522 lines
9.8 KiB
NASM
522 lines
9.8 KiB
NASM
; =============================================================================
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; The Legend of Zelda: Oracle of Secrets
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; ------------NEW Custom Menu ------------
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;
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; Details: Complete overhaul of original LTTP menu
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; Two Pane Oot/MM inspired design
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; Original item layout and designs
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; Detailed Quest Status screen
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; Player name, location name, and death count
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;
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; Significant thanks to Kan for helping me craft this menu!
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;
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; =============================================================================
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pushpc
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org $1BD662 ; update in game hud colors
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dw hexto555($814f16), hexto555($552903)
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org $1BD66A
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dw hexto555($d51d00), hexto555($f9f9f9)
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org $1DB672
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dw hexto555($d1a452), hexto555($f9f9f9)
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org $1DB67A
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dw hexto555($5987e0), hexto555($f9f9f9)
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org $1DB682
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dw hexto555($7b7b83), hexto555($bbbbbb)
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org $1DB68A
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dw hexto555($a58100), hexto555($dfb93f)
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org $0098AB ; hook vanilla menu routine
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db $D8>>1
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org $00F877
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db Menu_Entry>>0
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org $00F883
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db Menu_Entry>>8
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org $00F88F
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db Menu_Entry>>16
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org $808B6B
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LDX.w #$6040
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org $8DDFB2
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LDA.l Menu_ItemIndex, X
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pullpc
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; upload tilemaps containing frame of menu and icons
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org $248000
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Menu_Tilemap:
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incbin "tilemaps/menu_frame.tilemap"
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Menu_QuestIcons:
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incbin "tilemaps/quest_icons.tilemap"
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incsrc "menu_gfx_table.asm"
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incsrc "menu_draw_items.asm"
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incsrc "menu_text.asm"
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incsrc "menu_palette.asm"
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; Traverse jump table containing routines for Oracle of Secrets menu
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Menu_Entry:
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PHB : PHK : PLB
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LDA.w $0200
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ASL
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TAX
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JSR (.vectors,X)
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SEP #$20
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PLB
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RTL
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incsrc "menu_vectors.asm"
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; =============================================================================
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; 00 MENU INIT GRAPHICS
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Menu_InitGraphics:
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{
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LDA.w $0780 : STA.w $00
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INC $0200
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}
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; =============================================================================
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; 01 MENU UPLOAD RIGHT
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Menu_UploadRight:
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{
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JSR Menu_DrawBackground
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JSR Menu_DrawQuestItems
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JSR Menu_DrawCharacterName
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JSR DrawQuestIcons
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JSR DrawTriforceIcon
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JSR DrawPendantIcons
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JSR DrawDeathCounter
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JSR DrawPlaytimeLabel
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JSR DrawScrollsLabel
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;; heart piece empty, move this later
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LDX.w #$2484 : STX.w $149E ; draw empty top left
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LDX.w #$6484 : STX.w $14A0 ; draw empty top right
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LDX.w #$2485 : STX.w $14DE ; draw empty bottom left
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LDX.w #$6485 : STX.w $14E0 ; draw empty bottom right
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JSR DrawHeartPieces
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JSR DrawMusicNotes
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JSR Menu_DrawQuestStatus
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JSR Menu_DrawAreaNameTXT
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JSR DrawLocationName
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SEP #$30
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LDA.b #$23 : STA.w $0116
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LDA.b #$01 : STA.b $17
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INC.w $0200
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RTS
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}
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; =============================================================================
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; 02 MENU UPLOAD LEFT
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Menu_UploadLeft:
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{
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JSR Menu_DrawBackground
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JSR DrawYItems
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JSR Menu_DrawSelect
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JSR Menu_DrawItemName
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; INSERT PALETTE -------
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LDX.w #$3E
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.loop
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LDA.w Menu_Palette, X
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STA.l $7EC502, X
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DEX : DEX
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BPL .loop
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SEP #$30
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;-----------------------
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LDA.b #$22 : STA.w $0116
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LDA.b #$01 : STA.b $17 : STA.b $15 ; added for palette
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INC.w $0200
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RTS
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}
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; =============================================================================
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; 03 MENU SCROLL DOWN
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Menu_Scroll:
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dw 0, -3, -5, -7, -10, -12, -15, -20, -28, -40, -50, -60, -75, -90, -100, -125, -150, -175, -190, -200, -210, -220, -225, -230, -232, -234, -238
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Menu_ScrollDown:
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{
