Applied labels and byte designators

This commit is contained in:
codemann8
2024-04-05 20:50:04 -05:00
committed by aerinon
parent 2e2b493240
commit a70251d2b2
114 changed files with 2786 additions and 2970 deletions

View File

@@ -23,12 +23,12 @@ macro fs_draw16x8(screenrow,screencol)
endmacro
macro fs_draw8x16(screenrow,screencol)
%fs_draw8x8(<screenrow>,<screencol>)
!ADD #$0010
!ADD.w #$0010
%fs_draw8x8(<screenrow>+1,<screencol>)
endmacro
macro fs_draw16x16(screenrow,screencol)
%fs_draw16x8(<screenrow>,<screencol>)
!ADD #$000F
!ADD.w #$000F
%fs_draw16x8(<screenrow>+1,<screencol>)
endmacro
@@ -385,7 +385,7 @@ DrawPlayerFileShared:
++
LDA.l EquipmentSRAM+$0130 : AND.w #$00FF
JSL.l HexToDec
JSL HexToDec
LDA.l HexToDecDigit4 : AND.w #$00FF : ORA.w #!FS_COLOR_BW|$02E0 : %fs_draw8x8(11,26)
LDA.l HexToDecDigit5 : AND.w #$00FF : ORA.w #!FS_COLOR_BW|$02E0 : %fs_draw8x8(11,27)
@@ -608,7 +608,7 @@ FileSelectItems:
FileSelectDrawHudBar:
LDA.w #$02DB|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA.l DisplayRupeesSRAM
JSL.l HUDHex4Digit_Long
JSL HUDHex4Digit_Long
LDA.b Scrap04 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,9)
LDA.b Scrap05 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,10)
LDA.b Scrap06 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,11)
@@ -616,7 +616,7 @@ FileSelectDrawHudBar:
LDA.w #$02CB|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA.l BombsEquipmentSRAM : AND.w #$00FF
JSL.l HUDHex2Digit_Long
JSL HUDHex2Digit_Long
TYA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,14)
TXA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,15)
@@ -627,7 +627,7 @@ FileSelectDrawHudBar:
LDA.w #$02C9|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
++
LDA.l CurrentArrowsSRAM : AND.w #$00FF
JSL.l HUDHex2Digit_Long
JSL HUDHex2Digit_Long
TYA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,17)
TXA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,18)
RTS
@@ -771,7 +771,7 @@ LoadFullItemTiles:
LDA.b #FileSelectNewGraphics>>16 : STA.w A1B0
LDX.w #FileSelectNewGraphics : STX.w A1T0L
LDX.w #$0C00 : STX.w DAS0L
LDA.b #$01 : STA.w MDMAEN
LDA.b #$01 : STA.w DMAENABLE
RTL
;--------------------------------------------------------------------------------
; z colon @
@@ -788,7 +788,7 @@ LoadLowerCaseLettersSymbols:
LDX.w #NewFont+$400 : STX.w A1T0L
LDX.w #$0400 : STX.w DAS0L
LDX.w #$2D00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
LDA.b #$01 : STA.w DMAENABLE
; : @ #
LDA.b #NewFont>>16 : STA.w A1B0
@@ -798,9 +798,9 @@ LoadLowerCaseLettersSymbols:
LDX.w #$0030 : STX.w DAS0L : STX.w DAS1L
LDX.w #$2E50 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
LDA.b #$01 : STA.w DMAENABLE
LDX.w #$2ED0 : STX.w VMADDL
LDA.b #$02 : STA.w MDMAEN
LDA.b #$02 : STA.w DMAENABLE
RTL
;--------------------------------------------------------------------------------
LoadFileSelectVanillaItems:
@@ -814,7 +814,7 @@ LoadFileSelectVanillaItems:
LDX.w #DecompBuffer2 : STX.w A1T0L
LDX.w #$0600 : STX.w DAS0L
LDX.w #$2F00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
LDA.b #$01 : STA.w DMAENABLE
SEP #$10
RTL
@@ -823,10 +823,10 @@ SetFileSelectPalette:
LDA.b GameMode : CMP.b #$04 : BNE +
; load the vanilla file select screen BG3 palette for naming screen
LDA.b #$01 : STA.w $0AB2
JSL.l Palette_Hud
JSL Palette_Hud
BRA .done
+
JSL.l LoadCustomHudPalette
JSL LoadCustomHudPalette
.done
JML Palette_SelectScreen ; Jump to the subroutine whose call we wrote over
@@ -859,7 +859,7 @@ DrawPlayerFile_credits:
%fs_draw8x16(3,7)
LDA.l EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,8)
LDA.l EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA.b Scrap02
%fs_LDY_screenpos(0,20)
LDA.l HUDHeartColors_index : ASL : TAX
@@ -944,8 +944,8 @@ MaybeForceFileName:
BRA -
.done
SEP #$20
JML.l InitializeSaveFile
JML InitializeSaveFile
+
JML.l NameFile_MakeScreenVisible
JML NameFile_MakeScreenVisible
;--------------------------------------------------------------------------------