First pass-through adding labels
Added items, equipment, and tracking/indicators Added playername changes Removed some defines
This commit is contained in:
15
newhud.asm
15
newhud.asm
@@ -8,7 +8,7 @@ SEP #$30
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LDA !INFINITE_BOMBS : BNE .infinite_bombs
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.finite_bombs
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LDA.l $7EF343 ; bombs
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LDA.l BombsEquipment ; bombs
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JSR HudHexToDec2Digit ;requires 8 bit registers!
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REP #$20
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LDX.b $06 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS ; Draw bombs 10 digit
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@@ -26,7 +26,7 @@ SEP #$30
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!RUPEE_DRAW_ADDRESS = "$7EC750"
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;================================================================================
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LDA.l $7EF362 ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here
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LDA.l CurrentRupees ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here
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JSR HudHexToDec4Digit
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LDX.b $04 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS ; 1000s
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LDX.b $05 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+2 ; 100s
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@@ -43,7 +43,7 @@ SEP #$30
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LDA.l ArrowMode : BNE +
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LDA !INFINITE_ARROWS : BNE .infinite_arrows
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.finite_arrows
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LDA.l $7EF377 ; arrows
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LDA.l CurrentArrows ; arrows
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JSR HudHexToDec2Digit
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REP #$20
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LDX.b $06 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS ; Draw arrows 10 digit
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@@ -104,12 +104,11 @@ SEP #$30
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;================================================================================
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; Draw key count
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!KEYS = "$7EF36F"
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!KEY_DIGITS_ADDRESS = "$7EC764"
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!KEY_ICON_ADDRESS = "$7EC726"
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;================================================================================
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SEP #$20
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LDA.l !KEYS : CMP.b #$FF : BEQ .not_in_dungeon
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LDA.l CurrentSmallKeys : CMP.b #$FF : BEQ .not_in_dungeon
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.in_dungeon
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JSR HudHexToDec2Digit : REP #$20
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@@ -156,7 +155,7 @@ SEP #$30
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REP #$20
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BEQ .drawprize
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LDA.l $7EF368
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LDA.l MapField
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AND.l DungeonItemMasks,X
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BEQ .noprize
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@@ -184,13 +183,13 @@ SEP #$30
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!INFINITE_MAGIC = "$7F50CA"
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!DrawMagicMeter_mp_tilemap = "$0DFE0F"
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;--------------------------------------------------------------------------------
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LDA $7EF36E : AND #$00FF ; crap we wrote over when placing the hook for OnDrawHud
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LDA CurrentMagic : AND #$00FF ; crap we wrote over when placing the hook for OnDrawHud
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!ADD #$0007
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AND #$FFF8
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TAX ; end of crap
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LDA !INFINITE_MAGIC : AND.w #$00FF : BNE + : JMP .green : +
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SEP #$20 : LDA.b #$80 : STA $7EF36E : REP #$30 ; set magic to max
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SEP #$20 : LDA.b #$80 : STA CurrentMagic : REP #$30 ; set magic to max
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LDX.w #$0080 ; load full magic meter graphics
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LDA $1A : AND.w #$000C : LSR #2
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BEQ .red
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