fix: skip map check based on "compass" mode
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@@ -70,15 +70,16 @@ DRHUD_DrawCurrentDungeonIndicator: ; mX
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DRHUD_DrawKeyCounter:
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LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
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LDA.l CompassMode : BIT.w #$03 : BEQ DRHUD_Finished
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REP #$20
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LDA.l FreeItemText : BIT.w #$0040 : BEQ .skip_map_check
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BIT.w #$0002 : BEQ .skip_map_check
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LDA.w MapField : AND.l DungeonMask, X : BEQ DRHUD_Finished
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.skip_map_check
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TXA : LSR : BNE .dungeon_id
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INC
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.dungeon_id
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TAX
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LDA.l GenericKeys : AND.w #$00FF : BNE .total_only
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LDA.l GenericKeys : LSR : BCS .total_only
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LDA.w DungeonAllCollectedKeys-1, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
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LDA.w #!SlashTile : STA.w HUDKeysSlash
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.total_only
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@@ -146,8 +147,8 @@ DrHudDungeonItemsAdditions:
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jsr ConvertToDisplay2 : sta.w $1644, y
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+ iny #2 : lda.w #$24f5 : sta.w $1644, y
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phx : ldx.b Scrap00
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LDA.l FreeItemText : BIT.w #$0040 : BEQ .skip_map_check
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LDA.l MapField : AND.l DungeonMask, x : BEQ .key_info_done ; must have map, if shuffled
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LDA.l CompassMode : BIT.w #$0002 : BEQ .skip_map_check
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LDA.l MapField : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
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.skip_map_check
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plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
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lda.l GenericKeys : bne +++
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