Merge branch 'main' into kara

This commit is contained in:
2023-08-31 20:02:10 -05:00
94 changed files with 17935 additions and 7701 deletions

View File

@@ -1,6 +1,4 @@
;FS prefix means file_select, since these defines and macros are specific to this screen
!FS_COLOR_BROWN = $0000 ;(only used for: Shovel, hammer, powder)
!FS_COLOR_RED = $0400
!FS_COLOR_YELLOW = $0800
@@ -110,6 +108,7 @@ JMP DrawItem
DrawPlayerFile:
LDA.b FrameCounter : AND.w #$0001 : BNE .normal
JSR DrawPlayerFileShared
INC.w SkipOAM ; Suppress animated tile updates for this frame
; re-enable Stripe Image format upload on this frame
@@ -146,7 +145,7 @@ DrawPlayerFile:
AND.w #$00FF
BEQ .flashing
LDA.w #$26BE
LDA.w #$26FE
BRA .draw_access_icon
.flashing
@@ -155,10 +154,8 @@ DrawPlayerFile:
.draw_access_icon
STA.w GFXStripes+$0412
LDA.w #$FFFF
STA.w GFXStripes+$0414
BRA .done
.normal
STZ.w SkipOAM ; ensure core animated tile updates are not suppressed
@@ -332,7 +329,7 @@ DrawPlayerFileShared:
%fs_drawItemGray(3,26,FileSelectItems_fighters_sword)
BRA ++
.bombSword
LDA.l $70038F : AND.w #$00FF : BNE +
LDA.l SpecialWeaponLevelSRAM : AND.w #$00FF : BNE +
%fs_drawItemGray(3,26,FileSelectItems_fighters_bombs)
BRA ++
+ : DEC : BNE +
@@ -381,23 +378,40 @@ DrawPlayerFileShared:
++
; Heart Pieces
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l EquipmentSRAM+$2B : AND.w #$00FF : BNE +
%fs_drawItem(9,26,FileSelectItems_heart_piece_0_of_4)
BRA ++
LDY.w #9*$20+26*2+$1004
LDA.w #$02C0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0000, Y
LDA.w #$42C0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0002, Y
LDA.w #$02D0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0040, Y
LDA.w #$42D0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0042, Y
JMP ++
+ : DEC : BNE +
%fs_drawItem(9,26,FileSelectItems_heart_piece_1_of_4)
BRA ++
LDY.w #9*$20+26*2+$1004
LDA.w #$02C1 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0000, Y
LDA.w #$42C0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0002, Y
LDA.w #$02D0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0040, Y
LDA.w #$42D0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0042, Y
JMP ++
+ : DEC : BNE +
%fs_drawItem(9,26,FileSelectItems_heart_piece_2_of_4)
BRA ++
LDY.w #9*$20+26*2+$1004
LDA.w #$02C1 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0000, Y
LDA.w #$42C0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0002, Y
LDA.w #$02D1 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0040, Y
LDA.w #$42D0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0042, Y
JMP ++
+
%fs_drawItem(9,26,FileSelectItems_heart_piece_3_of_4)
LDY.w #9*$20+26*2+$1004
LDA.w #$02C1 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0000, Y
LDA.w #$42C1 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0002, Y
LDA.w #$02D1 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0040, Y
LDA.w #$42D0 : ORA.l HUDHeartColors_masks_file_select,X : STA.w $0042, Y
++
LDA.l EquipmentSRAM+$0108 : AND.w #$00FF
LDA.l EquipmentSRAM+$0130 : AND.w #$00FF
JSL.l HexToDec
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26)
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27)
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)
; Boots
%fs_drawItemBasic(EquipmentSRAM+$15,3,28,FileSelectItems_boots)
@@ -443,52 +457,52 @@ DrawPlayerFileShared:
; Crystals
LDA.l EquipmentSRAM+$3A : AND.w #$0002 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
LDA.w #$02D7|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
LDA.w #$02C7|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,18)
LDA.l EquipmentSRAM+$3A : AND.w #$0010 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
LDA.w #$02D7|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
LDA.w #$02C7|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,19)
LDA.l EquipmentSRAM+$3A : AND.w #$0040 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
