Overhaul menu: Add RHS selector, expand journal, document states
This commit is contained in:
@@ -95,6 +95,7 @@ Menu_InitGraphics:
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STZ.w $0300 ; ITEMSTEP
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STZ.w $037A ; USEY2
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STZ.w $0301 ; USEY1
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STZ.w $020C ; Stats Screen Cursor Index
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INC $0200
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}
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@@ -299,6 +300,7 @@ incsrc "menu_scroll.asm"
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Menu_StatsScreen:
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{
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JSR Menu_CheckHScroll
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JSR Menu_StatsScreen_Input
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RTS
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}
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@@ -4,6 +4,10 @@ JOURNAL_STATE_FIRST_PAGE = $0000
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JOURNAL_STATE_MIDDLE_PAGE = $0001
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JOURNAL_STATE_LAST_PAGE = $0002
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; ---------------------------------------------------------
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; Journal Handler
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; ---------------------------------------------------------
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Journal_Handler:
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{
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PHB : PHK : PLB
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@@ -28,6 +32,10 @@ Journal_Handler:
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RTL
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}
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; ---------------------------------------------------------
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; Page Navigation
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; ---------------------------------------------------------
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Journal_PrevPage:
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{
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LDA.l JournalState
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@@ -58,23 +66,85 @@ Journal_NextPage:
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RTS
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}
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; ---------------------------------------------------------
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; Entry Drawing
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; ---------------------------------------------------------
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Journal_DrawEntry:
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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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; Calculate pointer to the text based on JournalState (Page #)
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; Entry = JournalEntries[JournalState]
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LDA.l JournalState : AND.w #$00FF : ASL : TAX
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LDA.w JournalEntries, X : STA.b $00 ; Store pointer in $00 (Direct Page)
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LDX.w #$0000 ; Text Offset
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LDY.w #$0000 ; VRAM Offset
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.loop
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LDA.w BookEntries, X : STA.w $1292, Y
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INY #2 : INX #2
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CPY.w #$001F : BCC .loop
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; Read from Indirect Address ($00) + Y (offset)
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; We need to be careful with addressing.
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; $00 is 16-bit pointer. We need to read from Bank 2D (current bank).
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; LDA ($00), Y works if Y is index.
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; But our X is the text offset index, Y is VRAM index.
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; Let's swap registers.
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PHY ; Save VRAM offset
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TXY ; Y = Text Offset
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LDA ($00), Y ; Read word from text table
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PLY ; Restore VRAM offset
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STA.w $1292, Y ; Write to VRAM buffer
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INY #2 ; Next VRAM word
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INX #2 ; Next Text word
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CPY.w #$0060 ; Copy 3 lines (32 bytes * 3 approx? No, original was $1F bytes -> 16 chars/1 line)
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; Original loop: CPY #$001F. That's 32 bytes (16 chars).
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; The BookEntries had 3 lines defined but the loop only did 1 line?
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; Original:
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; .loop
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; LDA.w BookEntries, X : STA.w $1292, Y
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; INY #2 : INX #2
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; CPY.w #$001F : BCC .loop
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; Yes, it only copied the first line ($00 to $1E).
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; We should probably copy more lines.
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; Let's copy 6 lines ($60 bytes? No, $1F is 31. So 16 chars * 2 bytes = 32 bytes = $20)
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; Let's copy 3 lines = $60 bytes.
