652 lines
20 KiB
NASM
652 lines
20 KiB
NASM
!ExtendedPlayerName = "$700500"
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;FS prefix means file_select, since these defines and macros are specific to this screen
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!FS_INVENTORY_SWAP = "$70038C"
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!FS_INVENTORY_SWAP_2 = "$70038E"
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!FS_COLOR_BROWN = "$0000" ;(only used for: Shovel, hammer, powder)
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!FS_COLOR_RED = "$0400"
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!FS_COLOR_YELLOW = "$0800"
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!FS_COLOR_BLUE = "$0C00"
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!FS_COLOR_GRAY = "$1000" ;(Used to gray out items)
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!FS_COLOR_BOOTS = "$1400"
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!FS_COLOR_GREEN = "$1800"
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!FS_COLOR_BW = "$1C00"
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!FS_HFLIP = "$4000"
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!FS_VFLIP = "$8000"
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macro fs_draw8x8(screenrow,screencol)
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;Note due to XKAS's screwy math this formula is misleading.
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;in normal math we have $1004+2*col+$40*row
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STA.w <screenrow>*$20+<screencol>*2+$1004
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endmacro
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macro fs_draw16x8(screenrow,screencol)
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%fs_draw8x8(<screenrow>,<screencol>)
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INC A
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%fs_draw8x8(<screenrow>,<screencol>+1)
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endmacro
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macro fs_draw8x16(screenrow,screencol)
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%fs_draw8x8(<screenrow>,<screencol>)
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!ADD #$0010
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%fs_draw8x8(<screenrow>+1,<screencol>)
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endmacro
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macro fs_draw16x16(screenrow,screencol)
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%fs_draw16x8(<screenrow>,<screencol>)
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!ADD #$000F
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%fs_draw16x8(<screenrow>+1,<screencol>)
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endmacro
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macro fs_LDY_screenpos(screenrow,screencol)
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LDY.w #<screenrow>*$20+<screencol>*2+$1004
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endmacro
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macro fs_drawItem(screenrow,screencol,tileAddress)
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LDX.w #<tileAddress>
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%fs_LDY_screenpos(<screenrow>,<screencol>)
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JSR DrawItem
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endmacro
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macro fs_drawItemGray(screenrow,screencol,tileAddress)
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LDX.w #<tileAddress>
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%fs_LDY_screenpos(<screenrow>,<screencol>)
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JSR DrawItemGray
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endmacro
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macro fs_drawItemBasic(address,screenrow,screencol,tileAddress)
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LDX.w #<tileAddress>
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%fs_LDY_screenpos(<screenrow>,<screencol>)
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LDA.l <address>
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JSR DrawItemBasic
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endmacro
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macro fs_drawBottle(address,screenrow,screencol)
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%fs_LDY_screenpos(<screenrow>,<screencol>)
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LDA.l <address>
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JSR DrawBottle
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endmacro
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DrawItem:
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LDA.w $0000,X : STA.w $0000, Y
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LDA.w $0002,X : STA.w $0002, Y
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LDA.w $0004,X : STA.w $0040, Y
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LDA.w $0006,X : STA.w $0042, Y
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RTS
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DrawItemGray:
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LDA.w $0000,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0000, Y
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LDA.w $0002,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0002, Y
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LDA.w $0004,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0040, Y
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LDA.w $0006,X : AND.w #$E3FF : ORA.w #!FS_COLOR_GRAY : STA.w $0042, Y
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RTS
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DrawItemBasic:
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AND.w #$00FF : BEQ +
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JMP DrawItem
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+
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JMP DrawItemGray
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DrawBottle:
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AND.w #$00FF : BNE +
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LDX #FileSelectItems_empty_bottle
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JMP DrawItemGray
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+ : DEC #2 : BNE +
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LDX #FileSelectItems_empty_bottle
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JMP DrawItem
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+ : DEC : BNE +
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LDX #FileSelectItems_red_potion
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JMP DrawItem
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+ : DEC : BNE +
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LDX #FileSelectItems_green_potion
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JMP DrawItem
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+ : DEC : BNE +
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LDX #FileSelectItems_blue_potion
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JMP DrawItem
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+ : DEC : BNE +
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LDX #FileSelectItems_fairy_bottle
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JMP DrawItem
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+ : DEC : BNE +
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LDX #FileSelectItems_bee_bottle
