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status.asm
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status.asm
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; This file is part of Pwn Adventure Z.
; Pwn Adventure Z is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; Pwn Adventure Z is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with Pwn Adventure Z. If not, see <http://www.gnu.org/licenses/>.
.include "defines.inc"
.define RIGHT_PANEL_TILES $66
.define LOCATION_TILES $04
.define DYNAMIC_TILES $70
.define STATUS_STATE_NORMAL 0
.define STATUS_STATE_NORMAL_DRAW 1
.define STATUS_STATE_NEW_ITEM_CLEAR_BEFORE 2
.define STATUS_STATE_NEW_ITEM_LOAD_ICON 3
.define STATUS_STATE_NEW_ITEM_LOAD_HEADER 4
.define STATUS_STATE_NEW_ITEM_DRAW 5
.define STATUS_STATE_NEW_ITEM_WAIT 6
.define STATUS_STATE_NEW_ITEM_CLEAR_AFTER 7
.segment "FIXED"
PROC load_area_name_tiles
lda current_bank
pha
lda #^do_load_area_name_tiles
jsr bankswitch
jsr do_load_area_name_tiles & $ffff
pla
jsr bankswitch
rts
.endproc
PROC load_key_count_tiles
lda current_bank
pha
lda #^do_load_key_count_tiles
jsr bankswitch
jsr do_load_key_count_tiles & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "UI"
PROC do_load_area_name_tiles
; Load tiles for name of area
jsr read_overworld_cur
and #$3f
cmp #MAP_CAVE_START
beq startcavelocation
cmp #MAP_STARTING_CAVE
beq startcavelocation
cmp #MAP_START_FOREST
beq startforestlocation
cmp #MAP_START_FOREST_CHEST
beq startforestlocation
cmp #MAP_CAVE_INTERIOR
beq maincavelocation
cmp #MAP_CAVE_CHEST
beq maincavelocation
cmp #MAP_CAVE_BOSS
beq maincavelocation
cmp #MAP_LOST_CAVE
beq lostcavelocation
cmp #MAP_LOST_CAVE_WALL
beq lostcavelocation
cmp #MAP_LOST_CAVE_CHEST
beq lostcavelocation
cmp #MAP_LOST_CAVE_END
beq lostcavelocation
cmp #MAP_MINE
beq minelocation
cmp #MAP_MINE_ENTRANCE
beq minelocation
cmp #MAP_MINE_DOWN
beq minelocation
cmp #MAP_MINE_CHEST
beq minelocation
cmp #MAP_MINE_BOSS
beq minelocation
cmp #MAP_MINE_UP
beq minelocation
jmp resumesearch & $ffff
startcavelocation:
jmp startcave & $ffff
startforestlocation:
jmp startforest & $ffff
maincavelocation:
jmp maincave & $ffff
lostcavelocation:
jmp lostcave & $ffff
minelocation:
jmp mine & $ffff
resumesearch:
cmp #MAP_HOUSE
beq townlocation
cmp #MAP_SHOP
beq townlocation
cmp #MAP_PARK
beq townlocation
cmp #MAP_BOARDED_HOUSE
beq outpostlocation
cmp #MAP_OUTPOST_SHOP
beq outpostlocation
cmp #MAP_OUTPOST_HOUSE
beq outpostlocation
cmp #MAP_BOSS
beq baselocation
cmp #MAP_BASE_HORDE
beq baselocation
cmp #MAP_BASE_INTERIOR
beq baselocation
cmp #MAP_BLOCKY_TREASURE
beq blockylocation
cmp #MAP_BLOCKY_PUZZLE
beq blockylocation
cmp #MAP_BLOCKY_CAVE
beq blockylocation
cmp #MAP_DEAD_WOOD
beq deadwood
