863 lines
18 KiB
NASM
863 lines
18 KiB
NASM
; =============================================================================
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; Menu - Headsup Display
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; =============================================================================
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; ==============================================================================
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; Vanilla HUD Hijack
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org $0DFB91
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JSL HUD_Update
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RTS
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newIgnoreItemBox:
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JSL HUD_Update_ignoreItemBox
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RTS
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org $0DDD21
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JSR newIgnoreItemBox
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org $0DF1BC
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JSL HUD_AnimateHeartRefill
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RTS
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; ==============================================================================
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; Main HUD Update Loop
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org $268000
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HUD_Update:
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{
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JSR HUD_UpdateItemBox
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.ignoreItemBox ; ALTERNATE ENTRY POINT
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SEP #$30
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; need to draw partial heart still though.
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LDA.b #$FD : STA $0A
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LDA.b #$F9 : STA $0B
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LDA.b #$0D : STA $0C
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LDA.b #$44 : STA $07
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LDA.b #$C7 : STA $08
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LDA.b #$7E : STA $09
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REP #$30
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; Load Capacity health.
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LDA $7EF36C : AND.w #$00FF : STA $00 : STA $02 : STA $04
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; First, just draw all the empty hearts (capacity health)
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JSR HUD_UpdateHearts
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SEP #$30
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LDA.b #$03 : STA $0A
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LDA.b #$FA : STA $0B
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LDA.b #$0D : STA $0C
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LDA.b #$44 : STA $07
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LDA.b #$C7 : STA $08
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LDA.b #$7E : STA $09
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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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.healthUpdated
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; A = actual health + 0x03;
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LDA $7EF36D : SEC : SBC #$03
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REP #$30
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AND.w #$00FC : STA $00 : STA $04
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LDA $7EF36C : AND.w #$00FF : STA $02
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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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.ignoreHealth ; *$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 .normalMagicMeter
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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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.normalMagicMeter
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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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LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
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; these four writes draw the magic power bar based on how much MP you have
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LDA MagicTilemap+0, X : STA $7EC76C
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LDA MagicTilemap+2, X : STA $7EC76D
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LDA MagicTilemap+4, X : STA $7EC76E
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LDA MagicTilemap+6, X : STA $7EC76F
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; Load how many rupees the player has
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LDA $7EF362
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JSR HexToDecimal
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REP #$30
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; The tile index for the first rupee digit
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LDA $03 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79C
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; The tile index for the second rupee digit
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LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79E
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; The tile index for the third rupee digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0
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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 second bomb digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
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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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; ; The tile index for the first arrow digit
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; LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC75E
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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 $7EC760
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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 .noKeys
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; JSR HexToDecimal
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; .noKeys
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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 $7EC764
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; CMP.w #$247F : BNE .dontBlankKeyIcon
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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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; .dontBlankKeyIcon
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; SEP #$30
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RTL
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}
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; =============================================================================
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; *$6DB92-$6DD29 BRANCH LOCATION
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HUD_RefillLogic:
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{
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; check the refill magic indicator
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LDA $7EF373
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BEQ .doneWithMagicRefill
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; Check the current magic power level we have.
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; Is it full?
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LDA $7EF36E : CMP.b #$80
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BCC .magicNotFull
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; If it is full, freeze it at 128 magic pts.
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; And stop this refilling nonsense.
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LDA.b #$80 : STA $7EF36E
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LDA.b #$00 : STA $7EF373
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BRA .doneWithMagicRefill
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.magicNotFull
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LDA $7EF373 : DEC A : STA $7EF373
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LDA $7EF36E : INC A : STA $7EF36E
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; if((frame_counter % 4) != 0) don't refill this frame
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LDA $1A : AND.b #$03 : BNE .doneWithMagicRefill
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; Is this sound channel in use?
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LDA $012E : BNE .doneWithMagicRefill
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; Play the magic refill sound effect
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LDA.b #$2D : STA $012E
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.doneWithMagicRefill
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REP #$30
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; Check current rupees (362) against goal rupees (360)
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; goal refers to how many we really have and current refers to the
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; number currently being displayed. When you buy something,
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; goal rupees are decreased by, say, 100, but it takes a while for the
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; current rupees indicator to catch up. When you get a gift of 300
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; rupees, the goal increases, and current has to catch up in the other direction.
