Fix dungeon indexing for compass/map hud
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@@ -5,9 +5,7 @@ DrawDungeonItemCounts:
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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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@@ -16,9 +14,12 @@ RTL
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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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LDA.l CompassField : AND.w 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 : BNE +
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INC ; Count sewer as Hyrule Castle
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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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JSR HudHexToDec2Digit
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@@ -41,9 +42,12 @@ 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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LDA.l MapField : AND.w 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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TXA : LSR : TAX : BNE +
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INC ; Count sewer as Hyrule Castle
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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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@@ -1141,10 +1141,10 @@ FlagMapCount:
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RTS
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;--------------------------------------------------------------------------------
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MaybeFlagMapTotalPickup:
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LDA.l MapMode : AND.b #$0F : BEQ .done
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LDA.l MapHUDMode : AND.b #$0F : BEQ .done
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LDA.w DungeonID : CMP.b #$FF : BEQ .done
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LSR : STA.b Scrap04 : LDA.b #$0F : !SUB Scrap04 ; Compute flag "index"
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CPY.b #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
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CPY.b #$33 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
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STA.b Scrap04
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TYA : AND.b #$0F : CMP.b Scrap04 : BNE .done ; Check if map is for this dungeon
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.setFlag
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