Prevent cross dungeon drops
Enemy drop indicator prototype
This commit is contained in:
@@ -1,73 +1,156 @@
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!BlankTile = $207F
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!SlashTile = $2830
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!HyphenTile = $2405
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!PTile = $296C
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!CTile = $295F
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!RedSquare = $345E
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!BlueSquare = $2C5E
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!DungeonMask = $8098C0
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!EnemyDropIndicator = $7E072A
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!IndicatorAddress = $7EC790 ; used for both boss nearness and enemy drops
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!CurrentDungeonIndicator = $7EC702
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!KeysObtained = $7EC7A2
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!KeysSlash = $7EC7A4
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!KeysTotal = $7EC7A6
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DrHudOverride:
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{
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jsl.l NewDrawHud
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jsr HudAdditions
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rtl
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}
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PHB
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SEP #$30
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LDA.b #$7E
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PHA
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PLB
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HudAdditions:
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{
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SEP #$10
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LDA.l DRFlags : AND #$0008 : BNE + : JMP .end_item_count : +
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LDA.l TotalItemCounter : PHA : CMP #1000 : !BLT +
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JSL HexToDec4Digit_fast
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LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS ; draw 1000's digit
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BRA .skip
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+ JSL HexToDec_fast
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.skip
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LDA #$207F : STA !GOAL_DRAW_ADDRESS+2 : STA !GOAL_DRAW_ADDRESS+4
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PLA : PHA : CMP.w #100 : !BLT +
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LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
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+ PLA : CMP.w #10 : !BLT +
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LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
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+ LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
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LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
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LDA.l DRFlags : AND #$0100 : BNE +
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LDA.l MultiClientFlagsWRAM+1 : CMP #1000 : !BLT .three_digit_goal
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JSL HexToDec4Digit_fast
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LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 1000's digit
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LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 100's digit
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LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 10's digit
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LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+16 ; draw 1's digit
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BRA .end_item_count
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.three_digit_goal
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DRHUD_DrawItemCounter:
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LDA.l DRFlags : AND #$08 : BNE .draw
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JMP DRHUD_DrawIndicators
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.draw
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REP #$30
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LDY.w #!SlashTile : STY.w !GOAL_DRAW_ADDRESS+8
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LDA.l TotalItemCounter : PHA
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JSR DRHUDHex4Digit
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LDY.w #!BlankTile ; copy these from newhud
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LDA.b $04 : TAX : STX.w !GOAL_DRAW_ADDRESS+0
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LDA.b $05 : TAX : STX.w !GOAL_DRAW_ADDRESS+2
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LDA.b $06 : TAX : STX.w !GOAL_DRAW_ADDRESS+4
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LDA.b $07 : TAX : STX.w !GOAL_DRAW_ADDRESS+6
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PLX
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CPX.w #1000 : BCS .leave_remaining_digits
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STY.w !GOAL_DRAW_ADDRESS
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CPX.w #100 : BCS .leave_remaining_digits
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STY.w !GOAL_DRAW_ADDRESS+2
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CPX.w #10 : BCS .leave_remaining_digits
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STY.w !GOAL_DRAW_ADDRESS+4
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.leave_remaining_digits
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LDA.l DRFlags+1 : LSR : BCC .real_goal
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LDY.w #!HyphenTile : STA.w !GOAL_DRAW_ADDRESS+10 : STA.w !GOAL_DRAW_ADDRESS+12
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STA.w !GOAL_DRAW_ADDRESS+14 : STA.w !GOAL_DRAW_ADDRESS+16
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BRA DRHUD_DrawIndicators
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.real_goal
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REP #$30
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LDA.l MultiClientFlagsWRAM+1 : CMP.w #1000 : BCS .four_digits
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JSR DRHUDHex3Digit
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LDA.b $05 : TAX : STX.w !GOAL_DRAW_ADDRESS+10
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LDA.b $06 : TAX : STX.w !GOAL_DRAW_ADDRESS+12
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LDA.b $07 : TAX : STX.w !GOAL_DRAW_ADDRESS+14
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BRA DRHUD_DrawIndicators
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.four_digits
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JSR DRHUDHex4Digit ; carry will be preserved
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LDA.b $04 : TAX : STX.w !GOAL_DRAW_ADDRESS+10
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LDA.b $05 : TAX : STX.w !GOAL_DRAW_ADDRESS+12
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LDA.b $06 : TAX : STX.w !GOAL_DRAW_ADDRESS+14
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LDA.b $07 : TAX : STX.w !GOAL_DRAW_ADDRESS+16
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DRHUD_DrawIndicators:
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SEP #$30
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LDA.b $1B : BNE .continue
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JMP DRHUD_Finished
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.continue
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LDA.b $1A : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
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DRHUD_BossIndicator:
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LDA.l DRMode : BNE .continue
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.early_exit
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JMP DRHUD_Finished
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.continue
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LDA.w $040C : CMP.b #$1B : BCS .early_exit
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SEP #$10 ; clears the high byte of X and prevents it from getting B register
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TAX
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REP #$30
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LDY.w #!BlankTile
