Show level of current loot in HUD

This commit is contained in:
2026-05-04 00:14:09 -05:00
parent b58641ad90
commit 80c0f47b1c
19 changed files with 516 additions and 33 deletions
+20 -15
View File
@@ -17,7 +17,7 @@ CheckLoot:
STA.b $0E
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
@@ -31,6 +31,9 @@ CheckLoot:
STA.b $0E
+ LDA.w DungeonID
CMP.w #$0010
BCS .skip_dungeon_checks
TAX
LDA.l MapField
@@ -52,6 +55,8 @@ CheckLoot:
STA.b $0E
+
.skip_dungeon_checks
LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests
+
@@ -82,7 +87,7 @@ CheckLoot:
CheckChests:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
STA.b $00
ASL A
TAX
@@ -141,7 +146,7 @@ CheckBoss:
+
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
STA.b $04
LDX.w #$FFFA
@@ -196,7 +201,7 @@ CheckBoss:
CheckPrize:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
STA.b $04
LDX.w #$FFFD
@@ -232,7 +237,7 @@ CheckPrize:
CheckPots:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
@@ -298,7 +303,7 @@ CheckPots:
+
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
if !FEATURE_FIX_BASEROM
@@ -336,7 +341,7 @@ CheckJunkPot:
+
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
LDA.l PotCollectionRateTable, X
@@ -364,7 +369,7 @@ endif
CheckEnemies:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
@@ -454,7 +459,7 @@ CheckEnemies:
+
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
@@ -532,7 +537,7 @@ macro DefineGetFooSection(type, offset)
Get<type>Section:
PHX
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
LDA.l SplitRooms, X
@@ -580,13 +585,13 @@ Check<type>Section:
STA.b $CC
LDA.b $CB
AND.w #$00FF
AND.w #$00F0
BEQ .yes
JSR Get<type>Section
LDA.b $CB
AND.w #$00FF
AND.w #$00F0
LSR A : LSR A : LSR A : LSR A
DEC A
CMP.b $CE
@@ -623,21 +628,21 @@ GetIncomingStairSection:
STA.b $CC
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
LDA.l SplitRooms, X
TAX
LDA.l SplitRooms, X
AND.w #$00FF
AND.w #$01FF
STA.b $CE
BEQ .found
INX
.check_next_section
LDA.l SplitRooms+0, X
AND.w #$00FF
AND.w #$01FF
AND.b $CC
BNE .found
TXA : CLC : ADC.w #$000D : TAX
+341 -1
View File
@@ -61,7 +61,24 @@ SplitRooms:
%d(.no) : %d(.d1) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.d6) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.db) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no)
; E0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; F0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; 100
%d(.no) : %d(.101) : %d(.no) : %d(.103) : %d(.no) : %d(.no) : %d(.106) : %d(.107)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.10c) : %d(.no) : %d(.10e) : %d(.no)
; 110
%d(.no) : %d(.no) : %d(.112) : %d(.no) : %d(.114) : %d(.115) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f)
; 120
%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.no)
.no
db $00
@@ -569,3 +586,326 @@ db $FF
..chests
db $01
db $FF
.101 ; East Snitch House (2) // West Snitch House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $FF
..enemies
db $00
db $FF
.103 ; Man With Beds (3) // Front of Tavern (2) // Back of Tavern (1)
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies3)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(..pots2) : %d(..enemies2)
..areas3
db $03, $80, $FF, $00, $FF
db $FF
..doors3
db $08
db $FF
..enemies3
db $02
db $FF
..areas2
db $03, $00, $7F, $50, $FF
db $FF
..doors2
db $06
db $FF
..pots2
db $02
db $FF
..enemies2
db $00
db $01
db $FF
.106 ; VoO Chest Game (2) // Brewery (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.107 ; Library (2) // Bomb Refill Hut (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
.10c ; Mimic Cave (2) // Hookshot Fairy Pot (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $FF
..enemies
db $04
db $05
db $06
db $07
db $FF
.10e ; Storyteller (2) // Storyteller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $FF