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CPY.w #$0060 : BCC .loop
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SEP #$30
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RTS
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}
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BookEntries:
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dw "THIS_IS_A_TEST__"
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dw "______________ "
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dw "______________ "
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; ---------------------------------------------------------
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; Data Tables
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; ---------------------------------------------------------
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JournalEntries:
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dw Entry_Page1
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dw Entry_Page2
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dw Entry_Page3
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Entry_Page1:
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dw "QUEST_LOG:_I____"
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dw "Must_find_the___"
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dw "missing_girl____"
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Entry_Page2:
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dw "QUEST_LOG:_II___"
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dw "The_Mushroom_is_"
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dw "key_to_the_woods"
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Entry_Page3:
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dw "QUEST_LOG:_III__"
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dw "Zora_River_flows"
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dw "from_the_north__"
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; ---------------------------------------------------------
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; Background Drawing
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; ---------------------------------------------------------
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Menu_DrawJournal:
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{
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@@ -182,5 +252,4 @@ Journal_DrawLastPage:
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.last_page_tilemap
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incbin "tilemaps/journal_end.bin"
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}
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}
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@@ -1,327 +1,459 @@
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; =========================================================
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; Item Selection Code
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; Decides which function to jump to.
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Menu_ItemIndex:
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db $00
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; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
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db $03, $02, $0E, $01, $0A, $0B
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; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
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db $04, $09, $05, $06, $14, $0B
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; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
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db $08, $0C, $12, $0D, $07, $0B
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; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
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db $11, $0F, $08, $10, $13, $0B
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; =========================================================
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; Decides which graphics is drawn
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Menu_AddressIndex:
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db $7EF340 ; Bow
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db $7EF341 ; Boomerang
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db $7EF342 ; Hookshot / Goldstar
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db $7EF343 ; Bombs
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db $7EF344 ; Powder
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db $7EF35C ; Bottle 1
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db $7EF34B ; Hammer
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db $7EF34A ; Lamp
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db $7EF345 ; Fire Rod
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db $7EF346 ; Ice Rod
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db $7EF353 ; Magic Mirror
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db $7EF35D ; Bottle 2
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db $7EF34C ; Ocarina ; shovel 7EF34F
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db $7EF34E ; Book of Secrets
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db $7EF350 ; Cane of Somaria / Cane of Byrna
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db $7EF351 ; Fishing Rod / Portal Rod
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db $7EF34D ; Roc's Feather
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db $7EF35E ; Bottle 3
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db $7EF349 ; Deku Mask
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db $7EF347 ; Zora Mask
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db $7EF358 ; Wolf Mask
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db $7EF348 ; Bunny Hood
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db $7EF352 ; Stone Mask
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db $7EF35F ; Bottle #4
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; =========================================================
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Menu_ItemCursorPositions:
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dw menu_offset(6,2) ; bow
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dw menu_offset(6,5) ; boom
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dw menu_offset(6,8) ; hookshot
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dw menu_offset(6,12) ; bombs
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dw menu_offset(6,15) ; deku mask
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dw menu_offset(6,18) ; bottle1
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dw menu_offset(9,2) ; hammer
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dw menu_offset(9,5) ; lamp
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dw menu_offset(9,8) ; firerod
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dw menu_offset(9,12) ; icerod
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dw menu_offset(9,15) ; goron
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dw menu_offset(9,18) ; bottle2
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dw menu_offset(12,2) ; shovel
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dw menu_offset(12,5) ; feather
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dw menu_offset(12,8) ; somaria
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dw menu_offset(12,12) ; byrna / fishing rod
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dw menu_offset(12,15) ; bunny hood
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dw menu_offset(12,18) ; bottle3
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dw menu_offset(15,2) ; powder
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dw menu_offset(15,5) ; book
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dw menu_offset(15,8) ; flute
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dw menu_offset(15,12) ; mirror
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dw menu_offset(15,15) ; stone mask
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dw menu_offset(15,18) ; bottle4
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; =========================================================
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Menu_FindNextItem:
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{
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LDY.w $0202 : INY
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CPY.b #$19 : BCC .no_reset
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LDY.b #$01
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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; =========================================================
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Menu_FindPrevItem:
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{
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LDY.w $0202 : DEY : BNE .no_reset
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LDY.b #$18
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindPrevItem
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RTS
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}
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; =========================================================
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Menu_FindNextDownItem:
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{
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LDA.w $0202 : CLC : ADC.b #$06
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CMP.b #$19 : BCC .no_reset
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SBC.b #$18
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.no_reset
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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; =========================================================
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Menu_FindNextUpItem:
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{
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LDA.w $0202 : SEC : SBC.b #$06
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BPL .no_reset : BNE .no_reset
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CLC : ADC.b #$18
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.no_reset
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TAY : STY.w $0202
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CPY.b #$19 : BCS .reset_up
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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.reset_up
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LDY.b #$01
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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; =========================================================
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Menu_DeleteCursor:
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{
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REP #$30
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LDX.w Menu_ItemCursorPositions-2, Y
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Menu_DeleteCursor_AltEntry:
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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SEP #$30
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STZ $0207
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RTS
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}
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; =========================================================
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Menu_InitItemScreen:
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{
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SEP #$30
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LDY.w $0202 : BNE .all_good
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; Loop through the SRM of each item to see if we have
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; one of them so we can start with that one selected.