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LDA.w CompassField : AND.l DungeonMask, x
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SEP #$20
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BEQ .draw_indicator
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LDA.l CompassBossIndicator, x : CMP.b $A0 : BNE .draw_indicator
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LDY.w #!RedSquare
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.draw_indicator
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STY.w !IndicatorAddress
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BRA DRHUD_DrawCurrentDungeonIndicator
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DRHUD_EnemyDropIndicator:
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REP #$30
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LDA.w !EnemyDropIndicator : STA.w !IndicatorAddress
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SEP #$20
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LDA.w $040C : CMP.b #$1B : BCS DRHUD_Finished
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SEP #$10 : TAX : REP #$10
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DRHUD_DrawCurrentDungeonIndicator: ; mX
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LDA.l DRMode : AND.b #$02 : BEQ DRHUD_Finished
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LDY.w #!BlankTile
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LDA.w CurrentHealth : BEQ .draw_indicator
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REP #$20 : LDA.l DungeonReminderTable,X : SEP #$20
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TAY
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.draw_indicator
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STY.w !CurrentDungeonIndicator
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DRHUD_DrawKeyCounter:
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LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
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REP #$20
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LDA.w MapField : AND.l DungeonMask, X : BEQ DRHUD_Finished
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TXA : LSR : TAX
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LDA.l GenericKeys : AND.w #$00FF : BNE .total_only
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LDA.l DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w !KeysObtained
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LDA #!SlashTile : STA.w !KeysSlash
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.total_only
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LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w !KeysTotal
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;===================================================================================================
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DRHUD_Finished:
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PLB : RTL
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;===================================================================================================
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DRHUDHex3Digit:
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JSL HexToDec_fast
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LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
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LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
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LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
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BRA .end_item_count
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+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12
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STA !GOAL_DRAW_ADDRESS+14 : STA !GOAL_DRAW_ADDRESS+16
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.end_item_count
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JMP DRHUDHex4Digit_shared
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LDX $1B : BNE + : RTS : + ; Skip if outdoors
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ldx $040c : cpx #$ff : bne + : rts : + ; Skip if not in dungeon
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lda.l DRMode : bne + : rts : + ; Skip if not door rando
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phb : phk : plb
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lda CompassField : and.l $0098c0, x : beq +
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lda.w CompassBossIndicator, x : and #$00ff : cmp $a0 : bne +
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lda $1a : and #$0010 : beq +
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lda #$345e : sta $7ec790 : bra .next
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+ lda #$207f : sta $7ec790
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.next lda.w DRMode : and #$0002 : bne + : plb : rts : +
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lda CurrentHealth : and #$00ff : beq +
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lda.w DungeonReminderTable, x : bra .reminder
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+ lda #$207f
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.reminder sta $7ec702
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+ lda.w DRFlags : and #$0004 : beq .restore
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lda MapField : and.l $0098c0, x : beq .restore
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txa : lsr : tax
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DRHUDHex4Digit:
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JSL HexToDec4Digit_fast
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.shared
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REP #$30
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LDA.l $04
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ORA.w #$9090
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STA.b $04
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lda.l GenericKeys : and #$00ff : bne +
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lda DungeonCollectedKeys, x : jsr ConvertToDisplay : sta $7ec7a2
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lda #$2830 : sta $7ec7a4
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+
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lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
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; todo 4b0 no longer in use
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LDA.l $06
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ORA.w #$9090
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STA.b $06
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LDA.w #$2400 ; 2490
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SEP #$20
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RTS
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;===================================================================================================
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.restore
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plb : rts
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}
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;column distance for BK/Smalls
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HudOffsets:
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@@ -96,6 +96,7 @@ SpawnedItemIsMultiWorld = $7E0724 ; 0x02
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SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
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; (flag used as a bitmask in conjunction with StandingItemCounterMask)
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SpawnedItemMWPlayer = $7E0728 ; 0x02
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;!EnemyDropIndicator = $7E072A ; 0x02 either the blank tile or the blue square
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; clear all of them in a loop during room load
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SprDropsItem = $7E0730 ; 0x16
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SprItemReceipt = $7E0740 ; 0x16
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@@ -148,12 +149,43 @@ UWEnemyItemFlags:
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; Reserved $250 296 * 2
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; Thoughs on multitile dungeon design
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org $A8AF00
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UWSpecialFlagIndex:
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; Reserved $128 (296)
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; Initial table indexed by room id
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; Special values: $FF indicates the room can use the UWEnemyItemFlags table
