Created newhud.asm which contains most of the code related to drawing the hud. Optimized hud code as much as I could. Significantly less lag than v29.
Compasses.asm got almost completely rewritten.
This commit is contained in:
233
compasses.asm
233
compasses.asm
@@ -1,128 +1,129 @@
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;--------------------------------------------------------------------------------
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; $7F5010 - Scratch Space (Callee Preserved)
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; $7F5010 - Scratch Space
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;--------------------------------------------------------------------------------
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!GOAL_COUNTER = "$7EF418"
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; The number of items in a dungeon never changes. use this macro instead of
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; HexToDec when drawing the "??/XX" item counter
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; %DrawConstantNumber(1,4) draws 14
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;--------------------------------------------------------------------------------
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macro DrawConstantNumber(digit1,digit2)
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LDA.w #$2490+<digit1> : STA $7EC79A
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LDA.w #$2490+<digit2> : STA $7EC79C
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endmacro
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;--------------------------------------------------------------------------------
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DrawDungeonCompassCounts:
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LDA $1B : AND.w #$00FF : BNE + : RTL : + ; Skip if outdoors
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LDA $040C : CMP.w #$00FF : BNE + : RTL : + ; Skip if not in a dungeon
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LDA.l CompassMode : AND.w #$00FF : BNE + : RTL : + ; Item Counts
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PHX
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LDX $040C ; Load dungeon ID to X
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CMP.w #$0002 : BEQ ++ ; if CompassMode==2, we don't check for the compass
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LDA $7EF364 : AND .item_masks, X ; Load compass values to A, mask with dungeon item masks
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BNE + : BRL .done : + ; skip if we don't have compass
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++
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LDA $040C
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CMP.w #$0000 : BNE + ; Sewer Passage, use Hyrule Castle counts
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LDA $7EF434 : AND.w #$00F0 : LSR #4
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BRL ++
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+ : CMP.w #$0002 : BNE + ; Hyrule Castle
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LDA $7EF434 : AND.w #$00F0 : LSR #4
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BRL ++
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+ : CMP.w #$0004 : BNE + ; Eastern Palace
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LDA $7EF436 : AND.w #$0007
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BRL ++
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+ : CMP.w #$0006 : BNE + ; Desert Palace
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LDA $7EF435 : AND.w #$00E0 : LSR #5
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BRL ++
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+ : CMP.w #$0008 : BNE + ; Agahnim's Tower
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LDA $7EF435 : AND.w #$0002
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BRL ++
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+ : CMP.w #$000A : BNE + ; Swamp Palace
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LDA $7EF439 : AND.w #$000F
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BRL ++
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+ : CMP.w #$000C : BNE + ; Dark Palace
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LDA $7EF434 : AND.w #$000F
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BRA ++
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+ : CMP.w #$000E : BNE + ; Misery Mire
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LDA $7EF438 : AND.w #$000F
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BRA ++
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+ : CMP.w #$0010 : BNE + ; Skull Woods
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LDA $7EF437 : AND.w #$00F0 : LSR #4
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BRA ++
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+ : CMP.w #$0012 : BNE + ; Ice Palace
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LDA $7EF438 : AND.w #$00F0 : LSR #4
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BRA ++
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+ : CMP.w #$0014 : BNE + ; Tower of Hera
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LDA $7EF435 : AND.w #$001C : LSR #2
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BRA ++
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+ : CMP.w #$0016 : BNE + ; Thieves' Town
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LDA $7EF437 : AND.w #$000F
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BRA ++
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+ : CMP.w #$0018 : BNE + ; Turtle Rock
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LDA $7EF439 : AND.w #$00F0 : LSR #4
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BRA ++
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+ : CMP.w #$001A : BNE + ; Ganon's Tower
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LDA $7EF436 : AND.w #$00F8 : LSR #3
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BRA ++
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+ : ++
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JSL.l HexToDec
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;LDX.b #$00 ; check the width on this
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LDA $7F5006 : AND.w #$00FF : ORA #$2400 : STA $7EC794
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LDA $7F5007 : AND.w #$00FF : ORA #$2400 : STA $7EC796
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LDA.w #$2830 : STA $7EC798
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LDA $040C
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CMP.w #$0000 : BNE + ; Sewer Passage, use Hyrule Castle counts
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LDA.w #$0008
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BRL ++
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+ : CMP.w #$0002 : BNE + ; Hyrule Castle
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LDA.w #$0008
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BRL ++
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+ : CMP.w #$0004 : BNE + ; Eastern Palace
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LDA.w #$0006
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BRL ++
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+ : CMP.w #$0006 : BNE + ; Desert Palace
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LDA.w #$0006
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BRL ++
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+ : CMP.w #$0008 : BNE + ; Agahnim's Tower
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LDA.w #$0002
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BRL ++
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+ : CMP.w #$000A : BNE + ; Swamp Palace
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LDA.w #$000A
