add menu hud
This commit is contained in:
345
Menu/menu_hud.asm
Normal file
345
Menu/menu_hud.asm
Normal file
@@ -0,0 +1,345 @@
|
||||
org $0DFB91
|
||||
JSL NewMenuUpdate
|
||||
RTS
|
||||
|
||||
org $3D8000
|
||||
NewMenuUpdate:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
JSR Hud_UpdateItemBox
|
||||
|
||||
; ; *$6FB94 ALTERNATE ENTRY POINT
|
||||
; .ignoreItemBox
|
||||
|
||||
; SEP #$30
|
||||
|
||||
; ; the hook for optimization was placed here...
|
||||
; ; need to draw partial heart still though. update: optimization complete with great results
|
||||
; LDA.b #$FD : STA $0A
|
||||
; LDA.b #$F9 : STA $0B
|
||||
; LDA.b #$0D : STA $0C
|
||||
|
||||
; LDA.b #$68 : STA $07
|
||||
; LDA.b #$C7 : STA $08
|
||||
; LDA.b #$7E : STA $09
|
||||
|
||||
; REP #$30
|
||||
|
||||
; ; Load Capacity health.
|
||||
; LDA $7EF36C : AND.w #$00FF : STA $00 : STA $02 : STA $04
|
||||
|
||||
; ; First, just draw all the empty hearts (capacity health)
|
||||
; JSR HUD_UpdateHearts
|
||||
|
||||
; SEP #$30
|
||||
|
||||
; LDA.b #$03 : STA $0A
|
||||
; LDA.b #$FA : STA $0B
|
||||
; LDA.b #$0D : STA $0C
|
||||
|
||||
; LDA.b #$68 : STA $07
|
||||
; LDA.b #$C7 : STA $08
|
||||
; LDA.b #$7E : STA $09
|
||||
|
||||
; ; Branch if at full health
|
||||
; LDA $7EF36C : CMP $7EF36D : BEQ .healthUpdated
|
||||
|
||||
; ; Seems absurd to have a branch of zero bytes, right?
|
||||
; SBC #$04 : CMP $7EF36D : BCS .healthUpdated
|
||||
|
||||
; .healthUpdated
|
||||
|
||||
; ; A = actual health + 0x03;
|
||||
; LDA $7EF36D : ADC #$03
|
||||
|
||||
; REP #$30
|
||||
|
||||
; AND.w #$00FC : STA $00 : STA $04
|
||||
|
||||
; LDA $7EF36C : AND.w #$00FF : STA $02
|
||||
|
||||
; ; this time we're filling in the full and partially filled hearts (actual health)
|
||||
; JSR HUD_UpdateHearts
|
||||
|
||||
; ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
|
||||
; .ignoreHealth
|
||||
|
||||
; REP #$30
|
||||
|
||||
; ; Magic amount indicator (normal, 1/2, or 1/4)
|
||||
; LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normalMagicMeter
|
||||
|
||||
; ; draws a 1/2 magic meter (note, we could add in the 1/4 magic meter here if
|
||||
; ; we really cared about that >_>
|
||||
; LDA.w #$28F7 : STA $7EC704
|
||||
; LDA.w #$2851 : STA $7EC706
|
||||
; LDA.w #$28FA : STA $7EC708
|
||||
|
||||
; .normalMagicMeter
|
||||
|
||||
; ; check how much magic power the player has at the moment (ranges from 0 to 0x7F)
|
||||
; ; X = ((MP & 0xFF)) + 7) & 0xFFF8)
|
||||
; LDA $7EF36E : AND.w #$00FF : 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 $7EC746
|
||||
; LDA MagicTilemap+2, X : STA $7EC786
|
||||
; LDA MagicTilemap+4, X : STA $7EC7C6
|
||||
; LDA MagicTilemap+6, X : STA $7EC806
|
||||
|
||||
; ; Load how many rupees the player has
|
||||
; LDA $7EF362
|
||||
|
||||
; JSR HexToDecimal
|
||||
|
||||
; REP #$30
|
||||
|
||||
; ; The tile index for the first rupee digit
|
||||
; LDA $03 : AND.w #$00FF : ORA.w #$2400 : STA $7EC750
|
||||
|
||||
; ; The tile index for the second rupee digit
|
||||
; LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC752
|
||||
|
||||
; ; The tile index for the third rupee digit
|
||||
; LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC754
|
||||
|
||||
; ; Number of bombs Link has.