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; Any other value tell you where to start in the special table
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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org $A8B028
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UWSpecialFlag:
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; reserved exactly $100 or 256 bytes for now estimated usage is at 159 bytes right now
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; Simple mask table, 3 bytes per entry: 1st byte what dungeon it applies, if $FF, then the list is done
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; Lists that has even numbers of entries will end with $FF $FF to keep everything 2 byte aligned
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; (if not matched, assume mask of value 0)
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; 2nd and 3rd bytes are the mask
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; For indicator idea:
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@@ -163,8 +195,7 @@ UWEnemyItemFlags:
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; $FF indicates a spawn without further checking, otherwise need to check the mask in the simple table
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; this should be checked in addition to SRAM
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org $A8AF00
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org $A8B128
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RevealPotItem:
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STA.b $04 ; save tilemap coordinates
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STZ.w SpawnedItemFlag
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@@ -320,6 +351,7 @@ ClearSpriteData:
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STA SprDropsItem, X : STA SprItemReceipt, X : STA SprItemIndex, X
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STA SprItemMWPlayer, X : STA SprItemFlags, X
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INX : CPX #$10 : BCC .loop
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JSR SetupEnemyDropIndicator
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PLX
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RTL
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@@ -327,6 +359,49 @@ ClearSpriteData2:
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LDA.b #$82 : STA.b $99
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JMP ClearSpriteData_shared
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; this routine determines whether enemies still have drops or not
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; and sets EnemyDropIndicator appropriately
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; uses X register, assumes flags are (MX) but (mX) is fine
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SetupEnemyDropIndicator:
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REP #$20
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LDA.w #!BlankTile : STA.w !EnemyDropIndicator
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LDX.b $1B : BEQ .done
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; do we have a flag for enemy drops on? could check it here
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LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks
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; compass checks
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; does compass for dungeon exist?
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LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks
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; doe we have the compass
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; todo: sewers?
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LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done
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.skipCompassChecks
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; either we're in a cave ($040C: $FF), compass doesn't exist, or we have the compass
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; check if there are enemy drops
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LDA.b $02 : PHA : REP #$10 ; store 02/03 for later
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LDX.b $A0 : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF ; determine if special case or not
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CMP.w #$00FF : BEQ .loadNormalFlags
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JSR FetchBitmaskForSpecialCase
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PHA : LDA $A0 : ASL : TAX : PLA
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BRA .testAgainstMask
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.loadNormalFlags
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TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
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.testAgainstMask
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STA.b $02 : LDA.l SpritePotData, X : AND.b $02 : EOR.b $02
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BEQ .cleanup
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LDA.w #!BlueSquare : STA.w !EnemyDropIndicator
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.cleanup
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SEP #$10 : PLA : STA.b $02
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.done
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SEP #$20
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RTS
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; Runs during sprite load of the room
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LoadSpriteData:
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INY : INY
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@@ -354,7 +429,24 @@ LoadSpriteData:
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; Run when a sprite dies ... Sets Flag to #$02 and Index to sprite slot for
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RevealSpriteDrop:
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LDA.l SprDropsItem, X : BEQ .normal
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LDA.l SprDropsItem, X : BNE CheckIfDropValid
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JMP DoNormalDrop
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CheckIfDropValid:
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REP #$30 : PHX ; save it for later
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TXA : ASL : TAX : LDA.l BitFieldMasks, X : STA.b $00 ; stores the bitmask for the specific drop
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; check sram, if gotten, run normal
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LDA.b $A0 : ASL : TAX : LDA.l SpritePotData, X : PLX ; restore X in case we're done
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BIT.b $00 : BNE DoNormalDrop ; zero indicates the item has not been obtained
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PHX ; save it for later
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LDX.b $A0 : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF
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CMP.w #$00FF : BEQ + ; $FF indicates the EnemyItemFlags are sufficient
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JSR FetchBitmaskForSpecialCase
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BRA .test
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+ TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
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.test PLX : BIT.b $00 : BEQ DoNormalDrop ; zero indicates the enemy doesn't drop
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SEP #$30
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;This section sets up the drop
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LDA #$02 : STA.l SpawnedItemFlag
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STX.w SpawnedItemIndex
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LDA.l SprItemReceipt, X : STA SpawnedItemID
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@@ -377,7 +469,9 @@ RevealSpriteDrop:
|
||||
+ INX #2 : BRA -
|
||||
.done PLX
|
||||
RTL ; unstun if stunned
|
||||
.normal
|
||||
|
||||
DoNormalDrop:
|
||||
SEP #$30
|
||||
LDY.w $0CBA, X : BEQ .no_forced_drop
|
||||
RTL
|
||||
.no_forced_drop
|
||||
@@ -396,6 +490,21 @@ RevealSpriteDrop2:
|
||||
PEA.w $06E3CE-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
|
||||
RTL
|
||||
|
||||
; input - A the index from UWSpecialFlagIndex
|
||||
; uses X for loop, $02 for comparing first byte to dungeon
|
||||
; output - A the correct bitmask
|
||||
FetchBitmaskForSpecialCase:
|
||||
ASL : TAX
|
||||
LDA.w $040C : BNE + ; could check if we are in a cave here and branch to different function?