LDA.w #$02D7|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
LDA.w #$02C7|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,20)
LDA.l EquipmentSRAM+$3A : AND.w #$0020 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
LDA.w #$02D7|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
LDA.w #$02C7|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,21)
LDA.l EquipmentSRAM+$3A : AND.w #$0004 : BEQ +
LDA.w #$0297|!FS_COLOR_RED
LDA.w #$02D7|!FS_COLOR_RED
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
LDA.w #$02C7|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,22)
LDA.l EquipmentSRAM+$3A : AND.w #$0001 : BEQ +
LDA.w #$0297|!FS_COLOR_RED
LDA.w #$02D7|!FS_COLOR_RED
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
LDA.w #$02C7|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,23)
LDA.l EquipmentSRAM+$3A : AND.w #$0008 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
LDA.w #$02D7|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
LDA.w #$02C7|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,24)
@@ -498,260 +512,252 @@ RTS
FileSelectItems:
.empty_bow ;for an eventual update for retro mode
dw #$0201|!FS_COLOR_YELLOW, #$02B8|!FS_COLOR_YELLOW, #$02B7|!FS_COLOR_YELLOW, #$0212|!FS_COLOR_YELLOW
dw #$0241|!FS_COLOR_YELLOW, #$02F8|!FS_COLOR_YELLOW, #$02F7|!FS_COLOR_YELLOW, #$0252|!FS_COLOR_YELLOW
.bow
dw #$0201|!FS_COLOR_YELLOW, #$0202|!FS_COLOR_YELLOW, #$0211|!FS_COLOR_YELLOW, #$0212|!FS_COLOR_YELLOW
dw #$0241|!FS_COLOR_YELLOW, #$0242|!FS_COLOR_YELLOW, #$0251|!FS_COLOR_YELLOW, #$0252|!FS_COLOR_YELLOW
.silver_bow
dw #$0201|!FS_COLOR_YELLOW, #$0204|!FS_COLOR_YELLOW, #$0203|!FS_COLOR_RED, #$0212|!FS_COLOR_YELLOW
dw #$0241|!FS_COLOR_YELLOW, #$0244|!FS_COLOR_YELLOW, #$0243|!FS_COLOR_RED, #$0252|!FS_COLOR_YELLOW
.regular_arrow ;for an eventual update for retro mode
dw #$0200|!FS_COLOR_YELLOW, #$02BA|!FS_COLOR_YELLOW, #$02B9|!FS_COLOR_RED, #$0200|!FS_COLOR_YELLOW
dw #$0240|!FS_COLOR_YELLOW, #$02FA|!FS_COLOR_YELLOW, #$02F9|!FS_COLOR_RED, #$0240|!FS_COLOR_YELLOW
.silver_arrow
dw #$0200|!FS_COLOR_YELLOW, #$0214|!FS_COLOR_YELLOW, #$0213|!FS_COLOR_RED, #$0200|!FS_COLOR_YELLOW
dw #$0240|!FS_COLOR_YELLOW, #$0254|!FS_COLOR_YELLOW, #$0253|!FS_COLOR_RED, #$0240|!FS_COLOR_YELLOW
.blue_boomerang
dw #$0205|!FS_COLOR_BLUE, #$0206|!FS_COLOR_BLUE, #$0200|!FS_COLOR_BW, #$0216|!FS_COLOR_BLUE
dw #$0245|!FS_COLOR_BLUE, #$0246|!FS_COLOR_BLUE, #$0240|!FS_COLOR_BW, #$0256|!FS_COLOR_BLUE
.red_boomerang
dw #$0205|!FS_COLOR_RED, #$0206|!FS_COLOR_RED, #$0200|!FS_COLOR_BW, #$0216|!FS_COLOR_RED
dw #$0245|!FS_COLOR_RED, #$0246|!FS_COLOR_RED, #$0240|!FS_COLOR_BW, #$0256|!FS_COLOR_RED
.both_boomerang
dw #$02B6|!FS_COLOR_BLUE, #$02B6|!FS_COLOR_RED, #$02B6|!FS_COLOR_BLUE|!FS_VFLIP, #$02B6|!FS_COLOR_RED|!FS_VFLIP
dw #$02F6|!FS_COLOR_BLUE, #$02F6|!FS_COLOR_RED, #$02F6|!FS_COLOR_BLUE|!FS_VFLIP, #$02F6|!FS_COLOR_RED|!FS_VFLIP
.hookshot
dw #$0200|!FS_COLOR_RED, #$0215|!FS_COLOR_RED, #$0230|!FS_COLOR_RED, #$0200|!FS_COLOR_BW
dw #$0240|!FS_COLOR_RED, #$0255|!FS_COLOR_RED, #$0270|!FS_COLOR_RED, #$0240|!FS_COLOR_BW
.bombs
dw #$020C|!FS_COLOR_BLUE, #$020D|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE|!FS_HFLIP
dw #$024C|!FS_COLOR_BLUE, #$024D|!FS_COLOR_BLUE, #$025C|!FS_COLOR_BLUE, #$025C|!FS_COLOR_BLUE|!FS_HFLIP
.fire_rod
dw #$0220|!FS_COLOR_RED, #$0210|!FS_COLOR_RED, #$0230|!FS_COLOR_RED, #$0231|!FS_COLOR_RED
dw #$0260|!FS_COLOR_RED, #$0250|!FS_COLOR_RED, #$0270|!FS_COLOR_RED, #$0271|!FS_COLOR_RED
.ice_rod
dw #$0220|!FS_COLOR_BLUE, #$0221|!FS_COLOR_BLUE, #$0230|!FS_COLOR_BLUE, #$0231|!FS_COLOR_BLUE
dw #$0260|!FS_COLOR_BLUE, #$0261|!FS_COLOR_BLUE, #$0270|!FS_COLOR_BLUE, #$0271|!FS_COLOR_BLUE
.bombos
dw #$0207|!FS_COLOR_YELLOW, #$0217|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP, #$0217|!FS_COLOR_YELLOW, #$0207|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP
