Adding collected prizes to map check in prize shuffle
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@@ -213,10 +213,11 @@ DrawPrizesOverride:
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.main_dungeon_icon
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LDA.l CompassMode : AND.w #$00F0 : ORA.b Scrap06
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BIT.w #$0020 : BEQ + : BIT.w #$0004 : BNE .show_dungeon ; compass mode, show dungeon icon if its allowed to
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+ BIT.w #$0040 : BEQ + : JMP .advance : + ; hidden
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+ BIT.w #$0040 : BEQ + : BIT.w #$0008 : BNE .show_dislocated_dungeon : JMP .advance : + ; hidden
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.show_dungeon
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LDY.b #$00 ; 0 is located
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BIT.w #$0004 : BNE + : BIT.w #$0030 : BEQ +
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.show_dislocated_dungeon
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LDY.b #$04 ; 4 is dislocated
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+
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@@ -245,9 +246,11 @@ DrawPrizesOverride:
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; determine located/dislocated/unknown
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LDA.l CompassMode : AND.w #$00F0 : ORA.b Scrap06
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LDY.b #$04 ; 4 is dislocated
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BIT.w #$0003 : BEQ .advance
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BIT.w #$000B : BEQ .advance
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BIT.w #$0008 : BNE .prize_known_check
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BIT.w #$0002 : BEQ +
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LDY.b #$08 ; 8 is located
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.prize_known_check
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BIT.w #$0001 : BNE +
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; don't know what prize
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BIT.w #$0040 : BEQ .advance
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@@ -364,7 +367,7 @@ WorldMap_CheckForDungeonState:
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; determine if prize is located
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LDA.l CompassMode : BIT.w #$0040 : BEQ + ; boss defeated
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JSR WorldMap_CheckPrizeCollected : BCC ++
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TYA : AND.w #$00FC : TAY ; prize collected, hide prize icons
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TYA : AND.w #$00FD : ORA.w #$0008 : TAY ; prize collected, hide prize icons
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BRA .dungeon_icon
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++ LDA.l DungeonsCompleted : AND.l DungeonItemMasks,X : BEQ ++
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.setLocatePrize
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