|
||||
INC #2 ; move sewers to HC
|
||||
+ STA.b $02
|
||||
- LDA.l UWSpecialFlag, X : AND.w #$00FF
|
||||
CMP.w #$00FF : BNE + ; if the value is FF we are done, use 0 as bitmask
|
||||
LDA.w #$0000 : RTS
|
||||
+ CMP.b $02 : BNE + ; if the value matches the dungeon, use next 2 bytes as bitmasl
|
||||
INX : LDA.l UWSpecialFlag, X : RTS
|
||||
+ INX #3 : BRA - ; else move to the next row
|
||||
|
||||
MinorForcedDrops:
|
||||
; Item ID -> Sprite ID
|
||||
db $27, $DC ; BOMB REFILL 1
|
||||
@@ -420,6 +529,7 @@ IncrementCountForMinor:
|
||||
LDA.l SpritePotData, X : BIT $0A : BNE .obtained
|
||||
ORA $0A : STA SpritePotData, X
|
||||
SEP #$30
|
||||
JSR SetupEnemyDropIndicator
|
||||
LDA $040C : CMP #$FF : BEQ +
|
||||
CMP #$00 : BNE ++
|
||||
INC #2 ; treat sewers as HC
|
||||
@@ -472,7 +582,9 @@ MarkSRAMForItem:
|
||||
TAX : LDA.l BitFieldMasks, X : STA $00
|
||||
TYX
|
||||
LDA.w SpawnedItemFlag : CMP #$0001 : BEQ +
|
||||
LDA SpritePotData, X : ORA $00 : STA SpritePotData, X : BRA .end
|
||||
LDA SpritePotData, X : ORA $00 : STA SpritePotData, X
|
||||
SEP #$10 : JSR SetupEnemyDropIndicator
|
||||
BRA .end
|
||||
+ LDA RoomPotData, X : ORA $00 : STA RoomPotData, X
|
||||
.end
|
||||
SEP #$30 : PLY : PLX
|
||||
|
||||
24
ram.asm
24
ram.asm
@@ -1,12 +1,26 @@
|
||||
;================================================================================
|
||||
; RAM Labels & Assertions
|
||||
;--------------------------------------------------------------------------------
|
||||
pushpc
|
||||
org 0
|
||||
;--------------------------------------------------------------------------------
|
||||
; Labels for values in WRAM and assertions that ensure they're correct and
|
||||
; at the expected addresses. All values larger than one byte are little endian.
|
||||
;--------------------------------------------------------------------------------
|
||||
; Placeholder and for compass item max count allocations, still WIP
|
||||
;--------------------------------------------------------------------------------
|
||||
CompassTotalsWRAM = $7F5410
|
||||
|
||||
base $7F5000
|
||||
RedrawFlag: skip 1 ;
|
||||
skip 2 ; Unused
|
||||
HexToDecDigit1: skip 1 ; Space for storing the result of hex to decimal conversion.
|
||||
HexToDecDigit2: skip 1 ; Digits are stored from high to low.
|
||||
HexToDecDigit3: skip 1 ;
|
||||
HexToDecDigit4: skip 1 ;
|
||||
HexToDecDigit5: skip 1 ;
|
||||
|
||||
base $7F5410
|
||||
CompassTotalsWRAM: skip $10
|
||||
|
||||
;================================================================================
|
||||
; RAM Assertions
|
||||
@@ -15,4 +29,12 @@ macro assertRAM(label, address)
|
||||
assert <label> = <address>, "<label> labeled at incorrect address."
|
||||
endmacro
|
||||
|
||||
%assertRAM(RedrawFlag, $7F5000)
|
||||
%assertRAM(HexToDecDigit1, $7F5003)
|
||||
%assertRAM(HexToDecDigit2, $7F5004)
|
||||
%assertRAM(HexToDecDigit3, $7F5005)
|
||||
%assertRAM(HexToDecDigit4, $7F5006)
|
||||
%assertRAM(HexToDecDigit5, $7F5007)
|
||||
%assertRAM(CompassTotalsWRAM, $7F5410)
|
||||
|
||||
pullpc
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
HexToDec4Digit_fast:
|
||||
LDY.b #$00
|
||||
LDY.w #$0000
|
||||
-
|
||||
CMP.w #1000 : !BLT +
|
||||
INY
|
||||
|
||||
Reference in New Issue
Block a user