Files
oracle-of-secrets/Menu/menu_draw.asm
2024-04-27 11:59:57 -04:00

652 lines
12 KiB
NASM

; =========================================================
; Tilemap Menu background
; This function is bled into via the previous menu.asm file.
Menu_DrawBackground:
{
REP #$30
LDX.w #$FE ; $1700-17FF
.loop
LDA.w menu_frame, X
STA.w $1000, X
LDA.w menu_frame+$100, X
STA.w $1100, X
LDA.w menu_frame+$200, X
STA.w $1200, X
LDA.w menu_frame+$300, X
STA.w $1300, X
LDA.w menu_frame+$400, X
STA.w $1400, X
LDA.w menu_frame+$500, X
STA.w $1500, X
LDA.w menu_frame+$600, X
STA.w $1600, X
LDA.w menu_frame+$700, X
STA.w $1700, X
DEX : DEX
BPL .loop
RTS
}
; =========================================================
; Menu Item Draw Routine
; Credit to Kan
DrawMenuItem:
{
STA.b $08
STY.b $00
LDA.b [$08] : AND.w #$00FF : BNE .not_zero
LDY.w #NothingGFX
BRA .draw
.not_zero
DEC
ASL : ASL : ASL
ADC.b $00
TAY
.draw
LDA.w $0000,Y : STA.w $1108,X
LDA.w $0002,Y : STA.w $110A,X
LDA.w $0004,Y : STA.w $1148,X
LDA.w $0006,Y : STA.w $114A,X
RTS
}
; =========================================================
; Quest Icons Tilemap Draw Routine
Menu_DrawQuestIcons:
{
LDX.w #$10
.loop
LDA.w quest_icons, X
STA.w $1364, X
LDA.w quest_icons+$10, X
STA.w $13A4, X
LDA.w quest_icons+$20, X
STA.w $13E4, X
LDA.w quest_icons+$30, X
STA.w $1424, X
LDA.w quest_icons+$40, X
STA.w $1464, X
LDA.w quest_icons+$50, X
STA.w $14A4, X
LDA.w quest_icons+$60, X
STA.w $14E4, X
DEX : DEX : BPL .loop
LDA.w #$20F5 : STA.w $13B4 : STA.w $13F4 : STA.w $1474 : STA.w $14B4
RTS
}
; =========================================================
Menu_DrawTriforceIcons:
{
LDA.l $7EF37A
LDX.w #$3534
LDY.w #$3544
LSR : BCC +
STX.w $1366 : INX : STX.w $1368 : DEX
STY.w $13A6 : INY : STY.w $13A8 : DEY
+
LSR : BCC +
STX.w $136A : INX : STX.w $136C : DEX
STY.w $13AA : INY : STY.w $13AC : DEY
+
LSR : BCC +
STX.w $136E : INX : STX.w $1370 : DEX
STY.w $13AE : INY : STY.w $13B0 : DEY
+
LSR : BCC +
STX.w $13E4 : INX : STX.w $13E6 : DEX
STY.w $1424 : INY : STY.w $1426 : DEY
+
LSR : BCC +
STX.w $13E8 : INX : STX.w $13EA : DEX
STY.w $1428 : INY : STY.w $142A : DEY
+
LSR : BCC +
STX.w $13EC : INX : STX.w $13EE : DEX
STY.w $142C : INY : STY.w $142E : DEY
+
LSR : BCC +
STX.w $13F0 : INX : STX.w $13F2 : DEX
STY.w $1430 : INY : STY.w $1432 : DEY
+
RTS
}
; =========================================================
Menu_DrawPendantIcons:
{
LDA.l $7EF374
LSR : BCC +
LDX.w #$2502 : STX.w $14A4 : INX : STX.w $14A6
LDX.w #$2512 : STX.w $14E4 : INX : STX.w $14E6
+
LSR : BCC +
LDX.w #$3D00 : STX.w $14AA : INX : STX.w $14AC
LDX.w #$3D10 : STX.w $14EA : INX : STX.w $14EC
+
LSR : BCC +
LDX.w #$2D06 : STX.w $14B0 : INX : STX.w $14B2