cmp #MAP_DEAD_WOOD_CHEST
beq deadwood
cmp #MAP_DEAD_WOOD_BOSS
beq deadwood
cmp #MAP_UNBEARABLE
beq unbearable
cmp #MAP_UNBEARABLE_CHEST
beq unbearable
cmp #MAP_UNBEARABLE_BOSS
beq unbearable
cmp #MAP_SEWER
beq sewerlocation
cmp #MAP_SEWER_CHEST
beq sewerlocation
cmp #MAP_SEWER_BOSS
beq sewerlocation
cmp #MAP_SEWER_UP
beq sewerlocation
LOAD_ALL_TILES LOCATION_TILES, forest_name_tiles
jmp namedone & $ffff
baselocation:
jmp base & $ffff
blockylocation:
jmp blocky & $ffff
townlocation:
jmp town & $ffff
outpostlocation:
jmp outpost & $ffff
sewerlocation:
jmp sewer & $ffff
deadwood:
LOAD_ALL_TILES LOCATION_TILES, dead_wood_name_tiles
jmp namedone & $ffff
unbearable:
LOAD_ALL_TILES LOCATION_TILES, unbearable_name_tiles
jmp namedone & $ffff
startcave:
LOAD_ALL_TILES LOCATION_TILES, starting_cave_name_tiles
jmp namedone & $ffff
startforest:
LOAD_ALL_TILES LOCATION_TILES, starting_forest_name_tiles
jmp namedone & $ffff
maincave:
LOAD_ALL_TILES LOCATION_TILES, main_cave_name_tiles
jmp namedone & $ffff
lostcave:
LOAD_ALL_TILES LOCATION_TILES, lost_cave_name_tiles
jmp namedone & $ffff
mine:
LOAD_ALL_TILES LOCATION_TILES, mine_name_tiles
jmp namedone & $ffff
town:
LOAD_ALL_TILES LOCATION_TILES, town_name_tiles
jmp namedone & $ffff
base:
LOAD_ALL_TILES LOCATION_TILES, base_name_tiles
jmp namedone & $ffff
blocky:
LOAD_ALL_TILES LOCATION_TILES, blocky_cave_name_tiles
jmp namedone & $ffff
outpost:
LOAD_ALL_TILES LOCATION_TILES, outpost_name_tiles
jmp namedone & $ffff
sewer:
LOAD_ALL_TILES LOCATION_TILES, sewer_name_tiles
jmp namedone & $ffff
namedone:
rts
.endproc
.segment "FIXED"
PROC generate_gold_string
lda #'$'
sta gold_str
ldx #0
ldy #1
loop:
lda gold, x
bne nonzero
lda #' '
sta gold_str - 1, y
lda #'$'
sta gold_str, y
inx
iny
cpx #3
bne loop
nonzero:
lda gold, x
clc
adc #'0'
sta gold_str, y
inx
iny
cpx #4
bne nonzero
lda #0
sta gold_str, y
rts
.endproc
PROC init_status_tiles
lda current_bank
pha
lda #^do_init_status_tiles
jsr bankswitch
jsr do_init_status_tiles & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "UI"
PROC do_init_status_tiles
LOAD_ALL_TILES 0, status_ui_tiles
LOAD_ALL_TILES RIGHT_PANEL_TILES, key_tiles
jsr do_load_key_count_tiles & $ffff
jsr load_area_name_tiles
; Load status bar palette into palette 3
LOAD_PTR status_palette
jsr load_game_palette_3
; Apply status bar palette
lda #0
sta arg0
lda #MAP_HEIGHT
sta arg1
lda #15
sta arg2
lda #13
sta arg3
lda #3
sta arg4
jsr set_box_palette
; Render health bar outline
LOAD_PTR health_bar_top_tiles
ldx #1
ldy #24
lda #14
jsr write_tiles
ldx #1
ldy #25
lda #14
jsr write_tiles
ldx #1
ldy #26
lda #14
jsr write_tiles
ldx #2
ldy #27
lda #11
jsr write_tiles
; Render health bar according to player health
LOAD_PTR full_health_tiles