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.lookForAlternateItem
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LDY.b #$00
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.loop
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INY : CPY.b #$25 : BCS .bad
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ .loop
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STY.w $0202
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BRA .all_good
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.bad
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; If we made it here that means there are no items
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; available but one was still selected. This should
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; never happen under normal vanilla circumstances.
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STZ.w $0202
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STZ $0207
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LDA.b #$04
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STA.w $0200
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RTS
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.all_good
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; Double check we still have the item that was selected.
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; This is to prevent a bug where we can get stuck in an
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; infinite loop later on.
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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CMP.b #$01 : BCC .lookForAlternateItem
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STZ $0207
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LDA.b #$04
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STA.w $0200
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RTS
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}
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; =========================================================
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Menu_AddressLong:
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db $40 ; Bow
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db $41 ; Boomerang
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db $42 ; Hookshot
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db $43 ; Bombs
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db $44 ; Powder
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db $5C ; Bottle 1
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db $4B ; Hammer
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db $4A ; Lamp
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db $45 ; Fire Rod
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db $46 ; Ice Rod
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db $53 ; Magic Mirror
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db $5D ; Bottle 2
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db $4C ; Ocarina (formerly shovel 4F)
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db $4E ; Book
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db $50 ; Cane of Somaria / Cane of Byrna
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db $51 ; Fishing Rod
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db $4D ; Roc's Feather
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db $5E ; Bottle 3
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db $49 ; Deku Mask
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db $47 ; Zora Mask
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db $58 ; Wolf Mask
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db $48 ; Bunny Hood
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db $52 ; Stone Mask
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db $5F ; Bottle 4
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GotoNextItem_Local:
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{
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; Load our currently equipped item, and move to the next one
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; If we reach our limit (21), set it back to the bow and arrow slot.
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA.b #$01
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.dont_reset
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; Otherwise try to equip the item in the next slot
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STA $0202
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RTS
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}
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DoWeHaveThisItem_Override:
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{
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LDY.w $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF300, X : CMP.b #$00 : BNE .have_this_item
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CLC
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RTL
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.have_this_item
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SEC
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RTL
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}
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TryEquipNextItem_Override:
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{
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.keep_looking
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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RTS
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}
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SearchForEquippedItem_Override:
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{
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PHB : PHK : PLB
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SEP #$30
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LDY.b #$18
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.next_check
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LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF300, X : CMP.b #$00 : BNE .item_available
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DEY : BPL .next_check
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; In this case we have no equippable items
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STZ $0202 : STZ $0203 : STZ $0204
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.we_have_that_item
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REP #$30
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PLB
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RTL
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.item_available
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; Is there an item currently equipped (in the HUD slot)?
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LDA.w $0202 : BNE .alreadyEquipped
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; If not, set the equipped item to the Lamp
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LDA.b #$08 : STA $0202
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.alreadyEquipped
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JMP .exit
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.keep_looking
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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BCS .we_have_that_item
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JSR TryEquipNextItem_Override
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.exit
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REP #$30
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PLB
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RTL
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}
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pushpc
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org $0DDEB0
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ItemMenu_CheckForOwnership:
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{
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JSL DoWeHaveThisItem_Override
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RTS
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}
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org $0DE399
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SearchForEquippedItem:
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{
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JSL SearchForEquippedItem_Override
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RTS
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}
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assert pc() <= $0DE3C7
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pullpc
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; =========================================================
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; Item Selection Code
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; Decides which function to jump to.
