152 lines
4.6 KiB
NASM
152 lines
4.6 KiB
NASM
;--------------------------------------------------------------------------------
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; $7F5010 - Scratch Space
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;--------------------------------------------------------------------------------
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; The number of items in a dungeon never changes. use this macro instead of
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; HexToDec when drawing the "??/XX" item counter
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; %DrawConstantNumber(1,4) draws 14
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;--------------------------------------------------------------------------------
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macro DrawConstantNumber(digit1,digit2)
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LDA.w #$2490+<digit1> : STA $7EC79A
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LDA.w #$2490+<digit2> : STA $7EC79C
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endmacro
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;--------------------------------------------------------------------------------
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DrawDungeonCompassCounts:
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LDX $1B : BNE + : RTL : + ; Skip if outdoors
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LDX $040C : CPX.b #$FF : BNE + : RTL : + ; Skip if not in a dungeon
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CMP.w #$0002 : BEQ ++ ; if CompassMode==2, we don't check for the compass
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LDA $7EF364 : AND.l .item_masks, X ; Load compass values to A, mask with dungeon item masks
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BNE + : RTL : + ; skip if we don't have compass
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++
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JMP (CompassCountDungeonHandlers, X) : .return_spot
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; we switch to 8-bit A in the jump before this
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JSR HudHexToDec2Digit
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REP #$20
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LDX.b $06 : TXA : ORA #$2400 : STA $7EC794 ; Draw the item count
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LDX.b $07 : TXA : ORA #$2400 : STA $7EC796
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LDA.w #$2830 : STA $7EC798 ; draw the slash
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.done
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RTL
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.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
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dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
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dw $0080, $0040, $0020, $0010, $0008, $0004
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CompassCountDungeonHandlers: ; pointers to functions that handle dungeon-specific code
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dw CompassCount_Escape, CompassCount_Escape ; (hyrule castle, sewers)
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dw CompassCount_Eastern, CompassCount_Desert, CompassCount_Agah
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dw CompassCount_Swamp, CompassCount_PoD, CompassCount_Mire
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dw CompassCount_Skull, CompassCount_Ice, CompassCount_Hera
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dw CompassCount_Thieves, CompassCount_Trock, CompassCount_Gt
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}
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CompassCount_Escape:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF434 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Eastern:
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%DrawConstantNumber(0,6)
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SEP #$20
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LDA $7EF436 : AND.b #$07
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Desert:
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%DrawConstantNumber(0,6)
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SEP #$20
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LDA $7EF435 : LSR #5
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Agah:
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%DrawConstantNumber(0,2)
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SEP #$20
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LDA $7EF435 : AND.b #$02
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Swamp:
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%DrawConstantNumber(1,0)
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SEP #$20
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LDA $7EF439 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_PoD:
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%DrawConstantNumber(1,4)
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SEP #$20
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LDA $7EF434 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Mire:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF438 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Skull:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF437 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Ice:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF438 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Hera:
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%DrawConstantNumber(0,6)
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SEP #$20
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LDA $7EF435 : AND.b #$1C : LSR #2
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Thieves:
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%DrawConstantNumber(0,8)
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SEP #$20
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LDA $7EF437 : AND.b #$0F
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Trock:
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%DrawConstantNumber(1,2)
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SEP #$20
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LDA $7EF439 : LSR #4
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JMP DrawDungeonCompassCounts_return_spot
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CompassCount_Gt:
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%DrawConstantNumber(2,7)
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SEP #$20
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LDA $7EF436 : LSR #3
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JMP DrawDungeonCompassCounts_return_spot
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;--------------------------------------------------------------------------------
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; $7EF434 - hhhhdddd - item locations checked
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; h - hyrule castle/sewers
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; d - palace of darkness
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;--------------------------------------------------------------------------------
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; $7EF435 - dddhhhaa - item locations checked
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; d - desert palace
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; h - tower of hera
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; a - agahnim's tower
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;--------------------------------------------------------------------------------
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; $7EF436 - gggggeee - item locations checked
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; g - ganon's tower
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; e - eastern palace
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;--------------------------------------------------------------------------------
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; $7EF437 - sssstttt - item locations checked
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; s - skull woods
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; t - thieves town
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;--------------------------------------------------------------------------------
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; $7EF438 - iiiimmmm - item locations checked
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; i - ice palace
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; m - misery mire
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;--------------------------------------------------------------------------------
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; $7EF439 - ttttssss - item locations checked
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; t - turtle rock
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; s - swamp palace
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;-------------------------------------------------------------------------------- |