Files
oracle-of-secrets/Menu/menu_hud.asm
2022-09-30 20:51:47 -05:00

437 lines
9.2 KiB
NASM

org $0DFB91
JSL NewMenuUpdate
RTS
newIgnoreItemBox:
JSL NewMenuUpdate_ignoreItemBox
RTS
org $0DDD21
JSR newIgnoreItemBox
org $268000
NewMenuUpdate:
{
JSR Hud_UpdateItemBox
; *$6FB94 ALTERNATE ENTRY POINT
.ignoreItemBox
SEP #$30
; the hook for optimization was placed here...
; need to draw partial heart still though. update: optimization complete with great results
LDA.b #$FD : STA $0A
LDA.b #$F9 : STA $0B
LDA.b #$0D : STA $0C
LDA.b #$68 : STA $07
LDA.b #$C7 : STA $08
LDA.b #$7E : STA $09
REP #$30
; Load Capacity health.
LDA $7EF36C : AND.w #$00FF : STA $00 : STA $02 : STA $04
; First, just draw all the empty hearts (capacity health)
JSR HUD_UpdateHearts
SEP #$30
LDA.b #$03 : STA $0A
LDA.b #$FA : STA $0B
LDA.b #$0D : STA $0C
LDA.b #$68 : STA $07
LDA.b #$C7 : STA $08
LDA.b #$7E : STA $09
; Branch if at full health
LDA $7EF36C : CMP $7EF36D : BEQ .healthUpdated
; Seems absurd to have a branch of zero bytes, right?
SBC #$04 : CMP $7EF36D : BCS .healthUpdated
.healthUpdated
; A = actual health + 0x03;
LDA $7EF36D : ADC.b #$03
REP #$30
AND.w #$00FC : STA $00 : STA $04
LDA $7EF36C : AND.w #$00FF : STA $02
; this time we're filling in the full and partially filled hearts (actual health)
JSR HUD_UpdateHearts
; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
.ignoreHealth
REP #$30
; Magic amount indicator (normal, 1/2, or 1/4)
LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normalMagicMeter
; draws a 1/2 magic meter (note, we could add in the 1/4 magic meter here if
; we really cared about that >_>
LDA.w #$28F7 : STA $7EC704
LDA.w #$2851 : STA $7EC706
LDA.w #$28FA : STA $7EC708
.normalMagicMeter
; check how much magic power the player has at the moment (ranges from 0 to 0x7F)
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
LDA $7EF36E : AND.w #$00FF : ADC.w #$0007 : AND.w #$FFF8 : TAX
; these four writes draw the magic power bar based on how much MP you have
LDA MagicTilemap+0, X : STA $7EC746
LDA MagicTilemap+2, X : STA $7EC786
LDA MagicTilemap+4, X : STA $7EC7C6
LDA MagicTilemap+6, X : STA $7EC806
; Load how many rupees the player has
LDA $7EF362
JSR HexToDecimal
REP #$30
; The tile index for the first rupee digit
LDA $03 : AND.w #$00FF : ORA.w #$2400 : STA $7EC750
; The tile index for the second rupee digit
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC752
; The tile index for the third rupee digit
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC754
; Number of bombs Link has.
LDA $7EF343 : AND.w #$00FF
JSR HexToDecimal
REP #$30
; The tile index for the first bomb digit
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC758
; The tile index for the second bomb digit
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC75A
; Number of Arrows Link has.
LDA $7EF377 : AND.w #$00FF
; converts hex to up to 3 decimal digits
JSR HexToDecimal
REP #$30
; The tile index for the first arrow digit
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC75E
; The tile index for the second arrow digit
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC760
LDA.w #$007F : STA $05
; Load number of Keys Link has
LDA $7EF36F : AND.w #$00FF : CMP.w #$00FF : BEQ .noKeys
JSR HexToDecimal
.noKeys
REP #$30
; The key digit, which is optionally drawn.
; Also check to see if the key spot is blank
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC764
CMP.w #$247F : BNE .dontBlankKeyIcon
; If the key digit is blank, also blank out the key icon.
STA $7EC724
.dontBlankKeyIcon
SEP #$30
RTL
}
; ==============================================================================
; Update Items
HudItems:
dw BowsGFX
dw BoomsGFX
dw HookGFX
dw BombsGFX
dw DekuMaskGFX
dw BottlesGFX
dw HammerGFX
dw LampGFX
dw Fire_rodGFX
dw Ice_rodGFX
dw GoronMaskGFX
dw BottlesGFX
dw ShovelGFX
dw JumpFeatherGFX
dw SomariaGFX
dw ByrnaGFX
dw BunnyHoodGFX
dw BottlesGFX
dw PowderGFX
dw BookGFX
dw OcarinaGFX
dw MirrorGFX
dw StoneMaskGFX
dw BottlesGFX
Hud_UpdateItemBox:
{
REP #$30
LDA.w $0202
ASL : TAX
LDY.w HudItems-2, X
LDA.w $0000,Y : STA.l $7EC778
LDA.w $0002,Y : STA.l $7EC77A
LDA.w $0004,Y : STA.l $7EC7B8
LDA.w $0006,Y : STA.l $7EC7BA
SEP #$30
RTS
}
Vanilla_UpdateItemBox:
{
SEP #$30
; Dost thou haveth the the bow?
