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:
274
newhud.asm
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274
newhud.asm
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NewDrawHud:
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SEP #$30
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;================================================================================
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; Draw bomb count
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!BOMBCOUNT_DRAW_ADDRESS = "$7EC75A"
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!INFINITE_BOMBS = "$7F50C9"
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;================================================================================
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LDA !INFINITE_BOMBS : BNE .infinite_bombs
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.finite_bombs
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LDA.l $7EF343 ; bombs
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JSR HudHexToDec2Digit ;requires 8 bit registers!
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REP #$20
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LDX.b $06 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS ; Draw bombs 10 digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS+2 ; Draw bombs 1 digit
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BRA +
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.infinite_bombs
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REP #$20
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LDA.w #$2431 : STA !BOMBCOUNT_DRAW_ADDRESS ; infinity (left half)
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INC A : STA !BOMBCOUNT_DRAW_ADDRESS+2 ; infinity (right half)
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+
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;================================================================================
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; Draw rupee counter
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!RUPEE_DRAW_ADDRESS = "$7EC750"
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;================================================================================
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LDA.l $7EF362 ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here
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JSR HudHexToDec4Digit
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LDX.b $04 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS ; 1000s
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LDX.b $05 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+2 ; 100s
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LDX.b $06 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+4 ; 10s
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LDX.b $07 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+6 ; 1s
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;================================================================================
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; Draw arrow count
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!ARROWCOUNT_DRAW_ADDRESS = "$7EC760"
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!INFINITE_ARROWS = "$7F50C8"
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;================================================================================
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SEP #$20
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LDA.l ArrowMode : BNE +
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LDA !INFINITE_ARROWS : BNE .infinite_arrows
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.finite_arrows
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LDA.l $7EF377 ; arrows
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JSR HudHexToDec2Digit
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REP #$20
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LDX.b $06 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS ; Draw arrows 10 digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS+2 ; Draw arrows 1 digit
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BRA +
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.infinite_arrows
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REP #$20
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LDA.w #$2431 : STA !ARROWCOUNT_DRAW_ADDRESS ; infinity (left half)
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INC A : STA !ARROWCOUNT_DRAW_ADDRESS+2 ; infinity (right half)
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+
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;================================================================================
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; Draw Goal Item Indicator
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!GOAL_COUNTER = "$7EF418"
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!GOAL_DRAW_ADDRESS = "$7EC72A"
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;================================================================================
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SEP #$20
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LDA.l GoalItemRequirement : BNE + : BRL .done : + ; Star Meter
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LDA.l !GOAL_COUNTER
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JSR HudHexToDec3Digit
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REP #$20
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LDA.l GoalItemIcon : STA !GOAL_DRAW_ADDRESS ; draw star icon
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LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
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LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
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LDA.l GoalItemRequirement : AND.w #$00FF : CMP.w #$00FF : BEQ .skip
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LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
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LDA.l GoalItemRequirement
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AND.w #$00FF
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JSR HudHexToDec4Digit
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LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
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LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
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BRA .done
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.skip
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LDA.w #$207F ; transparent tile
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STA !GOAL_DRAW_ADDRESS+8
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STA !GOAL_DRAW_ADDRESS+10
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STA !GOAL_DRAW_ADDRESS+12
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.done
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;================================================================================
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; Draw Dungeon Compass Counts
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;================================================================================
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REP #$20
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LDA.l CompassMode : AND #$00FF : BEQ + ; skip if CompassMode is 0. Saves
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JSL.l DrawDungeonCompassCounts ; compasses.asm
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+
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;================================================================================
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; Draw key count
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!KEYS = "$7EF36F"
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!KEY_DIGITS_ADDRESS = "$7EC764"
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!KEY_ICON_ADDRESS = "$7EC726"
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;================================================================================
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SEP #$20
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LDA.l !KEYS : CMP.b #$FF : BEQ .not_in_dungeon
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.in_dungeon
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JSR HudHexToDec2Digit : REP #$20
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; if 10s digit is 0, draw transparent tile instead of 0
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LDX.b $06 : TXA : CPX.b #$90 : BNE +
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LDA.w #$007F
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+
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ORA.w #$2400 : STA !KEY_DIGITS_ADDRESS
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; 1s digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !KEY_DIGITS_ADDRESS+2
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BRA .done_keys
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.not_in_dungeon
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REP #$20
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;in the overworld, draw transparent tiles instead of key count
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LDA.w #$247F : STA !KEY_DIGITS_ADDRESS : STA !KEY_DIGITS_ADDRESS+2
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STA !KEY_ICON_ADDRESS
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.done_keys
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;--------------------------------------------------------------------------------
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; Draw Magic Meter
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!INFINITE_MAGIC = "$7F50CA"
