Files
oracle-of-secrets/Menu/menu_hud.asm
2022-10-01 02:22:20 -05:00

343 lines
8.4 KiB
NASM

; =============================================================================
; headsup display
org $0DFB91
JSL Hud_Update
RTS
newIgnoreItemBox:
JSL Hud_Update_ignoreItemBox
RTS
org $0DDD21
JSR newIgnoreItemBox
; =============================================================================
org $268000
Hud_Update:
{
JSR Hud_Hud_UpdateItemBox
.ignoreItemBox ; ALTERNATE ENTRY POINT
SEP #$30
; need to draw partial heart still though.
LDA.b #$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?
SEC : SBC #$04 : CMP $7EF36D : BCS .healthUpdated
.healthUpdated
; A = actual health + 0x03;
LDA $7EF36D : SEC : SBC #$03
REP #$30
AND.w #$00FC : STA $00 : STA $04
LDA $7EF36C : AND.w #$00FF : STA $02
; filling in the full and partially filled hearts (actual health)
JSR HUD_UpdateHearts
.ignoreHealth ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
REP #$30
; Magic amount indicator (normal, 1/2, or 1/4)
LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normalMagicMeter
; draw 1/2 magic meter
LDA.w #$28F7 : STA $7EC704
LDA.w #$2851 : STA $7EC706
LDA.w #$28FA : STA $7EC708
.normalMagicMeter
; check player magic (ranges from 0 to 0x7F)
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$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
}
; =============================================================================
namespace Hud
incsrc "menu_gfx_table.asm"
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 $7EC778-6
LDA.w $0002,Y : STA.l $7EC77A-6
LDA.w $0004,Y : STA.l $7EC7B8-6
LDA.w $0006,Y : STA.l $7EC7BA-6
SEP #$30
RTS
}
namespace off
; =============================================================================
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 : CLC : ADC #$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:
{
REP #$30
STZ $0003
LDX.w #$0000
LDY.w #$0002
.nextDigit
CMP $F9F9, Y : BCC .nextLowest10sPlace
SEC : SBC $F9F9, Y
INC $03, X
BRA .nextDigit
.nextLowest10sPlace
INX : DEY #2
BPL .nextDigit
STA $05
SEP #$30
LDX.b #$02
.setNextDigitTile
LDA $03, X : CMP.b #$7F
BEQ .blankDigit
ORA.b #$90
.blankDigit
STA $03, X
DEX : BPL .setNextDigitTile
RTS
}
; =============================================================================
; $6FE77-$6FFC0
org $0DFE77
HUD_Tilemap:
{
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $346C, $346D, $346E, $346F ; item frame top part
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $34DE, $207F, $207F, $34DF
; item frame left part
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $34DE, $207F, $207F, $34DF
; item frame right part
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
; item frame bottom part
dw $207F, $207F, $207F, $207F, $347C, $347D, $347E, $341D
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F
}