Hud update flag added for standing items

Ram addresses updated
Minor multiworld fix
This commit is contained in:
aerinon
2023-08-30 10:25:20 -06:00
parent 51011dcada
commit cd67d27798
5 changed files with 48 additions and 86 deletions

33
ram.asm
View File

@@ -274,7 +274,24 @@ TileMapTile32 = $7E0698 ; Tilemap location of new tile32 objects, such
;
SkipOAM = $7E0710 ; Set to skip OAM updates. High byte written $FF with exploding walls
OWScreenSize = $7E0712 ; Flags overworld screen size.
;
SpawnedItemID = $7E0720 ; ID of the Item Spawning. Word
SpawnedItemIndex = $7E0722 ; Sprite/Pot Index of Item Spawning. Word
SpawnedItemIsMultiWorld = $7E0724 ; Multiworld World Flag. Word
SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
; (flag used as a bitmask in conjunction with StandingItemCounterMask)
SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02
SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16
SprItemReceipt = $7E0740 ; Array for item id for each sprite 0x16
SprItemIndex = $7E0750 ; Array for item index (see code)
SprItemMWPlayer = $7E0760 ; Player id for each sprite drop 0x16
SprItemFlags = $7E0770 ; Array 0x16 (used for both pots and drops) (combine with SprDropsItem?)
SprItemGFX = $7E0780 ; this will keepa track of the DynamicDropGFXIndex for each item
DynamicDropGFXIndex = $7E0790 ; this will just count from 0 to 4 to determine which slot we're using
; we're expecting 5 items max per room, and order is irrelevant
; we just need to keep track of where they go
DynamicDropQueue = $7E1E72 ; this is the item requested and a flag
OAMBuffer = $7E0800 ; Main OAM buffer sent to OAM. $200 bytes.
OAMBuffer2 = $7E0A00 ;
;
@@ -477,7 +494,7 @@ HUDKeyDigits = $7EC764 ;
;
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading.
ItemGFXSBankStack = $7ECB20 ; Source bank byte for above.
ItemGFXSBankStack = $7ECB20 ; Source bank byte for above. (not used yet)
ItemTargetStack = $7ECB40 ; Pointers to VRAM targets for ItemGFXStack.
TotalItemCountTiles = $7ECF00 ; Cached total item count tiles for HUD. Four words high to low.
@@ -774,6 +791,18 @@ endmacro
%assertRAM(TileMapTile32, $7E0698)
%assertRAM(SkipOAM, $7E0710)
%assertRAM(OWScreenSize, $7E0712)
%assertRAM(SpawnedItemID, $7E0720)
%assertRAM(SpawnedItemIndex, $7E0722)
%assertRAM(SpawnedItemIsMultiWorld, $7E0724)
%assertRAM(SpawnedItemFlag, $7E0726)
%assertRAM(SpawnedItemMWPlayer, $7E0728)
%assertRAM(SprDropsItem, $7E0730)
%assertRAM(SprItemReceipt, $7E0740)
%assertRAM(SprItemIndex, $7E0750)
%assertRAM(SprItemMWPlayer, $7E0760)
%assertRAM(SprItemFlags, $7E0770)
%assertRAM(SprItemGFX, $7E0780)
%assertRAM(DynamicDropGFXIndex, $7E0790)
%assertRAM(OAMBuffer, $7E0800)
%assertRAM(OAMBuffer2, $7E0A00)
%assertRAM(TransparencyFlag, $7E0ABD)