Port map key counter on HUD from DR
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@@ -1,21 +1,23 @@
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DrawDungeonCompassCounts:
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DrawDungeonItemCounts:
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LDX.b IndoorsFlag : BNE + : RTL : + ; Skip if outdoors
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; extra hard safeties for getting dungeon ID to prevent crashes
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PHA
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LDA.w DungeonID : AND.w #$00FE : TAX ; force dungeon ID to be multiple of 2
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PLA
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CPX.b #$1B : BCS .done ; Skip if not in a valid dungeon ID
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TXA : LSR : TAX : BNE +
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INC ; Count sewer as Hyrule Castle
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+
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JSR.w DrawCompassCounts
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JSR.w DrawMapCounts
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.done
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RTL
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BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass
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DrawCompassCounts:
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PHX
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LDA.l CompassMode : BIT.w #$0002 : BNE + ; if CompassMode==2, we don't check for the compass
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LDA.l CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
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BEQ .done ; skip if we don't have compass
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++
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TXA : LSR : TAX
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BNE +
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INC
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+
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LDA.l CompassTotalsWRAM, X : AND.w #$00FF
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SEP #$20
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@@ -25,18 +27,39 @@ DrawDungeonCompassCounts:
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LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9A
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LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9C
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PLX
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LDA.l DungeonLocationsChecked, X : AND.w #$00FF
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SEP #$20
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JSR HudHexToDec2Digit
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REP #$20
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LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$94 ; Draw the item count
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LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$96
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LDA.w #$2830 : STA.l HUDTileMapBuffer+$98 ; draw the slash
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.done
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RTL
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PLX
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RTS
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DrawMapCounts:
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PHX
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LDA.l MapHUDMode : BIT.w #$0002 : BNE + ; if MapHUDMode==2, we don't check for map
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LDA.l MapField : AND.l DungeonItemMasks, X ; Load map values to A, mask with dungeon item masks
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BEQ .done ; skip if we don't have map
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+
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LDA.l MapTotalsWRAM, X : AND.w #$00FF
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SEP #$20
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JSR HudHexToDec2Digit
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REP #$20
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PHX
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LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$A6
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PLX
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LDA.l DungeonCollectedKeys, X : AND.w #$00FF
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SEP #$20
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JSR HudHexToDec2Digit
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REP #$20
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LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$A2
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LDA.w #$2830 : STA.l HUDTileMapBuffer+$A4 ; draw the slash
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.done
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PLX
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RTS
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DungeonItemMasks: ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
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dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
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@@ -85,9 +85,7 @@ NewDrawHud:
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;================================================================================
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; Draw Dungeon Compass Counts
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;================================================================================
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LDA.l CompassMode : AND.w #$00FF : BEQ + ; skip if CompassMode is 0.
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JSL.l DrawDungeonCompassCounts ; compasses.asm
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+
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JSL.l DrawDungeonItemCounts ; compasses.asm
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;================================================================================
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; Draw key count
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@@ -118,7 +118,7 @@ org $308038 ; PC 0x180038
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LampConeSewers:
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db #$01 ; #$00 = Off - #$01 = On (default)
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;--------------------------------------------------------------------------------
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; 0x180039 - 0x180039 (Unused)
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; 0x180039 (Unused)
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;--------------------------------------------------------------------------------
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org $30803A ; PC 0x18003B - PC 0x18003C
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MapHUDMode:
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