Files
oracle-of-secrets/Menu/menu_text.asm
2025-12-08 22:31:08 -05:00

607 lines
13 KiB
NASM

; =========================================================
; Text Routines
'A' = $2550
'B' = $2551
'C' = $2552
'D' = $2553
'E' = $2554
'F' = $2555
'G' = $2556
'H' = $2557
'I' = $2558
'J' = $2559
'K' = $255A
'L' = $255B
'M' = $255C
'N' = $255D
'O' = $255E
'P' = $255F
'Q' = $2560
'R' = $2561
'S' = $2562
'T' = $2563
'U' = $2564
'V' = $2565
'W' = $2566
'X' = $2567
'Y' = $2568
'Z' = $2569
'.' = $256A
':' = $256B
'0' = $2570
'1' = $2571
'2' = $2572
'3' = $2573
'4' = $2574
'5' = $2575
'6' = $2576
'7' = $2577
'8' = $2578
'9' = $2579
'_' = $20F5
; =========================================================
TimeLabels:
dw "00", "01", "02", "03", "04", "05", "06", "07", "08"
dw "09", "10", "11", "12", "13", "14", "15", "16", "17"
dw "18", "19", "20", "21", "22", "23", "24", "25", "26"
dw "27", "28", "29", "30", "31", "32", "33", "34", "35"
dw "36", "37", "38", "39", "40", "41", "42", "43", "44"
dw "45", "46", "47", "48", "49", "50", "51", "52", "53"
dw "54", "55", "56", "57", "58", "59"
PlaytimeLabel:
dw "TIME:_____"
Menu_DrawHourDigit:
{
SEP #$30
LDA.l TimeState.Hours
ASL A : ASL A
TAX
REP #$30
LDA.w TimeLabels, X : STA.w $1692+$12
INX : INX
LDA.w TimeLabels, X : STA.w $1692+$14
RTS
}
Menu_DrawMinuteDigit:
{
SEP #$30
LDA.l TimeState.Minutes
ASL A : ASL A
TAX
REP #$30
LDA.w TimeLabels, X : STA.w $1692+$18
INX : INX
LDA.w TimeLabels, X : STA.w $1692+$1A
RTS
}
Menu_DrawPlaytimeLabel:
{
LDX.w #$10
.draw2
LDA.w PlaytimeLabel, X
STA.w $1692, X
DEX : DEX : BPL .draw2
; Draw the current time based on the time system RAM
JSR Menu_DrawHourDigit
; Draw colon
LDA.w #$256B
STA.w $1692+$16
; LDX #$18
JSR Menu_DrawMinuteDigit
RTS
}
; =========================================================
Menu_ItemNames:
dw "_____BOW______ "
dw "__BOOMERANG___ "
dw "___HOOKSHOT___ "
dw "____BOMBS_____ "
dw "_MAGIC_POWDER_ "
dw "____BOTTLE____ "
dw "____HAMMER____ "
dw "_____LAMP_____ "
dw "___FIRE_ROD___ "
dw "___ICE_ROD____ "
dw "MIRROR_OF_TIME "
dw "____BOTTLE____ "
dw "___OCARINA____ "
dw "BOOK__L:REVEAL "
dw "___SOMARIA____ "
dw "_FISHING_ROD__ "
dw "_ROCS_FEATHER_ "
dw "____BOTTLE____ "
dw "__DEKU_MASK___ "
dw "__ZORA_MASK___ "
dw "__WOLF_MASK___ "
dw "__BUNNY_HOOD__ "
dw "__STONE_MASK__ "
dw "____BOTTLE____ "
Menu_MushroomLabel:
Menu_BottleItems:
dw "___MUSHROOM___ "
dw "_EMPTY_BOTTLE_ "
dw "__RED_POTION__ "
dw "_GREEN_POTION_ "
dw "_BLUE_POTION__ "
dw "____FAIRY_____ "
dw "_____BEE______ "
dw "__GOOD_BEE____ "
dw "_MAGIC_BEAN___ "
dw "_MILK_BOTTLE__ "
Menu_GoldstarLabel:
dw "__GOLD_STAR___ "
Menu_PortalRodItems:
dw "__PORTAL_ROD__ "
Menu_SongNames:
dw "SONG:_STORMS__ "
dw "SONG:_HEALING_ "
dw "SONG:_SOARING_ "
dw "SONG:_TIME____ "
Menu_RingNames:
dw "____POWER_____ "
dw "____ARMOR_____ "
dw "____HEART_____ "
dw "____LIGHT_____ "
dw "____BLAST_____ "
dw "___STEADFAST__ "
Menu_RingDescriptions:
dw "ATK_UP__DEF_DOWN"
dw "ATK_DOWN__DEF_UP"
dw "SLOW_HEART_REGEN"
dw "SWD_BEAM_2_HRTS_"
dw "_BOMB_DAMAGE_UP_"
dw "__NO_KNOCKBACK__"
Menu_RingsFound:
dw "NEW_RING_FOUND__"
Menu_DrawItemName:
{
SEP #$30
; Double check that we have the item.