dw #$0247|!FS_COLOR_YELLOW, #$0257|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP, #$0257|!FS_COLOR_YELLOW, #$0247|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP
.ether
dw #$0208|!FS_COLOR_YELLOW, #$0218|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP, #$0218|!FS_COLOR_YELLOW, #$0208|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP
dw #$0248|!FS_COLOR_YELLOW, #$0258|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP, #$0258|!FS_COLOR_YELLOW, #$0248|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP
.quake
dw #$0209|!FS_COLOR_YELLOW, #$0219|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP, #$0219|!FS_COLOR_YELLOW, #$0209|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP
dw #$0249|!FS_COLOR_YELLOW, #$0259|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP, #$0259|!FS_COLOR_YELLOW, #$0249|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP
.lamp
dw #$022C|!FS_COLOR_RED, #$022C|!FS_COLOR_RED|!FS_HFLIP, #$023C|!FS_COLOR_RED, #$023D|!FS_COLOR_RED
dw #$026C|!FS_COLOR_RED, #$026C|!FS_COLOR_RED|!FS_HFLIP, #$027C|!FS_COLOR_RED, #$027D|!FS_COLOR_RED
.hammer
dw #$0222|!FS_COLOR_BROWN, #$0223|!FS_COLOR_BROWN, #$0232|!FS_COLOR_BROWN, #$0233|!FS_COLOR_BROWN
dw #$0262|!FS_COLOR_BROWN, #$0263|!FS_COLOR_BROWN, #$0272|!FS_COLOR_BROWN, #$0273|!FS_COLOR_BROWN
.bugnet
dw #$0228|!FS_COLOR_YELLOW, #$0229|!FS_COLOR_YELLOW, #$0238|!FS_COLOR_YELLOW, #$0239|!FS_COLOR_YELLOW
dw #$0268|!FS_COLOR_YELLOW, #$0269|!FS_COLOR_YELLOW, #$0278|!FS_COLOR_YELLOW, #$0279|!FS_COLOR_YELLOW
.shovel
dw #$0224|!FS_COLOR_BROWN, #$0225|!FS_COLOR_BROWN, #$0234|!FS_COLOR_BROWN, #$0235|!FS_COLOR_BROWN
dw #$0264|!FS_COLOR_BROWN, #$0265|!FS_COLOR_BROWN, #$0274|!FS_COLOR_BROWN, #$0275|!FS_COLOR_BROWN
.flute
dw #$0226|!FS_COLOR_BLUE, #$0227|!FS_COLOR_BLUE, #$0236|!FS_COLOR_BLUE, #$0237|!FS_COLOR_BLUE
dw #$0266|!FS_COLOR_BLUE, #$0267|!FS_COLOR_BLUE, #$0276|!FS_COLOR_BLUE, #$0277|!FS_COLOR_BLUE
.book
dw #$022A|!FS_COLOR_GREEN, #$022B|!FS_COLOR_GREEN, #$023A|!FS_COLOR_GREEN, #$023B|!FS_COLOR_GREEN
dw #$026A|!FS_COLOR_GREEN, #$026B|!FS_COLOR_GREEN, #$027A|!FS_COLOR_GREEN, #$027B|!FS_COLOR_GREEN
.redcane
dw #$021D|!FS_COLOR_RED, #$021E|!FS_COLOR_RED, #$022D|!FS_COLOR_RED, #$022E|!FS_COLOR_RED
dw #$025D|!FS_COLOR_RED, #$025E|!FS_COLOR_RED, #$026D|!FS_COLOR_RED, #$026E|!FS_COLOR_RED
.bluecane
dw #$021D|!FS_COLOR_BLUE, #$021E|!FS_COLOR_BLUE, #$022D|!FS_COLOR_BLUE, #$022E|!FS_COLOR_BLUE
dw #$025D|!FS_COLOR_BLUE, #$025E|!FS_COLOR_BLUE, #$026D|!FS_COLOR_BLUE, #$026E|!FS_COLOR_BLUE
.cape
dw #$0248|!FS_COLOR_RED, #$0249|!FS_COLOR_RED, #$0258|!FS_COLOR_RED, #$0259|!FS_COLOR_RED
dw #$0288|!FS_COLOR_RED, #$0289|!FS_COLOR_RED, #$0298|!FS_COLOR_RED, #$0299|!FS_COLOR_RED
.mirror
dw #$024A|!FS_COLOR_BLUE, #$024B|!FS_COLOR_BLUE, #$025A|!FS_COLOR_BLUE, #$025B|!FS_COLOR_BLUE
dw #$028A|!FS_COLOR_BLUE, #$028B|!FS_COLOR_BLUE, #$029A|!FS_COLOR_BLUE, #$029B|!FS_COLOR_BLUE
.flippers
dw #$020E|!FS_COLOR_BLUE, #$020F|!FS_COLOR_BLUE, #$021F|!FS_COLOR_BLUE|!FS_HFLIP, #$021F|!FS_COLOR_BLUE
dw #$024E|!FS_COLOR_BLUE, #$024F|!FS_COLOR_BLUE, #$025F|!FS_COLOR_BLUE|!FS_HFLIP, #$025F|!FS_COLOR_BLUE
.boots
dw #$024C|!FS_COLOR_BOOTS, #$024D|!FS_COLOR_BOOTS, #$025C|!FS_COLOR_BOOTS, #$025D|!FS_COLOR_BOOTS
dw #$028C|!FS_COLOR_BOOTS, #$028D|!FS_COLOR_BOOTS, #$029C|!FS_COLOR_BOOTS, #$029D|!FS_COLOR_BOOTS
.pearl
dw #$0264|!FS_COLOR_RED, #$0265|!FS_COLOR_RED, #$0274|!FS_COLOR_RED, #$0275|!FS_COLOR_RED
dw #$02A4|!FS_COLOR_RED, #$02A5|!FS_COLOR_RED, #$02B4|!FS_COLOR_RED, #$02B5|!FS_COLOR_RED
.no_pendant
dw #$0285|!FS_COLOR_GRAY, #$0286|!FS_COLOR_GRAY, #$02B2|!FS_COLOR_GRAY, #$0296|!FS_COLOR_GRAY
dw #$02C5|!FS_COLOR_GRAY, #$02C6|!FS_COLOR_GRAY, #$02F2|!FS_COLOR_GRAY, #$02D6|!FS_COLOR_GRAY
.green_pendant
dw #$0285|!FS_COLOR_GREEN, #$0286|!FS_COLOR_GREEN, #$0295|!FS_COLOR_GREEN, #$0296|!FS_COLOR_GREEN
