Fix HUD to show prize, key count, and compass count if seen by player
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@@ -180,12 +180,14 @@ DrHudDungeonItemsAdditions:
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lda.l DungeonReminderTable, x : sta.w $1644, y
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iny #2
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lda.w #$24f5 : sta.w $1644, y ; blank out map spot
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lda.l MapField : and.l DungeonMask, x : beq + ; must have map
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lda.l MapField : ora.l MapCountDisplay : ora.l MapOverlay
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and.l DungeonMask, x : beq + ; must have map
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JSR MapIndicatorShort : STA.w $1644, Y
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+ iny #2
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cpx.w #$001a : bne +
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tya : !ADD.w #$003c : tay
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+ lda.l CompassField : and.l DungeonMask, x : beq + ; must have compass
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+ lda.l CompassField : ora.l CompassCountDisplay
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and.l DungeonMask, x : beq + ; must have compass
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phx ; total chest counts
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LDA.l CompassTotalsWRAM, x : !SUB.l DungeonLocationsChecked, x
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SEP #$30 : JSR HudHexToDec2DigitCopy : REP #$30
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@@ -1210,7 +1210,7 @@ MaybeFlagDungeonTotalsEntrance:
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LDA.l CompassMode : AND.w #$000F : BEQ .maps ; Skip if we're not showing compass counts
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JSR FlagCompassCount
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.maps
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; LDA.l MapHUDMode : AND.w #$000F : BEQ .done
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LDA.l MapHUDMode : AND.w #$000F
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LDX.w DungeonID
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JSR FlagMapCount
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.done
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@@ -1225,7 +1225,7 @@ FlagCompassCount:
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RTS
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;--------------------------------------------------------------------------------
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FlagMapCount:
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; CMP.w #$0002 : BEQ .mapShown
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CMP.w #$0002 : BEQ .mapShown
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LDA.l MapMode : AND.w #$00FF : BEQ .mapShown
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LDA.l MapField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have map
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.mapShown
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