lda player_health
lsr
lsr
lsr
beq nofulltiles
ldx #2
ldy #25
jsr write_tiles
nofulltiles:
lda player_health
cmp #96
bcs fullhealth
LOAD_PTR partial_health_tile
lda player_health
lsr
lsr
lsr
clc
adc #2
tax
ldy #25
lda #1
jsr write_tiles
lda player_health
and #7
tay
lda PPUSTATUS
lda #$02
sta PPUADDR
lda #$b8
sta PPUADDR
lda health_bar_mask, y
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
fullhealth:
lda player_health
sta displayed_health
; Check equipped weapon to see if it has ammo
lda equipped_weapon
cmp #ITEM_NONE
beq noammo
jsr get_item_type
cmp #ITEM_TYPE_MELEE
beq noammo
; Render ammo counter
LOAD_PTR ammo_tiles
ldx #16
ldy #25
lda #3
jsr write_tiles
lda equipped_weapon_slot
asl
tax
lda inventory, x
sta displayed_ammo
jsr byte_to_padded_str
LOAD_PTR scratch
ldx #16
ldy #26
jsr write_string
jmp renderitem & $ffff
noammo:
; No equipped item or does not have ammo
LOAD_PTR clear_ammo_tiles
ldx #16
ldy #25
lda #3
jsr write_tiles
LOAD_PTR clear_ammo_str
ldx #16
ldy #26
jsr write_string
renderitem:
; Render current item box
LOAD_PTR cur_item_top_tiles
ldx #19
ldy #24
lda #4
jsr write_tiles
ldx #19
ldy #25
lda #4
jsr write_tiles
ldx #19
ldy #26
lda #4
jsr write_tiles
ldx #19
ldy #27
lda #4
jsr write_tiles
; Render current item
lda equipped_weapon
ldx #DYNAMIC_TILES
jsr load_item_background_tiles
lda #207
sta sprites + SPRITE_OAM_EQUIP_WEAPON
lda #DYNAMIC_TILES
sta sprites + SPRITE_OAM_EQUIP_WEAPON + 1
lda #2
sta sprites + SPRITE_OAM_EQUIP_WEAPON + 2
lda #168
sta sprites + SPRITE_OAM_EQUIP_WEAPON + 3
lda #207
sta sprites + SPRITE_OAM_EQUIP_WEAPON + 4
lda #DYNAMIC_TILES + 2
sta sprites + SPRITE_OAM_EQUIP_WEAPON + 5
lda #2
sta sprites + SPRITE_OAM_EQUIP_WEAPON + 6
lda #176
sta sprites + SPRITE_OAM_EQUIP_WEAPON + 7
; Render right panel, which by default contains the game progress and gold
LOAD_PTR right_panel_top_tiles
ldx #24
ldy #24
lda #5
jsr write_tiles
ldx #24
ldy #25
lda #5
jsr write_tiles
jsr generate_gold_string
LOAD_PTR gold_str
ldx #24
ldy #26
jsr write_string
lda #0
sta status_display_state
rts
.endproc
PROC do_load_key_count_tiles
lda key_count
cmp #1
beq one
cmp #2
beq two
cmp #3
beq three
cmp #4
beq four
cmp #5
beq five
cmp #6
beq six
LOAD_ALL_TILES RIGHT_PANEL_TILES + 5, zero_key_tiles
rts
five:
jmp dofive & $ffff
six:
jmp dosix & $ffff
one:
LOAD_ALL_TILES RIGHT_PANEL_TILES + 5, one_key_tiles
rts
two:
LOAD_ALL_TILES RIGHT_PANEL_TILES + 5, two_key_tiles
rts
three:
LOAD_ALL_TILES RIGHT_PANEL_TILES + 5, three_key_tiles
rts
four:
LOAD_ALL_TILES RIGHT_PANEL_TILES + 5, four_key_tiles
rts
dofive:
LOAD_ALL_TILES RIGHT_PANEL_TILES + 5, five_key_tiles
rts
dosix:
LOAD_ALL_TILES RIGHT_PANEL_TILES + 5, six_key_tiles
rts
.endproc
.code
PROC update_status_bar
