More HUD stuff
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@@ -372,8 +372,8 @@ DrawPlayerFileShared:
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LDA.l EquipmentSRAM+$0130 : AND.w #$00FF
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JSL.l HUDHex2Digit_Long
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TXA : AND.w #$00FF : !ADD.w #$0210+!FS_COLOR_BW : %fs_draw8x8(11,26)
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TYA : AND.w #$00FF : !ADD.w #$0210+!FS_COLOR_BW : %fs_draw8x8(11,27)
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TYA : AND.w #$00FF : !ADD.w #$0210+!FS_COLOR_BW : %fs_draw8x8(11,26)
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TXA : AND.w #$00FF : !ADD.w #$0210+!FS_COLOR_BW : %fs_draw8x8(11,27)
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; Boots
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%fs_drawItemBasic(EquipmentSRAM+$15,3,28,FileSelectItems_boots)
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@@ -1381,6 +1381,8 @@ org $0DF1AB
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JSR.w RebuildHUD_update
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org $0DDFC8
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JSR.w RebuildHUD_update
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org $0DDB88 ; Don't rebuild HUD twice on icon refresh
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NOP #3 ; Not sure why this is here
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;================================================================================
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; 300 Rupee NPC
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;--------------------------------------------------------------------------------
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@@ -616,7 +616,6 @@ RTS
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RTL
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.incrementVanillaKey
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LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
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JSL.l UpdateKeys
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.incrementKey
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@@ -191,6 +191,7 @@ NewHUD_DrawPrizeIcon:
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;================================================================================
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NewHUD_DrawItemCounter:
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REP #$20
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LDA.w UpdateHUD : BEQ NewHUD_DrawMagicMeter
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LDA.l ItemCounterHUD : AND.w #$00FF : BEQ NewHUD_DrawMagicMeter
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LDA.w #!SlashTile : STA.w HUDGoalIndicator+$08
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@@ -282,6 +283,7 @@ DrawCompassCounts:
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LDA.l CompassField : AND.l DungeonItemMasks,X : BEQ .done
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.draw_compass_count
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SEP #$20
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TYX : BNE .not_sewers
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INX
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@@ -301,6 +303,7 @@ DrawCompassCounts:
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STY.w HUDTileMapBuffer+$94 : STX.w HUDTileMapBuffer+$96
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.done
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SEP #$20
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RTS
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;================================================================================
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DrawMapCounts:
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@@ -312,11 +315,11 @@ DrawMapCounts:
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LDA.l MapField : AND.l DungeonItemMasks,X : BEQ .done
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.draw_map_count
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SEP #$20
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TYX : BNE .not_sewers
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INX
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.not_sewers
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SEP #$20
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LDA.l DungeonCollectedKeys, X
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PHA
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@@ -332,6 +335,7 @@ DrawMapCounts:
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STX.w HUDTileMapBuffer+$A2
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.done
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SEP #$20
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RTS
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;================================================================================
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; Exits with:
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36
newitems.asm
36
newitems.asm
@@ -873,26 +873,26 @@ RTL
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;--------------------------------------------------------------------------------
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;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
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CheckHUDSilverArrows:
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LDA.l ArrowMode : BEQ .normal
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.rupee_arrows
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JSL.l DrawHUDArrows
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LDA.l BowEquipment
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RTL
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.normal
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LDA.l BowEquipment : BNE +
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LDA.l BowTracking : AND.b #$40 : BEQ ++
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JSL.l DrawHUDArrows
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++
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LDA.l BowEquipment
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+
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LDA.l ArrowMode : BNE .rupee_bow
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LDA.l BowEquipment : TAX : BEQ .nobow
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JSL.l DrawHUDArrows
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TXA
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RTL
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.rupee_bow
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LDA.l BowEquipment : TAX
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JSL.l DrawHUDArrows_rupee_arrows
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TXA
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RTL
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.nobow
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JSL.l DrawHUDArrows_silverscheck
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TXA
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RTL
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;--------------------------------------------------------------------------------
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DrawHUDArrows:
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LDA.l ArrowMode : BEQ .normal
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.rupee_arrows
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LDA.l CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
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LDA.l BowEquipment : BNE +
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TXA : BNE +
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.silverscheck
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LDA.l BowTracking : AND.b #$40 : BNE .silver
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BRA .wooden
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+ CMP.b #03 : !BGE .silver
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@@ -902,8 +902,12 @@ LDA.l ArrowMode : BEQ .normal
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LDA.b #$20 : STA.l HUDTileMapBuffer+$21
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LDA.b #$A9 : STA.l HUDTileMapBuffer+$22
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LDA.b #$20 : STA.l HUDTileMapBuffer+$23
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.skip
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RTL
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.normal ; in normal arrow mode this function is only ever called for silvers
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.normal
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TXA : BEQ .silverscheck
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CMP.b #$03 : BCS .silver
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BRA .wooden
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.silver
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LDA.b #$86 : STA.l HUDTileMapBuffer+$20 ; draw silver arrow marker
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LDA.b #$24 : STA.l HUDTileMapBuffer+$21
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@@ -22,14 +22,11 @@ HUDRebuildIndoorHole:
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.generic
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PLA
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LDA.l CurrentGenericKeys ; generic key count
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STA.l CurrentSmallKeys
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JSL.l RebuildHUD_update
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JSL.l HUD_RebuildIndoor_Palace
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RTL
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.normal
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PLA
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STA.l CurrentSmallKeys
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JSL.l RebuildHUD_update
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JSL.l HUD_RebuildIndoor_Palace
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RTL
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;================================================================================
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HUDRebuildIndoor:
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@@ -11,6 +11,7 @@ LoadBombCount16:
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.infinite
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RTL
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StoreBombCount:
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INC.w UpdateHUD
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PHA : LDA.l InfiniteBombs : BEQ .finite
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.infinite
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PLA : LDA.b #$01 : RTL
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@@ -18,6 +19,7 @@ StoreBombCount:
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PLA : STA.l BombsEquipment
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RTL
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SearchForEquippedItem:
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INC.w UpdateHUD
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LDA.l InfiniteBombs : BEQ +
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LDA.b #$01 : LDX.b #$00 : RTL
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+
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