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LDA $7EF362
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CMP $7EF360 : BEQ .doneWithRupeesRefill
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BMI .addRupees
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DEC A : BPL .subtractRupees
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LDA.w #$0000 : STA $7EF360
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BRA .subtractRupees
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.addRupees
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; If current rupees <= 1000 (decimal)
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INC A : CMP.w #1000 : BCC .subtractRupees
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; Otherwise just store 999 to the rupee amount
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LDA.w #999 : STA $7EF360
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.subtractRupees
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STA $7EF362
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SEP #$30
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LDA $012E : BNE .doneWithRupeesRefill
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; looks like a delay counter of some sort between
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; invocations of the rupee fill sound effect
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LDA $0CFD : INC $0CFD : AND.b #$07 : BNE .skipRupeeSound
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LDA.b #$29 : STA $012E
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BRA .skipRupeeSound
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.doneWithRupeesRefill
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SEP #$30
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STZ $0CFD
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.skipRupeeSound
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LDA $7EF375
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BEQ .doneRefillingBombs
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; decrease the bomb refill counter
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LDA $7EF375 : DEC A : STA $7EF375
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; use the bomb upgrade index to know what max number of bombs Link can carry is
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LDA $7EF370 : TAY
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; if it matches the max, you can't have no more bombs, son. It's the law.
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LDA $7EF343 : CMP $DB48, Y : BEQ .doneRefillingBombs
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; You like bombs? I got lotsa bombs!
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INC A : STA $7EF343
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.doneRefillingBombs
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; check arrow refill counter
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LDA $7EF376
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BEQ .doneRefillingArrows
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LDA $7EF376 : DEC A : STA $7EF376
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; check arrow upgrade index to see how our max limit on arrows, just like bombs.
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LDA $7EF371 : TAY
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LDA $7EF377 : CMP $DB58, Y
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; I reckon you get no more arrows, pardner.
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BEQ .arrowsAtMax
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INC A : STA $7EF377
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.arrowsAtMax
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; see if we even have the bow.
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LDA $7EF340
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BEQ .doneRefillingArrows
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AND.b #$01 : CMP.b #$01
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BNE .doneRefillingArrows
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; changes the icon from a bow without arrows to a bow with arrows.
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LDA $7EF340 : INC A : STA $7EF340
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JSL $0DDB7F
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.doneRefillingArrows
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; a frozen Link is an impervious Link, so don't beep.
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LDA $02E4
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BNE .doneWithWarningBeep
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; if heart refill is in process, we don't beep
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LDA $7EF372
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BNE .doneWithWarningBeep
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LDA $7EF36C : LSR #3 : TAX
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; checking current health against capacity health to see
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; if we need to put on that annoying beeping noise.
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LDA $7EF36D : CMP $DB60, X
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BCS .doneWithWarningBeep
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LDA $04CA
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BNE .decrementBeepTimer
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; beep incessantly when life is low
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LDA $012E
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BNE .doneWithWarningBeep
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LDA.b #$20 : STA $04CA
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LDA.b #$2B : STA $012E
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.decrementBeepTimer
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; Timer for the low life beep sound
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DEC $04CA
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.doneWithWarningBeep
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; if nonzero, indicates that a heart is being "flipped" over
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; as in, filling up, currently
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LDA $020A
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BNE .waitForHeartFillAnimation
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; If no hearts need to be filled, branch
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LDA $7EF372
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BEQ .doneRefillingHearts
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; check if actual health matches capacity health
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LDA $7EF36D : CMP $7EF36C
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BCC .notAtFullHealth
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; just set health to full in the event it overflowed past 0xA0 (20 hearts)
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LDA $7EF36C : STA $7EF36D
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; done refilling health so deactivate the health refill variable
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LDA.b #$00 : STA $7EF372
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BRA .doneRefillingHearts
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.notAtFullHealth
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; refill health by one heart
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LDA $7EF36D : CLC : ADC.b #$08 : STA $7EF36D
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LDA $012F
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BNE .soundChannelInUse
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; play heart refill sound effect
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LDA.b #$0D : STA $012F
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.soundChannelInUse
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; repeat the same logic from earlier, checking if health's at max and setting it to max
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; if it overflowed
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LDA $7EF36D : CMP $7EF36C
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BCC .healthDidntOverflow
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LDA $7EF36C : STA $7EF36D
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.healthDidntOverflow
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; subtract a heart from the refill variable
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LDA $7EF372 : SEC : SBC.b #$08 : STA $7EF372
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; activate heart refill animation
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; (which will cause a small delay for the next heart if we still need to fill some up.)
