DrawDungeonCompassCounts: LDX.b IndoorsFlag : BNE + : RTL : + ; Skip if outdoors ; extra hard safeties for getting dungeon ID to prevent crashes PHA LDA.w DungeonID : AND.w #$00FE : TAX ; force dungeon ID to be multiple of 2 PLA CPX.b #$1B : BCS .done ; Skip if not in a valid dungeon ID BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass LDA.l CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks BEQ .done ; skip if we don't have compass ++ TXA : LSR : TAX BNE + INC + LDA.l CompassTotalsWRAM, X : AND.w #$00FF SEP #$20 JSR HudHexToDec2Digit REP #$20 PHX LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9A LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9C PLX LDA.l DungeonLocationsChecked, X : AND.w #$00FF SEP #$20 JSR HudHexToDec2Digit REP #$20 LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$94 ; Draw the item count LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$96 LDA.w #$2830 : STA.l HUDTileMapBuffer+$98 ; draw the slash .done RTL DungeonItemMasks: ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100 dw $0080, $0040, $0020, $0010, $0008, $0004 ;-------------------------------------------------------------------------------- InitCompassTotalsRAM: LDX.b #$00 - LDA.l CompassTotalsROM, X : STA.l CompassTotalsWRAM, X INX CPX.b #$0F : !BLT - RTL