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Menu_ItemIndex:
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db $00
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; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
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db $03, $02, $0E, $01, $0A, $0B
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||||
; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
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db $04, $09, $05, $06, $14, $0B
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; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
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db $08, $0C, $12, $0D, $07, $0B
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; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
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db $11, $0F, $08, $10, $13, $0B
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; =========================================================
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; Decides which graphics is drawn
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Menu_AddressIndex:
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db $7EF340 ; Bow
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db $7EF341 ; Boomerang
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db $7EF342 ; Hookshot / Goldstar
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db $7EF343 ; Bombs
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db $7EF344 ; Powder
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||||
db $7EF35C ; Bottle 1
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db $7EF34B ; Hammer
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db $7EF34A ; Lamp
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db $7EF345 ; Fire Rod
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||||
db $7EF346 ; Ice Rod
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||||
db $7EF353 ; Magic Mirror
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||||
db $7EF35D ; Bottle 2
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||||
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||||
db $7EF34C ; Ocarina ; shovel 7EF34F
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||||
db $7EF34E ; Book of Secrets
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||||
db $7EF350 ; Cane of Somaria / Cane of Byrna
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||||
db $7EF351 ; Fishing Rod / Portal Rod
|
||||
db $7EF34D ; Roc's Feather
|
||||
db $7EF35E ; Bottle 3
|
||||
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||||
db $7EF349 ; Deku Mask
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||||
db $7EF347 ; Zora Mask
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||||
db $7EF358 ; Wolf Mask
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||||
db $7EF348 ; Bunny Hood
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||||
db $7EF352 ; Stone Mask
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||||
db $7EF35F ; Bottle #4
|
||||
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||||
; =========================================================
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Menu_ItemCursorPositions:
|
||||
dw menu_offset(6,2) ; bow
|
||||
dw menu_offset(6,5) ; boom
|
||||
dw menu_offset(6,8) ; hookshot
|
||||
dw menu_offset(6,12) ; bombs
|
||||
dw menu_offset(6,15) ; deku mask
|
||||
dw menu_offset(6,18) ; bottle1
|
||||
|
||||
dw menu_offset(9,2) ; hammer
|
||||
dw menu_offset(9,5) ; lamp
|
||||
dw menu_offset(9,8) ; firerod
|
||||
dw menu_offset(9,12) ; icerod
|
||||
dw menu_offset(9,15) ; goron
|
||||
dw menu_offset(9,18) ; bottle2
|
||||
|
||||
dw menu_offset(12,2) ; shovel
|