dw #$02C5|!FS_COLOR_GREEN, #$02C6|!FS_COLOR_GREEN, #$02D5|!FS_COLOR_GREEN, #$02D6|!FS_COLOR_GREEN
.blue_pendant
dw #$0285|!FS_COLOR_BLUE, #$0286|!FS_COLOR_BLUE, #$0295|!FS_COLOR_BLUE, #$0296|!FS_COLOR_BLUE
dw #$02C5|!FS_COLOR_BLUE, #$02C6|!FS_COLOR_BLUE, #$02D5|!FS_COLOR_BLUE, #$02D6|!FS_COLOR_BLUE
.red_pendant
dw #$0285|!FS_COLOR_RED, #$0286|!FS_COLOR_RED, #$0295|!FS_COLOR_RED, #$0296|!FS_COLOR_RED
dw #$02C5|!FS_COLOR_RED, #$02C6|!FS_COLOR_RED, #$02D5|!FS_COLOR_RED, #$02D6|!FS_COLOR_RED
.gloves
dw #$024E|!FS_COLOR_BROWN, #$024F|!FS_COLOR_BROWN, #$025E|!FS_COLOR_BROWN, #$025F|!FS_COLOR_BROWN
dw #$028E|!FS_COLOR_BROWN, #$028F|!FS_COLOR_BROWN, #$029E|!FS_COLOR_BROWN, #$029F|!FS_COLOR_BROWN
.mitts
dw #$0260|!FS_COLOR_YELLOW, #$0261|!FS_COLOR_YELLOW, #$0270|!FS_COLOR_YELLOW, #$0271|!FS_COLOR_YELLOW
dw #$02A0|!FS_COLOR_YELLOW, #$02A1|!FS_COLOR_YELLOW, #$02B0|!FS_COLOR_YELLOW, #$02B1|!FS_COLOR_YELLOW
.mushroom
dw #$0262|!FS_COLOR_RED, #$0263|!FS_COLOR_RED, #$0272|!FS_COLOR_RED, #$0273|!FS_COLOR_RED
dw #$02A2|!FS_COLOR_RED, #$02A3|!FS_COLOR_RED, #$02B2|!FS_COLOR_RED, #$02B3|!FS_COLOR_RED
.powder
dw #$020A|!FS_COLOR_BROWN, #$020B|!FS_COLOR_BROWN, #$021A|!FS_COLOR_BROWN, #$021B|!FS_COLOR_BROWN
dw #$024A|!FS_COLOR_BROWN, #$024B|!FS_COLOR_BROWN, #$025A|!FS_COLOR_BROWN, #$025B|!FS_COLOR_BROWN
.fighters_sword
dw #$0266|!FS_COLOR_BLUE, #$0267|!FS_COLOR_BLUE, #$0276|!FS_COLOR_BLUE, #$0277|!FS_COLOR_BLUE
dw #$02A6|!FS_COLOR_BLUE, #$02A7|!FS_COLOR_BLUE, #$02B6|!FS_COLOR_BLUE, #$02B7|!FS_COLOR_BLUE
.master_sword
dw #$0268|!FS_COLOR_BLUE, #$0269|!FS_COLOR_BLUE, #$0278|!FS_COLOR_RED, #$0279|!FS_COLOR_BLUE
dw #$02A8|!FS_COLOR_BLUE, #$02A9|!FS_COLOR_BLUE, #$02B8|!FS_COLOR_RED, #$02B9|!FS_COLOR_BLUE
.tempered_sword
dw #$0268|!FS_COLOR_RED, #$0269|!FS_COLOR_RED, #$0278|!FS_COLOR_GREEN, #$026A|!FS_COLOR_RED
dw #$02A8|!FS_COLOR_RED, #$02A9|!FS_COLOR_RED, #$02B8|!FS_COLOR_GREEN, #$02AA|!FS_COLOR_RED
.gold_sword
dw #$0268|!FS_COLOR_YELLOW, #$0269|!FS_COLOR_YELLOW, #$0278|!FS_COLOR_BLUE, #$027A|!FS_COLOR_YELLOW
dw #$02A8|!FS_COLOR_YELLOW, #$02A9|!FS_COLOR_YELLOW, #$02B8|!FS_COLOR_BLUE, #$02BA|!FS_COLOR_YELLOW
.fighters_shield
dw #$026B|!FS_COLOR_BLUE, #$026B|!FS_COLOR_BLUE|!FS_HFLIP, #$027B|!FS_COLOR_BLUE, #$027B|!FS_COLOR_BLUE|!FS_HFLIP
dw #$02AB|!FS_COLOR_BLUE, #$02AB|!FS_COLOR_BLUE|!FS_HFLIP, #$02BB|!FS_COLOR_BLUE, #$02BB|!FS_COLOR_BLUE|!FS_HFLIP
.fire_shield
dw #$026C|!FS_COLOR_BOOTS, #$026C|!FS_COLOR_BOOTS|!FS_HFLIP, #$027C|!FS_COLOR_BOOTS, #$027C|!FS_COLOR_BOOTS|!FS_HFLIP
dw #$02AC|!FS_COLOR_BOOTS, #$02AC|!FS_COLOR_BOOTS|!FS_HFLIP, #$02BC|!FS_COLOR_BOOTS, #$02BC|!FS_COLOR_BOOTS|!FS_HFLIP
.mirror_shield
dw #$026D|!FS_COLOR_YELLOW, #$026E|!FS_COLOR_YELLOW, #$027D|!FS_COLOR_YELLOW, #$027E|!FS_COLOR_YELLOW
dw #$02AD|!FS_COLOR_YELLOW, #$02AE|!FS_COLOR_YELLOW, #$02BD|!FS_COLOR_YELLOW, #$02BE|!FS_COLOR_YELLOW
.green_mail
dw #$026F|!FS_COLOR_GREEN, #$026F|!FS_COLOR_GREEN|!FS_HFLIP, #$027F|!FS_COLOR_GREEN, #$02B3|!FS_COLOR_GREEN
dw #$02AF|!FS_COLOR_GREEN, #$02AF|!FS_COLOR_GREEN|!FS_HFLIP, #$02BF|!FS_COLOR_GREEN, #$02F3|!FS_COLOR_GREEN
.blue_mail
dw #$026F|!FS_COLOR_BLUE, #$026F|!FS_COLOR_BLUE|!FS_HFLIP, #$027F|!FS_COLOR_BLUE, #$02B4|!FS_COLOR_BLUE
dw #$02AF|!FS_COLOR_BLUE, #$02AF|!FS_COLOR_BLUE|!FS_HFLIP, #$02BF|!FS_COLOR_BLUE, #$02F4|!FS_COLOR_BLUE
.red_mail
dw #$026F|!FS_COLOR_RED, #$026F|!FS_COLOR_RED|!FS_HFLIP, #$027F|!FS_COLOR_RED, #$02B5|!FS_COLOR_RED
.heart_piece_0_of_4
dw #$0280|!FS_COLOR_RED, #$0280|!FS_COLOR_RED|!FS_HFLIP, #$0290|!FS_COLOR_RED, #$0290|!FS_COLOR_RED|!FS_HFLIP
.heart_piece_1_of_4
dw #$0281|!FS_COLOR_RED, #$0280|!FS_COLOR_RED|!FS_HFLIP, #$0290|!FS_COLOR_RED, #$0290|!FS_COLOR_RED|!FS_HFLIP
.heart_piece_2_of_4
dw #$0281|!FS_COLOR_RED, #$0280|!FS_COLOR_RED|!FS_HFLIP, #$0291|!FS_COLOR_RED, #$0290|!FS_COLOR_RED|!FS_HFLIP
.heart_piece_3_of_4
dw #$0281|!FS_COLOR_RED, #$0281|!FS_COLOR_RED|!FS_HFLIP, #$0291|!FS_COLOR_RED, #$0290|!FS_COLOR_RED|!FS_HFLIP