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LDA.b #$11 : STA.w $012F
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SEP #$10
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REP #$20
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LDX.w MenuScrollLevelV
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INX : INX
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LDA.w Menu_Scroll, X
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STA.b $EA
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CMP.w #$FF12 : BNE .loop
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JMP Menu_InitItemScreen
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.loop
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STX.w MenuScrollLevelV
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RTS
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}
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; =============================================================================
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; 04 MENU ITEM SCREEN
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incsrc "menu_select_item.asm"
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Menu_InitItemScreen:
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{
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SEP #$30
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LDY.w $0202 : BNE .all_good
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.loop
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INY : CPY.b #$25 : BCS .bad
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ .loop
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STY.w $0202
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BRA .all_good
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.bad
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STZ.w $0202
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.all_good
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STZ $0207
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LDA.b #$04
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STA.w $0200
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RTS
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}
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; -----------------------------------------------------------------------------
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Menu_ItemScreen:
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{
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JSR Menu_CheckHScroll
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INC $0207
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LDA.w $0202 : BEQ .no_inputs
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ASL : TAY
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LDA.b $F4
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LSR : BCS .move_right
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LSR : BCS .move_left
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LSR : BCS .move_down
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LSR : BCS .move_up
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BRA .no_inputs
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.move_right
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JSR Menu_DeleteCursor
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JSR Menu_FindNextItem
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BRA .draw_cursor
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.move_left
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JSR Menu_DeleteCursor
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JSR Menu_FindPrevItem
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BRA .draw_cursor
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.move_down
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JSR Menu_DeleteCursor
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JSR Menu_FindNextDownItem
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BRA .draw_cursor
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.move_up
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JSR Menu_DeleteCursor
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JSR Menu_FindNextUpItem
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BRA .draw_cursor
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.draw_cursor
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LDA.b #$20 : STA.w $012F ; cursor move sound effect
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.no_inputs
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SEP #$30
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LDA.w $0202
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ASL : TAY
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REP #$10
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LDX.w Menu_ItemCursorPositions-2, Y
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LDA.b #$20 : BIT.w $0207
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REP #$20
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BEQ .no_delete
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LDA.w #$20F5
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STA.w $1108, X
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STA.w $1148, X
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STA.w $114E, X
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STA.w $110E, X
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STA.w $11C8, X
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STA.w $1188, X
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STA.w $118E, X
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STA.w $11CE, X
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BRA .done
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.no_delete
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LDA.w #$3060 : STA.w $1108, X ; corner
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LDA.w #$3070 : STA.w $1148, X
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LDA.w #$7060 : STA.w $110E, X ; corner
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LDA.w #$7070 : STA.w $114E, X
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LDA.w #$3070 : STA.w $1188, X
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LDA.w #$B060 : STA.w $11C8, X ; corner
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LDA.w #$7070 : STA.w $118E, X
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LDA.w #$F060 : STA.w $11CE, X ; corner
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.done
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JSR Menu_DrawItemName
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SEP #$20
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LDA.b #$22 : STA.w $0116
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LDA.b #$01 : STA.b $17
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RTS
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}
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; =============================================================================
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; 05 MENU SCROLL TO
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Menu_ScrollTo:
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{
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SEP #$20
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JSR Menu_ScrollHorizontal
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BCC .not_done
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INC.w $0200
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.not_done
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RTS
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}
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; =============================================================================
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; 06 MENU STATS SCREEN
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Menu_StatsScreen:
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{
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JSR Menu_CheckHScroll
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RTS
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}
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; -----------------------------------------------------------------------------
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Menu_CheckHScroll:
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{
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LDA.b $F4
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BIT.b #$10 : BNE .leave_menu
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LDA.b $F6
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BIT.b #$20 : BNE .left
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BIT.b #$10 : BNE .right
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RTS
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.left
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REP #$20
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LDA.w #$FFF8
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BRA .merge
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.right
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REP #$20
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LDA.w #$0008
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.merge
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STA.w MenuScrollHDirection
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SEP #$30
