update magic bar animation graphics table, heart animations table
This commit is contained in:
@@ -12,8 +12,8 @@ NothingGFX:
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; -------------------------------------
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; -------------------------------------
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BowsGFX:
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BowsGFX:
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dw $20F5, $20F5, $20F5, $20F5
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dw $28BA, $28E9, $28E8, $28CB ; Empty bow
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dw $28BA, $28E9, $28E8, $28CB ; Empty bow
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;dw $297C, $297D, $2849, $284A Slingshot
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dw $28BA, $284A, $2849, $28CB ; Bow and arrows
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dw $28BA, $284A, $2849, $28CB ; Bow and arrows
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dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
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dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
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dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
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dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
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@@ -47,21 +47,6 @@ org $0DF14F
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org $268000
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org $268000
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; =============================================================================
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; .full_tile
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; dw $3C5F
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; .mostly_full
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; dw $3C4D
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; .kinda_full
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; dw $3C4E
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; .half_empty
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; dw $3C4F
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; .almost_empty
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; dw $3C 5E
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; .empty_tile
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; dw $3C4C
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; ==============================================================================
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; ==============================================================================
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; Main HUD Update Loop
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; Main HUD Update Loop
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@@ -138,16 +123,11 @@ HUD_Update:
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LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
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LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
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; these four writes draw the magic power bar based on how much MP you have
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; these four writes draw the magic power bar based on how much MP you have
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LDA.l (MagicTilemap)+0, X : STA $7EC76A
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; LDA MagicTilemap+0, X : STA $7EC76A
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LDA.l (MagicTilemap)+2, X : STA $7EC76C
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; LDA MagicTilemap+2, X : STA $7EC76D
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LDA.l (MagicTilemap)+4, X : STA $7EC76E
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; LDA MagicTilemap+4, X : STA $7EC76D
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LDA.l (MagicTilemap)+6, X : STA $7EC770
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; LDA MagicTilemap+6, X : STA $7EC76F
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LDA.l (MagicTilemap)+8, X : STA $7EC772
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; LDA #$3C4C : STA $7EC76A
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; LDA #$3C4C : STA $7EC76E
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; LDA #$3C4C : STA $7EC773
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; LDA #$3C4C : STA $7EC777
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; Load how many rupees the player has
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; Load how many rupees the player has
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LDA $7EF362
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LDA $7EF362
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@@ -165,6 +145,10 @@ HUD_Update:
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; The tile index for the third rupee digit
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; The tile index for the third rupee digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0
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; Clear digit tiles
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LDA #$A00C : STA $7EC7B0
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LDA #$A00C : STA $7EC7B2
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; Check if the user has bombs equipped
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; Check if the user has bombs equipped
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0004 : BNE .not_bombs
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CPX.w #$0004 : BNE .not_bombs
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@@ -220,30 +204,46 @@ HUD_Update:
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RTL
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RTL
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}
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}
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; =============================================================================
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; .full_tile
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; dw $3C5F
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; .mostly_full
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; dw $3C4D
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; .kinda_full
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; dw $3C4E
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; .half_empty
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; dw $3C4F
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; .almost_empty
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; dw $3C5E
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; .empty_tile
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; dw $3C4C
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MagicTilemap:
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MagicTilemap:
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dw $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C4D
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dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4D
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dw $3C4C, $3C4C, $3C4C, $3C4E
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dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4E
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dw $3C4C, $3C4C, $3C5F, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C5F, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4D, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C4D, $3C5F
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dw $3C4C, $3C4C, $3C4E, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C4E, $3C5F
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dw $3C4C, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C4C, $3C5F, $3C5F
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dw $3C4D, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C4D, $3C5F, $3C5F
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dw $3C4E, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C4E, $3C5F, $3C5F
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dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C5F, $3C5F, $3C5F
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; value 78
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dw $3C4D, $3C5F, $3C5F, $3C5F
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dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4E, $3C5F, $3C5F, $3C5F
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; value 80
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; =============================================================================
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; =============================================================================
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; *$6F14F-$6F1B2 LOCAL
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; *$6F14F-$6F1B2 LOCAL
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HUD_HeartDisplayFrames:
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HUD_HeartDisplayFrames:
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dw $24A3, $24A4, $24A3, $24A3
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dw $24A3, $24A4, $24A3, $24A0
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HUD_AnimateHeartRefill:
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HUD_AnimateHeartRefill:
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{
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{
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