dw #$02AF|!FS_COLOR_RED, #$02AF|!FS_COLOR_RED|!FS_HFLIP, #$02BF|!FS_COLOR_RED, #$02F5|!FS_COLOR_RED
.empty_bottle
dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW, #$0250|!FS_COLOR_BW, #$0251|!FS_COLOR_BW
dw #$0280|!FS_COLOR_BW, #$0281|!FS_COLOR_BW, #$0290|!FS_COLOR_BW, #$0291|!FS_COLOR_BW
.red_potion
dw #$0242|!FS_COLOR_RED, #$0242|!FS_COLOR_RED|!FS_HFLIP, #$0252|!FS_COLOR_RED, #$0243|!FS_COLOR_RED
dw #$0282|!FS_COLOR_RED, #$0282|!FS_COLOR_RED|!FS_HFLIP, #$0292|!FS_COLOR_RED, #$0283|!FS_COLOR_RED
.green_potion
dw #$0242|!FS_COLOR_GREEN, #$0242|!FS_COLOR_GREEN|!FS_HFLIP, #$0252|!FS_COLOR_GREEN, #$0244|!FS_COLOR_GREEN
dw #$0282|!FS_COLOR_GREEN, #$0282|!FS_COLOR_GREEN|!FS_HFLIP, #$0292|!FS_COLOR_GREEN, #$0284|!FS_COLOR_GREEN
.blue_potion
dw #$0242|!FS_COLOR_BLUE, #$0242|!FS_COLOR_BLUE|!FS_HFLIP, #$0252|!FS_COLOR_BLUE, #$0245|!FS_COLOR_BLUE
dw #$0282|!FS_COLOR_BLUE, #$0282|!FS_COLOR_BLUE|!FS_HFLIP, #$0292|!FS_COLOR_BLUE, #$0285|!FS_COLOR_BLUE
.fairy_bottle
dw #$0247|!FS_COLOR_YELLOW|!FS_HFLIP, #$0247|!FS_COLOR_YELLOW, #$0256|!FS_COLOR_BLUE, #$0257|!FS_COLOR_BLUE
dw #$0287|!FS_COLOR_YELLOW|!FS_HFLIP, #$0287|!FS_COLOR_YELLOW, #$0296|!FS_COLOR_BLUE, #$0297|!FS_COLOR_BLUE
.bee_bottle
dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW, #$0254|!FS_COLOR_YELLOW, #$0255|!FS_COLOR_YELLOW
dw #$0280|!FS_COLOR_BW, #$0281|!FS_COLOR_BW, #$0294|!FS_COLOR_YELLOW, #$0295|!FS_COLOR_YELLOW
.good_bee_bottle
dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW, #$0254|!FS_COLOR_YELLOW, #$0246|!FS_COLOR_YELLOW
dw #$0280|!FS_COLOR_BW, #$0281|!FS_COLOR_BW, #$0294|!FS_COLOR_YELLOW, #$0286|!FS_COLOR_YELLOW
.fighters_bombs
dw #$020C|!FS_COLOR_GREEN, #$020D|!FS_COLOR_GREEN, #$021C|!FS_COLOR_GREEN, #$02A1|!FS_COLOR_GREEN
dw #$024C|!FS_COLOR_GREEN, #$024D|!FS_COLOR_GREEN, #$025C|!FS_COLOR_GREEN, #$02E1|!FS_COLOR_GREEN
.master_bombs
dw #$020C|!FS_COLOR_BLUE, #$020D|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE, #$02A2|!FS_COLOR_BLUE
dw #$024C|!FS_COLOR_BLUE, #$024D|!FS_COLOR_BLUE, #$025C|!FS_COLOR_BLUE, #$02E2|!FS_COLOR_BLUE
.tempered_bombs
dw #$020C|!FS_COLOR_RED, #$020D|!FS_COLOR_RED, #$021C|!FS_COLOR_RED, #$02A3|!FS_COLOR_RED
dw #$024C|!FS_COLOR_RED, #$024D|!FS_COLOR_RED, #$025C|!FS_COLOR_RED, #$02E3|!FS_COLOR_RED
.gold_bombs
dw #$020C|!FS_COLOR_YELLOW, #$020D|!FS_COLOR_YELLOW, #$021C|!FS_COLOR_YELLOW, #$02A4|!FS_COLOR_YELLOW
dw #$024C|!FS_COLOR_YELLOW, #$024D|!FS_COLOR_YELLOW, #$025C|!FS_COLOR_YELLOW, #$02E4|!FS_COLOR_YELLOW
.extra_gold_bombs
dw #$020C|!FS_COLOR_YELLOW, #$020D|!FS_COLOR_YELLOW, #$021C|!FS_COLOR_YELLOW, #$02A5|!FS_COLOR_YELLOW
dw #$024C|!FS_COLOR_YELLOW, #$024D|!FS_COLOR_YELLOW, #$025C|!FS_COLOR_YELLOW, #$02E5|!FS_COLOR_YELLOW
;--------------------------------------------------------------------------------
FileSelectDrawHudBar:
LDA.w #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA.w #$02DB|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA.l DisplayRupeesSRAM
JSL.l HexToDec
LDA.l HexToDecDigit2 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9)
LDA.l HexToDecDigit3 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10)
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11)
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12)
JSL.l 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)
LDA.b Scrap07 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,12)
LDA.l SpecialWeapons : AND.w #$00FF : CMP #$0001 : BEQ .colorBombs
LDA.w #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA.l SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BEQ .colorBombs
LDA.w #$02CB|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA.l BombsEquipmentSRAM : AND.w #$00FF
JSL.l HexToDec
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14)
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15)
JSL.l 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)