LDY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
CMP.b #$01 : BCS .haveItem
REP #$30
RTS
.haveItem
LDA.w $0202 : CMP.b #$03 : BEQ .goldstar
CMP.b #$05 : BEQ .mushroom
CMP.b #$0D : BEQ .ocarina
CMP.b #$10 : BEQ .custom_rods
; Check if it's a bottle
CMP.b #$06 : BEQ .bottle_1
CMP.b #$0C : BEQ .bottle_2
CMP.b #$12 : BEQ .bottle_3
CMP.b #$18 : BEQ .bottle_4
.draw_item
REP #$30
LDA.w $0202 : BEQ .no_items
DEC : ASL #5 : TAX
LDY.w #$000
.loop
LDA.w Menu_ItemNames, X ; Load your text character
STA.w $1692, Y ; <- into the buffer
INX : INX
INY : INY : CPY #$001C : BCC .loop
.no_items
RTS
; Draw Bottle Description
.bottle_1
REP #$30 : LDX #$0000 : JMP .draw_bottle
.bottle_2
REP #$30 : LDX #$0001 : JMP .draw_bottle
.bottle_3
REP #$30 : LDX #$0002 : JMP .draw_bottle
.bottle_4
REP #$30 : LDX #$0003
.draw_bottle
JSR DrawBottleNames
RTS
.custom_rods
LDA.w FishingOrPortalRod : CMP.b #$01 : BNE .draw_item
JSR DrawPortalRodName
RTS
.goldstar
LDA.w GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
JSR DrawGoldstarName
RTS
.mushroom
LDA.l $7EF344 : CMP.b #$02 : BCS .draw_item
JSR DrawMushroomName
RTS
.ocarina
REP #$30
; Check the timer and see if we should draw the item name
LDA $1A : AND.w #$00FF : CMP #$0080 : BCC .draw_item
LDA $030F : BEQ .draw_item
LDA $030F : AND.w #$00FF : DEC : ASL #5 : TAX
LDY.w #$0000
.draw_ocarina_loop
LDA.w Menu_SongNames, X : STA.w $1692, Y
INX #2 : INY #2 : CPY #$001C : BCC .draw_ocarina_loop
RTS
}
DrawPortalRodName:
{
REP #$30
LDX.w #$0000
LDY.w #$0000
.draw_portal_rod_loop
LDA.w Menu_PortalRodItems, X : STA.w $1692, Y
INX #2 : INY #2
CPY #$001C : BCC .draw_portal_rod_loop
RTS
}
DrawBottleNames:
{
LDA.l $7EF35C, X : AND.w #$00FF
DEC : ASL #5 : TAX
LDY.w #$0000
.draw_bottle_loop
LDA.w Menu_BottleItems, X : STA.w $1692, Y
INX #2 : INY #2
CPY #$001C : BCC .draw_bottle_loop
RTS
}
DrawMagicRingNames:
{
REP #$30
LDA.w $020B : ASL #5 : TAX
LDY.w #$0000
.draw_ring_loop
LDA.w Menu_RingNames, X : STA.w $1692, Y
INX #2 : INY #2
CPY #$001C : BCC .draw_ring_loop
LDA.w $020B : ASL #5 : TAX
LDY.w #$0000
.draw_ring_desc_loop
LDA.w Menu_RingDescriptions, X : STA.w $1590, Y
INX #2 : INY #2
CPY #$0020 : BCC .draw_ring_desc_loop
LDA.l MAGICRINGS : AND.w #$00FF : STA.b $00
LDA.l FOUNDRINGS : AND.w #$00FF : CMP.b $00 : BEQ +
LDY.w #$0000
.draw_found_ring
LDA.w Menu_RingsFound, Y : STA.w $1692, Y
INY #2 : CPY #$001C : BCC .draw_found_ring
+
SEP #$30
RTS
}
Menu_CollectibleNames:
dw "BANANAS:________"
dw "PINEAPPLES:_____"
dw "ROCK_MEAT:______"
dw "SEASHELLS:______"
dw "HONEYCOMBS:_____"
dw "DEKU_STICKS:____"
DrawCollectibleNamesAndCount:
{
REP #$30
LDA.w $020B : ASL #5 : TAX : LDY.w #$0000