..pots
db $FF
..enemies
db $00
db $FF
.112 ; Dark Chapel (2) // Store (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.114 ; Waterfall Fairy (2) // Hint NPC (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $01
db $FF
..enemies
db $00
db $FF
.115 ; Capacity Fairy (1) // Healing Fairy (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.11b ; Cave 45 (2) // Graveyard Ledge (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $04
db $05
db $FF
..enemies
db $01
db $FF
.11c ; Bomb Shop (2) // C-Shaped House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.11e ; Long Fairy Cave (2) // Hype Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $01
db $02
db $03
db $FF
.11f ; Lumberjack House (1) // Store (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.120 ; Ice Rod Cave (1) // Cool Bee Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $01
db $02
db $FF
.122 ; Fortune Teller (2) // Other Fortune Teller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.124 ; 50-Rupee Cave (1) // Bonk Rocks (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..chests
db $00
db $FF
.125 ; 20-Rupee Cave (2) // Spiky Hint Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $FF
..enemies
db $00
db $FF
.126 ; Bonk Fairy Pool (2) // Checkerboard Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $01
db $02
db $03
db $04
db $FF
+8
View File
@@ -172,6 +172,7 @@ DrawSingleRoomLoot:
STA.w GFXStripes+$0C, Y
LDA.b $CA
AND.w #$F0FF
JSL CheckLoot
ASL A : ASL A : ASL A
@@ -2105,6 +2106,13 @@ DrawDoorsStairs:
DetectLinksSection:
LDA.b RoomIndex
CMP.w #$0128
BCC +
LDA.w #$0000
RTL
+
ASL A
TAX
LDA.l SplitRooms, X
+50
View File
@@ -0,0 +1,50 @@
LoadDungeonIndicator:
; what we wrote over
JSL InitializeTilesets
LDA.w DungeonID
CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done
TAX
LDA.l DungeonIndicatorMap, X
TAX
LDA.b #$80
STA.w $2115
REP #$20
LDA.w #$7140
STA.w $2116
LDY.b #$10
- LDA.l DungeonIndicatorGfx, X
STA.w $2118
INX #2
DEY #2
BNE -
SEP #$20
.done
RTL
DungeonIndicatorMap:
dw $0000
dw $0000
dw $0010
dw $0020
dw $0040
dw $0060
dw $0050
dw $00A0
dw $0070
dw $0090
dw $0030
dw $0080
dw $00B0
dw $00C0
.end
DungeonIndicatorGfx:
incbin "menu/dr_dungeon_indicators.2bpp"
.end
+1
View File
@@ -34,6 +34,7 @@ incsrc map_bg3.asm
incsrc dungeon_switch.asm
incsrc draw_loot.asm
incsrc check_loot.asm
incsrc loot_hud.asm
incsrc blink_loot.asm
incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm
+45
View File
@@ -0,0 +1,45 @@
UpdateLootHUD:
PHP
REP #$30
PHX : PHY
SEP #$30
LDA.l ShowLootInHUD : BEQ .setting_off
LDA.b IndoorsFlag : BEQ .done
REP #$30
LDA.b $00 : PHA
LDA.b $02 : PHA
LDA.b $04 : PHA
LDA.b $06 : PHA
LDA.b $08 : PHA
LDA.b $0E : PHA
JSL DetectLinksSection
INC A
XBA
ASL A : ASL A : ASL A : ASL A
ORA.b RoomIndex
JSL CheckLoot
ASL A : TAX
LDA.l HUDLootTypeIcons, X
STA.w EnemyDropIndicator
REP #$30
PLA : STA.b $0E
PLA : STA.b $08
PLA : STA.b $06
PLA : STA.b $04
PLA : STA.b $02
PLA : STA.b $00
BRA .done
.setting_off
JSL SetupEnemyDropIndicator
.done
REP #$30
PLY : PLX
PLP
RTL
+23
View File
@@ -146,6 +146,25 @@ dw $25A4, $25A4 ; Reserved
dw $25A4, $25A4 ; Reserved
; $B9FB40
HUDLootTypeIcons:
dw $287F ; 00 - nothing
dw $295C ; 01 - unknown - dot
dw $2954 ; 02 - junk - pot
dw $2950 ; 03 - small key
dw $2952 ; 04 - triforce piece
dw $2955 ; 05 - safety - plus
dw $2953 ; 06 - less important item - small chest
dw $2957 ; 07 - map
dw $2D56 ; 08 - compass
dw $2950 ; 09 - small key
dw $2951 ; 0A - big key
dw $295A ; 0B - important inventory item - big chest
dw $2D58 ; 0C - pendant
dw $2D59 ; 0D - crystal
dw $2952 ; 0E - triforce piece
dw $295B ; 0F - triforce
; $B9FB60
warnpc $B9FE00
org $B9FE00
@@ -206,3 +225,7 @@ ItemSources:
; $B9FF11
AlwaysShowCompass:
db $01
; $B9FF12
ShowLootInHUD:
db $01