!ValidKeyLoaded = "$7F509E" ;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" !FS_COLOR_BLUE = "$0C00" !FS_COLOR_GRAY = "$1000" ;(Used to gray out items) !FS_COLOR_BOOTS = "$1400" !FS_COLOR_GREEN = "$1800" !FS_COLOR_BW = "$1C00" !FS_HFLIP = "$4000" !FS_VFLIP = "$8000" macro fs_draw8x8(screenrow,screencol) ;Note due to XKAS's screwy math this formula is misleading. ;in normal math we have $1004+2*col+$40*row STA.w *$20+*2+$1004 endmacro macro fs_draw16x8(screenrow,screencol) %fs_draw8x8(,) INC A %fs_draw8x8(,+1) endmacro macro fs_draw8x16(screenrow,screencol) %fs_draw8x8(,) !ADD #$0010 %fs_draw8x8(+1,) endmacro macro fs_draw16x16(screenrow,screencol) %fs_draw16x8(,) !ADD #$000F %fs_draw16x8(+1,) endmacro macro fs_LDY_screenpos(screenrow,screencol) LDY.w #*$20+*2+$1004 endmacro macro fs_drawItem(screenrow,screencol,tileAddress) LDX.w # %fs_LDY_screenpos(,) JSR DrawItem endmacro macro fs_drawItemGray(screenrow,screencol,tileAddress) LDX.w # %fs_LDY_screenpos(,) JSR DrawItemGray endmacro macro fs_drawItemBasic(address,screenrow,screencol,tileAddress) LDX.w # %fs_LDY_screenpos(,) LDA.l
JSR DrawItemBasic endmacro macro fs_drawBottle(address,screenrow,screencol) %fs_LDY_screenpos(,) LDA.l
JSR DrawBottle endmacro DrawItem: LDA.w $0000,X : STA.w $0000, Y LDA.w $0002,X : STA.w $0002, Y LDA.w $0004,X : STA.w $0040, Y LDA.w $0006,X : STA.w $0042, Y RTS DrawItemGray: LDA.w $0000,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0000, Y LDA.w $0002,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0002, Y LDA.w $0004,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0040, Y LDA.w $0006,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0042, Y RTS DrawItemBasic: AND.w #$00FF : BEQ + JMP DrawItem + JMP DrawItemGray DrawBottle: AND.w #$00FF : BNE + LDX #FileSelectItems_empty_bottle JMP DrawItemGray + : DEC #2 : BNE + LDX #FileSelectItems_empty_bottle JMP DrawItem + : DEC : BNE + LDX #FileSelectItems_red_potion JMP DrawItem + : DEC : BNE + LDX #FileSelectItems_green_potion JMP DrawItem + : DEC : BNE + LDX #FileSelectItems_blue_potion JMP DrawItem + : DEC : BNE + LDX #FileSelectItems_fairy_bottle JMP DrawItem + : DEC : BNE + LDX #FileSelectItems_bee_bottle JMP DrawItem + LDX #FileSelectItems_good_bee_bottle JMP DrawItem DrawPlayerFile: LDA $1A : AND.w #$0001 : BNE .normal JSR DrawPlayerFileShared INC $0710 ; Suppress animated tile updates for this frame ; re-enable Stripe Image format upload on this frame ; Value loaded must match what gets set by AltBufferTable LDA.w #$0161 : STA $1002 BRA .done .normal STZ $0710 ; ensure core animated tile updates are not suppressed LDA #$FFFF : STA.w $1002 ; Suppress Stripe Image format upload on this frame .done LDA.w #$0004 : STA $02 ; thing we wrote over RTL DrawPlayerFileShared: PHX : PHY : PHB SEP #$20 ; set 8-bit accumulator LDA.b #FileSelectItems>>16 : PHA : PLB REP #$20 ; restore 16 bit accumulator LDA ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW %fs_draw8x16(6,5) LDA ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW %fs_draw8x16(6,6) LDA ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW %fs_draw8x16(6,7) LDA ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW %fs_draw8x16(6,8) LDA ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW %fs_draw8x16(9,5) LDA ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW %fs_draw8x16(9,6) LDA ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW %fs_draw8x16(9,7) LDA ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW %fs_draw8x16(9,8) JSR FileSelectDrawHudBar ; Bow LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ + LDA EquipmentSRAM+$00 : AND.w #$00FF : BEQ ++ %fs_drawItem(3,12,FileSelectItems_silver_bow) BRA .bow_end ++ %fs_drawItem(3,12,FileSelectItems_silver_arrow) BRA .bow_end + LDA.l EquipmentSRAM : AND.w #$00FF : BEQ + %fs_drawItem(3,12,FileSelectItems_bow) BRA .bow_end + %fs_drawItemGray(3,12,FileSelectItems_bow) .bow_end ; Boomerang LDA.l InventoryTrackingSRAM : AND.w #$00C0 : CMP.w #$00C0 : BNE + %fs_drawItem(3,14,FileSelectItems_both_boomerang) BRA .boomerang_end + LDA.l InventoryTrackingSRAM : AND.w #$0040 : BEQ + %fs_drawItem(3,14,FileSelectItems_red_boomerang) BRA .boomerang_end + LDA.l InventoryTrackingSRAM : AND.w #$0080 : BEQ + %fs_drawItem(3,14,FileSelectItems_blue_boomerang) BRA .boomerang_end + %fs_drawItemGray(3,14,FileSelectItems_blue_boomerang) .boomerang_end ; Hookshot %fs_drawItemBasic(EquipmentSRAM+$02,3,16,FileSelectItems_hookshot) ; Bombs ; %fs_drawItemBasic(EquipmentSRAM+$03,3,18,FileSelectItems_bombs) ; Powder LDA.l InventoryTrackingSRAM : AND.w #$0010 : BEQ + %fs_drawItem(3,20,FileSelectItems_powder) BRA ++ + %fs_drawItemGray(3,20,FileSelectItems_powder) ++ ; Mushroom LDA.l InventoryTrackingSRAM : AND.w #$0008 : BEQ + %fs_drawItem(3,18,FileSelectItems_mushroom) BRA ++ + %fs_drawItemGray(3,18,FileSelectItems_mushroom) ++ ; Flute LDA.l InventoryTrackingSRAM : AND.w #$0003 : BEQ + %fs_drawItem(7,16,FileSelectItems_flute) BRA ++ + %fs_drawItemGray(7,16,FileSelectItems_flute) ++ ; Shovel LDA.l InventoryTrackingSRAM : AND.w #$0004 : BEQ + %fs_drawItem(9,12,FileSelectItems_shovel) BRA ++ + %fs_drawItemGray(9,12,FileSelectItems_shovel) ++ ; Fire Rod %fs_drawItemBasic(EquipmentSRAM+$05,5,12,FileSelectItems_fire_rod) ; Ice Rod %fs_drawItemBasic(EquipmentSRAM+$06,5,14,FileSelectItems_ice_rod) ; Bombos Medallion %fs_drawItemBasic(EquipmentSRAM+$07,5,16,FileSelectItems_bombos) ; Ether Medallion %fs_drawItemBasic(EquipmentSRAM+$08,5,18,FileSelectItems_ether) ; Quake Medallion %fs_drawItemBasic(EquipmentSRAM+$09,5,20,FileSelectItems_quake) ; Lamp %fs_drawItemBasic(EquipmentSRAM+$0A,7,12,FileSelectItems_lamp) ; Hammer %fs_drawItemBasic(EquipmentSRAM+$0B,7,14,FileSelectItems_hammer) ; Bug Net %fs_drawItemBasic(EquipmentSRAM+$0D,7,18,FileSelectItems_bugnet) ; Book of Mudora %fs_drawItemBasic(EquipmentSRAM+$0E,7,20,FileSelectItems_book) ; Red Cane %fs_drawItemBasic(EquipmentSRAM+$10,9,14,FileSelectItems_redcane) ; Blue Cane %fs_drawItemBasic(EquipmentSRAM+$11,9,16,FileSelectItems_bluecane) ; Cape %fs_drawItemBasic(EquipmentSRAM+$12,9,18,FileSelectItems_cape) ; Mirror %fs_drawItemBasic(EquipmentSRAM+$13,9,20,FileSelectItems_mirror) ; Bottles %fs_drawBottle(EquipmentSRAM+$1C,3,23) %fs_drawBottle(EquipmentSRAM+$1D,5,23) %fs_drawBottle(EquipmentSRAM+$1E,7,23) %fs_drawBottle(EquipmentSRAM+$1F,9,23) ; Sword LDA.l SpecialWeapons : AND.w #$00FF : CMP #$0001 : BEQ .bombSword LDA.l EquipmentSRAM+$19 : AND.w #$00FF : BNE + %fs_drawItemGray(3,26,FileSelectItems_fighters_sword) JMP ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_fighters_sword) JMP ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_master_sword) JMP ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_tempered_sword) BRA ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_gold_sword) BRA ++ + ; a sword value above 4 is either corrupted or 0xFF (a.k.a. swordless) %fs_drawItemGray(3,26,FileSelectItems_fighters_sword) .bombSword LDA.l $70038F : AND.w #$00FF : BNE + %fs_drawItemGray(3,26,FileSelectItems_fighters_bombs) BRA ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_fighters_bombs) BRA ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_master_bombs) BRA ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_tempered_bombs) BRA ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_gold_bombs) BRA ++ + : DEC : BNE + %fs_drawItem(3,26,FileSelectItems_extra_gold_bombs) BRA ++ + ; a bomb value above 5 is... who knows, let's just pretend it's 5 %fs_drawItem(3,26,FileSelectItems_extra_gold_bombs) ++ ; Shield LDA.l EquipmentSRAM+$1A : AND.w #$00FF : BNE + %fs_drawItemGray(5,26,FileSelectItems_fighters_shield) BRA ++ + : DEC : BNE + %fs_drawItem(5,26,FileSelectItems_fighters_shield) BRA ++ + : DEC : BNE + %fs_drawItem(5,26,FileSelectItems_fire_shield) BRA ++ + %fs_drawItem(5,26,FileSelectItems_mirror_shield) ++ ; Mail LDA.l EquipmentSRAM+$1B : AND.w #$00FF : BNE + %fs_drawItem(7,26,FileSelectItems_green_mail) BRA ++ + : DEC : BNE + %fs_drawItem(7,26,FileSelectItems_blue_mail) BRA ++ + %fs_drawItem(7,26,FileSelectItems_red_mail) ++ ; Heart Pieces LDA.l EquipmentSRAM+$2B : AND.w #$00FF : BNE + %fs_drawItem(9,26,FileSelectItems_heart_piece_0_of_4) BRA ++ + : DEC : BNE + %fs_drawItem(9,26,FileSelectItems_heart_piece_1_of_4) BRA ++ + : DEC : BNE + %fs_drawItem(9,26,FileSelectItems_heart_piece_2_of_4) BRA ++ + %fs_drawItem(9,26,FileSelectItems_heart_piece_3_of_4) ++ LDA EquipmentSRAM+$0108 : AND.w #$00FF JSL.l HexToDec LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26) LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27) ; Boots %fs_drawItemBasic(EquipmentSRAM+$15,3,28,FileSelectItems_boots) ; Gloves LDA.l EquipmentSRAM+$14 : AND.w #$00FF : BNE + %fs_drawItemGray(5,28,FileSelectItems_gloves) BRA ++ + : DEC : BNE + %fs_drawItem(5,28,FileSelectItems_gloves) BRA ++ + %fs_drawItem(5,28,FileSelectItems_mitts) ++ ; Flippers %fs_drawItemBasic(EquipmentSRAM+$16,7,28,FileSelectItems_flippers) ; Moon Pearl %fs_drawItemBasic(EquipmentSRAM+$17,9,28,FileSelectItems_pearl) ; Pendants LDA EquipmentSRAM+$34 : AND.w #$0004 : BEQ + %fs_drawItem(12,12,FileSelectItems_green_pendant) BRA ++ + %fs_drawItem(12,12,FileSelectItems_no_pendant) ++ LDA EquipmentSRAM+$34 : AND.w #$0002 : BEQ + %fs_drawItem(12,14,FileSelectItems_blue_pendant) BRA ++ + %fs_drawItem(12,14,FileSelectItems_no_pendant) ++ LDA EquipmentSRAM+$34 : AND.w #$0001 : BEQ + %fs_drawItem(12,16,FileSelectItems_red_pendant) BRA ++ + %fs_drawItem(12,16,FileSelectItems_no_pendant) ++ ; Crystals LDA EquipmentSRAM+$3A : AND.w #$0002 : BEQ + LDA.w #$0297|!FS_COLOR_BLUE BRA ++ + LDA.w #$0287|!FS_COLOR_GRAY ++ : %fs_draw16x8(13,18) LDA EquipmentSRAM+$3A : AND.w #$0010 : BEQ + LDA.w #$0297|!FS_COLOR_BLUE BRA ++ + LDA.w #$0287|!FS_COLOR_GRAY ++ : %fs_draw16x8(12,19) LDA EquipmentSRAM+$3A : AND.w #$0040 : BEQ + LDA.w #$0297|!FS_COLOR_BLUE BRA ++ + LDA.w #$0287|!FS_COLOR_GRAY ++ : %fs_draw16x8(13,20) LDA EquipmentSRAM+$3A : AND.w #$0020 : BEQ + LDA.w #$0297|!FS_COLOR_BLUE BRA ++ + LDA.w #$0287|!FS_COLOR_GRAY ++ : %fs_draw16x8(12,21) LDA EquipmentSRAM+$3A : AND.w #$0004 : BEQ + LDA.w #$0297|!FS_COLOR_RED BRA ++ + LDA.w #$0287|!FS_COLOR_GRAY ++ : %fs_draw16x8(13,22) LDA EquipmentSRAM+$3A : AND.w #$0001 : BEQ + LDA.w #$0297|!FS_COLOR_RED BRA ++ + LDA.w #$0287|!FS_COLOR_GRAY ++ : %fs_draw16x8(12,23) LDA EquipmentSRAM+$3A : AND.w #$0008 : BEQ + LDA.w #$0297|!FS_COLOR_BLUE BRA ++ + LDA.w #$0287|!FS_COLOR_GRAY ++ : %fs_draw16x8(13,24) PLB : PLY : PLX 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 .bow dw #$0201|!FS_COLOR_YELLOW, #$0202|!FS_COLOR_YELLOW, #$0211|!FS_COLOR_YELLOW, #$0212|!FS_COLOR_YELLOW .silver_bow dw #$0201|!FS_COLOR_YELLOW, #$0204|!FS_COLOR_YELLOW, #$0203|!FS_COLOR_RED, #$0212|!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 .silver_arrow dw #$0200|!FS_COLOR_YELLOW, #$0214|!FS_COLOR_YELLOW, #$0213|!FS_COLOR_RED, #$0200|!FS_COLOR_YELLOW .blue_boomerang dw #$0205|!FS_COLOR_BLUE, #$0206|!FS_COLOR_BLUE, #$0200|!FS_COLOR_BW, #$0216|!FS_COLOR_BLUE .red_boomerang dw #$0205|!FS_COLOR_RED, #$0206|!FS_COLOR_RED, #$0200|!FS_COLOR_BW, #$0216|!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 .hookshot dw #$0200|!FS_COLOR_RED, #$0215|!FS_COLOR_RED, #$0230|!FS_COLOR_RED, #$0200|!FS_COLOR_BW .bombs dw #$020C|!FS_COLOR_BLUE, #$020D|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE|!FS_HFLIP .fire_rod dw #$0220|!FS_COLOR_RED, #$0210|!FS_COLOR_RED, #$0230|!FS_COLOR_RED, #$0231|!FS_COLOR_RED .ice_rod dw #$0220|!FS_COLOR_BLUE, #$0221|!FS_COLOR_BLUE, #$0230|!FS_COLOR_BLUE, #$0231|!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 .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 .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 .lamp dw #$022C|!FS_COLOR_RED, #$022C|!FS_COLOR_RED|!FS_HFLIP, #$023C|!FS_COLOR_RED, #$023D|!FS_COLOR_RED .hammer dw #$0222|!FS_COLOR_BROWN, #$0223|!FS_COLOR_BROWN, #$0232|!FS_COLOR_BROWN, #$0233|!FS_COLOR_BROWN .bugnet dw #$0228|!FS_COLOR_YELLOW, #$0229|!FS_COLOR_YELLOW, #$0238|!FS_COLOR_YELLOW, #$0239|!FS_COLOR_YELLOW .shovel dw #$0224|!FS_COLOR_BROWN, #$0225|!FS_COLOR_BROWN, #$0234|!FS_COLOR_BROWN, #$0235|!FS_COLOR_BROWN .flute dw #$0226|!FS_COLOR_BLUE, #$0227|!FS_COLOR_BLUE, #$0236|!FS_COLOR_BLUE, #$0237|!FS_COLOR_BLUE .book dw #$022A|!FS_COLOR_GREEN, #$022B|!FS_COLOR_GREEN, #$023A|!FS_COLOR_GREEN, #$023B|!FS_COLOR_GREEN .redcane dw #$021D|!FS_COLOR_RED, #$021E|!FS_COLOR_RED, #$022D|!FS_COLOR_RED, #$022E|!FS_COLOR_RED .bluecane dw #$021D|!FS_COLOR_BLUE, #$021E|!FS_COLOR_BLUE, #$022D|!FS_COLOR_BLUE, #$022E|!FS_COLOR_BLUE .cape dw #$0248|!FS_COLOR_RED, #$0249|!FS_COLOR_RED, #$0258|!FS_COLOR_RED, #$0259|!FS_COLOR_RED .mirror dw #$024A|!FS_COLOR_BLUE, #$024B|!FS_COLOR_BLUE, #$025A|!FS_COLOR_BLUE, #$025B|!FS_COLOR_BLUE .flippers dw #$020E|!FS_COLOR_BLUE, #$020F|!FS_COLOR_BLUE, #$021F|!FS_COLOR_BLUE|!FS_HFLIP, #$021F|!FS_COLOR_BLUE .boots dw #$024C|!FS_COLOR_BOOTS, #$024D|!FS_COLOR_BOOTS, #$025C|!FS_COLOR_BOOTS, #$025D|!FS_COLOR_BOOTS .pearl dw #$0264|!FS_COLOR_RED, #$0265|!FS_COLOR_RED, #$0274|!FS_COLOR_RED, #$0275|!FS_COLOR_RED .no_pendant dw #$0285|!FS_COLOR_GRAY, #$0286|!FS_COLOR_GRAY, #$02B2|!FS_COLOR_GRAY, #$0296|!FS_COLOR_GRAY .green_pendant dw #$0285|!FS_COLOR_GREEN, #$0286|!FS_COLOR_GREEN, #$0295|!FS_COLOR_GREEN, #$0296|!FS_COLOR_GREEN .blue_pendant dw #$0285|!FS_COLOR_BLUE, #$0286|!FS_COLOR_BLUE, #$0295|!FS_COLOR_BLUE, #$0296|!FS_COLOR_BLUE .red_pendant dw #$0285|!FS_COLOR_RED, #$0286|!FS_COLOR_RED, #$0295|!FS_COLOR_RED, #$0296|!FS_COLOR_RED .gloves dw #$024E|!FS_COLOR_BROWN, #$024F|!FS_COLOR_BROWN, #$025E|!FS_COLOR_BROWN, #$025F|!FS_COLOR_BROWN .mitts dw #$0260|!FS_COLOR_YELLOW, #$0261|!FS_COLOR_YELLOW, #$0270|!FS_COLOR_YELLOW, #$0271|!FS_COLOR_YELLOW .mushroom dw #$0262|!FS_COLOR_RED, #$0263|!FS_COLOR_RED, #$0272|!FS_COLOR_RED, #$0273|!FS_COLOR_RED .powder dw #$020A|!FS_COLOR_BROWN, #$020B|!FS_COLOR_BROWN, #$021A|!FS_COLOR_BROWN, #$021B|!FS_COLOR_BROWN .fighters_sword dw #$0266|!FS_COLOR_BLUE, #$0267|!FS_COLOR_BLUE, #$0276|!FS_COLOR_BLUE, #$0277|!FS_COLOR_BLUE .master_sword dw #$0268|!FS_COLOR_BLUE, #$0269|!FS_COLOR_BLUE, #$0278|!FS_COLOR_RED, #$0279|!FS_COLOR_BLUE .tempered_sword dw #$0268|!FS_COLOR_RED, #$0269|!FS_COLOR_RED, #$0278|!FS_COLOR_GREEN, #$026A|!FS_COLOR_RED .gold_sword dw #$0268|!FS_COLOR_YELLOW, #$0269|!FS_COLOR_YELLOW, #$0278|!FS_COLOR_BLUE, #$027A|!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 .fire_shield dw #$026C|!FS_COLOR_BOOTS, #$026C|!FS_COLOR_BOOTS|!FS_HFLIP, #$027C|!FS_COLOR_BOOTS, #$027C|!FS_COLOR_BOOTS|!FS_HFLIP .mirror_shield dw #$026D|!FS_COLOR_YELLOW, #$026E|!FS_COLOR_YELLOW, #$027D|!FS_COLOR_YELLOW, #$027E|!FS_COLOR_YELLOW .green_mail dw #$026F|!FS_COLOR_GREEN, #$026F|!FS_COLOR_GREEN|!FS_HFLIP, #$027F|!FS_COLOR_GREEN, #$02B3|!FS_COLOR_GREEN .blue_mail dw #$026F|!FS_COLOR_BLUE, #$026F|!FS_COLOR_BLUE|!FS_HFLIP, #$027F|!FS_COLOR_BLUE, #$02B4|!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 .empty_bottle dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW, #$0250|!FS_COLOR_BW, #$0251|!FS_COLOR_BW .red_potion dw #$0242|!FS_COLOR_RED, #$0242|!FS_COLOR_RED|!FS_HFLIP, #$0252|!FS_COLOR_RED, #$0243|!FS_COLOR_RED .green_potion dw #$0242|!FS_COLOR_GREEN, #$0242|!FS_COLOR_GREEN|!FS_HFLIP, #$0252|!FS_COLOR_GREEN, #$0244|!FS_COLOR_GREEN .blue_potion dw #$0242|!FS_COLOR_BLUE, #$0242|!FS_COLOR_BLUE|!FS_HFLIP, #$0252|!FS_COLOR_BLUE, #$0245|!FS_COLOR_BLUE .fairy_bottle dw #$0247|!FS_COLOR_YELLOW|!FS_HFLIP, #$0247|!FS_COLOR_YELLOW, #$0256|!FS_COLOR_BLUE, #$0257|!FS_COLOR_BLUE .bee_bottle dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW, #$0254|!FS_COLOR_YELLOW, #$0255|!FS_COLOR_YELLOW .good_bee_bottle dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW, #$0254|!FS_COLOR_YELLOW, #$0246|!FS_COLOR_YELLOW .fighters_bombs dw #$020C|!FS_COLOR_GREEN, #$020D|!FS_COLOR_GREEN, #$021C|!FS_COLOR_GREEN, #$02A1|!FS_COLOR_GREEN .master_bombs dw #$020C|!FS_COLOR_BLUE, #$020D|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE, #$02A2|!FS_COLOR_BLUE .tempered_bombs dw #$020C|!FS_COLOR_RED, #$020D|!FS_COLOR_RED, #$021C|!FS_COLOR_RED, #$02A3|!FS_COLOR_RED .gold_bombs dw #$020C|!FS_COLOR_YELLOW, #$020D|!FS_COLOR_YELLOW, #$021C|!FS_COLOR_YELLOW, #$02A4|!FS_COLOR_YELLOW .extra_gold_bombs dw #$020C|!FS_COLOR_YELLOW, #$020D|!FS_COLOR_YELLOW, #$021C|!FS_COLOR_YELLOW, #$02A5|!FS_COLOR_YELLOW ;-------------------------------------------------------------------------------- FileSelectDrawHudBar: LDA #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10) LDA EquipmentSRAM+$22 JSL.l HexToDec LDA $7F5004 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9) LDA $7F5005 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10) LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11) LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12) LDA SpecialWeapons : AND.w #$00FF : CMP #$0001 : BEQ .colorBombs LDA #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14) LDA EquipmentSRAM+$03 : AND.w #$00FF JSL.l HexToDec LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14) LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15) BRA ++ .colorBombs LDA $70038F : AND.w #$00FF : BNE + ; no bombs, draw no icon BRA ++ + : DEC : BNE + LDA #$028B|!FS_COLOR_GREEN : %fs_draw16x8(0,14) BRA ++ + : DEC : BNE + LDA #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14) BRA ++ + : DEC : BNE + LDA #$028B|!FS_COLOR_RED : %fs_draw16x8(0,14) BRA ++ + LDA #$028B|!FS_COLOR_YELLOW : %fs_draw16x8(0,14) ++ LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ + LDA #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17) BRA ++ + LDA #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17) ++ LDA EquipmentSRAM+$37 : AND.w #$00FF JSL.l HexToDec LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17) LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18) RTS ;-------------------------------------------------------------------------------- AltBufferTable: LDA.b #$02 : STA $210c ; 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 $1000, X DEX : DEX : BNE - ; set vram offsets LDA.w #$0161 : STA $1002 ;file 1 top row LDA.w #$2161 : STA $1042 ;file 1 bottom row LDA.w #$4161 : STA $1082 ;gap row top LDA.w #$6161 : STA $10C2 ;gap row bottom LDA.w #$8161 : STA $1102 ;file 2 top row LDA.w #$A161 : STA $1142 ;file 2 bottom row LDA.w #$C161 : STA $1182 ;gap row top LDA.w #$E161 : STA $11c2 ;gap row bottom LDA.w #$0162 : STA $1202 ;file 3 top row LDA.w #$2162 : STA $1242 ;file 3 bottom row LDA.w #$4162 : STA $1282 ;extra gap row top LDA.w #$6162 : STA $12c2 ;extra gap row bottom LDA.w #$8162 : STA $1302 ;extra gap row top LDA.w #$A162 : STA $1342 ;extra gap row bottom LDA.w #$C162 : STA $1382 ;extra gap row top LDA.w #$E162 : STA $13C2 ;extra gap row bottom ; set lengths LDA.w #$3B00 STA $1004 ;file 1 top row STA $1044 ;file 1 bottom row STA $1084 ;gap row top STA $10C4 ;gap row bottom STA $1104 ;file 2 top row STA $1144 ;file 2 bottom row STA $1184 ;gap row top STA $11C4 ;gap row bottom STA $1204 ;file 3 top row STA $1244 ;file 3 bottom row STA $1284 ;extra gap row top STA $12C4 ;extra gap row bottom STA $1304 ;extra gap row top STA $1344 ;extra gap row bottom STA $1384 ;extra gap row top STA $13C4 ;extra gap row bottom ; Set last packet marker LDA.w #$00FF : STA $1402 ; Draw Unlock option if applicable LDA $10 : 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 ;-------------------------------------------------------------------------------- AltBufferTable_credits: JSL AltBufferTable_noScreen3Change REP #$20 LDA.w #$6168 : STA $1002 ;file 1 top row LDA.w #$8168 : STA $1042 ;file 1 bottom row LDA.w #$A168 : STA $1082 ;gap row top LDA.w #$C168 : STA $10C2 ;gap row bottom LDA.w #$E168 : STA $1102 ;file 2 top row LDA.w #$0169 : STA $1142 ;file 2 bottom row LDA.w #$2169 : STA $1182 ;gap row top LDA.w #$4169 : STA $11c2 ;gap row bottom LDA.w #$6169 : STA $1202 ;file 3 top row LDA.w #$8169 : STA $1242 ;file 3 bottom row LDA.w #$A169 : STA $1282 ;extra gap row top LDA.w #$C169 : STA $12c2 ;extra gap row bottom LDA.w #$E169 : STA $1302 ;extra gap row top LDA.w #$016A : STA $1342 ;extra gap row bottom LDA.w #$216A : STA $1382 ;extra gap row top LDA.w #$416A : STA $13C2 ;extra gap row bottom SEP #$20 RTL ;-------------------------------------------------------------------------------- macro LayoutPriority(address) LDX.w #$003C - : LDA.w
, X : ORA #$2000 : STA.w
, X DEX : DEX : BNE - endmacro SetItemLayoutPriority: REP #$30 %LayoutPriority($1004) %LayoutPriority($1044) %LayoutPriority($1084) %LayoutPriority($10C4) %LayoutPriority($1104) %LayoutPriority($1144) %LayoutPriority($1184) %LayoutPriority($11c4) %LayoutPriority($1204) %LayoutPriority($1244) %LayoutPriority($1284) %LayoutPriority($12c4) %LayoutPriority($1304) %LayoutPriority($1344) RTL ;-------------------------------------------------------------------------------- LoadFullItemTiles: PHA : PHX LDA $4300 : PHA ; preserve DMA parameters LDA $4301 : PHA ; preserve DMA parameters LDA $4302 : PHA ; preserve DMA parameters LDA $4303 : PHA ; preserve DMA parameters LDA $4304 : PHA ; preserve DMA parameters LDA $4305 : PHA ; preserve DMA parameters LDA $4306 : PHA ; preserve DMA parameters ;-------------------------------------------------------------------------------- LDA.b #$80 : STA $2115 ; write read increment on $2119 LDA.b #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode LDA.b #$18 : STA $4301 ; set bus B destination to VRAM register LDA.b #$00 : STA $2116 ; write VRAM destination address LDA.b #$30 : STA $2117 ; write VRAM destination address LDA.b #$31 : STA $4304 ; set bus A source bank LDA.b #FileSelectNewGraphics : STA $4302 ; set bus A source address to ROM LDA.b #FileSelectNewGraphics>>8 : STA $4303 ; set bus A source address to ROM LDA $2100 : PHA : LDA.b #$80 : STA $2100 ; save screen state & turn screen off STZ $4305 : LDA.b #$10 : STA $4306 ; set transfer size to 0x1000 LDA #$01 : STA $420B ; begin DMA transfer PLA : STA $2100 ; put screen back however it was before ;-------------------------------------------------------------------------------- PLA : STA $4306 ; restore DMA parameters PLA : STA $4305 ; restore DMA parameters PLA : STA $4304 ; restore DMA parameters PLA : STA $4303 ; restore DMA parameters PLA : STA $4302 ; restore DMA parameters PLA : STA $4301 ; restore DMA parameters