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JMP DrawItem
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+
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LDX #FileSelectItems_good_bee_bottle
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JMP DrawItem
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DrawPlayerFile:
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PHX : PHY : PHB
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SEP #$20 ; set 8-bit accumulator
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LDA.b #FileSelectItems>>16 : PHA : PLB
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REP #$20 ; restore 16 bit accumulator
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LDA !ExtendedPlayerName+$00 : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(6,3)
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LDA !ExtendedPlayerName+$02 : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(6,5)
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LDA !ExtendedPlayerName+$04 : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(6,7)
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LDA !ExtendedPlayerName+$06 : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(6,9)
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LDA !ExtendedPlayerName+$08 : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(9,3)
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LDA !ExtendedPlayerName+$0A : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(9,5)
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LDA !ExtendedPlayerName+$0C : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(9,7)
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LDA !ExtendedPlayerName+$0E : ORA.w #!FS_COLOR_BW
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%fs_draw8x16(9,9)
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JSR FileSelectDrawHudBar
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; Bow
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LDA.l !FS_INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
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LDA $700340 : AND.w #$00FF : BEQ ++
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%fs_drawItem(3,12,FileSelectItems_silver_bow)
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BRA .bow_end
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++
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%fs_drawItem(3,12,FileSelectItems_silver_arrow)
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BRA .bow_end
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+
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LDA.l $700340 : AND.w #$00FF : BEQ +
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%fs_drawItem(3,12,FileSelectItems_bow)
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BRA .bow_end
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+
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%fs_drawItemGray(3,12,FileSelectItems_bow)
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.bow_end
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; Boomerang
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LDA.l !FS_INVENTORY_SWAP : AND.w #$0040 : BEQ +
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%fs_drawItem(3,14,FileSelectItems_red_boomerang)
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BRA .boomerang_end
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+
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LDA.l !FS_INVENTORY_SWAP : AND.w #$0080 : BEQ +
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%fs_drawItem(3,14,FileSelectItems_blue_boomerang)
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BRA .boomerang_end
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+
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%fs_drawItemGray(3,14,FileSelectItems_blue_boomerang)
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.boomerang_end
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; Hookshot
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%fs_drawItemBasic($700342,3,16,FileSelectItems_hookshot)
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; Bombs
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; %fs_drawItemBasic($700343,3,18,FileSelectItems_bombs)
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; Powder
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LDA.l !FS_INVENTORY_SWAP : AND.w #$0010 : BEQ +
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%fs_drawItem(3,20,FileSelectItems_powder)
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BRA ++
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+
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%fs_drawItemGray(3,20,FileSelectItems_powder)
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++
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; Mushroom
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LDA.l !FS_INVENTORY_SWAP : AND.w #$0020 : BEQ +
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%fs_drawItem(3,18,FileSelectItems_mushroom)
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BRA ++
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+
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%fs_drawItemGray(3,18,FileSelectItems_mushroom)
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++
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; Flute
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LDA.l !FS_INVENTORY_SWAP : AND.w #$0003 : BEQ +
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%fs_drawItem(7,16,FileSelectItems_flute)
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BRA ++
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+
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%fs_drawItemGray(7,16,FileSelectItems_flute)
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++
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; Shovel
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LDA.l !FS_INVENTORY_SWAP : AND.w #$0004 : BEQ +
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%fs_drawItem(9,12,FileSelectItems_shovel)
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BRA ++
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+
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%fs_drawItemGray(9,12,FileSelectItems_shovel)
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++
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; Fire Rod
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%fs_drawItemBasic($700345,5,12,FileSelectItems_fire_rod)
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; Ice Rod
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%fs_drawItemBasic($700346,5,14,FileSelectItems_ice_rod)
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; Bombos Medallion
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%fs_drawItemBasic($700347,5,16,FileSelectItems_bombos)
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; Ether Medallion
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%fs_drawItemBasic($700348,5,18,FileSelectItems_ether)
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; Quake Medallion
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%fs_drawItemBasic($700349,5,20,FileSelectItems_quake)
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; Lamp
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%fs_drawItemBasic($70034A,7,12,FileSelectItems_lamp)
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; Hammer
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%fs_drawItemBasic($70034B,7,14,FileSelectItems_hammer)
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; Bug Net
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%fs_drawItemBasic($70034D,7,18,FileSelectItems_bugnet)