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INC $020A
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LDA.b #$07 : STA $0208
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.waitForHeartFillAnimation
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REP #$30
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LDA.w #$FFFF : STA $0E
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JSL HUD_Update_ignoreHealth
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JSL HUD_AnimateHeartRefill
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SEP #$30
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INC $16
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PLB
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RTL
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.doneRefillingHearts
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REP #$30
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LDA.w #$FFFF : STA $0E
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JSL HUD_Update_ignoreItemBox
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SEP #$30
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INC $16
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PLB
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RTL
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}
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; =============================================================================
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; *$6F14F-$6F1B2 LOCAL
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HUD_AnimateHeartRefill:
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{
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SEP #$30
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; $00[3] = $7EC768 (wram address of first row of hearts in tilemap buffer)
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LDA.b #$44 : STA $00
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LDA.b #$C7 : STA $01
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LDA.b #$7E : STA $02
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DEC $0208 : BNE .return
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REP #$30
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; Y = ( ( ( (current_health & 0x00F8) - 1) / 8 ) * 2)
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LDA $7EF36D : AND.w #$00F8 : DEC A : LSR #3 : ASL A : TAY : CMP.w #$0014
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BCC .halfHealthOrLess
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SBC.w #$0014 : TAY
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; $00[3] = $7EC7A8 (wram address of second row of hearts)
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LDA $00 : CLC : ADC.w #$0040 : STA $00
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.halfHealthOrLess
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SEP #$30
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LDX $0209 : LDA $0DFA11, X : STA $0208
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TXA : ASL A : TAX
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LDA $0DFA09, X : STA [$00], Y
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INY : LDA $0DFA0A, X : STA [$00], Y
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LDA $0209 : INC A : AND.b #$03 : STA $0209
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BNE .return
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SEP #$30
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JSL $0DFA70
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STZ $020A
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.return
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CLC
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RTS
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}
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; ============================================================================
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; *$6FAFD-$6FB90 LOCAL
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HudItems:
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dw BowsGFX
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dw BoomsGFX
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dw HookGFX
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dw BombsGFX
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dw DekuMaskGFX
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dw BottlesGFX
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dw Fire_rodGFX
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dw Ice_rodGFX
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dw LampGFX
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dw HammerGFX
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dw GoronMaskGFX
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dw BottlesGFX
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dw SomariaGFX
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dw ByrnaGFX
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dw BookGFX
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dw JumpFeatherGFX
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dw BunnyHoodGFX
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dw BottlesGFX
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dw OcarinaGFX
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dw MirrorGFX
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dw ShovelGFX
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dw PowderGFX
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dw StoneMaskGFX
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dw BottlesGFX
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HUD_UpdateItemBox:
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{
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SEP #$30
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; Dost thou haveth the the bow?
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LDA $7EF340 : BEQ .havethNoBow
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LDX.b #$04
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; check how many arrows the player has
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LDA $7EF377 : BNE .drawBowItemIcon
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LDX.b #$03
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BRA .drawBowItemIcon
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.drawBowItemIcon
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; values of X correspond to how the icon will end up drawn:
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; 0x01 - normal bow with no arrows
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; 0x02 - normal bow with arrows
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; 0x03 - silver bow with no silver arrows
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; 0x04 - silver bow with silver arrows
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TXA : STA $7EF340
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.havethNoBow
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REP #$30
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LDX $0202 : BEQ .noEquippedItem
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LDA Menu_ItemIndex, X : AND.w #$00FF
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CPX.w #$0004 : BNE .bombsNotEquipped
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LDA.w #$0001
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.bombsNotEquipped
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CPX.w #$0010 : BNE .bottleNotEquipped
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TXY : TAX : LDA $7EF35B, X : AND.w #$00FF : TYX
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.bottleNotEquipped
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STA $02
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TXA : DEC A : ASL A : TAX
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LDA $FA93, X : STA $04
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LDA $02 : ASL #3 : TAY
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; These addresses form the item box graphics.
