Update goldstar to work with hookshot, HUD and menu

This commit is contained in:
scawful
2024-02-10 15:48:28 -05:00
parent 18f79ba293
commit 916f660335
5 changed files with 185 additions and 102 deletions

View File

@@ -230,10 +230,15 @@ DrawYItems:
LDY.w #BoomsGFX
JSR DrawMenuItem
LDA.w #$7EF342
LDA.l $7EF342 : CMP.w #$0000 : BEQ .no_hookshot
LDA.w GoldstarOrHookshot : BNE .spoof_hookshot
LDA #$0001 ; No goldstar, but hookshot
.spoof_hookshot
STA.w MenuItemValueSpoof : LDA.w #MenuItemValueSpoof
LDX.w #menu_offset(7,9)
LDY.w #HookGFX
JSR DrawMenuItem
.no_hookshot
LDA.l $7EF343
CMP.w #$00 : BEQ .no_bomb
@@ -288,18 +293,18 @@ DrawYItems:
JSR DrawMenuItem
;; next row
LDA.w #$7EF34C
LDA.l $7EF34C : CMP.w #$0000 : BEQ .no_ocarina
LDA.w $030F : BNE .spoof_ocarina
LDA #$0001 ; Multi-songs not unlocked yet
.spoof_ocarina
STA.w ShortSpoof : LDA.w #ShortSpoof
LDX.w #menu_offset(13,3)
LDY.w #OcarinaGFX
JSR DrawMenuItem
.no_ocarina
;LDA.w #$7EF34E
LDA.l $7EF34E
CMP.w #$00 : BEQ .no_book
LDA.w #$01
STA.w ShortSpoof
LDA.w #ShortSpoof
LDA.l $7EF34E : CMP.w #$00 : BEQ .no_book
LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
LDX.w #menu_offset(13,6)
LDY.w #BookGFX
JSR DrawMenuItem

View File

@@ -27,7 +27,7 @@ BoomsGFX:
HookGFX:
dw $24F5, $24F6, $24C0, $24F5 ; Hookshot
;dw $2C17, $3531, $2D40, $3541 Ball & Chain
dw $2C17, $3531, $2D40, $3541 ; Ball & Chain
; -------------------------------------
@@ -81,8 +81,8 @@ ShovelGFX:
OcarinaGFX:
dw $2CD4, $2CD5, $2CE4, $2CE5
dw $2CD4, $2CD5, $2CE4, $2CE5
dw $2CD4, $2CD5, $2CE4, $2CE5
dw $3CD4, $3CD5, $3CE4, $3CE5 ; Green
dw $24D4, $24D5, $24E4, $24E5 ; Red
; -------------------------------------

View File

@@ -273,12 +273,10 @@ HUD_UpdateItemBox:
JMP .loadBottleContent
.bottle1NotEquipped
CPX.w #$000C : BNE .bottle2NotEquipped
LDA.w #$0002
JMP .loadBottleContent
LDA.w #$0002 : JMP .loadBottleContent
.bottle2NotEquipped
CPX.w #$0012 : BNE .bottle3NotEquipped
LDA.w #$0003
JMP .loadBottleContent
LDA.w #$0003 : JMP .loadBottleContent
.bottle3NotEquipped
CPX.w #$0018 : BNE .bottleNotEquipped
LDA.w #$0004
@@ -291,6 +289,21 @@ HUD_UpdateItemBox:
.fluteNotEquipped
CPX.w #$0003 : BNE .hookshotNotEquipped
LDA.w GoldstarOrHookshot
SEC : SBC.b #$01
.hookshotNotEquipped
JSR HUD_DrawItem
.noEquippedItem
RTS
}
HUD_DrawItem:
{
STA $02
TXA : DEC A : ASL A : TAX
LDA $FA93, X : STA $04
@@ -302,8 +315,6 @@ HUD_UpdateItemBox:
LDA ($04), Y : STA $7EC7B6 : INY #2
LDA ($04), Y : STA $7EC7B8 : INY #2
.noEquippedItem
RTS
}
@@ -377,6 +388,8 @@ HexToDecimal:
RTS
}
pushpc
; =============================================================================
; $6FA93-$6FAFC DATA
@@ -488,62 +501,23 @@ org $0DF811
dw $20F5, $20F5, $20F5, $20F5
dw $30B4, $30B5, $30C4, $30C5
org $0DF669
dw $24F5, $24F6, $24C0, $24F5 ; Hookshot
dw $2C17, $3531, $2D40, $3541 ; Ball & Chain
; =============================================================================
; $6FE77-$6FFC0
org $0DFE77
HUD_Tilemap:
incbin tilemaps/hud.tilemap
; {
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F
; ; magic bar top part
; dw $200B, $200C, $200C, $200C, $200C, $200C
; ; item frame top part
; dw $206C, $206D, $206E, $206F
; #_02816A: JSL RebuildHUD_Keys
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F
; ; rupee icon key icon
; dw $3CA8, $FCA8, $207F, $2071, $207F
; ; magic bar
; dw $201B, $344B
; dw $344B, $344B, $344B, $344B
; ; item frame left part
; dw $20DE, $207F, $207F, $20DF
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F
; ; magic bar bottom part
; dw $A00B, $A00C
; dw $A00C, $A00C, $A00C, $A00C
; ; item frame right part
; dw $20EE, $207F, $207F, $20EF
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F
; ; item frame bottom part
; dw $207C, $207D, $207E, $201D
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; dw $207F
; }
; LoadUnderworldRoomRebuildHUD:
; #_028118: LDA.b #$00 ; reset mosaic level
; ==============================================================================
@@ -636,4 +610,6 @@ FloorIndicator:
SEP #$30
RTL
}
}
pullpc