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; Book of Mudora
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%fs_drawItemBasic($70034E,7,20,FileSelectItems_book)
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; Red Cane
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%fs_drawItemBasic($700350,9,14,FileSelectItems_redcane)
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; Blue Cane
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%fs_drawItemBasic($700351,9,16,FileSelectItems_bluecane)
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; Cape
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%fs_drawItemBasic($700352,9,18,FileSelectItems_cape)
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; Mirror
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%fs_drawItemBasic($700353,9,20,FileSelectItems_mirror)
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; Bottles
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%fs_drawBottle($70035C,3,23)
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%fs_drawBottle($70035D,5,23)
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%fs_drawBottle($70035E,7,23)
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%fs_drawBottle($70035F,9,23)
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; Sword
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LDA.l $700359 : AND.w #$00FF : BNE +
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%fs_drawItemGray(3,26,FileSelectItems_fighters_sword)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_fighters_sword)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_master_sword)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(3,26,FileSelectItems_tempered_sword)
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BRA ++
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+
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%fs_drawItem(3,26,FileSelectItems_gold_sword)
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++
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; Shield
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LDA.l $70035A : AND.w #$00FF : BNE +
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%fs_drawItemGray(5,26,FileSelectItems_fighters_shield)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(5,26,FileSelectItems_fighters_shield)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(5,26,FileSelectItems_fire_shield)
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BRA ++
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+
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%fs_drawItem(5,26,FileSelectItems_mirror_shield)
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++
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; Mail
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LDA.l $70035B : AND.w #$00FF : BNE +
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%fs_drawItem(7,26,FileSelectItems_green_mail)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(7,26,FileSelectItems_blue_mail)
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BRA ++
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+
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%fs_drawItem(7,26,FileSelectItems_red_mail)
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++
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; Heart Pieces
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LDA.l $70036B : AND.w #$00FF : BNE +
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%fs_drawItem(9,26,FileSelectItems_heart_piece_0_of_4)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(9,26,FileSelectItems_heart_piece_1_of_4)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(9,26,FileSelectItems_heart_piece_2_of_4)
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BRA ++
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+
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%fs_drawItem(9,26,FileSelectItems_heart_piece_3_of_4)
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++
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; Boots
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%fs_drawItemBasic($700355,3,28,FileSelectItems_boots)
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; Gloves
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LDA.l $700354 : AND.w #$00FF : BNE +
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%fs_drawItemGray(5,28,FileSelectItems_gloves)
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BRA ++
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+ : DEC : BNE +
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%fs_drawItem(5,28,FileSelectItems_gloves)
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BRA ++
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+
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%fs_drawItem(5,28,FileSelectItems_mitts)
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++
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; Flippers
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%fs_drawItemBasic($700356,7,28,FileSelectItems_flippers)
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; Moon Pearl
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%fs_drawItemBasic($700357,9,28,FileSelectItems_pearl)
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; Pendants
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LDA $700374 : AND.w #$0004 : BEQ +
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%fs_drawItem(12,16,FileSelectItems_green_pendant)
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BRA ++
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+
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%fs_drawItemGray(12,16,FileSelectItems_green_pendant)
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++
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LDA $700374 : AND.w #$0002 : BEQ +
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%fs_drawItem(12,18,FileSelectItems_blue_pendant)
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BRA ++
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+
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%fs_drawItemGray(12,18,FileSelectItems_blue_pendant)
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++
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LDA $700374 : AND.w #$0001 : BEQ +
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%fs_drawItem(12,20,FileSelectItems_red_pendant)
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BRA ++
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+
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%fs_drawItemGray(12,20,FileSelectItems_red_pendant)
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++
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; Crystals
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LDA $70037A : AND.w #$0002 : BEQ +
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LDA.w #$0297|!FS_COLOR_BLUE
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BRA ++
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+
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LDA.w #$0287|!FS_COLOR_GRAY
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++ : %fs_draw16x8(13,22)
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LDA $70037A : AND.w #$0010 : BEQ +
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LDA.w #$0297|!FS_COLOR_BLUE
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BRA ++
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+
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LDA.w #$0287|!FS_COLOR_GRAY
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++ : %fs_draw16x8(12,23)
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LDA $70037A : AND.w #$0040 : BEQ +
