Files
alttpr-baserom/fileselect.asm
cassidoxa 788cceaab9 Continue labeling and documentation in ram.asm, main rando block
Deleted several unused modules and some commented code
Reorganized some routines to clean up modules
Moved some memory into mirrored WRAM
Refactored NMI hook aux routine
Removed old fake flipper fix
2022-11-16 21:38:28 -05:00

886 lines
27 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 #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.b $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.w $1002
BRA .done
.normal
STZ $0710 ; ensure core animated tile updates are not suppressed
LDA.w #$FFFF : STA.w $1002 ; 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 #$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 EquipmentSRAM+$19 : AND.w #$00FF : BNE +
%fs_drawItemGray(3,26,FileSelectItems_fighters_sword)
BRA ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_fighters_sword)
BRA ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_master_sword)
BRA ++
+ : 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)
++
; 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
;--------------------------------------------------------------------------------
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.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)
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 $1000, X
DEX : DEX : BNE -
; set vram offsets
LDA.w #$0161 : STA.w $1002 ;file 1 top row
LDA.w #$2161 : STA.w $1042 ;file 1 bottom row
LDA.w #$4161 : STA.w $1082 ;gap row top
LDA.w #$6161 : STA.w $10C2 ;gap row bottom
LDA.w #$8161 : STA.w $1102 ;file 2 top row
LDA.w #$A161 : STA.w $1142 ;file 2 bottom row
LDA.w #$C161 : STA.w $1182 ;gap row top
LDA.w #$E161 : STA.w $11c2 ;gap row bottom
LDA.w #$0162 : STA.w $1202 ;file 3 top row
LDA.w #$2162 : STA.w $1242 ;file 3 bottom row
LDA.w #$4162 : STA.w $1282 ;extra gap row top
LDA.w #$6162 : STA.w $12c2 ;extra gap row bottom
LDA.w #$8162 : STA.w $1302 ;extra gap row top
LDA.w #$A162 : STA.w $1342 ;extra gap row bottom
LDA.w #$C162 : STA.w $1382 ;extra gap row top
LDA.w #$E162 : STA.w $13C2 ;extra gap row bottom
; set lengths
LDA.w #$3B00
STA.w $1004 ;file 1 top row
STA.w $1044 ;file 1 bottom row
STA.w $1084 ;gap row top
STA.w $10C4 ;gap row bottom
STA.w $1104 ;file 2 top row
STA.w $1144 ;file 2 bottom row
STA.w $1184 ;gap row top
STA.w $11C4 ;gap row bottom
STA.w $1204 ;file 3 top row
STA.w $1244 ;file 3 bottom row
STA.w $1284 ;extra gap row top
STA.w $12C4 ;extra gap row bottom
STA.w $1304 ;extra gap row top
STA.w $1344 ;extra gap row bottom
STA.w $1384 ;extra gap row top
STA.w $13C4 ;extra gap row bottom
; Set last packet marker
LDA.w #$00FF : STA.w $1402
; Draw Unlock option if applicable
LDA.b $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.w $1002 ;file 1 top row
LDA.w #$8168 : STA.w $1042 ;file 1 bottom row
LDA.w #$A168 : STA.w $1082 ;gap row top
LDA.w #$C168 : STA.w $10C2 ;gap row bottom
LDA.w #$E168 : STA.w $1102 ;file 2 top row
LDA.w #$0169 : STA.w $1142 ;file 2 bottom row
LDA.w #$2169 : STA.w $1182 ;gap row top
LDA.w #$4169 : STA.w $11c2 ;gap row bottom
LDA.w #$6169 : STA.w $1202 ;file 3 top row
LDA.w #$8169 : STA.w $1242 ;file 3 bottom row
LDA.w #$A169 : STA.w $1282 ;extra gap row top
LDA.w #$C169 : STA.w $12c2 ;extra gap row bottom
LDA.w #$E169 : STA.w $1302 ;extra gap row top
LDA.w #$016A : STA.w $1342 ;extra gap row bottom
LDA.w #$216A : STA.w $1382 ;extra gap row top
LDA.w #$416A : STA.w $13C2 ;extra gap row bottom
SEP #$20
RTL
;--------------------------------------------------------------------------------
macro LayoutPriority(address)
LDX.w #$003C
- : LDA.w <address>, X : ORA #$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 $10 : 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 $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.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 $C8 : 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 $C8
RTL
FSCursorDown:
LDA.b $C8 : 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 $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.w $012E ;file screen selection sound
.normal
LDA.b #$F1 : STA.w $012C
JML FSSelectFile_continue
.must_unlock
PLY : PLX
LDA.b #$03 : STA.b $C8 ;set cursor to unlock
LDA.b #$3C : STA.w $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.b #$16 : BEQ .done
CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X
BRA -
.done
SEP #$20
JML.l InitializeSaveFile
+
JML.l NameFile_MakeScreenVisible
;--------------------------------------------------------------------------------