Files
alttpr-baserom/fileselect.asm

984 lines
30 KiB
NASM

;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 <screenrow>*$20+<screencol>*2+$1004
endmacro
macro fs_draw16x8(screenrow,screencol)
%fs_draw8x8(<screenrow>,<screencol>)
INC A
%fs_draw8x8(<screenrow>,<screencol>+1)
endmacro
macro fs_draw8x16(screenrow,screencol)
%fs_draw8x8(<screenrow>,<screencol>)
!ADD #$0010
%fs_draw8x8(<screenrow>+1,<screencol>)
endmacro
macro fs_draw16x16(screenrow,screencol)
%fs_draw16x8(<screenrow>,<screencol>)
!ADD #$000F
%fs_draw16x8(<screenrow>+1,<screencol>)
endmacro
macro fs_LDY_screenpos(screenrow,screencol)
LDY.w #<screenrow>*$20+<screencol>*2+$1004
endmacro
macro fs_drawItem(screenrow,screencol,tileAddress)
LDX.w #<tileAddress>
%fs_LDY_screenpos(<screenrow>,<screencol>)
JSR DrawItem
endmacro
macro fs_drawItemGray(screenrow,screencol,tileAddress)
LDX.w #<tileAddress>
%fs_LDY_screenpos(<screenrow>,<screencol>)
JSR DrawItemGray
endmacro
macro fs_drawItemBasic(address,screenrow,screencol,tileAddress)
LDX.w #<tileAddress>
%fs_LDY_screenpos(<screenrow>,<screencol>)
LDA.l <address>
JSR DrawItemBasic
endmacro
macro fs_drawBottle(address,screenrow,screencol)
%fs_LDY_screenpos(<screenrow>,<screencol>)
LDA.l <address>
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.w #FileSelectItems_empty_bottle
JMP DrawItemGray
+ : DEC #2 : BNE +
LDX.w #FileSelectItems_empty_bottle
JMP DrawItem
+ : DEC : BNE +
LDX.w #FileSelectItems_red_potion
JMP DrawItem
+ : DEC : BNE +
LDX.w #FileSelectItems_green_potion
JMP DrawItem
+ : DEC : BNE +
LDX.w #FileSelectItems_blue_potion
JMP DrawItem
+ : DEC : BNE +
LDX.w #FileSelectItems_fairy_bottle
JMP DrawItem
+ : DEC : BNE +
LDX.w #FileSelectItems_bee_bottle
JMP DrawItem
+
LDX.w #FileSelectItems_good_bee_bottle
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
; Value loaded must match what gets set by AltBufferTable
LDA.w #$0161 : STA.w GFXStripes+2
LDA.w #$C000>>1
XBA
STA.w GFXStripes+$0402
LDA.w #$C03E>>1
XBA
STA.w GFXStripes+$0408
LDA.w #$C000|57
XBA
STA.w GFXStripes+$0404
STA.w GFXStripes+$040A
LDA.w #$0188 ; change back to 12BF to restore the border
STA.w GFXStripes+$0406
ORA.w #$4000
STA.w GFXStripes+$040C
LDA.w #$C0C6>>1
XBA
STA.w GFXStripes+$040E
LDA.w #$4001
XBA
STA.w GFXStripes+$0410
LDA.l DisableFlashing
AND.w #$00FF
BEQ .flashing
LDA.w #$26BE
BRA .draw_access_icon
.flashing
LDA.w #$0188
NOP ; 2 cycles wasted to be equal
.draw_access_icon
STA.w GFXStripes+$0412
LDA.w #$FFFF
STA.w GFXStripes+$0414
BRA .done
.normal
STZ.w SkipOAM ; ensure core animated tile updates are not suppressed
LDA.w #$FFFF : STA.w GFXStripes+2 ; Suppress Stripe Image format upload on this frame
.done
LDA.w #$0004 : STA.b Scrap02 ; 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.l ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,5)
LDA.l ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,6)
LDA.l ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,7)
LDA.l ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,8)
LDA.l ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,5)
LDA.l ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,6)
LDA.l ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,7)
LDA.l ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,8)
JSR FileSelectDrawHudBar
; Bow
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA.l 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 #$0028 : 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)
BRA ++
.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.l EquipmentSRAM+$0108 : 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)
; 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.l EquipmentSRAM+$34 : AND.w #$0004 : BEQ +
%fs_drawItem(12,12,FileSelectItems_green_pendant)
BRA ++
+
%fs_drawItem(12,12,FileSelectItems_no_pendant)
++
LDA.l EquipmentSRAM+$34 : AND.w #$0002 : BEQ +
%fs_drawItem(12,14,FileSelectItems_blue_pendant)
BRA ++
+
%fs_drawItem(12,14,FileSelectItems_no_pendant)
++
LDA.l EquipmentSRAM+$34 : AND.w #$0001 : BEQ +
%fs_drawItem(12,16,FileSelectItems_red_pendant)
BRA ++
+
%fs_drawItem(12,16,FileSelectItems_no_pendant)
++
; Crystals
LDA.l EquipmentSRAM+$3A : AND.w #$0002 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,18)
LDA.l EquipmentSRAM+$3A : AND.w #$0010 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,19)
LDA.l EquipmentSRAM+$3A : AND.w #$0040 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,20)
LDA.l EquipmentSRAM+$3A : AND.w #$0020 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,21)
LDA.l EquipmentSRAM+$3A : AND.w #$0004 : BEQ +
LDA.w #$0297|!FS_COLOR_RED
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,22)
LDA.l EquipmentSRAM+$3A : AND.w #$0001 : BEQ +
