730 lines
14 KiB
NASM
730 lines
14 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 : db $D8>>1
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org $00F877 : db Menu_Entry>>0
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org $00F883 : db Menu_Entry>>8
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org $00F88F : db Menu_Entry>>16
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org $808B6B : LDX.w #$6040
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org $8DDFB2 : LDA.l Menu_ItemIndex, X
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pullpc
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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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Menu_Palette:
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; 7EC502
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; first tile blank bc kan said so
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dw hexto555($814f16)
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dw hexto555($552903)
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dw hexto555($000000)
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dw hexto555($000000) ; transparent
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dw hexto555($d51d00)
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dw hexto555($f9f9f9)
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dw hexto555($000000)
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dw hexto555($000000) ; transparent
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dw hexto555($d1a452)
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dw hexto555($f9f9f9)
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dw hexto555($000000)
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dw hexto555($000000) ; transparent
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dw hexto555($5987e0)
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dw hexto555($f9f9f9)
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dw hexto555($000000)
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dw hexto555($000000) ; transparent
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dw hexto555($7b7b83)
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dw hexto555($bbbbbb)
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dw hexto555($000000)
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dw hexto555($000000) ; transparent
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dw hexto555($a58100)
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dw hexto555($dfb93f)
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dw hexto555($000000)
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dw hexto555($000000) ; transparent
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dw hexto555($814f16)
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dw hexto555($013e6e)
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dw hexto555($000000)
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dw hexto555($000000) ; transparent
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dw hexto555($15cd34)
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dw hexto555($f9f9f9)
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dw hexto555($000000)
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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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.vectors
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dw Menu_InitGraphics ; 00
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dw Menu_UploadRight ; 01
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dw Menu_UploadLeft ; 02
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dw Menu_ScrollDown ; 03
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dw Menu_ItemScreen ; 04
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dw Menu_ScrollTo ; 05
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dw Menu_StatsScreen ; 06
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dw Menu_ScrollFrom ; 07
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dw Menu_ScrollUp ; 08
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dw Menu_Exit ; 09
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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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;;JSR Debug_Entry
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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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; dw 0, -5, -10, -15, -20, -25, -40, -60, -75, -90, -100, -125, -135, -150, -175, -180, -190, -200, -210, -215, -220, -225, -230, -232, -238
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; dw 0, -5, -10, -15, -20, -40, -60, -75, -90, -100, -125, -150, -175, -190, -200, -210, -220, -225, -230, -232, -250
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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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; ===================================================================================
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; 03 MENU SCROLL DOWN
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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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Menu_ItemIndex:
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db $03 ; slingshot
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db $02 ; boomerang
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db $0E ; hookshot
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db $01 ; bombs
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db $11 ; deku mask
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db $0B ; bottle1
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db $05 ; firerod (nimbus)
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db $06 ; icerod
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db $09 ; lamp
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db $04 ; hammer
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db $0F ; bombos / goron
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db $4B ; bottle2
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db $12 ; somaria
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db $0D ; byrna
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db $0C ; book
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db $07 ; feather
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db $10 ; bunny hood
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db $8B ; bottle3
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db $08 ; ocarina
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db $14 ; mirror
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db $0B ; shovel
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db $0A ; powder
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db $13 ; stone mask
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db $CB ; bottle4
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Menu_AddressIndex:
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db $7EF340 ; bow
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db $7EF341 ; boom
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db $7EF342 ; hookshot
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db $7EF343 ; bombs
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db $7EF348 ; deku mask
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db $7EF35C ; bottle1
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db $7EF345 ; firerod (nimbus)
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db $7EF346 ; icerod
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db $7EF34A ; lamp
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db $7EF34B ; hammer
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db $7EF347 ; bombos / goron
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db $7EF35D ; bottle2
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db $7EF350 ; somaria
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db $7EF351 ; byrna
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db $7EF34E ; book
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db $7EF34D ; feather
