update status screen icon examples

This commit is contained in:
Kevin Cathcart
2018-07-22 22:37:20 -04:00
parent 703cf1518d
commit 496a28ff58

View File

@@ -1,6 +1,9 @@
!ExtendedPlayerName = "$700500" !ExtendedPlayerName = "$700500"
;FS prefix means file_select, since these defines and macros are specific to this screen ;FS prefix means file_select, since these defines and macros are specific to this screen
!FS_INVENTORY_SWAP = "$70038C"
!FS_INVENTORY_SWAP_2 = "$70038E"
!FS_COLOR_BROWN = "$0000" ;(only used for: Shovel, hammer, powder) !FS_COLOR_BROWN = "$0000" ;(only used for: Shovel, hammer, powder)
!FS_COLOR_RED = "$0400" !FS_COLOR_RED = "$0400"
@@ -12,6 +15,8 @@
!FS_COLOR_BW = "$1C00" !FS_COLOR_BW = "$1C00"
macro fs_draw8x8(screenrow,screencol) macro fs_draw8x8(screenrow,screencol)
;Note due to XKAS's screwy math this formula is misleading.
;in normal math we have $1004+2*col+$40*row
STA.w <screenrow>*$20+<screencol>*2+$1004 STA.w <screenrow>*$20+<screencol>*2+$1004
endmacro endmacro
macro fs_draw16x8(screenrow,screencol) macro fs_draw16x8(screenrow,screencol)
@@ -19,73 +24,89 @@ macro fs_draw16x8(screenrow,screencol)
INC A INC A
%fs_draw8x8(<screenrow>,<screencol>+1) %fs_draw8x8(<screenrow>,<screencol>+1)
endmacro endmacro
macro fs_draw8x16block(screenrow,screencol) macro fs_draw8x16(screenrow,screencol)
%fs_draw8x8(<screenrow>,<screencol>) %fs_draw8x8(<screenrow>,<screencol>)
!ADD #$0010 !ADD #$0010
%fs_draw8x8(<screenrow>+1,<screencol>) %fs_draw8x8(<screenrow>+1,<screencol>)
endmacro endmacro
macro fs_draw16x16block(screenrow,screencol) macro fs_draw16x16(screenrow,screencol)
%fs_draw16x8(<screenrow>,<screencol>) %fs_draw16x8(<screenrow>,<screencol>)
!ADD #$000F !ADD #$000F
%fs_draw16x8(<screenrow>+1,<screencol>) %fs_draw16x8(<screenrow>+1,<screencol>)
endmacro endmacro
macro fs_draw16x16strip(screenrow,screencol)
%fs_draw16x8(<screenrow>,<screencol>)
INC A
%fs_draw16x8(<screenrow>+1,<screencol>)
endmacro
DrawPlayerFile: DrawPlayerFile:
PHX : PHY : PHP PHX : PHY
SEP #$10 ; 8-bit index registers
LDA !ExtendedPlayerName+$00 : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$00 : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(6,3) %fs_draw8x16(6,3)
LDA !ExtendedPlayerName+$02 : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$02 : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(6,5) %fs_draw8x16(6,5)
LDA !ExtendedPlayerName+$04 : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$04 : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(6,7) %fs_draw8x16(6,7)
LDA !ExtendedPlayerName+$06 : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$06 : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(6,9) %fs_draw8x16(6,9)
LDA !ExtendedPlayerName+$08 : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$08 : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(9,3) %fs_draw8x16(9,3)
LDA !ExtendedPlayerName+$0A : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$0A : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(9,5) %fs_draw8x16(9,5)
LDA !ExtendedPlayerName+$0C : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$0C : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(9,7) %fs_draw8x16(9,7)
LDA !ExtendedPlayerName+$0E : ORA.w #!FS_COLOR_BW LDA !ExtendedPlayerName+$0E : ORA.w #!FS_COLOR_BW
%fs_draw8x16block(9,9) %fs_draw8x16(9,9)
; ;bow ; ;bow
; LDA !INVENTORY_SWAP_2 : ORA.w #$0040 : BEQ + ; LDA.l !FS_INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
; LDX $700340 : BEQ ++ ; LDA.l $700340 : AND.w #$00FF : BEQ ++
; LDA.w #$0208|FS_COLOR_YELLOW ;Bow + silvers ; LDA.w #$0201|!FS_COLOR_YELLOW : %fs_draw8x8(2,12)
; %fs_draw16x16strip(2,12) ; LDA.w #$0204|!FS_COLOR_YELLOW : %fs_draw8x8(2,13)
; LDA.w #$020A|FS_COLOR_RED ;Bow + silvers (Arrow Tail) ; LDA.w #$0203|!FS_COLOR_RED : %fs_draw8x8(3,12)
; %fs_draw8x8(3,12) ; LDA.w #$0212|!FS_COLOR_YELLOW : %fs_draw8x8(3,13)
; BRA .bow_end ; BRA .bow_end
; ++ ; ++
; LDA #$020B|FS_COLOR_RED ; Silver arrows ; LDA #$0214|!FS_COLOR_RED : %fs_draw8x8(2,13)
; BRA .draw_bow ; LDA.w #$0213|!FS_COLOR_RED : %fs_draw8x8(3,12)
; BRA .bow_end
; + ; +
; LDA.w #$0204|FS_COLOR_GRAY ; No Bow ; LDA.l $700340 : AND.w #$00FF : BEQ ++
; LDX $700340 : BEQ .draw_bow ; LDA.w #$0201|!FS_COLOR_YELLOW : %fs_draw16x16(2,12)
; LDA.w #$0204|FS_COLOR_YELLOW ; Bow ; BRA .bow_end
; .draw_bow ; ++
; %fs_draw16x16strip(?,?) ; LDA.w #$0201|!FS_COLOR_GRAY : %fs_draw16x16(2,12)
; .bow_end ; .bow_end
;
; ;hookshot ; ;hookshot
; LDA.w #$0214|FS_COLOR_GRAY ; LDA.l $700342 : AND.w #$00FF : BEQ +
; LDX $700343 : BEQ + ; LDA.w #$0215|!FS_COLOR_RED
; LDA.w #$0214|FS_COLOR_RED ; BRA .draw_hook
; + ; +
; %fs_draw16x16strip(2,16) ; LDA.w #$0215|!FS_COLOR_GRAY
; .draw_hook
; %fs_draw8x8(2,17)
; !ADD.w #$0230-$0215 ;hookshot handle
; %fs_draw8x8(3,16)
;
; ;powder
; LDA !FS_INVENTORY_SWAP : AND.w #$0010 : BEQ +
; LDA.w #$020A|!FS_COLOR_BROWN
; BRA .draw_powder
; +
; LDA.w #$020A|!FS_COLOR_GRAY
; .draw_powder
; %fs_draw16x16(2,20)
;
; ;mushroom
; LDA !FS_INVENTORY_SWAP : AND.w #$0020 : BEQ +
; LDA.w #$0262|!FS_COLOR_RED
; BRA .draw_shroom
; +
; LDA.w #$0262|!FS_COLOR_GRAY
; .draw_shroom
; %fs_draw16x16(2,22)
PLP : PLY : PLX PLY : PLX
LDA.w #$0004 : STA $02 ; thing we wrote over LDA.w #$0004 : STA $02 ; thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------