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LDA ($04), Y : STA $7EC776 : INY #2
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LDA ($04), Y : STA $7EC778 : INY #2
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LDA ($04), Y : STA $7EC7B6 : INY #2
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LDA ($04), Y : STA $7EC7B8 : INY #2
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.noEquippedItem
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RTS
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}
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; =============================================================================
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HUD_UpdateHearts:
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{
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; 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
|
|
|
|
; magic bar top part
|
|
dw $200B, $200C, $200C, $200C, $200C, $200C
|
|
; item frame top part
|
|
dw $206C, $206D, $206E, $206F
|
|
|
|
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
|
|
|
|
; magic bar
|
|
dw $201B, $344B
|
|
dw $344B, $344B, $344B, $344B
|
|
|
|
; item frame left part
|
|
dw $20DE, $207F, $207F, $20DF
|
|
|
|
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
|
|
|
|
; magic bar bottom part
|
|
dw $A00B, $A00C
|
|
dw $A00C, $A00C, $A00C, $A00C
|
|
|
|
; item frame right part
|
|
dw $20EE, $207F, $207F, $20EF
|
|
|
|
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
|
|
|
|
; item frame bottom part
|
|
dw $207C, $207D, $207E, $201D
|
|
|
|
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
|
|
}
|
|
|
|
; ==============================================================================
|
|
|
|
; $57CE0 DATA
|
|
org $0AFCE0
|
|
FloorIndicatorNumberHigh:
|
|
{
|
|
dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
|
|
dw $E51C, $250E, $007F
|
|
}
|
|
|
|
; $57CF6 DATA
|
|
org $0AFCF6
|
|
FloorIndicatorNumberLow:
|
|
{
|
|
dw $2518, $2519, $A509, $251A, $251B, $251C, $2518, $A51D
|
|
dw $E50C, $A50E, $007F
|
|
}
|
|
|
|
|
|
; *$57D0C-$57DA7 JUMP LOCATION (LONG)
|
|
org $0AFD0C
|
|
FloorIndicator:
|
|
{
|
|
; Handles display of the Floor indicator on BG3 (1F, B1, etc)
|
|
|
|
REP #$30
|
|
|
|
LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
|
|
|
|
INC A : CMP.w #$00C0 : BNE .dontDisable
|
|
|
|
; if the count up timer reaches 0x00BF frames, disable the floor indicator during the next frame.
|
|
LDA.w #$0000
|
|
|
|
.dontDisable
|
|
|
|
STA $04A0
|
|
|
|
PHB : PHK : PLB
|
|
|
|
LDA.w #$251E : STA $7EC7F0
|
|
INC A : STA $7EC832
|
|
INC A : STA $7EC830
|
|
|
|
LDA.w #$250F : STA $7EC7F2
|
|
|
|
LDX.w #$0000
|
|
|
|
; this confused me at first, but it's actually looking at whether $A4[1]
|
|
; has a negative value $A3 has nothing to do with $A4
|
|
LDA $A3 : BMI .basementFloor
|
|
|
|
; check which floor Link is on.
|
|
LDA $A4 : BNE .notFloor1F
|
|
|
|
LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
|
|
|
|
SEP #$20
|
|
|
|
; Check the world state
|
|
LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
|
|
|
|
; cause the ambient rain sound to occur (indoor version)
|
|
LDA.b #$03 : STA $012D
|
|
|
|
.noRainSound
|
|
|
|
REP #$20
|
|
|
|
.notFloor1F
|
|
.sanctuaryRatRoom
|
|
|
|
LDA $A4 : AND.w #$00FF
|
|
|
|
BRA .setFloorIndicatorNumber
|
|
|
|
.basementFloor
|
|
|
|
SEP #$20
|
|
|
|
; turn off any ambient sound effects
|
|
LDA.b #$05 : STA $012D
|
|
|
|
REP #$20
|
|
|
|
INX #2
|
|
|
|
LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
|
|
|
|
.setFloorIndicatorNumber
|
|
|
|
ASL A : TAY
|
|
|
|
LDA FloorIndicatorNumberHigh, Y : STA $7EC7F0, X
|
|
LDA FloorIndicatorNumberLow, Y : STA $7EC830, X
|
|
|
|
SEP #$30
|
|
|
|
PLB
|
|
|
|
; send a signal indicating that bg3 needs updating
|
|
INC $16
|
|
|
|
RTL
|
|
|
|
; *$57D90 ALTERNATE ENTRY POINT
|
|
.hideIndicator
|
|
|
|
REP #$20
|
|
|
|
; disable the display of the floor indicator.
|
|
LDA.w #$007F : STA $7EC7F0 : STA $7EC830 : STA $7EC7F2 : STA $7EC832
|
|
|
|
SEP #$30
|
|
|
|
RTL
|
|
} |