Update goldstar to work with hookshot, HUD and menu
This commit is contained in:
@@ -230,10 +230,15 @@ DrawYItems:
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LDY.w #BoomsGFX
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JSR DrawMenuItem
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LDA.w #$7EF342
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LDA.l $7EF342 : CMP.w #$0000 : BEQ .no_hookshot
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LDA.w GoldstarOrHookshot : BNE .spoof_hookshot
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LDA #$0001 ; No goldstar, but hookshot
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.spoof_hookshot
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STA.w MenuItemValueSpoof : LDA.w #MenuItemValueSpoof
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LDX.w #menu_offset(7,9)
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LDY.w #HookGFX
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JSR DrawMenuItem
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.no_hookshot
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LDA.l $7EF343
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CMP.w #$00 : BEQ .no_bomb
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@@ -288,18 +293,18 @@ DrawYItems:
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JSR DrawMenuItem
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;; next row
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LDA.w #$7EF34C
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LDA.l $7EF34C : CMP.w #$0000 : BEQ .no_ocarina
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LDA.w $030F : BNE .spoof_ocarina
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LDA #$0001 ; Multi-songs not unlocked yet
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.spoof_ocarina
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STA.w ShortSpoof : LDA.w #ShortSpoof
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LDX.w #menu_offset(13,3)
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LDY.w #OcarinaGFX
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JSR DrawMenuItem
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.no_ocarina
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;LDA.w #$7EF34E
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LDA.l $7EF34E
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CMP.w #$00 : BEQ .no_book
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LDA.w #$01
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STA.w ShortSpoof
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LDA.w #ShortSpoof
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LDA.l $7EF34E : CMP.w #$00 : BEQ .no_book
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LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
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LDX.w #menu_offset(13,6)
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LDY.w #BookGFX
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JSR DrawMenuItem
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@@ -27,7 +27,7 @@ BoomsGFX:
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HookGFX:
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dw $24F5, $24F6, $24C0, $24F5 ; Hookshot
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;dw $2C17, $3531, $2D40, $3541 Ball & Chain
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dw $2C17, $3531, $2D40, $3541 ; Ball & Chain
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; -------------------------------------
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@@ -81,8 +81,8 @@ ShovelGFX:
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OcarinaGFX:
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dw $2CD4, $2CD5, $2CE4, $2CE5
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dw $2CD4, $2CD5, $2CE4, $2CE5
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dw $2CD4, $2CD5, $2CE4, $2CE5
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dw $3CD4, $3CD5, $3CE4, $3CE5 ; Green
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dw $24D4, $24D5, $24E4, $24E5 ; Red
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; -------------------------------------
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@@ -273,12 +273,10 @@ HUD_UpdateItemBox:
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JMP .loadBottleContent
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.bottle1NotEquipped
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CPX.w #$000C : BNE .bottle2NotEquipped
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LDA.w #$0002
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JMP .loadBottleContent
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LDA.w #$0002 : JMP .loadBottleContent
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.bottle2NotEquipped
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CPX.w #$0012 : BNE .bottle3NotEquipped
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LDA.w #$0003
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JMP .loadBottleContent
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LDA.w #$0003 : JMP .loadBottleContent
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.bottle3NotEquipped
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CPX.w #$0018 : BNE .bottleNotEquipped
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LDA.w #$0004
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@@ -291,6 +289,21 @@ HUD_UpdateItemBox:
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.fluteNotEquipped
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CPX.w #$0003 : BNE .hookshotNotEquipped
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LDA.w GoldstarOrHookshot
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SEC : SBC.b #$01
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.hookshotNotEquipped
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JSR HUD_DrawItem
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.noEquippedItem
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RTS
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}
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HUD_DrawItem:
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{
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STA $02
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TXA : DEC A : ASL A : TAX
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LDA $FA93, X : STA $04
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@@ -302,8 +315,6 @@ HUD_UpdateItemBox:
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LDA ($04), Y : STA $7EC7B6 : INY #2
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LDA ($04), Y : STA $7EC7B8 : INY #2
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.noEquippedItem
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RTS
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}
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@@ -377,6 +388,8 @@ HexToDecimal:
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RTS
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}
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pushpc
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; =============================================================================
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; $6FA93-$6FAFC DATA
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@@ -488,62 +501,23 @@ org $0DF811
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dw $20F5, $20F5, $20F5, $20F5
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dw $30B4, $30B5, $30C4, $30C5
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org $0DF669
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dw $24F5, $24F6, $24C0, $24F5 ; Hookshot
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dw $2C17, $3531, $2D40, $3541 ; Ball & Chain
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; =============================================================================
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; $6FE77-$6FFC0
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org $0DFE77
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HUD_Tilemap:
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incbin tilemaps/hud.tilemap
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; {
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F
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; ; magic bar top part
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; dw $200B, $200C, $200C, $200C, $200C, $200C
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; ; item frame top part
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; dw $206C, $206D, $206E, $206F
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; #_02816A: JSL RebuildHUD_Keys
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F
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; ; rupee icon key icon
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; dw $3CA8, $FCA8, $207F, $2071, $207F
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; ; magic bar
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; dw $201B, $344B