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LDA.w #$0297|!FS_COLOR_BLUE
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BRA ++
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+
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LDA.w #$0287|!FS_COLOR_GRAY
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++ : %fs_draw16x8(13,24)
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LDA $70037A : AND.w #$0020 : BEQ +
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LDA.w #$0297|!FS_COLOR_BLUE
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BRA ++
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+
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LDA.w #$0287|!FS_COLOR_GRAY
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++ : %fs_draw16x8(12,25)
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LDA $70037A : AND.w #$0004 : BEQ +
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LDA.w #$0297|!FS_COLOR_RED
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BRA ++
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+
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LDA.w #$0287|!FS_COLOR_GRAY
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++ : %fs_draw16x8(13,26)
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LDA $70037A : AND.w #$0001 : BEQ +
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LDA.w #$0297|!FS_COLOR_RED
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BRA ++
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+
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LDA.w #$0287|!FS_COLOR_GRAY
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++ : %fs_draw16x8(12,27)
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LDA $70037A : AND.w #$0008 : BEQ +
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LDA.w #$0297|!FS_COLOR_BLUE
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BRA ++
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+
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LDA.w #$0287|!FS_COLOR_GRAY
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++ : %fs_draw16x8(13,28)
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PLB : PLY : PLX
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LDA.w #$0004 : STA $02 ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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FileSelectItems:
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.empty_bow
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dw #$0201|!FS_COLOR_YELLOW, #$0204|!FS_COLOR_YELLOW, #$0203|!FS_COLOR_RED, #$0212|!FS_COLOR_YELLOW
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.bow
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dw #$0201|!FS_COLOR_YELLOW, #$0204|!FS_COLOR_YELLOW, #$0203|!FS_COLOR_RED, #$0212|!FS_COLOR_YELLOW
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.silver_bow
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dw #$0201|!FS_COLOR_YELLOW, #$0204|!FS_COLOR_YELLOW, #$0203|!FS_COLOR_RED, #$0212|!FS_COLOR_YELLOW
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.silver_arrow
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dw #$0200|!FS_COLOR_YELLOW, #$0214|!FS_COLOR_YELLOW, #$0213|!FS_COLOR_RED, #$0200|!FS_COLOR_YELLOW
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.blue_boomerang
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dw #$0205|!FS_COLOR_BLUE, #$0206|!FS_COLOR_BLUE, #$0200|!FS_COLOR_BW, #$0216|!FS_COLOR_BLUE
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.red_boomerang
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dw #$0205|!FS_COLOR_RED, #$0206|!FS_COLOR_RED, #$0200|!FS_COLOR_BW, #$0216|!FS_COLOR_RED
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.hookshot
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dw #$0200|!FS_COLOR_RED, #$0215|!FS_COLOR_RED, #$0230|!FS_COLOR_RED, #$0200|!FS_COLOR_BW
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.bombs
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dw #$020C|!FS_COLOR_BLUE, #$020D|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE|!FS_HFLIP
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.fire_rod
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dw #$0220|!FS_COLOR_RED, #$0210|!FS_COLOR_RED, #$0230|!FS_COLOR_RED, #$0231|!FS_COLOR_RED
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.ice_rod
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dw #$0220|!FS_COLOR_BLUE, #$0221|!FS_COLOR_BLUE, #$0230|!FS_COLOR_BLUE, #$0231|!FS_COLOR_BLUE
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.bombos
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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
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.ether
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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
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.quake
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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
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.lamp
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dw #$022C|!FS_COLOR_RED, #$022C|!FS_COLOR_RED|!FS_HFLIP|, #$023C|!FS_COLOR_RED, #$023D|!FS_COLOR_RED
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.hammer
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dw #$0222|!FS_COLOR_BROWN, #$0223|!FS_COLOR_BROWN, #$0232|!FS_COLOR_BROWN, #$0233|!FS_COLOR_BROWN
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.bugnet
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dw #$0228|!FS_COLOR_YELLOW, #$0229|!FS_COLOR_YELLOW, #$0238|!FS_COLOR_YELLOW, #$0239|!FS_COLOR_YELLOW
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.shovel
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dw #$0224|!FS_COLOR_YELLOW, #$0225|!FS_COLOR_YELLOW, #$0234|!FS_COLOR_YELLOW, #$0235|!FS_COLOR_YELLOW
|
|
.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
|
|
|
|
.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 #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
|
|
LDA $700362
|
|
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 #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
|
|
LDA $700343 : 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)
|
|
|
|
LDA.l !FS_INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
|
|
LDA #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
|
|
+
|
|
LDA #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
|
|
++
|
|
LDA $700377 : 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
|
|
|
|
REP #$20
|
|
LDX.w #$0380 ; 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 #$2161 : STA $1002 ;file 1 top row
|
|
LDA.w #$4161 : STA $1042 ;file 1 bottom row
|
|
|
|
LDA.w #$6161 : STA $1082 ;gap row top
|
|
LDA.w #$8161 : STA $10C2 ;gap row bottom
|
|
|
|
LDA.w #$A161 : STA $1102 ;file 2 top row
|
|
LDA.w #$C161 : STA $1142 ;file 2 bottom row
|
|
|
|
LDA.w #$E161 : STA $1182 ;gap row top
|
|
LDA.w #$0162 : STA $11c2 ;gap row bottom
|
|
|
|
LDA.w #$2162 : STA $1202 ;file 3 top row
|
|
LDA.w #$4162 : STA $1242 ;file 3 bottom row
|
|
|
|
LDA.w #$6162 : STA $1282 ;extra gap row top
|
|
LDA.w #$8162 : STA $12c2 ;extra gap row bottom
|
|
|
|
LDA.w #$A162 : STA $1302 ;extra gap row top
|
|
LDA.w #$C162 : STA $1342 ;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
|
|
|
|
; Set last packet marker
|
|
LDA.w #$00FF : STA $1382
|
|
SEP #$20
|
|
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
Validate_SRAM:
|
|
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 SRAM
|
|
LDA.b #FileSelectNewGraphics>>8 : STA $4303 ; set bus A source address to SRAM
|
|
|
|
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
|
|
;--------------------------------------------------------------------------------
|