the user has bombs equipped
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0004 : BNE .not_bombs CPX.w #$0004 : BNE .not_bombs
@@ -220,30 +204,46 @@ HUD_Update:
RTL 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: MagicTilemap:
dw $3C4C, $3C4C, $3C4C, $3C4C dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
dw $3C4C, $3C4C, $3C4C, $3C5F dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
dw $3C4C, $3C4C, $3C4C, $3C4C dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
dw $3C4C, $3C4C, $3C4C, $3C4D dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4D
dw $3C4C, $3C4C, $3C4C, $3C4E dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4E
dw $3C4C, $3C4C, $3C5F, $3C5F dw $3C4C, $3C4C, $3C4C, $3C5F, $3C5F
dw $3C4C, $3C4C, $3C4C, $3C5F dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
dw $3C4C, $3C4C, $3C4D, $3C5F dw $3C4C, $3C4C, $3C4C, $3C4D, $3C5F
dw $3C4C, $3C4C, $3C4E, $3C5F dw $3C4C, $3C4C, $3C4C, $3C4E, $3C5F
dw $3C4C, $3C5F, $3C5F, $3C5F
dw $3C4C, $3C4C, $3C5F, $3C5F dw $3C4D, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C4C, $3C4D, $3C5F, $3C5F dw $3C4E, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C4C, $3C4E, $3C5F, $3C5F dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C5F, $3C5F, $3C5F, $3C5F dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C4C, $3C5F, $3C5F, $3C5F ; value 78
dw $3C4D, $3C5F, $3C5F, $3C5F dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C4E, $3C5F, $3C5F, $3C5F ; value 80
; ============================================================================= ; =============================================================================
; *$6F14F-$6F1B2 LOCAL ; *$6F14F-$6F1B2 LOCAL
HUD_HeartDisplayFrames: HUD_HeartDisplayFrames:
dw $24A3, $24A4, $24A3, $24A3 dw $24A3, $24A4, $24A3, $24A0
HUD_AnimateHeartRefill: HUD_AnimateHeartRefill:
{ {