|
||||
; LDA $7EF343 : AND.w #$00FF
|
||||
|
||||
; JSR HexToDecimal
|
||||
|
||||
; REP #$30
|
||||
|
||||
; ; The tile index for the first bomb digit
|
||||
; LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC758
|
||||
|
||||
; ; The tile index for the second bomb digit
|
||||
; LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC75A
|
||||
|
||||
; ; Number of Arrows Link has.
|
||||
; LDA $7EF377 : AND.w #$00FF
|
||||
|
||||
; ; converts hex to up to 3 decimal digits
|
||||
; JSR HexToDecimal
|
||||
|
||||
; REP #$30
|
||||
|
||||
; ; ; The tile index for the first arrow digit
|
||||
; ; LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC75E
|
||||
|
||||
; ; ; The tile index for the second arrow digit
|
||||
; ; LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC760
|
||||
|
||||
; ; LDA.w #$007F : STA $05
|
||||
|
||||
; ; Load number of Keys Link has
|
||||
; LDA $7EF36F : AND.w #$00FF : CMP.w #$00FF : BEQ .noKeys
|
||||
|
||||
; JSR HexToDecimal
|
||||
|
||||
; .noKeys
|
||||
|
||||
; REP #$30
|
||||
|
||||
; ; The key digit, which is optionally drawn.
|
||||
; ; Also check to see if the key spot is blank
|
||||
; LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC764
|
||||
|
||||
; CMP.w #$247F : BNE .dontBlankKeyIcon
|
||||
|
||||
; ; If the key digit is blank, also blank out the key icon.
|
||||
; STA $7EC724
|
||||
|
||||
; .dontBlankKeyIcon
|
||||
|
||||
; SEP #$30
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; ==============================================================================
|
||||
; Update Items
|
||||
|
||||
HudItems:
|
||||
dw BowsGFX
|
||||
dw BoomsGFX
|
||||
dw HookGFX
|
||||
dw BombsGFX
|
||||
dw DekuMaskGFX
|
||||
dw BottlesGFX
|
||||
dw HammerGFX
|
||||
dw LampGFX
|
||||
dw Fire_rodGFX
|
||||
dw Ice_rodGFX
|
||||
dw GoronMaskGFX
|
||||
dw BottlesGFX
|
||||
dw ShovelGFX
|
||||
dw JumpFeatherGFX
|
||||
dw SomariaGFX
|
||||
dw ByrnaGFX
|
||||
dw BunnyHoodGFX
|
||||
dw BottlesGFX
|
||||
dw PowderGFX
|
||||
dw BookGFX
|
||||
dw OcarinaGFX
|
||||
dw MirrorGFX
|
||||
dw StoneMaskGFX
|
||||
dw BottlesGFX
|
||||
|
||||
Hud_UpdateItemBox:
|
||||
{
|
||||
LDA.w $0202
|
||||
ASL : TAX
|
||||
LDY.w HudItems-2, X
|
||||
|
||||
LDA.w $0000,Y : STA.l $7EC778
|
||||
LDA.w $0002,Y : STA.l $7EC77A
|
||||
LDA.w $0004,Y : STA.l $7EC7B8
|
||||
LDA.w $0006,Y : STA.l $7EC7BA
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; ==============================================================================
|
||||
|
||||
|
||||
HUD_UpdateHearts:
|
||||
{
|
||||
; Draws hearts in a painfully slow loop
|
||||
; I used DMA to speed it up in my custom code
|
||||
; (but still needs fixing to work on 1/1/1 hardware)
|
||||
|
||||
LDX.w #$0000
|
||||
|
||||
.nextHeart
|
||||
|
||||
LDA $00 : CMP.w #$0008 : BCC .lessThanOneHeart
|
||||
|
||||
; Notice no SEC was needed since carry is assumedly set.