PLA : STA $4300 ; restore DMA parameters PLX : PLA RTL ;-------------------------------------------------------------------------------- SetFileSelectPalette: LDA $10 : CMP.b #$04 : BNE + ; load the vanilla file select screen BG3 palette for naming screen LDA.b #$01 : STA $0AB2 JSL.l Palette_Hud BRA .done + JSL.l LoadCustomHudPalette .done JML Palette_SelectScreen ; Jump to the subroutine whose call we wrote over ;-------------------------------------------------------------------------------- LoadCustomHudPalette: PHA : PHX REP #$20 LDX.b #$40 - LDA.l GFX_HUD_Palette, X STA.l $7EC500, X DEX : DEX BPL - SEP #$20 INC $15 ; ensure CGRAM gets updated PLX : PLA RTL ;-------------------------------------------------------------------------------- DrawPlayerFile_credits: ; see $6563C for drawing first file name and hearts REP #$20 ; set 16 bit accumulator LDA EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW %fs_draw8x16(3,5) LDA EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW %fs_draw8x16(3,6) LDA EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW %fs_draw8x16(3,7) LDA EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW %fs_draw8x16(3,8) LDA EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA $02 %fs_LDY_screenpos(0,20) LDA.w #$028F|!FS_COLOR_RED LDX.w #$000A .nextHeart STA.w $0000, Y INY #2 : DEX : BNE + PHA TYA : !ADD.w #$40-$14 : TAY PLA + DEC $02 : BNE .nextHeart JSR DrawPlayerFileShared RTL ;-------------------------------------------------------------------------------- FSCursorUp: LDA $C8 : BNE + LDA #$04 ; up from file becomes delete BRA .done + : CMP #$03 : BNE + LDA #$00 ; up from unlock is the file BRA .done + LDA.l IsEncrypted : CMP.b #$02 : BNE + LDA.l !ValidKeyLoaded : BNE + LDA #$03 ; up from delete is unlock for password protected seeds BRA .done + LDA #$00 ;otherwise up from delete is file .done STA $C8 RTL FSCursorDown: LDA $C8 : BNE + LDA.l IsEncrypted : CMP.b #$02 : BNE ++ LDA.l !ValidKeyLoaded : BNE ++ LDA #$03 ; down from file is unlock for password protected seeds BRA .done ++ LDA #$04 ;otherwise down from file is delete BRA .done + : CMP #$03 : BNE + LDA #$04 ; down from unlock is delete BRA .done + LDA #$00 ; down from delete is file .done STA $C8 RTL ;-------------------------------------------------------------------------------- FSSelectFile: LDA.l IsEncrypted : CMP.b #$02 : BNE .normal STZ $012E ; temporarily cancel file screen selection sound PHX : PHY JSL ValidatePassword : BEQ .must_unlock PLY : PLX LDA.b #$2C : STA $012E ;file screen selection sound .normal LDA.b #$F1 : STA $012C JML FSSelectFile_continue .must_unlock PLY : PLX LDA #$03 : STA $C8 ;set cursor to unlock LDA.b #$3C : STA $012E ; play error sound JML FSSelectFile_return ;-------------------------------------------------------------------------------- MaybeForceFileName: LDA.l ForceFileName : BEQ + REP #$20 LDX.b #$FE - INX : INX LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X CPX #$16 : BEQ .done CPX #$08 : BCS - STA.l FileNameVanillaSRAM, X BRA - .done SEP #$20 JML.l InitializeSaveFile + JML.l NameFile_MakeScreenVisible ;--------------------------------------------------------------------------------