||||
dw menu_offset(12,5) ; feather
|
||||
dw menu_offset(12,8) ; somaria
|
||||
dw menu_offset(12,12) ; byrna / fishing rod
|
||||
dw menu_offset(12,15) ; bunny hood
|
||||
dw menu_offset(12,18) ; bottle3
|
||||
|
||||
dw menu_offset(15,2) ; powder
|
||||
dw menu_offset(15,5) ; book
|
||||
dw menu_offset(15,8) ; flute
|
||||
dw menu_offset(15,12) ; mirror
|
||||
dw menu_offset(15,15) ; stone mask
|
||||
dw menu_offset(15,18) ; bottle4
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_FindNextItem:
|
||||
{
|
||||
LDY.w $0202 : INY
|
||||
CPY.b #$19 : BCC .no_reset
|
||||
LDY.b #$01
|
||||
.no_reset
|
||||
STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_FindPrevItem:
|
||||
{
|
||||
LDY.w $0202 : DEY : BNE .no_reset
|
||||
LDY.b #$18
|
||||
.no_reset
|
||||
STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindPrevItem
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_FindNextDownItem:
|
||||
{
|
||||
LDA.w $0202 : CLC : ADC.b #$06
|
||||
CMP.b #$19 : BCC .no_reset
|
||||
SBC.b #$18
|
||||
.no_reset
|
||||
TAY : STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_FindNextUpItem:
|
||||
{
|
||||
LDA.w $0202 : SEC : SBC.b #$06
|
||||
BPL .no_reset : BNE .no_reset
|
||||
CLC : ADC.b #$18
|
||||
.no_reset
|
||||
TAY : STY.w $0202
|
||||
CPY.b #$19 : BCS .reset_up
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
RTS
|
||||
.reset_up
|
||||
LDY.b #$01
|
||||
STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_DeleteCursor:
|
||||
{
|
||||
REP #$30
|
||||
LDX.w Menu_ItemCursorPositions-2, Y
|
||||
|
||||
Menu_DeleteCursor_AltEntry:
|
||||
LDA.w #$20F5
|
||||
STA.w $1108, X : STA.w $1148, X
|
||||
STA.w $114E, X : STA.w $110E, X
|
||||
STA.w $11C8, X : STA.w $1188, X
|
||||
STA.w $118E, X : STA.w $11CE, X
|
||||
SEP #$30
|
||||
STZ $0207
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_InitItemScreen:
|
||||
{
|
||||
SEP #$30
|
||||
LDY.w $0202 : BNE .all_good
|
||||
; Loop through the SRM of each item to see if we have
|
||||
; one of them so we can start with that one selected.
|
||||
.lookForAlternateItem
|
||||
LDY.b #$00
|
||||
|
||||
.loop
|
||||
INY : CPY.b #$25 : BCS .bad
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ .loop
|
||||
|
||||
STY.w $0202
|
||||
BRA .all_good
|
||||
|
||||
.bad
|
||||
; If we made it here that means there are no items
|
||||
; available but one was still selected. This should
|
||||
; never happen under normal vanilla circumstances.
|
||||
STZ.w $0202
|
||||
|
||||
STZ $0207
|
||||
LDA.b #$04
|
||||
STA.w $0200
|
||||
RTS
|
||||
|
||||
.all_good
|
||||
; Double check we still have the item that was selected.
|
||||
; This is to prevent a bug where we can get stuck in an
|
||||
; infinite loop later on.
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
CMP.b #$01 : BCC .lookForAlternateItem
|
||||
STZ $0207
|
||||
LDA.b #$04
|
||||
STA.w $0200
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Menu_AddressLong:
|
||||
db $40 ; Bow
|
||||
db $41 ; Boomerang
|
||||
db $42 ; Hookshot
|
||||
db $43 ; Bombs
|
||||
db $44 ; Powder
|
||||
db $5C ; Bottle 1
|
||||
|
||||
db $4B ; Hammer
|
||||
db $4A ; Lamp
|
||||
db $45 ; Fire Rod
|
||||
db $46 ; Ice Rod
|
||||
db $53 ; Magic Mirror
|
||||
db $5D ; Bottle 2
|
||||
|
||||
db $4C ; Ocarina (formerly shovel 4F)
|
||||
db $4E ; Book
|
||||
db $50 ; Cane of Somaria / Cane of Byrna
|
||||
db $51 ; Fishing Rod
|
||||
db $4D ; Roc's Feather
|
||||
db $5E ; Bottle 3
|
||||
|
||||
db $49 ; Deku Mask
|
||||
db $47 ; Zora Mask
|
||||
db $58 ; Wolf Mask
|
||||
db $48 ; Bunny Hood
|
||||
db $52 ; Stone Mask
|
||||
db $5F ; Bottle 4
|
||||
|
||||
GotoNextItem_Local:
|
||||
{
|
||||
; Load our currently equipped item, and move to the next one
|
||||
; If we reach our limit (21), set it back to the bow and arrow slot.