LDX.w #$2D16 : STX.w $14F0 : INX : STX.w $14F2
+
RTS
}
; =========================================================
; V H O P P P T T T T T T T T T T <- tile format
; V = Vertical Flip
; H = Horizontal Flip
; O = Priority
; P = Palette 0 to 7
; T = Tile (which is normally called C for Character) 0 to 1023
; E000 is T = 0
; E100 would be T = 16
Menu_DrawHeartPieces:
{
; Empty heart containter
LDX.w #$2484 : STX.w $149E ; top left
LDX.w #$6484 : STX.w $14A0 ; top right
LDX.w #$2485 : STX.w $14DE ; bottom left
LDX.w #$6485 : STX.w $14E0 ; bottom right
LDA.l $7EF36B
AND.w #$00FF
CMP.w #3 : BEQ .top_right
CMP.w #1 : BEQ .top_left
BCS .bottom_left
RTS
.top_right
LDX.w #$64AD : STX.w $14A0
.bottom_left
LDX.w #$24AE : STX.w $14DE
.top_left
LDX.w #$24AD : STX.w $149E
RTS
}
; =========================================================
Menu_DrawMusicNotes:
{
LDA.l $7EF34C : AND.w #$00FF : CMP.w #$0001 : BCC .no_storms
LDA.w #$0002 : BRA .draw_storms
.no_storms
LDA.w #$0001
.draw_storms
STA.w MusicNoteValue
LDA.w #MusicNoteValue
LDX.w #menu_offset(17,14)
LDY.w #QuarterNoteGFX
JSR DrawMenuItem
LDA.l $7EF34C : AND.w #$00FF : CMP.w #$0002 : BCC .no_healing
LDA.w #$03 : BRA .draw_healing
.no_healing
LDA.w #$01
.draw_healing
STA.w MusicNoteValue
LDA.w #MusicNoteValue
LDX.w #menu_offset(17,17)
LDY.w #QuarterNoteGFX
JSR DrawMenuItem
LDA.l $7EF34C : AND.w #$00FF : CMP.w #$0003 : BCC .no_soaring
LDA.w #$04 : BRA .draw_soaring
.no_soaring
LDA.w #$01
.draw_soaring
STA.w MusicNoteValue
LDA.w #MusicNoteValue
LDX.w #menu_offset(17,20)
LDY.w #QuarterNoteGFX
JSR DrawMenuItem
RTS
}
; =========================================================
DrawYItems:
{
SEP #$30
LDA.b #$7E : STA.b $0A ; Set up the bank of our indirect address
REP #$30
LDA.w #$7EF340
LDX.w #menu_offset(7,3)
LDY.w #BowsGFX
JSR DrawMenuItem
LDA.w #$7EF341
LDX.w #menu_offset(7,6)
LDY.w #BoomsGFX
JSR DrawMenuItem
LDA.l $7EF342 : AND.w #$00FF : CMP.w #$0000 : BEQ .no_hookshot
LDA.w GoldstarOrHookshot : BNE .spoof_hookshot
LDA #$0001 ; No goldstar, but hookshot
.spoof_hookshot
STA.w MenuItemValueSpoof : LDA.w #MenuItemValueSpoof
LDX.w #menu_offset(7,9)
LDY.w #HookGFX
JSR DrawMenuItem
.no_hookshot
LDA.l $7EF343
AND.w #$00FF : CMP.w #$00 : BEQ .no_bomb
LDA.w #$0001
STA.w MenuItemValueSpoof
LDA.w #MenuItemValueSpoof
LDX.w #menu_offset(7,13)
LDY.w #BombsGFX
JSR DrawMenuItem
.no_bomb
LDA.w #$7EF344
LDX.w #menu_offset(7,16)
LDY.w #PowderGFX
JSR DrawMenuItem
LDA.w #$7EF35C
LDX.w #menu_offset(7,19)
LDY.w #BottlesGFX
JSR DrawMenuItem
; Row 2 -------------------------------------------------
LDA.w #$7EF34B
LDX.w #menu_offset(10,3)
LDY.w #HammerGFX
JSR DrawMenuItem
LDA.w #$7EF34A