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!DrawMagicMeter_mp_tilemap = "$0DFE0F"
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;--------------------------------------------------------------------------------
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LDA $7EF36E : AND #$00FF ; crap we wrote over when placing the hook for OnDrawHud
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!ADD #$0007
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AND #$FFF8
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TAX ; end of crap
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LDA !INFINITE_MAGIC : AND.w #$00FF : BNE + : BRL .green : +
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SEP #$20 : LDA.b #$80 : STA $7EF36E : REP #$30 ; set magic to max
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LDX.w #$0080 ; load full magic meter graphics
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LDA $1A : AND.w #$000C : LSR #2
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BEQ .red
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CMP.w #0001 : BEQ .yellow
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CMP.w #0002 : BNE + : BRL .green : +
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.blue
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LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA $7EC746
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LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA $7EC786
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LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$EFFF : STA $7EC7C6
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LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$EFFF : STA $7EC806
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RTL
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.red
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LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$E7FF : STA $7EC746
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LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$E7FF : STA $7EC786
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LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$E7FF : STA $7EC7C6
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LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$E7FF : STA $7EC806
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RTL
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.yellow
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LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$EBFF : STA $7EC746
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LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$EBFF : STA $7EC786
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LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$EBFF : STA $7EC7C6
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LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$EBFF : STA $7EC806
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RTL
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.orange
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LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$E3FF : STA $7EC746
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LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$E3FF : STA $7EC786
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LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$E3FF : STA $7EC7C6
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LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$E3FF : STA $7EC806
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RTL
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.green
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LDA !DrawMagicMeter_mp_tilemap+0, X : STA $7EC746
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LDA !DrawMagicMeter_mp_tilemap+2, X : STA $7EC786
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LDA !DrawMagicMeter_mp_tilemap+4, X : STA $7EC7C6
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LDA !DrawMagicMeter_mp_tilemap+6, X : STA $7EC806
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RTL
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;================================================================================
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; 16-bit A, 8-bit X
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; in: A(b) - Byte to Convert
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; out: $04 - $07 (high - low)
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;================================================================================
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HudHexToDec4Digit:
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LDY.b #$90
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-
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CMP.w #1000 : !BLT +
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INY
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!SUB.w #1000 : BRA -
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+
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STY $04 : LDY #$90 ; Store 1000s digit & reset Y
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-
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CMP.w #100 : !BLT +
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INY
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!SUB.w #100 : BRA -
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+
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STY $05 : LDY #$90 ; Store 100s digit & reset Y
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-
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CMP.w #10 : !BLT +
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INY
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!SUB.w #10 : BRA -
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+
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STY $06 : LDY #$90 ; Store 10s digit & reset Y
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-
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CMP.w #1 : !BLT +
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INY
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DEC : BNE -
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+
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STY $07 ; Store 1s digit
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RTS
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;================================================================================
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; 8-bit registers
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; in: A(b) - Byte to Convert
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; out: $05 - $07 (high - low)
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;================================================================================
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HudHexToDec3Digit: ; this may be overkill, could have used the 4 digit one...
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LDY.b #$90
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-
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CMP.b #100 : !BLT +
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INY
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!SUB.b #100 : BRA -
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+
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STY $05 : LDY.b #$90 ; Store 100s digit and reset Y
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-
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CMP.b #10 : !BLT +
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INY
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!SUB.b #10 : BRA -
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+
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STY $06 : LDY #$90 ; Store 10s digit and reset Y
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-
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CMP.b #1 : !BLT +
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INY
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DEC : BNE -
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+
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STY $07 ; Store 1s digit
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RTS
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;================================================================================
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; 8-bit registers
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; in: A(b) - Byte to Convert
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; out: $06 - $07 (high - low)
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;================================================================================
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HudHexToDec2Digit:
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LDY.b #$90
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-
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CMP.b #10 : !BLT +
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INY
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!SUB.b #10 : BRA -
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+
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STY $06 : LDY #$90 ; Store 10s digit and reset Y
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-
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CMP.b #1 : !BLT +
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INY
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DEC : BNE -
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+
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STY $07 ; Store 1s digit
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RTS
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