BRA ++
.colorBombs
LDA.l $70038F : AND.w #$00FF : BNE +
LDA.l SpecialWeaponLevelSRAM : AND.w #$00FF : BNE +
; no bombs, draw no icon
BRA ++
+ : DEC : BNE +
LDA.w #$028B|!FS_COLOR_GREEN : %fs_draw16x8(0,14)
LDA.w #$02CB|!FS_COLOR_GREEN : %fs_draw16x8(0,14)
BRA ++
+ : DEC : BNE +
LDA.w #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA.w #$02CB|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
BRA ++
+ : DEC : BNE +
LDA.w #$028B|!FS_COLOR_RED : %fs_draw16x8(0,14)
LDA.w #$02CB|!FS_COLOR_RED : %fs_draw16x8(0,14)
BRA ++
+
LDA.w #$028B|!FS_COLOR_YELLOW : %fs_draw16x8(0,14)
LDA.w #$02CB|!FS_COLOR_YELLOW : %fs_draw16x8(0,14)
++
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA.w #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
LDA.w #$02D9|!FS_COLOR_RED : %fs_draw16x8(0,17)
BRA ++
+
LDA.w #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
LDA.w #$02C9|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
++
LDA.l CurrentArrowsSRAM : AND.w #$00FF
JSL.l HexToDec
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17)
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18)
JSL.l 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
;--------------------------------------------------------------------------------
AltBufferTable:
LDA.b #$02 : STA.w BG34NBA ; Have Screen 3 use same tile area as screens 1
.noScreen3Change
REP #$20
LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header)
;fill with the blank character
LDA.w #$0188
-
STA.w GFXStripes, X
DEX : DEX : BNE -
LDA.b #$02 : STA.w BG34NBA ; Have Screen 3 use same tile area as screens 1
.noScreen3Change
REP #$20
LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header)
;fill with the blank character
LDA.w #$0188
-
STA.w GFXStripes, X
DEX : DEX : BNE -
; set vram offsets
LDA.w #$0161 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$2161 : STA.w GFXStripes+$42 ;file 1 bottom row
; set vram offsets
LDA.w #$0161 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$2161 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$4161 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$6161 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$4161 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$6161 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$8161 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$A161 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$8161 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$A161 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$C161 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$E161 : STA.w GFXStripes+$01C2 ;gap row bottom
LDA.w #$C161 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$E161 : STA.w GFXStripes+$01C2 ;gap row bottom
LDA.w #$0162 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$2162 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$0162 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$2162 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$4162 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$6162 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$4162 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$6162 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$8162 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$A162 : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$8162 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$A162 : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$C162 : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$E162 : STA.w GFXStripes+$03C2 ;extra gap row bottom
LDA.w #$C162 : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$E162 : STA.w GFXStripes+$03C2 ;extra gap row bottom
; set lengths
LDA.w #$3B00
STA.w GFXStripes+$04 ;file 1 top row
STA.w GFXStripes+$44 ;file 1 bottom row
STA.w GFXStripes+$84 ;gap row top
STA.w GFXStripes+$C4 ;gap row bottom
