Draw bomb/arrow count to hud a little faster.
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16
hooks.asm
16
hooks.asm
@@ -1188,17 +1188,17 @@ org $0DFC77 ; <- 6FC77 - yes these are both the correct address - kkat
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JSL.l OnDrawHud
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BRA $27
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org $0DFCB8 ; <- 6FCB8
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JSL.l DrawBombTens ; nudge bomb 10s digit right
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org $0DFCC4 ; <- 6FCC4
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JSL.l DrawBombOnes ; nudge bomb 1s digit right
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org $0DFCAE ; <- 6FCAE
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JSL.l DrawBombCount ; nudge bomb digits right
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BRA +
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NOP #$14 : + ; #20
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org $0DFCDC ; <- 6FCDC
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JSL.l DrawArrowTens
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org $0DFCD2 ; <- 6FCD2
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JSL.l DrawArrowCount
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BRA +
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NOP #$14 : + ; #20
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org $0DFCE8 ; <- 6FCE8
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JSL.l DrawArrowOnes
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;org $0DFD0A ; <- 6FD0A - headsup_display.asm : 900
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;STA $7EC766 ; nudge key digit right
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@@ -242,53 +242,42 @@ RTL
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;$388 = Turtle Rock
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;$389 = Ganon's Tower
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;--------------------------------------------------------------------------------
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!INFINITE_ARROWS = "$7F50C8"
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DrawArrowTens:
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PHA : LDA.l ArrowMode : AND.w #$00FF : BNE +
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LDA !INFINITE_ARROWS : AND.w #$00FF : BEQ .finite
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.infinite
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PLA : LDA.w #$2431 : STA $7EC760 : RTL
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.finite
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PLA : STA $7EC760 : RTL
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DrawArrowOnes:
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PHA : LDA.l ArrowMode : AND.w #$00FF : BNE +
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LDA !INFINITE_ARROWS : AND.w #$00FF : BEQ .finite
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.infinite
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PLA : LDA.w #$2432 : STA $7EC762 : RTL
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.finite
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PLA : STA $7EC762 : RTL
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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!INFINITE_BOMBS = "$7F50C9"
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DrawBombTens:
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PHA ;;; LDA.l ArrowMode : AND.w #$00FF : BNE +
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LDA !INFINITE_BOMBS : AND.w #$00FF : BEQ .finite
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.infinite
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PLA : LDA.w #$2431 : STA $7EC75A : RTL
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.finite
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PLA : STA $7EC75A : RTL
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+
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PLA
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DrawBombCount:
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LDA !INFINITE_BOMBS : BNE .infinite
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.finite
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REP #$30
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; $04 & $05 are set by the game's own HexToDecimal code, immediately before this
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LDA.b $04 : AND #$00FF : ORA #$2400 : STA $7EC75A ; Draw bombs 10 digit
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LDA.b $05 : AND #$00FF : ORA #$2400 : STA $7EC75C ; Draw bombs 1 digit
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RTL
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.infinite
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REP #$30
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LDA.w #$2431 : STA $7EC75A ; infinity symbol (left half)
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INC A : STA $7EC75C ; infinity symbol (right half)
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RTL
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;--------------------------------------------------------------------------------
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DrawBombOnes:
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PHA ;;; LDA.l ArrowMode : AND.w #$00FF : BNE +
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LDA !INFINITE_BOMBS : AND.w #$00FF : BEQ .finite
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.infinite
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PLA : LDA.w #$2432 : STA $7EC75C : RTL
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!INFINITE_ARROWS = "$7F50C8"
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DrawArrowCount:
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LDA.l ArrowMode : BNE +
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LDA !INFINITE_ARROWS : BNE .infinite
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.finite
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PLA : STA $7EC75C : RTL
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; $04 & $05 are set by the game's own HexToDecimal code, immediately before this
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REP #$30
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LDA.b $04 : AND #$00FF : ORA #$2400 : STA $7EC760 ; Draw arrows 10 digit
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LDA.b $05 : AND #$00FF : ORA #$2400 : STA $7EC762 ; Draw arrows 1 digit
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RTL
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.infinite
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REP #$30
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LDA.w #$2431 : STA $7EC760 ; infinity symbol (left half)
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INC A : STA $7EC762 ; infinity symbol (right half)
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RTL
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+
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PLA
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REP #$30
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RTL
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;--------------------------------------------------------------------------------
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DrawBootsInMenuLocation:
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LDA.l HUDDungeonItems : BNE +
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LDA.w #$1608 : STA $00
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