LDA $7EF340 : BEQ .havethNoBow
; Dost thou haveth the silver arrows?
; (okay I'll stop soon)
CMP.b #$03 : BCC .havethNoSilverArrows
; Draw the arrow guage icon as silver rather than normal wood arrows.
LDA.b #$86 : STA $7EC71E
LDA.b #$24 : STA $7EC71F
LDA.b #$87 : STA $7EC720
LDA.b #$24 : STA $7EC721
LDX.b #$04
; check how many arrows the player has
LDA $7EF377 : BNE .drawBowItemIcon
LDX.b #$03
BRA .drawBowItemIcon
.havethNoSilverArrows
LDX.b #$02
LDA $7EF377 : BNE .drawBowItemIcon
LDX.b #$01
.drawBowItemIcon
; values of X correspond to how the icon will end up drawn:
; 0x01 - normal bow with no arrows
; 0x02 - normal bow with arrows
; 0x03 - silver bow with no silver arrows
; 0x04 - silver bow with silver arrows
TXA : STA $7EF340
.havethNoBow
REP #$30
LDX $0202 : BEQ .noEquippedItem
LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0004 : BNE .bombsNotEquipped
LDA.w #$0001
.bombsNotEquipped
CPX.w #$0010 : BNE .bottleNotEquipped
TXY : TAX : LDA $7EF35B, X : AND.w #$00FF : TYX
.bottleNotEquipped
STA $02
TXA : DEC A : ASL A : TAX
LDA $FA93, X : STA $04
LDA $02 : ASL #3 : TAY
; These addresses form the item box graphics.
LDA ($04), Y : STA $7EC74A : INY #2
LDA ($04), Y : STA $7EC74C : INY #2
LDA ($04), Y : STA $7EC78A : INY #2
LDA ($04), Y : STA $7EC78C : INY #2
.noEquippedItem
RTS
}
; ==============================================================================
HUD_UpdateHearts:
{
; Draws hearts in a painfully slow loop
; I used DMA to speed it up in my custom code
; (but still needs fixing to work on 1/1/1 hardware)
LDX.w #$0000
.nextHeart
LDA $00 : CMP.w #$0008 : BCC .lessThanOneHeart
; Notice no SEC was needed since carry is assumedly set.
SBC.w #$0008 : STA $00
LDY.w #$0004
JSR .drawHeart
INX #2
BRA .nextHeart
.lessThanOneHeart
CMP.w #$0005 : BCC .halfHeartOrLess
LDY.w #$0004
BRA .drawHeart
.halfHeartOrLess
CMP.w #$0001 : BCC .emptyHeart
LDY.w #$0002
BRA .drawHeart
.emptyHeart
RTS
.drawHeart
; Compare number of hearts so far on current line to 10
CPX.w #$0014 : BCC .noLineChange
; if not, we have to move down one tile in the tilemap
LDX.w #$0000
LDA $07 : ADC.w #$0040 : STA $07
.noLineChange
LDA [$0A], Y : TXY : STA [$07], Y
RTS
}
; ==============================================================================
MagicTilemap:
dw $3CF5, $3CF5, $3CF5, $3CF5
dw $3CF5, $3CF5, $3CF5, $3C5F
dw $3CF5, $3CF5, $3CF5, $3C4C
dw $3CF5, $3CF5, $3CF5, $3C4D
dw $3CF5, $3CF5, $3CF5, $3C4E
dw $3CF5, $3CF5, $3C5F, $3C5E
dw $3CF5, $3CF5, $3C4C, $3C5E
dw $3CF5, $3CF5, $3C4D, $3C5E
dw $3CF5, $3CF5, $3C4E, $3C5E
dw $3CF5, $3C5F, $3C5E, $3C5E
dw $3CF5, $3C4C, $3C5E, $3C5E
dw $3CF5, $3C4D, $3C5E, $3C5E
dw $3CF5, $3C4E, $3C5E, $3C5E
dw $3C5F, $3C5E, $3C5E, $3C5E
dw $3C4C, $3C5E, $3C5E, $3C5E
dw $3C4D, $3C5E, $3C5E, $3C5E
dw $3C4E, $3C5E, $3C5E, $3C5E
; ==============================================================================
HexToDecimal:
{
; This apparently is a hex to decimal converter for use with displaying numbers
; It's obviously slower with larger numbers... should find a way to speed it up. (already done)
REP #$30
STZ $0003
; The objects mentioned could be rupees, arrows, bombs, or keys.
LDX.w #$0000
LDY.w #$0002
.nextDigit
; If number of objects left < 100, 10
CMP $F9F9, Y : BCC .nextLowest10sPlace
; Otherwise take off another 100 objects from the total and increment $03
; $6F9F9, Y THAT IS, 100, 10
SBC $F9F9, Y
INC $03, X
BRA .nextDigit
.nextLowest10sPlace
INX : DEY #2
; Move on to next digit (to the right)
BPL .nextDigit
; Whatever is left is obviously less than 10, so store the digit at $05.
STA $05
SEP #$30
; Go through at most three digits.
LDX.b #$02
; Repeat for all three digits.
.setNextDigitTile
; Load each digit's computed value
LDA $03, X : CMP.b #$7F
BEQ .blankDigit
; #$0-9 -> #$90-#$99
ORA.b #$90
.blankDigit
; A blank digit.
STA $03, X
DEX : BPL .setNextDigitTile
RTS
}