STA.w GFXStripes+$0104 ;file 2 top row
STA.w GFXStripes+$0144 ;file 2 bottom row
STA.w GFXStripes+$0184 ;gap row top
STA.w GFXStripes+$01C4 ;gap row bottom
STA.w GFXStripes+$0204 ;file 3 top row
STA.w GFXStripes+$0244 ;file 3 bottom row
STA.w GFXStripes+$0284 ;extra gap row top
STA.w GFXStripes+$02C4 ;extra gap row bottom
STA.w GFXStripes+$0304 ;extra gap row top
STA.w GFXStripes+$0344 ;extra gap row bottom
STA.w GFXStripes+$0384 ;extra gap row top
STA.w GFXStripes+$03C4 ;extra gap row bottom
; set lengths
LDA.w #$3B00
STA.w GFXStripes+$04 ;file 1 top row
STA.w GFXStripes+$44 ;file 1 bottom row
STA.w GFXStripes+$84 ;gap row top
STA.w GFXStripes+$C4 ;gap row bottom
STA.w GFXStripes+$0104 ;file 2 top row
STA.w GFXStripes+$0144 ;file 2 bottom row
STA.w GFXStripes+$0184 ;gap row top
STA.w GFXStripes+$01C4 ;gap row bottom
STA.w GFXStripes+$0204 ;file 3 top row
STA.w GFXStripes+$0244 ;file 3 bottom row
STA.w GFXStripes+$0284 ;extra gap row top
STA.w GFXStripes+$02C4 ;extra gap row bottom
STA.w GFXStripes+$0304 ;extra gap row top
STA.w GFXStripes+$0344 ;extra gap row bottom
STA.w GFXStripes+$0384 ;extra gap row top
STA.w GFXStripes+$03C4 ;extra gap row bottom
; Set last packet marker
LDA.w #$00FF : STA.w GFXStripes+$0402
; Set last packet marker
LDA.w #$00FF : STA.w GFXStripes+$0402
; Draw Unlock option if applicable
LDA.b GameMode : AND.w #$00FF : CMP.w #$0001 : BNE +
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
AND.w #$00FF : BNE +
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
+
SEP #$20
; Draw Unlock option if applicable
LDA.b GameMode : AND.w #$00FF : CMP.w #$0001 : BNE +
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
AND.w #$00FF : BNE +
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
+
SEP #$20
RTL
;--------------------------------------------------------------------------------
@@ -759,31 +765,31 @@ AltBufferTable_credits:
JSL AltBufferTable_noScreen3Change
REP #$20
LDA.w #$6168 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$8168 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$6168 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$8168 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$A168 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$C168 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$A168 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$C168 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$E168 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$0169 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$E168 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$0169 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$2169 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$4169 : STA.w GFXStripes+$01c2 ;gap row bottom
LDA.w #$2169 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$4169 : STA.w GFXStripes+$01c2 ;gap row bottom
LDA.w #$6169 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$8169 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$6169 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$8169 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$A169 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$C169 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$A169 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$C169 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$E169 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$016A : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$E169 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$016A : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$216A : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$416A : STA.w GFXStripes+$03C2 ;extra gap row bottom
LDA.w #$216A : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$416A : STA.w GFXStripes+$03C2 ;extra gap row bottom
SEP #$20
SEP #$20
RTL
