added the right side hud copy
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@@ -70,11 +70,10 @@ HUD_Update:
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; Branch if at full health
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LDA $7EF36C : CMP $7EF36D : BEQ .healthUpdated
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; Seems absurd to have a branch of zero bytes, right?
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SEC : SBC #$04 : CMP $7EF36D : BCS .healthUpdated
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; Seems absurd to have a branch of zero bytes, right?
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SEC : SBC #$04 : CMP $7EF36D : BCS .healthUpdated
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.healthUpdated
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.healthUpdated
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; A = actual health + 0x03;
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LDA $7EF36D : CLC : ADC.b #$03
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@@ -88,18 +87,17 @@ HUD_Update:
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; filling in the full and partially filled hearts (actual health)
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JSR HUD_UpdateHearts
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.ignore_health ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
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.ignore_health ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
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REP #$30
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; Magic amount indicator (normal, 1/2, or 1/4)
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LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normal_magic_meter
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; draw 1/2 magic meter
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LDA.w #$2851 : STA $7EC730
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LDA.w #$28FA : STA $7EC732
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; draw 1/2 magic meter
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LDA.w #$2851 : STA $7EC730
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LDA.w #$28FA : STA $7EC732
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.normal_magic_meter
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.normal_magic_meter
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; check player magic (ranges from 0 to 0x7F)
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; X = ((MP & 0xFF)) + 7) & 0xFFF8)
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@@ -134,55 +132,56 @@ HUD_Update:
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; Check if the user has bombs equipped
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0004 : BNE .not_bombs
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; Number of bombs Link has.
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LDA $7EF343 : AND.w #$00FF
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JSR HexToDecimal
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REP #$30
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; Number of bombs Link has.
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LDA $7EF343 : AND.w #$00FF
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JSR HexToDecimal
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REP #$30
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; The tile index for the first bomb digit
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LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
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; The tile index for the first bomb digit
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LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
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; The tile index for the second bomb digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
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; The tile index for the second bomb digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
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.not_bombs
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.not_bombs
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; Check if the user has arrows equipped
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0001 : BNE .not_arrows
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; Number of Arrows Link has.
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LDA $7EF377 : AND.w #$00FF
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; Number of Arrows Link has.
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LDA $7EF377 : AND.w #$00FF
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; converts hex to up to 3 decimal digits
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JSR HexToDecimal
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REP #$30
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; converts hex to up to 3 decimal digits
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JSR HexToDecimal
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REP #$30
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; The tile index for the first arrow digit
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LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
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; The tile index for the first arrow digit
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LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
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; The tile index for the second arrow digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
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; The tile index for the second arrow digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
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.not_arrows
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.not_arrows
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LDA.w #$007F : STA $05
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; Load number of Keys Link has
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LDA $7EF36F : AND.w #$00FF : CMP.w #$00FF : BEQ .no_keys
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JSR HexToDecimal
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.no_keys
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JSR HexToDecimal
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.no_keys
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REP #$30
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; The key digit, which is optionally drawn.
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; Also check to see if the key spot is blank
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
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CMP.w #$247F : BNE .dont_blank_key_icon
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; TODO: Find the proper index of the key icon, this one is outdated.
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; If the key digit is blank, also blank out the key icon.
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STA $7EC724
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; TODO: Find the proper index of the key icon, this one is outdated.
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; If the key digit is blank, also blank out the key icon.
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STA $7EC724
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.dont_blank_key_icon
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.dont_blank_key_icon
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SEP #$30
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RTL
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}
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@@ -386,11 +385,6 @@ HexToDecimal:
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RTS
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}
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CopyHudToRight:
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{
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}
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pushpc
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; =========================================================
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