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db $7EF349 ; bunny hood
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db $7EF35E ; bottle3
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db $7EF34C ; ocarina
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db $7EF353 ; mirror
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db $7EF34F ; shovel
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db $7EF344 ; powder
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db $7EF352 ; stone mask
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db $7EF35F ; bottle4
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Menu_ItemCursorPositions:
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dw menu_offset(6,1) ; bow
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dw menu_offset(6,4) ; boom
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dw menu_offset(6,7) ; hookshot
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dw menu_offset(6,10) ; bombs
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dw menu_offset(6,13) ; deku mask
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dw menu_offset(6,16) ; bottle1
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dw menu_offset(9,1) ; firerod
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dw menu_offset(9,4) ; icerod
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dw menu_offset(9,7) ; lamp
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dw menu_offset(9,10) ; hammer
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dw menu_offset(9,13) ; goron
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dw menu_offset(9,16) ; bottle2
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dw menu_offset(12,1) ; somaria
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dw menu_offset(12,4) ; byrna
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dw menu_offset(12,7) ; book
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dw menu_offset(12,10) ; feather
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dw menu_offset(12,13) ; bunny hood
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dw menu_offset(12,16) ; bottle3
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dw menu_offset(15,1) ; flute
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dw menu_offset(15,4) ; mirror
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dw menu_offset(15,7) ; shovel
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dw menu_offset(15,10) ; powder
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dw menu_offset(15,13) ; stone mask
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dw menu_offset(15,16) ; bottle
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; ----------------------
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Menu_FindNextItem:
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LDY.w $0202 : INY
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CPY.b #$19 : BCC .no_reset
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LDY.b #$01
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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; ----------------------
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Menu_FindPrevItem:
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LDY.w $0202 : DEY : BNE .no_reset
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LDY.b #$18
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindPrevItem
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RTS
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; ----------------------
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Menu_FindNextDownItem:
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LDA.w $0202 : CLC : ADC.b #$06
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CMP.b #$19 : BCC .no_reset
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SBC.b #$18
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.no_reset
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextUpItem
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RTS
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; ----------------------
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Menu_FindNextUpItem:
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LDA.w $0202 : SEC : SBC.b #$06
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BPL .no_reset : BNE .no_reset
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CLC : ADC.b #$18
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.no_reset
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextDownItem
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RTS
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; ----------------------
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Menu_DeleteCursor:
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REP #$30
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LDX.w Menu_ItemCursorPositions-2, Y
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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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SEP #$30
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STZ $0207
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RTS
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; ----------------------
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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
|
|
|
|
INC.w $0200
|
|
RTS
|
|
|
|
.loop
|
|
DEX : DEX : STX.w MenuScrollLevelV
|
|
|
|
JSL Menu_UpdateHudItem
|
|
RTS
|
|
}
|
|
|
|
; ===================================================================================
|
|
; incomplete :(
|
|
Menu_CheckBottle:
|
|
{
|
|
;; 7F5021 7ED101
|
|
STZ.w $7F5021
|
|
LDA.w $0202 : CMP.b #$15 : BNE .not_shovel
|
|
LDA.b #$0001 : STA.w $7F5021
|
|
|
|
.not_shovel
|
|
|
|
LDA.w $0202 : CMP.b #$19 : BNE .not_flute
|
|
LDA.w $7EF34C : JML $70A31D
|
|
|
|
.not_flute
|
|
|
|
RTS
|
|
}
|
|
|
|
; ===================================================================================
|
|
; 09 MENU EXIT
|
|
|
|
Menu_Exit:
|
|
{
|
|
;set $0303 by using $0202 to index table on exit
|
|
JSR Menu_CheckBottle
|
|
LDY.w $0202 : BEQ .no_item
|
|
DEY
|
|
LDA.w Menu_ItemIndex, Y
|
|
STA.w $0303
|
|
|
|
.no_item
|
|
REP #$20
|
|
STZ $0200
|
|
;;STZ $11
|
|
LDA.w $010C
|
|
STA.b $10
|
|
|
|
LDX.b #$3E
|
|
.loop
|
|
|
|
LDA.l $7EC300, X : STA.l $7EC500, X
|
|
DEX : DEX
|
|
BPL .loop
|
|
|
|
INC.b $15
|
|
INC.b $16
|
|
|
|
RTS
|
|
}
|
|
; ===================================================================================
|
|
; XX MENU HIJACK HUD
|
|
|
|
HudItems:
|
|
dw BowsGFX
|
|
dw BoomsGFX
|
|
dw HookGFX
|
|
dw BombsGFX
|
|
dw DekuMaskGFX
|
|
dw BottlesGFX
|
|
dw Fire_rodGFX
|
|
dw Ice_rodGFX
|
|
dw LampGFX
|
|
dw HammerGFX
|
|
dw GoronMaskGFX
|
|
dw BottlesGFX
|
|
dw SomariaGFX
|
|
dw ByrnaGFX
|
|
dw BookGFX
|
|
dw JumpFeatherGFX
|
|
dw BunnyHoodGFX
|
|
dw BottlesGFX
|
|
dw OcarinaGFX
|
|
dw MirrorGFX
|
|
dw ShovelGFX
|
|
dw PowderGFX
|
|
dw StoneMaskGFX
|
|
dw BottlesGFX
|
|
|
|
; LDA.w $0202
|
|
; ASL : TAX
|
|
; LDY.w HudItems-2, X
|
|
|
|
Menu_UpdateHudItem:
|
|
{
|
|
PHB
|
|
PHK
|
|
PLB
|
|
; print pc
|
|
; SEP #$30
|
|
; LDA.b #$7E : STA.b $0C ; set the indirect bank
|
|
; REP #$30
|
|
|
|
; LDA.w $0202
|
|
; ASL : TAX
|
|
; LDY.w HudItems-2, X
|
|
; STY.b $00
|
|
|
|
; LDY.w $0202
|
|
; LDX.w Menu_AddressIndex-1, Y
|
|
; LDA.l $7EF300, X
|
|
; STA.w $08
|
|
|
|
; LDA.b [$08]
|
|
; ADC.b $00
|
|
; TAY
|
|
|
|
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
|
|
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
; ===================================================================================
|
|
|
|
Menu_DrawBackground:
|
|
{
|
|
REP #$30
|
|
LDX.w #$FE ; $1700-17FF
|
|
|
|
.loop
|
|
LDA.w Menu_Tilemap, X
|
|
STA.w $1000, X
|
|
LDA.w Menu_Tilemap+$100, X
|
|
STA.w $1100, X
|
|
LDA.w Menu_Tilemap+$200, X
|
|
STA.w $1200, X
|
|
LDA.w Menu_Tilemap+$300, X
|
|
STA.w $1300, X
|
|
LDA.w Menu_Tilemap+$400, X
|
|
STA.w $1400, X
|
|
LDA.w Menu_Tilemap+$500, X
|
|
STA.w $1500, X
|
|
LDA.w Menu_Tilemap+$600, X
|
|
STA.w $1600, X
|
|
LDA.w Menu_Tilemap+$700, X
|
|
STA.w $1700, X
|
|
|
|
DEX : DEX
|
|
BPL .loop
|
|
|
|
RTS
|
|
}
|
|
|
|
;===============================================================================
|
|
|
|
incsrc "lw_map_names.asm" |