Applied labels and byte designators
This commit is contained in:
26
dialog.asm
26
dialog.asm
@@ -21,7 +21,7 @@ macro LoadDialogAddress(address)
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PHB : PHK : PLB
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SEP #$20 ; set 8-bit accumulator
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REP #$10 ; set 16-bit index registers
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PEI.b ($00)
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PEI.b (Scrap00)
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LDA.b Scrap02 : PHA
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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LDA.b #$01 : STA.l AltTextFlag ; set flag
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@@ -44,7 +44,7 @@ endmacro
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macro CopyDialogIndirect()
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REP #$20 : LDA.l DialogOffsetPointer : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
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?loop:
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LDA.b [$00], Y ; load the next character from the pointer
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LDA.b [Scrap00], Y ; load the next character from the pointer
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STA.l DialogBuffer, X ; write to the buffer
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INX : INY
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CMP.b #$7F : BNE ?loop
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@@ -149,7 +149,7 @@ FreeDungeonItemNotice:
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.self_notice
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SEP #$20
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%CopyDialog(Notice_Self)
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JMP.w .done
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JMP .done
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+
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SEP #$20
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LDA.w ScratchBufferNV+1
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@@ -228,7 +228,7 @@ RTL
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;--------------------------------------------------------------------------------
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DialogResetSelectionIndex:
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JSL.l Attract_DecompressStoryGfx ; what we wrote over
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JSL Attract_DecompressStoryGfx ; what we wrote over
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STZ.w MessageCursor
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RTL
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;--------------------------------------------------------------------------------
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@@ -251,7 +251,7 @@ DialogFairyThrow:
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ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
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.noInventory
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LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
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LDA.w SpriteActivity, X : !ADD.b #$08 : STA.w SpriteActivity, X
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LDA.b #$51
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LDY.b #$01
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RTL
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@@ -261,14 +261,14 @@ RTL
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RTL
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;--------------------------------------------------------------------------------
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DialogGanon1:
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JSL.l CheckGanonVulnerability
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JSL CheckGanonVulnerability
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REP #$20
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LDA.w #$018C
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BCC +
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LDA.w #$016D
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+ STA.w TextID
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SEP #$20
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JSL.l Sprite_ShowMessageMinimal_Alt
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JSL Sprite_ShowMessageMinimal_Alt
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RTL
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;--------------------------------------------------------------------------------
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; #$0192 - no bow
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@@ -280,7 +280,7 @@ RTL
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; s = silver arrow bow
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; p = 2nd progressive bow
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DialogGanon2:
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JSL.l CheckGanonVulnerability
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JSL CheckGanonVulnerability
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REP #$20
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BCS +
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@@ -304,7 +304,7 @@ DialogGanon2:
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++
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STA.w TextID
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SEP #$20
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JSL.l Sprite_ShowMessageMinimal_Alt
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JSL Sprite_ShowMessageMinimal_Alt
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RTL
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;--------------------------------------------------------------------------------
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DialogEtherTablet:
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@@ -366,7 +366,7 @@ DialogBombShopGuy:
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+
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TYA
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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JSL Sprite_ShowMessageUnconditional
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RTL
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;---------------------------------------------------------------------------------------------------
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@@ -382,7 +382,7 @@ AgahnimAsksAboutPed:
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STA.w TextID
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.vanilla
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JML $85FA8E ; Sprite_ShowMessageMinimal
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JML Sprite_ShowMessageMinimal
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;--------------------------------------------------------------------------------
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Main_ShowTextMessage_Alt:
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; Are we in text mode? If so then end the routine.
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@@ -474,7 +474,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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PHY
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@@ -531,7 +531,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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PLA : XBA : PLA
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