LDA.w #$0297|!FS_COLOR_RED
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,23)
LDA.l 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.w #$029B|!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)
LDA.l SpecialWeapons : AND.w #$00FF : CMP #$0001 : BEQ .colorBombs
LDA.w #$028B|!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)
BRA ++
.colorBombs
LDA.l $70038F : AND.w #$00FF : BNE +
; no bombs, draw no icon
BRA ++
+ : DEC : BNE +
LDA.w #$028B|!FS_COLOR_GREEN : %fs_draw16x8(0,14)
BRA ++
+ : DEC : BNE +
LDA.w #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
BRA ++
+ : DEC : BNE +
LDA.w #$028B|!FS_COLOR_RED : %fs_draw16x8(0,14)
BRA ++
+
LDA.w #$028B|!FS_COLOR_YELLOW : %fs_draw16x8(0,14)
++
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA.w #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
BRA ++
+
LDA.w #$0289|!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)
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 -
; 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 #$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 #$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 #$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
; 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
; 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
;--------------------------------------------------------------------------------
AltBufferTable_credits:
JSL AltBufferTable_noScreen3Change
REP #$20
LDA.w #$6168 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$8168 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$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 #$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+$0242 ;file 3 bottom row
LDA.w #$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 #$216A : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$416A : STA.w GFXStripes+$03C2 ;extra gap row bottom
SEP #$20
RTL
;--------------------------------------------------------------------------------
macro LayoutPriority(address)
LDX.w #$003C
- : LDA.w <address>, X : ORA.w #$2000 : STA.w <address>, 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.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
RTL
;--------------------------------------------------------------------------------
SetFileSelectPalette:
LDA.b GameMode : CMP.b #$04 : BNE +
; load the vanilla file select screen BG3 palette for naming screen
LDA.b #$01 : STA.w $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 PaletteBuffer, X
DEX : DEX
BPL -
SEP #$20
INC.b NMICGRAM ; 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.l EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,5)
LDA.l EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,6)
LDA.l EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,7)
LDA.l EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,8)
LDA.l EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA.b Scrap02
%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.b Scrap02 : BNE .nextHeart
JSR DrawPlayerFileShared
RTL
;--------------------------------------------------------------------------------
FSCursorUp:
LDA.b FileSelectPosition : BNE +
LDA.b #$04 ; up from file becomes delete
BRA .done
+ : CMP.b #$03 : BNE +
LDA.b #$00 ; up from unlock is the file
BRA .done
+
LDA.l IsEncrypted : CMP.b #$02 : BNE +
LDA.l ValidKeyLoaded : BNE +
LDA.b #$03 ; up from delete is unlock for password protected seeds
BRA .done
+
LDA.b #$00 ;otherwise up from delete is file
.done
STA.b FileSelectPosition
RTL
FSCursorDown:
LDA.b FileSelectPosition : BNE +
LDA.l IsEncrypted : CMP.b #$02 : BNE ++
LDA.l ValidKeyLoaded : BNE ++
LDA.b #$03 ; down from file is unlock for password protected seeds
BRA .done
++
LDA.b #$04 ;otherwise down from file is delete
BRA .done
+ : CMP.b #$03 : BNE +
LDA.b #$04 ; down from unlock is delete
BRA .done
+
LDA.b #$00 ; down from delete is file
.done
STA.b FileSelectPosition
RTL
;--------------------------------------------------------------------------------
FSSelectFile:
LDA.l IsEncrypted : CMP.b #$02 : BNE .normal
STZ.w SFX2 ; temporarily cancel file screen selection sound
PHX : PHY
JSL ValidatePassword : BEQ .must_unlock
PLY : PLX
LDA.b #$2C : STA.w SFX2 ;file screen selection sound
.normal
LDA.b #$F1 : STA.w MusicControlRequest
JML FSSelectFile_continue
.must_unlock
PLY : PLX
LDA.b #$03 : STA.b FileSelectPosition ;set cursor to unlock
LDA.b #$3C : STA.w SFX2 ; 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.b #$16 : BEQ .done
CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X
BRA -
.done
SEP #$20
JML.l InitializeSaveFile
+
JML.l NameFile_MakeScreenVisible
;--------------------------------------------------------------------------------