LDX.w #menu_offset(10,6)
LDY.w #LampGFX
JSR DrawMenuItem
LDA.w #$7EF345
LDX.w #menu_offset(10,9)
LDY.w #Fire_rodGFX
JSR DrawMenuItem
LDA.w #$7EF346
LDX.w #menu_offset(10,13)
LDY.w #Ice_rodGFX
JSR DrawMenuItem
LDA.w #$7EF353
LDX.w #menu_offset(10,16)
LDY.w #MirrorGFX
JSR DrawMenuItem
LDA.w #$7EF35D
LDX.w #menu_offset(10,19)
LDY.w #BottlesGFX
JSR DrawMenuItem
; Row 3 -------------------------------------------------
LDA.l $7EF34C : AND.w #$00FF : CMP.w #$0000 : BEQ .no_ocarina
LDA.w $030F : BNE .spoof_ocarina
LDA #$0001 ; Multi-songs not unlocked yet
.spoof_ocarina
STA.w ShortSpoof : LDA.w #ShortSpoof
LDX.w #menu_offset(13,3)
LDY.w #OcarinaGFX
JSR DrawMenuItem
.no_ocarina
LDA.l $7EF34E : AND.w #$00FF : CMP.w #$00 : BEQ .no_book
LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
LDX.w #menu_offset(13,6)
LDY.w #BookGFX
JSR DrawMenuItem
.no_book
; LDA.l $7EF350 : CMP.w #$00 : BEQ .no_somaria
; LDA.w SomariaOrByrna : BNE .spoof_somaria
; .spoof_somaria
; LDA.w #$01 : STA.w ShortSpoof : LDA.w #ShortSpoof
LDA.w #$7EF350
LDX.w #menu_offset(13,9)
LDY.w #SomariaGFX
JSR DrawMenuItem
.no_somaria
LDA.w #$7EF351
LDX.w #menu_offset(13,13)
;LDY.w #ByrnaGFX
LDY.w #FishingRodGFX
JSR DrawMenuItem
LDA.w #$7EF34D
LDX.w #menu_offset(13,16)
LDY.w #JumpFeatherGFX
JSR DrawMenuItem
LDA.w #$7EF35E
LDX.w #menu_offset(13,19)
LDY.w #BottlesGFX
JSR DrawMenuItem
; Row 4 -------------------------------------------------
LDA.w #$7EF349
LDX.w #menu_offset(16,3)
LDY.w #DekuMaskGFX
JSR DrawMenuItem
LDA.w #$7EF347
LDX.w #menu_offset(16,6)
LDY.w #ZoraMaskGFX
JSR DrawMenuItem
LDA.w #$7EF358
LDX.w #menu_offset(16,9)
LDY.w #WolfMaskGFX
JSR DrawMenuItem
LDA.w #$7EF348
LDX.w #menu_offset(16,13)
LDY.w #BunnyHoodGFX
JSR DrawMenuItem
LDA.w #$7EF352
LDX.w #menu_offset(16,16)
LDY.w #StoneMaskGFX
JSR DrawMenuItem
LDA.w #$7EF35F
LDX.w #menu_offset(16,19)
LDY.w #BottlesGFX
JSR DrawMenuItem
RTS
}
; =========================================================
Menu_DrawQuestItems:
{
SEP #$30
LDA.b #$7E : STA.b $0A
REP #$30
LDA.w #$7EF359
LDX.w #menu_offset(14,2)
LDY.w #SwordGFX
JSR DrawMenuItem
LDA.w #$7EF35A
LDX.w #menu_offset(14,5)
LDY.w #ShieldGFX
JSR DrawMenuItem
LDA.l $7EF35B
INC
STA.w MenuItemValueSpoof
LDA.w #MenuItemValueSpoof
LDX.w #menu_offset(14,8)
LDY.w #TunicGFX
JSR DrawMenuItem
LDA.w #$7EF354
LDX.w #menu_offset(17,2)
LDY.w #PowerGloveGFX
JSR DrawMenuItem
LDA.w #$7EF355
LDX.w #menu_offset(17,5)
LDY.w #PegasusBootsGFX
JSR DrawMenuItem
LDA.w #$7EF356
LDX.w #menu_offset(17,8)
LDY.w #FlippersGFX
JSR DrawMenuItem
LDA.w #$7EF357
LDX.w #menu_offset(17,11)
LDY.w #MoonPearlGFX
JSR DrawMenuItem
RTS
}
; =========================================================