View File

@@ -64,6 +64,7 @@ PlaytimeLabel:
dw "PLAYTIME:_"
DrawPlaytimeLabel:
{
LDX.w #$10
.draw2
@@ -71,7 +72,25 @@ DrawPlaytimeLabel:
STA.w $1692, X
DEX : DEX : BPL .draw2
; ; Starting at 0 = $2570 we draw the hours
; ; Get hours
; LDA $7EE000
; ; CLC : ADC #$2570
; STA.w $1692+#$12 ; First digit of hour
; STA.w $1692+#$14 ; Second digit of hour
; ; Get minutes
; LDA $7EE001
; ; CLC : ADC #$2570
; STA.w $1692+#$16 ; First digit of minute
; STA.w $1692+#$18 ; Second digit of minute
RTS
}
; =============================================================================
@@ -110,16 +129,27 @@ Menu_BottleItems:
dw "____FAIRY_____ "
dw "__GOOD_BEE____ "
Menu_GoldstarLabel:
dw "__GOLD_STAR___ "
Menu_SongNames:
dw "SONG:_SOARING_ "
dw "SONG:_HEALING_ "
dw "SONG:_STORMS__ "
Menu_DrawItemName:
{
SEP #$30
LDA.w $0202 : CMP.b #$03 : BEQ .goldstar
LDA.w $0202 : CMP.b #$0D : BEQ .ocarina
; Check if it's a bottle
LDA.w $0202 : CMP.b #$06 : BEQ .bottle_1
LDA.w $0202 : CMP.b #$0C : BEQ .bottle_2
LDA.w $0202 : CMP.b #$12 : BEQ .bottle_3
LDA.w $0202 : CMP.b #$18 : BEQ .bottle_4
.draw_item
REP #$30
LDA.w $0202 : BEQ .no_items
DEC : ASL #5 : TAX
LDY.w #$000
@@ -141,16 +171,53 @@ Menu_DrawItemName:
REP #$30 : LDX #$0002 : JMP .draw_bottle
.bottle_4
REP #$30 : LDX #$0003
.draw_bottle
LDA.l $7EF35C, X : AND.w #$00FF
DEC : ASL #5 : TAX
LDY.w #$0000
.draw_bottle_loop
LDA.w Menu_BottleItems, X : STA.w $1692, Y
INX #2 : INY #2
CPY #$001C : BCC .draw_bottle_loop
JSR DrawBottleNames
RTS
.goldstar
LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
JSR MaybeDrawGoldstarName
RTS
.ocarina
REP #$30
; Check the timer and see if we should draw the item name
LDA $1A : AND.w #$00FF : CMP #$0080 : BCC .draw_item
LDA $030F : BEQ .draw_item
LDA $030F : AND.w #$00FF : DEC : ASL #5 : TAX
LDY.w #$0000
.draw_ocarina_loop
LDA.w Menu_SongNames, X : STA.w $1692, Y
INX #2 : INY #2 : CPY #$001C : BCC .draw_ocarina_loop
RTS
}
DrawBottleNames:
{
LDA.l $7EF35C, X : AND.w #$00FF
DEC : ASL #5 : TAX
LDY.w #$0000
.draw_bottle_loop
LDA.w Menu_BottleItems, X : STA.w $1692, Y
INX #2 : INY #2
CPY #$001C : BCC .draw_bottle_loop
RTS
}
MaybeDrawGoldstarName:
{
REP #$30
LDX.w #$0000
LDY.w #$0000
.draw_goldstar_loop
LDA.w Menu_GoldstarLabel, X
STA.w $1692, X : INX #2 : INY #2 : CPY #$001C : BCC .draw_goldstar_loop
RTS
}
; =============================================================================