|
||||
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
|
||||
LDA.b #$01
|
||||
.dont_reset
|
||||
; Otherwise try to equip the item in the next slot
|
||||
STA $0202
|
||||
RTS
|
||||
}
|
||||
|
||||
DoWeHaveThisItem_Override:
|
||||
{
|
||||
LDY.w $0202 : LDX.w Menu_AddressLong-1, Y
|
||||
LDA.l $7EF300, X : CMP.b #$00 : BNE .have_this_item
|
||||
CLC
|
||||
RTL
|
||||
.have_this_item
|
||||
SEC
|
||||
RTL
|
||||
}
|
||||
|
||||
TryEquipNextItem_Override:
|
||||
{
|
||||
.keep_looking
|
||||
JSR GotoNextItem_Local
|
||||
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||
RTS
|
||||
}
|
||||
|
||||
SearchForEquippedItem_Override:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
SEP #$30
|
||||
|
||||
LDY.b #$18
|
||||
.next_check
|
||||
LDX.w Menu_AddressLong-1, Y
|
||||
LDA.l $7EF300, X : CMP.b #$00 : BNE .item_available
|
||||
DEY : BPL .next_check
|
||||
|
||||
; In this case we have no equippable items
|
||||
STZ $0202 : STZ $0203 : STZ $0204
|
||||
|
||||
.we_have_that_item
|
||||
REP #$30
|
||||
PLB
|
||||
RTL
|
||||
|
||||
.item_available
|
||||
; Is there an item currently equipped (in the HUD slot)?
|
||||
LDA.w $0202 : BNE .alreadyEquipped
|
||||
; If not, set the equipped item to the Lamp
|
||||
LDA.b #$08 : STA $0202
|
||||
|
||||
.alreadyEquipped
|
||||
JMP .exit
|
||||
.keep_looking
|
||||
JSR GotoNextItem_Local
|
||||
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||
BCS .we_have_that_item
|
||||
JSR TryEquipNextItem_Override
|
||||
.exit
|
||||
|
||||
REP #$30
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
org $0DDEB0
|
||||
ItemMenu_CheckForOwnership:
|
||||
{
|
||||
JSL DoWeHaveThisItem_Override
|
||||
RTS
|
||||
}
|
||||
|
||||
org $0DE399
|
||||
SearchForEquippedItem:
|
||||
{
|
||||
JSL SearchForEquippedItem_Override
|
||||
RTS
|
||||
}
|
||||
assert pc() <= $0DE3C7
|
||||
|
||||
pullpc
|
||||
|
||||
|
||||
; =========================================================
|
||||
; Stats Screen Selector Logic
|
||||
; =========================================================
|
||||
|
||||
Menu_StatsCursorPositions:
|
||||
; Row 14: Sword, Shield, Tunic
|
||||
dw menu_offset(14,2) ; 0: Sword
|
||||
dw menu_offset(14,5) ; 1: Shield
|
||||
dw menu_offset(14,8) ; 2: Tunic
|
||||
dw menu_offset(14,8) ; 3: Placeholder (maps to Tunic)
|
||||
|
||||
; Row 17: Glove, Flippers, Boots, Pearl
|
||||
dw menu_offset(17,2) ; 4: Glove
|
||||
dw menu_offset(17,5) ; 5: Flippers
|
||||
dw menu_offset(17,8) ; 6: Boots
|
||||
dw menu_offset(17,11) ; 7: Pearl
|
||||
|
||||
Stats_Nav_Right:
|
||||
db $01, $02, $00, $00, $05, $06, $07, $04
|
||||
Stats_Nav_Left:
|
||||
db $02, $00, $01, $01, $07, $04, $05, $06