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INC.w $0200
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LDA.b #$06 : STA.w $012F
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RTS
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.leave_menu
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LDA.b #$08
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STA.w $0200
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RTS
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}
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; -----------------------------------------------------------------------------
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Menu_ScrollHorizontal:
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{
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REP #$21 ; set A to 16 bit, clear carry flag
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LDA.w $E4 ; BG3 Horizontal Scroll Value
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ADC.w MenuScrollHDirection ; Direction set by Menu_CheckHScroll
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AND.w #$01FF
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STA.b $E4
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AND.w #$00FF
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BNE .loop
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SEC
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RTS
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.loop
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CLC
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RTS
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}
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; =============================================================================
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; 07 MENU SCROLL FROM
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Menu_ScrollFrom:
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{
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JSR Menu_ScrollHorizontal
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BCC .not_done
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JMP Menu_InitItemScreen
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.not_done
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RTS
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}
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; =============================================================================
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; 08 MENU SCROLL UP
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Menu_ScrollUp:
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{
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LDA.b #$12 : STA.w $012F ; play menu exit sound effect
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SEP #$10
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REP #$20
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LDX.w MenuScrollLevelV
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LDA.w Menu_Scroll, X
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STA.b $EA
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BNE .loop
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STZ.b $E4
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INC.w $0200
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RTS
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.loop
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DEX : DEX : STX.w MenuScrollLevelV
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JSL Menu_UpdateHudItem
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RTS
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}
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; =============================================================================
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; incomplete :(
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Menu_CheckBottle:
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{
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;; 7F5021 7ED101
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STZ.w $7F5021
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LDA.w $0202 : CMP.b #$15 : BNE .not_shovel
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LDA.b #$0001 : STA.w $7F5021
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.not_shovel
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LDA.w $0202 : CMP.b #$19 : BNE .not_flute
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LDA.w $7EF34C : JML $70A31D
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.not_flute
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RTS
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}
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; =============================================================================
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; 09 MENU EXIT
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Menu_Exit:
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{
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; set $0303 by using $0202 to index table on exit
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JSR Menu_CheckBottle
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LDY.w $0202 : BEQ .no_item
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DEY
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LDA.w Menu_ItemIndex, Y
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STA.w $0303
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.no_item
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REP #$20
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STZ $0200
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;;STZ $11
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LDA.w $010C
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STA.b $10
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LDX.b #$3E
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.loop
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LDA.l $7EC300, X : STA.l $7EC500, X
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DEX : DEX
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BPL .loop
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INC.b $15
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INC.b $16
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RTS
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}
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; =============================================================================
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; XX MENU HIJACK HUD
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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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; LDA.w $0202
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; ASL : TAX
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; LDY.w HudItems-2, X
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Menu_UpdateHudItem:
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{
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PHB
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PHK
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PLB
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; print pc
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; SEP #$30
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; LDA.b #$7E : STA.b $0C ; set the indirect bank
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; REP #$30
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; LDA.w $0202
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; ASL : TAX
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; LDY.w HudItems-2, X
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; STY.b $00
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; LDY.w $0202
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; LDX.w Menu_AddressIndex-1, Y
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; LDA.l $7EF300, X
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; STA.w $08
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; LDA.b [$08]
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; ADC.b $00
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; TAY
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REP #$30
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LDA.w $0202
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ASL : TAX
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LDY.w HudItems-2, X
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LDA.w $0000,Y : STA.l $7EC778
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LDA.w $0002,Y : STA.l $7EC77A
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LDA.w $0004,Y : STA.l $7EC7B8
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LDA.w $0006,Y : STA.l $7EC7BA
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SEP #$30
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PLB
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RTL
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}
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; =============================================================================
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incsrc "menu_draw_bg.asm"
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incsrc "lw_map_names.asm"
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; ============================================================================= |