Show bomb level on file select screen in bomb-only mode
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@@ -86,6 +86,7 @@ OnFileCreation:
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TAX ; what we wrote over
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LDA StartingEquipment+$4C : STA $700340+$4C ; copy starting equipment swaps to file select screen
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LDA StartingEquipment+$4E : STA $700340+$4E
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LDA StartingEquipment+$4F : STA $700340+$4F ; copy starting bomb level
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RTL
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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@@ -129,7 +130,7 @@ OnNewFile:
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LDA.l StartingTime : STA $7EF454
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LDA.l StartingTime+2 : STA $7EF454+2
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LDX.w #$004E : - ; copy over starting equipment
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LDX.w #$004F : - ; copy over starting equipment
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LDA StartingEquipment, X : STA $7EF340, X
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DEX : DEX
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BPL -
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@@ -272,15 +272,16 @@ DrawPlayerFileShared:
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%fs_drawBottle($70035F,9,23)
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; Sword
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LDA.l SpecialWeapons : AND.w #$00FF : CMP #$0001 : BEQ .bombSword
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LDA.l $700359 : AND.w #$00FF : BNE +
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%fs_drawItemGray(3,26,FileSelectItems_fighters_sword)
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BRA ++
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JMP ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_fighters_sword)
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BRA ++
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JMP ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_master_sword)
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BRA ++
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JMP ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_tempered_sword)
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BRA ++
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@@ -290,6 +291,28 @@ DrawPlayerFileShared:
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+
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; a sword value above 4 is either corrupted or 0xFF (a.k.a. swordless)
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%fs_drawItemGray(3,26,FileSelectItems_fighters_sword)
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.bombSword
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LDA.l $70038F : AND.w #$00FF : BNE +
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%fs_drawItemGray(3,26,FileSelectItems_fighters_bombs)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_fighters_bombs)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_master_bombs)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_tempered_bombs)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_gold_bombs)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_extra_gold_bombs)
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BRA ++
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+
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; a bomb value above 5 is... who knows, let's just pretend it's 5
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%fs_drawItem(3,26,FileSelectItems_extra_gold_bombs)
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++
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; Shield
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@@ -560,6 +583,18 @@ FileSelectItems:
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.good_bee_bottle
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dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW, #$0254|!FS_COLOR_YELLOW, #$0246|!FS_COLOR_YELLOW
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.fighters_bombs
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dw #$020C|!FS_COLOR_GREEN, #$020D|!FS_COLOR_GREEN, #$021C|!FS_COLOR_GREEN, #$01B1|!FS_COLOR_GREEN
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.master_bombs
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dw #$020C|!FS_COLOR_BLUE, #$020D|!FS_COLOR_BLUE, #$021C|!FS_COLOR_RED, #$01B2|!FS_COLOR_BLUE
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.tempered_bombs
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dw #$020C|!FS_COLOR_RED, #$020D|!FS_COLOR_RED, #$021C|!FS_COLOR_GREEN, #$01B3|!FS_COLOR_RED
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.gold_bombs
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dw #$020C|!FS_COLOR_YELLOW, #$020D|!FS_COLOR_YELLOW, #$021C|!FS_COLOR_BLUE, #$01B4|!FS_COLOR_YELLOW
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.extra_gold_bombs
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dw #$020C|!FS_COLOR_YELLOW, #$020D|!FS_COLOR_YELLOW, #$021C|!FS_COLOR_BLUE, #$01B5|!FS_COLOR_YELLOW
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;--------------------------------------------------------------------------------
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FileSelectDrawHudBar:
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LDA #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
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@@ -570,11 +605,29 @@ FileSelectDrawHudBar:
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LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11)
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LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12)
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LDA SpecialWeapons : AND.w #$00FF : CMP #$0001 : BEQ .colorBombs
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LDA #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
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LDA $700343 : AND.w #$00FF
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JSL.l HexToDec
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LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14)
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LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15)
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BRA ++
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.colorBombs
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LDA $70038F : AND.w #$00FF : BNE +
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; no bombs, draw no icon
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BRA ++
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+ : DEC : BNE +
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LDA #$028B|!FS_COLOR_GREEN : %fs_draw16x8(0,14)
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BRA ++
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+ : DEC : BNE +
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LDA #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
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BRA ++
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+ : DEC : BNE +
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LDA #$028B|!FS_COLOR_RED : %fs_draw16x8(0,14)
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BRA ++
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+
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LDA #$028B|!FS_COLOR_YELLOW : %fs_draw16x8(0,14)
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++
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LDA.l !FS_INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
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LDA #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
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10
hooks.asm
10
hooks.asm
@@ -2777,6 +2777,7 @@ BRA + : NOP #8 : +
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org $089EF8 ; ancilla_bomb@1438 (LDA.w #$04 : STA $0B)
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JSL SetBombSpriteColor
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;--------------------------------------------------------------------------------
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; icons with numbers
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org $0DFC51 ; is this being used? I hope not! let's find out if anything breaks!
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db $F5, $20, $F5, $20, $F5, $20, $F5, $20
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db $B2, $3C, $B3, $3C, $C2, $3C, $17, $3C
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@@ -2784,6 +2785,15 @@ db $B2, $2C, $B3, $2C, $C2, $2C, $18, $2C
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db $B2, $24, $B3, $24, $C2, $24, $19, $24
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db $B2, $28, $B3, $28, $C2, $28, $1A, $28
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db $B2, $28, $B3, $28, $C2, $28, $1B, $28
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; icons without numbers
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org $0DFC81
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db $F5, $20, $F5, $20, $F5, $20, $F5, $20
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db $B2, $3C, $B3, $3C, $C2, $3C, $C2, $7C
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db $B2, $2C, $B3, $2C, $C2, $2C, $C2, $6C
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db $B2, $24, $B3, $24, $C2, $24, $C2, $64
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db $B2, $28, $B3, $28, $C2, $28, $C2, $68
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db $B2, $28, $B3, $28, $C2, $28, $C2, $68
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;--------------------------------------------------------------------------------
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org $079CE6 ; Bank07.asm@4632 (LDA #$80 : TSB $3A)
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JSL CheckDetonateBomb
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@@ -265,7 +265,7 @@ DrawBombInMenu:
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JSL LoadBombCount16 : AND.w #$00FF : BEQ .noBombs
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LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BNE .vanillaBombs
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LDA.l !BOMB_LEVEL : AND.w #$00FF : BEQ .noBombs : STA $02
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LDA.w #$FC51 : STA $04
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LDA.w #$FC81 : STA $04
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BRA .done
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.vanillaBombs
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LDA.w #$0001 : STA $02
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@@ -296,7 +296,7 @@ DrawSwordInMenu:
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DrawBombInYBox:
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CPX.w #$0004 : BNE .done
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LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BNE .vanilla
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LDA !BOMB_LEVEL : AND.w #$00FF : CLC : ADC.w #$00B7 : BRA .done
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LDA !BOMB_LEVEL : AND.w #$00FF : CLC : ADC.w #$00BD : BRA .done
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.vanilla
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LDA.w #$0001
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.done
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