.draw_loop
LDA.w Menu_CollectibleNames, X : STA.w $1692, Y
INX #2 : INY #2
CPY #$001C : BCC .draw_loop
SEP #$30
; Draw the number of each collectible
LDA.w $020B : CMP.b #$01 : BEQ .pineapples
CMP.b #$02 : BEQ .rock_meat
CMP.b #$03 : BEQ .seashells
CMP.b #$04 : BEQ .honeycomb
CMP.b #$05 : BEQ .deku_sticks
LDA.l Bananas : JMP .draw
.pineapples
LDA.l Pineapples : JMP .draw
.rock_meat
LDA.l RockMeat : JMP .draw
.seashells
LDA.l Seashells : JMP .draw
.honeycomb
LDA.l Honeycomb : JMP .draw
.deku_sticks
LDA.l DekuSticks
.draw
ASL #2 : TAX
REP #$30
LDA.w TimeLabels, X : STA.w $1692+$18
INX : INX
LDA.w TimeLabels, X : STA.w $1692+$1A
SEP #$30
RTS
}
DrawGoldstarName:
{
REP #$30
LDX.w #$0000 : LDY.w #$0000
.draw_goldstar_loop
LDA.w Menu_GoldstarLabel, X : STA.w $1692, X
INX #2 : INY #2 : CPY #$001C : BCC .draw_goldstar_loop
RTS
}
DrawMushroomName:
{
REP #$30
LDX.w #$0000 : LDY.w #$0000
.draw_mushroom_loop
LDA.w Menu_MushroomLabel, X : STA.w $1692, X
INX #2 : INY #2 : CPY #$001C : BCC .draw_mushroom_loop
RTS
}
; =========================================================
DrawLocationName:
{
REP #$30
LDA $1B ; check if indoors or outdoors
AND.w #$00FF ; isolate bit
CMP.w #$01 ; if 1, then indoors
BEQ .indoors
LDA.b $8A
ASL #5
LDY.w #$000
TAX
.draw_overworld_loop
LDA.w OverworldLocationNames, X ; Load your text character
STA.w $12CC, Y ; Store into the buffer
INX : INX
INY : INY : CPY #$0020 : BCC .draw_overworld_loop
RTS
.indoors
LDA.b $A0 ; Load current room
ASL #5
TAY
LDX.w #$0000
.draw_indoors_loop
LDA.w DungeonLocationNames, Y : STA.w $12CC, X
INY : INY
INX : INX : CPX #$0020 : BCC .draw_indoors_loop
RTS
}
; =========================================================
Menu_DrawSelect:
{
REP #$30
LDX.w #$16
.loop
LDA.w SelectItemTXT, X : STA.w $1194, X
DEX : DEX : BPL .loop
RTS
}
; =========================================================
Menu_DrawQuestStatus:
{
REP #$30
LDX.w #$16
.loop
LDA.w QuestStatusTXT, X : STA.w $1194, X
DEX : DEX : BPL .loop
RTS
}
; =========================================================
Menu_DrawAreaNameTXT:
{
REP #$30
LDX.w #$26
.loop
LDA.w AreaNameTXT, X
STA.w $128C, X
DEX : DEX
BPL .loop
RTS
}
; =========================================================
; Player's Name
; $7EF3D9-$7EF3E4: 6 characters, 16-bit each
;
; Game Character Encoding:
; 00-07: A-H | 09-0F: J-P | 20-29: Q-Z
; AF: I (special) | B1: space/blank
;
; Lowercase (convert to uppercase):
; 2A-2F: a-f → A-F | 40-41: g-h → G-H | 42: k → K
; 43: j → J | 44: i → I | 45: l → L
; 46-48: m-o → M-O | 49-4F: p-v → P-V | 60-63: w-z → W-Z
;
; Numbers: 64-6D: 0-9
; Symbols: 6E-? 6F-! 80-- 81-. 82-, 85-( 86-)
;
