update current ring selection logic and draw
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@@ -652,7 +652,7 @@ Menu_RingBox:
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REP #$10
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LDX.w Menu_RingIconCursorPositions, Y
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JSR Menu_DrawCursor
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JSR Submenu_Return
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JSR RingMenu_Controls
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SEP #$20
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LDA.b #$22 : STA.w $0116
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@@ -669,6 +669,40 @@ Menu_RingIconCursorPositions:
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dw menu_offset(12,10)
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dw menu_offset(12,14)
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RingMenu_Controls:
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{
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; Load the current ring selected (0-5) into A
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REP #$30
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LDA.w $020B
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AND.w #$00FF
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SEP #$30
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; Set the current ring to the cursor position
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TAY ; Transfer A to Y for indexing
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LDA.b $F6 : BIT.b #$80 : BEQ + ; Check if the confirm button is pressed
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print pc
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LDA .rings, Y ; Load the ring bitmask
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AND.l MAGICRINGS ; Check if the ring is owned
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BEQ + ; If not, skip setting the ring
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INY #2
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TYA ; Transfer Y to A
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STA.l RingSlot1 ; Set RingSlot1 to the selected ring bitmask
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+
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; Return to item menu if player presses X
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LDA.b $F6 : BIT.b #$40 : BEQ +
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LDA.b #$01 : STA.w $0200
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+
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; Close the menu if the player presses start
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LDA.b $F4 : BIT.b #$10 : BEQ +
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LDA.b #$08 : STA.w $0200
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+
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RTS
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.rings
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db $20, $10, $08, $04, $02, $01
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}
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Submenu_Return:
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{
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; Return to the item menu if they press A
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@@ -764,7 +764,7 @@ Menu_DrawRingBox:
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Menu_DrawMagicRings:
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{
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LDA.l RingSlot1 : AND.w #$00FF : CMP.w #$0001 : BCC .no_attack
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LDA.w #$0002 : BRA .draw_storms
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BRA .draw_storms
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.no_attack
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LDA.w #$0001
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.draw_storms
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@@ -774,7 +774,7 @@ Menu_DrawMagicRings:
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JSR DrawMenuItem
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LDA.l RingSlot2 : AND.w #$00FF : CMP.w #$0001 : BCC .no_defense
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LDA.w #$0003 : BRA .draw_defense
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BRA .draw_defense
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.no_defense
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LDA.w #$0001
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.draw_defense
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@@ -784,7 +784,7 @@ Menu_DrawMagicRings:
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JSR DrawMenuItem
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LDA.l RingSlot3 : AND.w #$00FF : CMP.w #$0001 : BCC .no_luck
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LDA.w #$0004 : BRA .draw_luck
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BRA .draw_luck
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.no_luck
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LDA.w #$0001
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.draw_luck
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