Files
alttpr-python/asm/hudadditions.asm
aerinon 7aca24b10f Standard + Crossed bug with Hyrule Castle
Big Key logic for standard
Some generation issues with ER
Redesigned Map/Compass section of Keysanity menu
2020-10-09 16:02:39 -06:00

178 lines
5.8 KiB
NASM

DrHudOverride:
{
jsl.l NewDrawHud
jsr HudAdditions
rtl
}
HudAdditions:
{
lda.l DRFlags : and #$0008 : beq ++
lda $7EF423 : and #$00ff
jsr HudHexToDec4DigitCopy
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
++
ldx $040c : cpx #$ff : bne + : rts : +
lda.l DRMode : bne + : rts : +
phb : phk : plb
lda $7ef364 : and.l $0098c0, x : beq +
lda.w CompassBossIndicator, x : and #$00ff : cmp $a0 : bne +
lda $1a : and #$0010 : beq +
lda #$345e : sta $7ec790 : bra .next
+ lda #$207f : sta $7ec790
.next lda.w DRMode : and #$0002 : bne + : plb : rts : +
lda $7ef36d : and #$00ff : beq +
lda.w DungeonReminderTable, x : bra .reminder
+ lda #$207f
.reminder sta $7ec702
+ lda.w DRFlags : and #$0004 : beq .restore
lda $7ef368 : and.l $0098c0, x : beq .restore
txa : lsr : tax
lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4
lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
; todo 4b0 no longer in use
.restore
plb : rts
}
;column distance for BK/Smalls
HudOffsets:
; none hc east desert aga swamp pod mire skull ice hera tt tr gt
dw $fffe, $0000, $0006, $0008, $0002, $0010, $000e, $0018, $0012, $0016, $000a, $0014, $001a, $001e
; offset from 1644
RowOffsets:
dw $0000, $0000, $0040, $0080, $0000, $0080, $0040, $0080, $00c0, $0040, $00c0, $0000, $00c0, $0000
ColumnOffsets:
dw $0000, $0000, $0000, $0000, $000a, $000a, $000a, $0014, $000a, $0014, $0000, $0014, $0014, $001e
DrHudDungeonItemsAdditions:
{
jsl DrawHUDDungeonItems
lda.l HUDDungeonItems : and #$ff : bne + : rtl : +
lda.l DRMode : cmp #$02 : beq + : rtl : +
phx : phy : php
rep #$30
lda !HUD_FLAG : and.w #$0020 : beq + : bra ++ : +
lda HUDDungeonItems : and.w #$0003 : bne + : bra ++ : +
; blank out stuff
lda.w #$24f5 : sta $1606 : sta $1610 : sta $161a : sta $1624 : sta $1644
sta $164a : sta $1652 : sta $1662
ldy #$0000
- sta $1706, y : iny #2 : cpy #$001c : bcc -
lda.w #$2810 : sta $1684 ; small keys icon
lda.w #$2811 : sta $16c4 ; big key icon
lda.w #$2810 : sta $1704 ; small keys icon
ldx #$0002
- lda $7ef368 : and.l $0098c0, x : beq + ; must have map
lda.l HudOffsets, x : tay
jsr BkStatus : sta $16C6, y ; big key status
phx
txa : lsr : tax
lda.l ChestKeys, x : jsr ConvertToDisplay2 : sta $1706, y ; small key totals
plx
+ inx #2 : cpx #$001b : bcc -
++
lda !HUD_FLAG : and.w #$0020 : bne + : brl ++ : +
lda HUDDungeonItems : and.w #$000f : bne + : brl ++ : +
; map symbols (do I want these) ; note compass symbol is 2c20
lda.w #$2821 : sta $1606 : sta $1610 : sta $161a : sta $1624
; blank out a couple thing from old hud
lda.w #$24f5 : sta $16e4 : sta $1724
ldx #$0002
- lda #$0000 ; start of hud area
!addl RowOffsets, x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta $1644, y
iny #2
lda.w #$24f5 : sta $1644, y ; blank out map spot
lda $7ef368 : and.l $0098c0, x : beq + ; must have map
lda #$2826 : sta $1644, y ; check mark
+ iny #2
cpx #$001a : bne +
tya : !add #$003c : tay
+ lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
phx ; total chest counts
txa : lsr : tax
lda.l TotalLocationsHigh, x : jsr ConvertToDisplay2 : sta $1644, y : iny #2
lda.l TotalLocationsLow, x : jsr ConvertToDisplay2 : sta $1644, y
plx
bra .skipBlanks
+ lda.w #$24f5 : sta $1644, y : iny #2 : sta $1644, y
.skipBlanks iny #2
cpx #$001a : beq +
lda.w #$24f5 : sta $1644, y ; blank out spot
+ inx #2 : cpx #$001b : bcc -
++
plp : ply : plx : rtl
}
BkStatus:
lda $7ef366 : and.l $0098c0, x : bne +++ ; has the bk already
lda.l BigKeyStatus, x : bne ++
lda #$2827 : rts ; 0/O for no BK
++ cmp #$0002 : bne +
lda #$2420 : rts ; symbol for BnC
+ lda #$24f5 : rts ; black otherwise
+++ lda #$2826 : rts ; check mark
ConvertToDisplay:
and.w #$00ff : cmp #$000a : !blt +
!add #$2553 : rts
+ !add #$2490 : rts
ConvertToDisplay2:
and.w #$00ff : beq ++
cmp #$000a : !blt +
!add #$2553 : rts
+ !add #$2816 : rts
++ lda #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
CountAbsorbedKeys:
jsl IncrementSmallKeysNoPrimary : phx
lda $040c : cmp #$ff : beq +
lsr : tax
lda $7ef4b0, x : inc : sta $7ef4b0, x
+ plx : rtl
;================================================================================
; 16-bit A, 8-bit X
; in: A(b) - Byte to Convert
; out: $04 - $07 (high - low)
;================================================================================
HudHexToDec4DigitCopy:
LDY.b #$90
-
CMP.w #1000 : !BLT +
INY
SBC.w #1000 : BRA -
+
STY $04 : LDY #$90 ; Store 1000s digit & reset Y
-
CMP.w #100 : !BLT +
INY
SBC.w #100 : BRA -
+
STY $05 : LDY #$90 ; Store 100s digit & reset Y
-
CMP.w #10 : !BLT +
INY
SBC.w #10 : BRA -
+
STY $06 : LDY #$90 ; Store 10s digit & reset Y
CMP.w #1 : !BLT +
-
INY
DEC : BNE -
+
STY $07 ; Store 1s digit
RTS