; Font tiles: $2550=A, $2551=B, ... $2569=Z, $256A-$2573=0-9
; Space tile: $2417
; =========================================================
; Menu_DrawCharacterName
; Draws the player's name from $7EF3D9 to tilemap at $134C
; Converts game encoding to font tiles, uppercase only
; =========================================================
Menu_DrawCharacterName:
{
REP #$30
LDX.w #$000C ; 6 characters * 2 bytes = $0C
.loop
LDA.l $7EF3D9, X ; Load character code
AND.w #$00FF ; Mask to 8-bit
JSR .convert_char ; Convert to tile
STA.w $134C, X
DEX : DEX
BPL .loop
RTS
; ----------------------------------------------------------
; Subroutine: Convert character code in A to font tile
; Returns tile value in A
; ----------------------------------------------------------
.convert_char
; Uppercase A-H ($00-$07)
CMP.w #$0008 : BCC .direct
; Uppercase J-P ($09-$0F)
CMP.w #$0010 : BCC .direct
; Q-Z ($20-$29)
CMP.w #$0020 : BCC .space
CMP.w #$002A : BCC .qz_range
; Lowercase a-f ($2A-$2F)
CMP.w #$0030 : BCC .lower_af
; Gap $30-$3F
CMP.w #$0040 : BCC .space
; Lowercase g-o ($40-$48)
CMP.w #$0049 : BCC .lower_go
; Lowercase p-v ($49-$4F)
CMP.w #$0050 : BCC .lower_pv
; Gap $50-$5F
CMP.w #$0060 : BCC .space
; Lowercase w-z ($60-$63)
CMP.w #$0064 : BCC .lower_wz
; Numbers ($64-$6D)
CMP.w #$006E : BCC .numbers
; Special I ($AF)
CMP.w #$00AF : BEQ .char_i
; Else space
.space
LDA.w #$2417 : RTS
.direct
CLC : ADC.w #$2550 : RTS
.qz_range
SEC : SBC.w #$0010
CLC : ADC.w #$2550 : RTS
.lower_af
SEC : SBC.w #$002A
CLC : ADC.w #$2550 : RTS
.lower_go
; $40=g, $41=h, $42=k, $43=j, $44=i, $45=l, $46=m, $47=n, $48=o
; Use lookup table for this irregular mapping
SEC : SBC.w #$0040 ; A = 0-8
ASL A ; *2 for word index
TAY
LDA.w .go_table, Y : RTS
.go_table
dw $2556 ; $40 g -> G
dw $2557 ; $41 h -> H
dw $255A ; $42 k -> K
dw $2559 ; $43 j -> J
dw $2558 ; $44 i -> I
dw $255B ; $45 l -> L
dw $255C ; $46 m -> M
dw $255D ; $47 n -> N
dw $255E ; $48 o -> O
.lower_pv
; $49-$4F -> P-V ($255F-$2565)
SEC : SBC.w #$003A
CLC : ADC.w #$2550 : RTS
.lower_wz
; $60-$63 -> W-Z ($2566-$2569)
SEC : SBC.w #$004A
CLC : ADC.w #$2550 : RTS
.numbers
; $64-$6D -> 0-9 ($256A-$2573)
SEC : SBC.w #$0064
CLC : ADC.w #$256A : RTS
.char_i
LDA.w #$2558 : RTS
}
Menu_DrawButtonPrompt:
{
REP #$30
LDX.w #$1E ; 16 tiles (32 bytes - 2 = $1E)
.loop
LDA.w ButtonPromptTXT, X : STA.w $1254, X
DEX : DEX : BPL .loop
SEP #$30 ; Restore 8-bit mode before return
RTS
}
Menu_DrawRingBoxPrompt:
{
REP #$30
LDX.w #$1E ; 16 tiles (32 bytes - 2 = $1E)
.loop
LDA.w RingBoxPromptTXT, X : STA.w $1294, X ; One row below button prompt ($1254 + $40)
DEX : DEX : BPL .loop
SEP #$30
RTS
}