Menu_DrawBigKey:
{
LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace
LSR A : TAX
; Check if we have the big key in this palace
LDA $7EF366
.locateBigKeyFlag
ASL A : DEX : BPL .locateBigKeyFlag : BCC .dontHaveBigKey
JSR CheckPalaceItemPossession : LDA $02 : BEQ .noTreasureYet
SEP #$30
LDA.b #$7E : STA.b $0A
REP #$30
LDA.w #$01
STA.w ShortSpoof
LDA.w #ShortSpoof
LDX.w #menu_offset(11,8)
LDY.w #TreasureChestGFX
JSR DrawMenuItem
.noTreasureYet
SEP #$30
LDA.b #$7E : STA.b $0A
REP #$30
LDA.w #$01
STA.w ShortSpoof
LDA.w #ShortSpoof
; Draw the big key (or big key with chest if we've gotten the treasure) icon
LDX.w #menu_offset(11,2)
LDY.w #BigKeyGFX
JSR DrawMenuItem
.dontHaveBigKey
.notInPalace
LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalaceAgain
LSR A : TAX
; Check if we have the map in this dungeon
LDA $7EF368
.locateMapFlag
ASL A : DEX : BPL .locateMapFlag : BCC .dontHaveMap
LDA.w #$01
STA.w ShortSpoof
LDA.w #ShortSpoof
; Draw the big key (or big key with chest if we've gotten the treasure) icon
LDX.w #menu_offset(11,11)
LDY.w #MapGFX
JSR DrawMenuItem
.dontHaveMap
.notInPalaceAgain
RTS
}
; =========================================================
; $06EEB6-$06EEDB LOCAL
CheckPalaceItemPossession:
{
SEP #$30
LDA $040C : LSR A
JSL UseImplicitRegIndexedLocalJumpTable
dw .no_item
dw .no_item
dw .bow
dw .power_glove
dw .no_item
dw .hookshot
dw .hammer
dw .cane_of_somaria
dw .fire_rod
dw .blue_mail
dw .moon_pearl
dw .titans_mitt
dw .mirror_shield
dw .red_mail
}
; ==========================================================
; *$6EEDC-$6EEE0 JUMP LOCATION
.pool_CheckPalaceItemPossession:
{
.failure
STZ $02
STZ $03
RTS
.bow
LDA $7EF340
.no_item
.compare
BEQ .failure
.success
LDA.b #$01 : STA $02
STZ $03
RTS
.power_glove
LDA $7EF354 : BRA .compare
.hookshot
LDA $7EF342 : BRA .compare
.hammer
LDA $7EF34B : BRA .compare
.cane_of_somaria
LDA $7EF350 : BRA .compare
.fire_rod
LDA $7EF345 : BRA .compare
.blue_mail
LDA $7EF35B : BRA .compare
.moon_pearl
LDA $7EF357 : BRA .compare
.titans_mitt
LDA $7EF354 : DEC A : BRA .compare
.mirror_shield
LDA $7EF35A : CMP.b #$03 : BEQ .success
STZ $02
STZ $03
RTS
.red_mail
LDA $7EF35B : CMP.b #$02 : BEQ .success
STZ $02
STZ $03
RTS
}
; *$6EF39-$6EF66 LOCAL
Menu_DrawBigChestKey:
{
LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace
LSR A : TAX
LDA $7EF364
.locateCompassFlag
ASL A : DEX : BPL .locateCompassFlag
BCC .dontHaveCompass
SEP #$30
LDA.b #$7E : STA.b $0A
REP #$30
LDA.w #$01
STA.w ShortSpoof
LDA.w #ShortSpoof
LDX.w #menu_offset(11, 5)
LDY.w #BigChestKeyGFX
JSR DrawMenuItem
.dontHaveCompass
.notInPalace
RTS
}
; =========================================================