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BRL ++
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+ : CMP.w #$000C : BNE + ; Dark Palace
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LDA.w #$000E
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BRA ++
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+ : CMP.w #$000E : BNE + ; Misery Mire
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LDA.w #$0008
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BRA ++
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+ : CMP.w #$0010 : BNE + ; Skull Woods
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LDA.w #$0008
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BRA ++
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+ : CMP.w #$0012 : BNE + ; Ice Palace
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LDA.w #$0008
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BRA ++
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+ : CMP.w #$0014 : BNE + ; Tower of Hera
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LDA.w #$0006
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BRA ++
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+ : CMP.w #$0016 : BNE + ; Thieves' Town
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LDA.w #$0008
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BRA ++
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+ : CMP.w #$0018 : BNE + ; Turtle Rock
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LDA.w #$000C
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BRA ++
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+ : CMP.w #$001A : BNE + ; Ganon's Tower
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LDA.w #$001B
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BRA ++
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+ : ++
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JSL.l HexToDec
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LDA $7F5006 : AND.w #$00FF : ORA #$2400 : STA $7EC79A
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LDA $7F5007 : AND.w #$00FF : ORA #$2400 : STA $7EC79C
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.done
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PLX
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LDX $1B : BNE + : RTL : + ; Skip if outdoors
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LDX $040C : CPX.b #$FF : BNE + : RTL : + ; Skip if not in a dungeon
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CMP.w #$0002 : BEQ ++ ; if CompassMode==2, we don't check for the compass
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LDA $7EF364 : AND.l .item_masks, X ; Load compass values to A, mask with dungeon item masks
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BNE + : RTL : + ; skip if we don't have compass
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++
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JMP (CompassCountDungeonHandlers, X) : .return_spot
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; we switch to 8-bit A in the jump before this
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JSR HudHexToDec2Digit
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REP #$20
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LDX.b $06 : TXA : ORA #$2400 : STA $7EC794 ; Draw the item count
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LDX.b $07 : TXA : ORA #$2400 : STA $7EC796
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LDA.w #$2830 : STA $7EC798 ; draw the slash
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.done
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RTL
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.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
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dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
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dw $0080, $0040, $0020, $0010, $0008, $0004
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CompassCountDungeonHandlers: ; pointers to functions that handle dungeon-specific code
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dw CompassCount_Escape, CompassCount_Escape ; (hyrule castle, sewers)
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dw CompassCount_Eastern, CompassCount_Desert, CompassCount_Agah
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dw CompassCount_Swamp, CompassCount_PoD, CompassCount_Mire
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dw CompassCount_Skull, CompassCount_Ice, CompassCount_Hera
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dw CompassCount_Thieves, CompassCount_Trock, CompassCount_Gt
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}
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CompassCount_Escape:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF434 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Eastern:
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%DrawConstantNumber(0,6)
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SEP #$20
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LDA $7EF436 : AND.b #$07
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Desert:
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%DrawConstantNumber(0,6)
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SEP #$20
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LDA $7EF435 : LSR #5
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Agah:
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%DrawConstantNumber(0,2)
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SEP #$20
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LDA $7EF435 : AND.b #$02
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Swamp:
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%DrawConstantNumber(1,0)
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SEP #$20
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LDA $7EF439 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_PoD:
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%DrawConstantNumber(1,4)
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SEP #$20
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LDA $7EF434 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Mire:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF438 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Skull:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF437 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Ice:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF438 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Hera:
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%DrawConstantNumber(0,6)
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SEP #$20
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LDA $7EF435 : AND.b #$1C : LSR #2
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Thieves:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF437 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Trock:
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%DrawConstantNumber(1,2)
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SEP #$20
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LDA $7EF439 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Gt:
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%DrawConstantNumber(2,7)
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SEP #$20
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LDA $7EF436 : LSR #3
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JMP DrawDungeonCompassCounts_return_spot
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;--------------------------------------------------------------------------------
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; $7EF434 - hhhhdddd - item locations checked
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; h - hyrule castle/sewers
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