Menu cleanup
This commit is contained in:
@@ -186,7 +186,6 @@ Menu_DrawItemName:
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CMP.b #$01 : BCS .haveItem
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REP #$30
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RTS
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.haveItem
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LDA.w $0202 : CMP.b #$03 : BEQ .goldstar
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@@ -258,59 +257,59 @@ Menu_DrawItemName:
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DrawPortalRodName:
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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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REP #$30
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LDX.w #$0000
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LDY.w #$0000
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.draw_portal_rod_loop
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LDA.w Menu_PortalRodItems, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_portal_rod_loop
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.draw_portal_rod_loop
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LDA.w Menu_PortalRodItems, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_portal_rod_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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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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.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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DrawMagicRingNames:
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{
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REP #$30
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LDA.w $020B : ASL #5 : TAX
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REP #$30
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LDA.w $020B : ASL #5 : TAX
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LDY.w #$0000
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.draw_ring_loop
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LDA.w Menu_RingNames, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_ring_loop
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LDA.w $020B : ASL #5 : TAX
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LDY.w #$0000
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.draw_ring_desc_loop
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LDA.w Menu_RingDescriptions, X : STA.w $1590, Y
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INX #2 : INY #2
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CPY #$0020 : BCC .draw_ring_desc_loop
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LDA.l MAGICRINGS : AND.w #$00FF : STA.b $00
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LDA.l FOUNDRINGS : AND.w #$00FF : CMP.b $00 : BEQ +
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LDY.w #$0000
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.draw_found_ring
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LDA.w Menu_RingsFound, Y : STA.w $1692, Y
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INY #2 : CPY #$001C : BCC .draw_found_ring
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+
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.draw_ring_loop
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LDA.w Menu_RingNames, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_ring_loop
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LDA.w $020B : ASL #5 : TAX
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LDY.w #$0000
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.draw_ring_desc_loop
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LDA.w Menu_RingDescriptions, X : STA.w $1590, Y
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INX #2 : INY #2
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CPY #$0020 : BCC .draw_ring_desc_loop
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LDA.l MAGICRINGS : AND.w #$00FF : STA.b $00
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LDA.l FOUNDRINGS : AND.w #$00FF : CMP.b $00 : BEQ +
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LDY.w #$0000
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.draw_found_ring
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LDA.w Menu_RingsFound, Y : STA.w $1692, Y
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INY #2 : CPY #$001C : BCC .draw_found_ring
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+
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SEP #$30
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RTS
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SEP #$30
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RTS
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}
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Menu_CollectibleNames:
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@@ -360,26 +359,22 @@ DrawCollectibleNamesAndCount:
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DrawGoldstarName:
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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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REP #$30
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LDX.w #$0000 : LDY.w #$0000
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.draw_goldstar_loop
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LDA.w Menu_GoldstarLabel, X : STA.w $1692, X
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INX #2 : INY #2 : CPY #$001C : BCC .draw_goldstar_loop
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RTS
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}
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DrawMushroomName:
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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_mushroom_loop
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LDA.w Menu_MushroomLabel, X
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STA.w $1692, X : INX #2 : INY #2 : CPY #$001C : BCC .draw_mushroom_loop
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RTS
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REP #$30
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LDX.w #$0000 : LDY.w #$0000
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.draw_mushroom_loop
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LDA.w Menu_MushroomLabel, X : STA.w $1692, X
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INX #2 : INY #2 : CPY #$001C : BCC .draw_mushroom_loop
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RTS
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}
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; =========================================================
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@@ -397,20 +392,20 @@ DrawLocationName:
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LDY.w #$000
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TAX
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.draw_overworld_loop
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.draw_overworld_loop
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LDA.w OverworldLocationNames, X ; Load your text character
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STA.w $12CC, Y ; Store into the buffer
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INX : INX
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INY : INY : CPY #$0020 : BCC .draw_overworld_loop
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RTS
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.indoors
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.indoors
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LDA.b $A0 ; Load current room
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ASL #5
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TAY
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LDX.w #$0000
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.draw_indoors_loop
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.draw_indoors_loop
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LDA.w DungeonLocationNames, Y : STA.w $12CC, X
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INY : INY
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@@ -426,7 +421,7 @@ Menu_DrawSelect:
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REP #$30
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LDX.w #$16
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.loop
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.loop
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LDA.w SelectItemTXT, X : STA.w $1194, X
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DEX #2 : BPL .loop
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@@ -440,7 +435,7 @@ Menu_DrawQuestStatus:
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REP #$30
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LDX.w #$16
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.loop
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.loop
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LDA.w QuestStatusTXT, X : STA.w $1194, X
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DEX #2 : BPL .loop
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@@ -454,7 +449,7 @@ Menu_DrawAreaNameTXT:
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REP #$30
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LDX.w #$26
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.loop
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.loop
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LDA.w AreaNameTXT, X
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STA.w $128C, X
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@@ -487,7 +482,8 @@ Menu_DrawAreaNameTXT:
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;
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; B1-blank^
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;
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; ^This code is not the canon encoding of this character. ex. AF is the proper "I". 08 is not.
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; ^This code is not the canon encoding of this character.
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; ex. AF is the proper "I". 08 is not.
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AlphabetTable:
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db $00, $01, $02, $03, $04, $05, $06, $07
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@@ -521,7 +517,6 @@ Menu_DrawCharacterName:
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.write_to_screen
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CLC : ADC #$2550 : STA.w $134C, X
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DEX : DEX : BPL .draw_name_loop
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RTS
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.fix_i
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@@ -532,3 +527,4 @@ Menu_DrawCharacterName:
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; accumulator and convert it to an uppercase value.
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LDA.w #$1D : BRA .write_to_screen
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}
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