|
||||
Stats_Nav_Down:
|
||||
db $04, $05, $06, $07, $00, $01, $02, $02
|
||||
Stats_Nav_Up:
|
||||
db $04, $05, $06, $07, $00, $01, $02, $02
|
||||
|
||||
Menu_DrawStatsCursor:
|
||||
{
|
||||
LDA.b #$20 : BIT.w $0207
|
||||
REP #$20
|
||||
BEQ .no_delete
|
||||
; Delete cursor
|
||||
LDA.w #$20F5
|
||||
STA.w $1108, X : STA.w $1148, X
|
||||
STA.w $114E, X : STA.w $110E, X
|
||||
STA.w $11C8, X : STA.w $1188, X
|
||||
STA.w $118E, X : STA.w $11CE, X
|
||||
BRA .done
|
||||
|
||||
.no_delete
|
||||
; We reuse the Item Menu cursor graphics
|
||||
LDA.w #$3060 : STA.w $1108, X ; corner
|
||||
LDA.w #$3070 : STA.w $1148, X
|
||||
|
||||
LDA.w #$7060 : STA.w $110E, X ; corner
|
||||
LDA.w #$7070 : STA.w $114E, X
|
||||
|
||||
LDA.w #$3070 : STA.w $1188, X
|
||||
LDA.w #$B060 : STA.w $11C8, X ; corner
|
||||
|
||||
LDA.w #$7070 : STA.w $118E, X
|
||||
LDA.w #$F060 : STA.w $11CE, X ; corner
|
||||
|
||||
.done
|
||||
SEP #$20
|
||||
RTS
|
||||
}
|
||||
|
||||
Menu_DeleteStatsCursor:
|
||||
{
|
||||
REP #$30
|
||||
; Use $020C for index
|
||||
LDA.w $020C : AND.w #$00FF : ASL : TAY
|
||||
LDX.w Menu_StatsCursorPositions, Y
|
||||
|
||||
LDA.w #$20F5
|
||||
STA.w $1108, X : STA.w $1148, X
|
||||
STA.w $114E, X : STA.w $110E, X
|
||||
STA.w $11C8, X : STA.w $1188, X
|
||||
STA.w $118E, X : STA.w $11CE, X
|
||||
SEP #$30
|
||||
STZ $0207
|
||||
RTS
|
||||
}
|
||||
|
||||
Menu_StatsScreen_Input:
|
||||
{
|
||||
INC $0207
|
||||
|
||||
; Safety check for uninitialized index
|
||||
LDA.w $020C : AND #$F8 : BEQ .safe_index
|
||||
STZ.w $020C
|
||||
.safe_index
|
||||
|
||||
LDA.b $F4 ; Joypad
|
||||
LSR : BCS .move_right
|
||||
LSR : BCS .move_left
|
||||
LSR : BCS .move_down
|
||||
LSR : BCS .move_up
|
||||
BRA .draw_cursor
|
||||
|
||||
.move_right
|
||||
JSR Menu_DeleteStatsCursor
|
||||
LDY.w $020C
|
||||
LDA.w Stats_Nav_Right, Y
|
||||
STA.w $020C
|
||||
BRA .play_sound
|
||||
|
||||
.move_left
|
||||
JSR Menu_DeleteStatsCursor
|
||||
LDY.w $020C
|
||||
LDA.w Stats_Nav_Left, Y
|
||||
STA.w $020C
|
||||
BRA .play_sound
|
||||
|
||||
.move_down
|
||||
JSR Menu_DeleteStatsCursor
|
||||
LDY.w $020C
|
||||
LDA.w Stats_Nav_Down, Y
|
||||
STA.w $020C
|
||||
BRA .play_sound
|
||||
|
||||
.move_up
|
||||
JSR Menu_DeleteStatsCursor
|
||||
LDY.w $020C
|
||||
LDA.w Stats_Nav_Up, Y
|
||||
STA.w $020C
|
||||
BRA .play_sound
|
||||
|
||||
.play_sound
|
||||
LDA.b #$20 : STA.w $012F
|
||||
|
||||
.draw_cursor
|
||||
SEP #$30
|
||||
LDA.w $020C : ASL : TAY
|
||||
REP #$10
|
||||
LDX.w Menu_StatsCursorPositions, Y
|
||||
JSR Menu_DrawStatsCursor
|
||||
SEP #$20
|
||||
RTS
|
||||
}
|
||||
Reference in New Issue
Block a user