housekeeping
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@@ -11,6 +11,7 @@
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; Significant thanks to Kan for helping me craft this menu!
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;
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; =============================================================================
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incsrc "Util/ram.asm"
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pushpc
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; update in game hud colors
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@@ -263,6 +264,7 @@ Menu_ScrollTo:
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; =============================================================================
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; 06 MENU STATS SCREEN
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incsrc "menu_scroll.asm"
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Menu_StatsScreen:
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@@ -766,73 +766,45 @@ FloorIndicatorNumberLow:
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; *$57D0C-$57DA7 JUMP LOCATION (LONG)
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org $0AFD0C
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FloorIndicator:
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{
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; Handles display of the Floor indicator on BG3 (1F, B1, etc)
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REP #$30
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{
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REP #$30
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LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
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INC A : CMP.w #$00C0 : BNE .dontDisable
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; if the count up timer reaches 0x00BF frames, disable the floor indicator during the next frame.
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LDA.w #$0000
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.dontDisable
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STA $04A0
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PHB : PHK : PLB
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LDA.w #$251E : STA $7EC7F0
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INC A : STA $7EC832
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INC A : STA $7EC830
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LDA.w #$250F : STA $7EC7F2
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LDX.w #$0000
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; this confused me at first, but it's actually looking at whether $A4[1]
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; has a negative value $A3 has nothing to do with $A4
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LDA $A3 : BMI .basementFloor
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; check which floor Link is on.
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LDA $A4 : BNE .notFloor1F
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LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
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SEP #$20
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; Check the world state
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LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
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; cause the ambient rain sound to occur (indoor version)
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LDA.b #$03 : STA $012D
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.noRainSound
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REP #$20
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.notFloor1F
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.sanctuaryRatRoom
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LDA $A4 : AND.w #$00FF
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BRA .setFloorIndicatorNumber
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.basementFloor
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SEP #$20
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; turn off any ambient sound effects
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LDA.b #$05 : STA $012D
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REP #$20
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INX #2
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LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
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.setFloorIndicatorNumber
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ASL A : TAY
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@@ -46,30 +46,30 @@ Menu_AddressIndex:
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; -----------------------------------------------------------------------------
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Menu_ItemCursorPositions:
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dw menu_offset(6,2) ; bow
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dw menu_offset(6,5) ; boom
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dw menu_offset(6,8) ; hookshot
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dw menu_offset(6,12) ; bombs
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dw menu_offset(6,15) ; deku mask
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dw menu_offset(6,18) ; bottle1
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dw menu_offset(6,2) ; bow
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dw menu_offset(6,5) ; boom
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dw menu_offset(6,8) ; hookshot
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dw menu_offset(6,12) ; bombs
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dw menu_offset(6,15) ; deku mask
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dw menu_offset(6,18) ; bottle1
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dw menu_offset(9,2) ; hammer
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dw menu_offset(9,5) ; lamp
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dw menu_offset(9,8) ; firerod
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dw menu_offset(9,12) ; icerod
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dw menu_offset(9,15) ; goron
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dw menu_offset(9,18) ; bottle2
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dw menu_offset(9,2) ; hammer
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dw menu_offset(9,5) ; lamp
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dw menu_offset(9,8) ; firerod
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dw menu_offset(9,12) ; icerod
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dw menu_offset(9,15) ; goron
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dw menu_offset(9,18) ; bottle2
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dw menu_offset(12,2) ; shovel
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dw menu_offset(12,5) ; feather
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dw menu_offset(12,8) ; somaria
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dw menu_offset(12,2) ; shovel
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dw menu_offset(12,5) ; feather
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dw menu_offset(12,8) ; somaria
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dw menu_offset(12,12) ; byrna
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dw menu_offset(12,15) ; bunny hood
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dw menu_offset(12,18) ; bottle3
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dw menu_offset(15,2) ; powder
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dw menu_offset(15,5) ; book
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dw menu_offset(15,8) ; flute
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dw menu_offset(15,2) ; powder
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dw menu_offset(15,5) ; book
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dw menu_offset(15,8) ; flute
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dw menu_offset(15,12) ; mirror
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dw menu_offset(15,15) ; stone mask
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dw menu_offset(15,18) ; bottle4
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@@ -1,7 +1,5 @@
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; ==============================
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; RAM in Use
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StoryState = $7C
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org $008000
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base $7E0730
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