|
||||
SBC.w #$0008 : STA $00
|
||||
|
||||
LDY.w #$0004
|
||||
|
||||
JSR .drawHeart
|
||||
|
||||
INX #2
|
||||
|
||||
BRA .nextHeart
|
||||
|
||||
.lessThanOneHeart
|
||||
|
||||
CMP.w #$0005 : BCC .halfHeartOrLess
|
||||
|
||||
LDY.w #$0004
|
||||
|
||||
BRA .drawHeart
|
||||
|
||||
.halfHeartOrLess
|
||||
|
||||
CMP.w #$0001 : BCC .emptyHeart
|
||||
|
||||
LDY.w #$0002
|
||||
|
||||
BRA .drawHeart
|
||||
|
||||
.emptyHeart
|
||||
|
||||
RTS
|
||||
|
||||
.drawHeart
|
||||
|
||||
; Compare number of hearts so far on current line to 10
|
||||
CPX.w #$0014 : BCC .noLineChange
|
||||
|
||||
; if not, we have to move down one tile in the tilemap
|
||||
LDX.w #$0000
|
||||
|
||||
LDA $07 : ADC #$0040 : STA $07
|
||||
|
||||
.noLineChange
|
||||
|
||||
LDA [$0A], Y : TXY : STA [$07], Y
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
MagicTilemap:
|
||||
dw $3CF5, $3CF5, $3CF5, $3CF5
|
||||
dw $3CF5, $3CF5, $3CF5, $3C5F
|
||||
dw $3CF5, $3CF5, $3CF5, $3C4C
|
||||
dw $3CF5, $3CF5, $3CF5, $3C4D
|
||||
dw $3CF5, $3CF5, $3CF5, $3C4E
|
||||
dw $3CF5, $3CF5, $3C5F, $3C5E
|
||||
dw $3CF5, $3CF5, $3C4C, $3C5E
|
||||
dw $3CF5, $3CF5, $3C4D, $3C5E
|
||||
dw $3CF5, $3CF5, $3C4E, $3C5E
|
||||
dw $3CF5, $3C5F, $3C5E, $3C5E
|
||||
dw $3CF5, $3C4C, $3C5E, $3C5E
|
||||
dw $3CF5, $3C4D, $3C5E, $3C5E
|
||||
dw $3CF5, $3C4E, $3C5E, $3C5E
|
||||
dw $3C5F, $3C5E, $3C5E, $3C5E
|
||||
dw $3C4C, $3C5E, $3C5E, $3C5E
|
||||
dw $3C4D, $3C5E, $3C5E, $3C5E
|
||||
dw $3C4E, $3C5E, $3C5E, $3C5E
|
||||
|
||||
HexToDecimal:
|
||||
{
|
||||
; This apparently is a hex to decimal converter for use with displaying numbers
|
||||
; It's obviously slower with larger numbers... should find a way to speed it up. (already done)
|
||||
|
||||
REP #$30
|
||||
|
||||
STZ $0003
|
||||
|
||||
; The objects mentioned could be rupees, arrows, bombs, or keys.
|
||||
LDX.w #$0000
|
||||
LDY.w #$0002
|
||||
|
||||
.nextDigit
|
||||
|
||||
; If number of objects left < 100, 10
|
||||
CMP $F9F9, Y : BCC .nextLowest10sPlace
|
||||
|
||||
; Otherwise take off another 100 objects from the total and increment $03
|
||||
; $6F9F9, Y THAT IS, 100, 10
|
||||
SBC $F9F9, Y
|
||||
INC $03, X
|
||||
|
||||
BRA .nextDigit
|
||||
|
||||
.nextLowest10sPlace
|
||||
|
||||
INX : DEY #2
|
||||
|
||||
; Move on to next digit (to the right)
|
||||
BPL .nextDigit
|
||||
|
||||
; Whatever is left is obviously less than 10, so store the digit at $05.
|
||||
STA $05
|
||||
|
||||
SEP #$30
|
||||
|
||||
; Go through at most three digits.
|
||||
LDX.b #$02
|
||||
|
||||
; Repeat for all three digits.
|
||||
.setNextDigitTile
|
||||
|
||||
; Load each digit's computed value
|
||||
LDA $03, X : CMP.b #$7F
|
||||
|
||||
BEQ .blankDigit
|
||||
|
||||
; #$0-9 -> #$90-#$99
|
||||
ORA.b #$90
|
||||
|
||||
.blankDigit
|
||||
|
||||
; A blank digit.
|
||||
STA $03, X
|
||||
|
||||
DEX : BPL .setNextDigitTile
|
||||
|
||||
RTS
|
||||
}
|
||||
Reference in New Issue
Block a user