;--------------------------------------------------------------------------------
macro LayoutPriority(address)
@@ -813,44 +819,61 @@ RTL
;--------------------------------------------------------------------------------
LoadFullItemTiles:
PHA : PHX
LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w A1T0H : PHA ; preserve DMA parameters
LDA.w A1B0 : PHA ; preserve DMA parameters
LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w DAS0H : PHA ; preserve DMA parameters
;--------------------------------------------------------------------------------
LDA.b #$80 : STA.w VMAIN ; write read increment on $2119
LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register
LDA.b #$00 : STA.w VMADDL ; write VRAM destination address
LDA.b #$30 : STA.w VMADDH ; write VRAM destination address
LDA.b #$31 : STA.w A1B0 ; set bus A source bank
LDA.b #FileSelectNewGraphics : STA.w A1T0L ; set bus A source address to ROM
LDA.b #FileSelectNewGraphics>>8 : STA.w A1T0H ; set bus A source address to ROM
LDA.w INIDISP : PHA : LDA.b #$80 : STA.w INIDISP ; save screen state & turn screen off
STZ.w DAS0L : LDA.b #$10 : STA.w DAS0H ; set transfer size to 0x1000
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
PLA : STA.w INIDISP ; put screen back however it was before
;--------------------------------------------------------------------------------
PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w DMAP0 ; restore DMA parameters
PLX : PLA
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
LDX.w #$3200 : STX.w VMADDL
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
RTL
;--------------------------------------------------------------------------------
; z colon @
; length $340
; target vram $6C00
; NewFont+$400
LoadLowerCaseLettersSymbols:
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
; Lower case letters
LDA.b #NewFont>>16 : STA.w A1B0
LDX.w #NewFont+$400 : STX.w A1T0L
LDX.w #$0400 : STX.w DAS0L
LDX.w #$2D00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
; : @ #
LDA.b #NewFont>>16 : STA.w A1B0
LDX.w #NewFont+$A80 : STX.w A1T0L
LDA.b #NewFont>>16 : STA.w A1B1
LDX.w #NewFont+$B80 : STX.w A1T1L
LDX.w #$0030 : STX.w DAS0L : STX.w DAS1L
LDX.w #$2E50 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
LDX.w #$2ED0 : STX.w VMADDL
LDA.b #$02 : STA.w MDMAEN
RTL
;--------------------------------------------------------------------------------
LoadFileSelectVanillaItems:
REP #$10
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
; Lower case letters
LDA.b #DecompBuffer2>>16 : STA.w A1B0
LDX.w #DecompBuffer2 : STX.w A1T0L
LDX.w #$0600 : STX.w DAS0L
LDX.w #$2F00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
SEP #$10
RTL
;--------------------------------------------------------------------------------
SetFileSelectPalette:
LDA.b GameMode : CMP.b #$04 : BNE +
; load the vanilla file select screen BG3 palette for naming screen
@@ -894,7 +917,7 @@ DrawPlayerFile_credits:
LDA.l EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA.b Scrap02
%fs_LDY_screenpos(0,20)
LDA.w #$028F|!FS_COLOR_RED
LDA.w #$02CF|!FS_COLOR_RED
LDX.w #$000A
.nextHeart
@@ -964,20 +987,20 @@ JML FSSelectFile_continue
JML FSSelectFile_return
;--------------------------------------------------------------------------------
MaybeForceFileName:
LDA.l ForceFileName : BEQ +
REP #$20
LDX.b #$FE
-
INX : INX
LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X
CPX.b #$16 : BEQ .done
CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X
BRA -
.done
SEP #$20
JML.l InitializeSaveFile
LDA.l ForceFileName : BEQ +
REP #$20
LDX.b #$FE
-
INX : INX
LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X
CPX.b #$16 : BEQ .done
CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X
BRA -
.done
SEP #$20
JML.l InitializeSaveFile
+
+
JML.l NameFile_MakeScreenVisible
;--------------------------------------------------------------------------------