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; dw $344B, $344B, $344B, $344B
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; ; item frame left part
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; dw $20DE, $207F, $207F, $20DF
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F
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; ; magic bar bottom part
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; dw $A00B, $A00C
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; dw $A00C, $A00C, $A00C, $A00C
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; ; item frame right part
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; dw $20EE, $207F, $207F, $20EF
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F
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; ; item frame bottom part
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; dw $207C, $207D, $207E, $201D
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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; dw $207F
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; }
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; LoadUnderworldRoomRebuildHUD:
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; #_028118: LDA.b #$00 ; reset mosaic level
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; ==============================================================================
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@@ -636,4 +610,6 @@ FloorIndicator:
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SEP #$30
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RTL
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}
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}
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pullpc
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@@ -64,6 +64,7 @@ PlaytimeLabel:
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dw "PLAYTIME:_"
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DrawPlaytimeLabel:
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{
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LDX.w #$10
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.draw2
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@@ -71,7 +72,25 @@ DrawPlaytimeLabel:
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STA.w $1692, X
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DEX : DEX : BPL .draw2
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; ; Starting at 0 = $2570 we draw the hours
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; ; Get hours
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; LDA $7EE000
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; ; CLC : ADC #$2570
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; STA.w $1692+#$12 ; First digit of hour
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; STA.w $1692+#$14 ; Second digit of hour
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; ; Get minutes
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; LDA $7EE001
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; ; CLC : ADC #$2570
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; STA.w $1692+#$16 ; First digit of minute
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; STA.w $1692+#$18 ; Second digit of minute
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RTS
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}
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; =============================================================================
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@@ -110,16 +129,27 @@ Menu_BottleItems:
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dw "____FAIRY_____ "
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dw "__GOOD_BEE____ "
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Menu_GoldstarLabel:
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dw "__GOLD_STAR___ "
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Menu_SongNames:
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dw "SONG:_SOARING_ "
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dw "SONG:_HEALING_ "
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dw "SONG:_STORMS__ "
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Menu_DrawItemName:
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{
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SEP #$30
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LDA.w $0202 : CMP.b #$03 : BEQ .goldstar
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LDA.w $0202 : CMP.b #$0D : BEQ .ocarina
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; Check if it's a bottle
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LDA.w $0202 : CMP.b #$06 : BEQ .bottle_1
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LDA.w $0202 : CMP.b #$0C : BEQ .bottle_2
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LDA.w $0202 : CMP.b #$12 : BEQ .bottle_3
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LDA.w $0202 : CMP.b #$18 : BEQ .bottle_4
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.draw_item
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REP #$30
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LDA.w $0202 : BEQ .no_items
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DEC : ASL #5 : TAX
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LDY.w #$000
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@@ -141,16 +171,53 @@ Menu_DrawItemName:
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REP #$30 : LDX #$0002 : JMP .draw_bottle
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.bottle_4
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REP #$30 : LDX #$0003
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.draw_bottle
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LDA.l $7EF35C, X : AND.w #$00FF
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DEC : ASL #5 : TAX
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LDY.w #$0000
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.draw_bottle_loop
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LDA.w Menu_BottleItems, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_bottle_loop
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JSR DrawBottleNames
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RTS
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.goldstar
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LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
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JSR MaybeDrawGoldstarName
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RTS
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.ocarina
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REP #$30
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; Check the timer and see if we should draw the item name
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LDA $1A : AND.w #$00FF : CMP #$0080 : BCC .draw_item
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LDA $030F : BEQ .draw_item
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LDA $030F : AND.w #$00FF : DEC : ASL #5 : TAX
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LDY.w #$0000
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.draw_ocarina_loop
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LDA.w Menu_SongNames, X : STA.w $1692, Y
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INX #2 : INY #2 : CPY #$001C : BCC .draw_ocarina_loop
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RTS
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}
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DrawBottleNames:
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{
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LDA.l $7EF35C, X : AND.w #$00FF
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DEC : ASL #5 : TAX
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LDY.w #$0000
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.draw_bottle_loop
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LDA.w Menu_BottleItems, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_bottle_loop
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RTS
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}
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MaybeDrawGoldstarName:
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{
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REP #$30
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LDX.w #$0000
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LDY.w #$0000
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.draw_goldstar_loop
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LDA.w Menu_GoldstarLabel, X
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STA.w $1692, X : INX #2 : INY #2 : CPY #$001C : BCC .draw_goldstar_loop
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RTS
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}
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; =============================================================================
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