lda status_display_state
asl
tax
lda status_state_func, x
sta ptr
lda status_state_func + 1, x
sta ptr + 1
jsr call_ptr
rts
.endproc
PROC update_status_bar_normal
lda new_item_queue_length
beq nonewitem
lda #STATUS_STATE_NEW_ITEM_CLEAR_BEFORE
sta status_display_state
nonewitem:
jmp update_status_bar_health_and_ammo
.endproc
PROC update_status_bar_new_item_clear_before
.endproc
PROC update_status_bar_health_and_ammo
lda equipped_weapon
cmp #ITEM_NONE
beq noammo
jsr get_item_type
cmp #ITEM_TYPE_MELEE
beq noammo
lda equipped_weapon_slot
asl
tax
lda inventory, x
cmp displayed_ammo
beq noammo
; Amount of ammo changed, display the new ammo count
sta displayed_ammo
jsr byte_to_padded_str
LOAD_PTR scratch
ldx #16
ldy #26
jsr write_string
rts
noammo:
lda displayed_health
cmp player_health
bne healthupdate
jmp nohealthupdate
healthupdate:
bcc healthup
and #7
bne downwithintile
lda displayed_health
cmp #96
bcc downnotfull
LOAD_PTR drop_health_tiles
ldx #13
ldy #25
lda #1
jsr write_tiles
jmp downwithintile
downnotfull:
lsr
lsr
lsr
clc
adc #1
tax
LOAD_PTR drop_health_tiles
ldy #25
lda #2
jsr write_tiles
downwithintile:
dec displayed_health
updatepartial:
lda displayed_health
lsr
lsr
lsr
tax
lda displayed_health
and #7
tay
lda PPUSTATUS
lda #$02
sta PPUADDR
lda #$b8
sta PPUADDR
lda health_bar_mask, y
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
rts
healthup:
inc displayed_health
lda displayed_health
and #7
bne updatepartial
lda displayed_health
cmp #96
bcc upnotfull
LOAD_PTR increase_health_tiles
ldx #13
ldy #25
lda #1
jsr write_tiles
rts
upnotfull:
lsr
lsr
lsr
clc
adc #1
tax
LOAD_PTR increase_health_tiles
ldy #25
lda #2
jsr write_tiles
jmp updatepartial
nohealthupdate:
rts
.endproc
.segment "TEMP"
VAR gold_str
.byte 0, 0, 0, 0, 0, 0
VAR displayed_health
.byte 0
VAR displayed_ammo
.byte 0
VAR status_display_state
.byte 0
VAR status_display_counter
.byte 0
VAR new_item_queue_type
.byte 0, 0, 0, 0, 0, 0, 0, 0
VAR new_item_queue_count
.byte 0, 0, 0, 0, 0, 0, 0, 0
VAR new_item_queue_length
.byte 0
.segment "FIXED"
VAR status_palette
.byte $0f, $00, $16, $30
VAR health_bar_top_tiles
.byte $60, $5b, $5b, $5b, $5b, $5b, $5b, $5b, $5b, $5b, $5b, $5b, $5b, $62
VAR health_bar_mid_tiles
.byte $28, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $29
VAR health_bar_bot_tiles
.byte $61, $04, $05, $06, $07, $08, $09, $0a, $0b, $0c, $0d, $0e, $5d, $63
VAR health_bar_below_tiles
.byte $0f, $10, $11, $12, $13, $14, $15, $16, $17, $18, $19
VAR ammo_tiles
.byte $5e, $5f, $64
VAR clear_ammo_tiles
.byte $00, $00, $00
VAR clear_ammo_str
.byte " ", 0
VAR cur_item_top_tiles
.byte $60, $5b, $5b, $62
VAR cur_item_mid_tiles
.byte $28, $00, $00, $29
.byte $28, $00, $00, $29
VAR cur_item_bot_tiles
.byte $61, $5d, $5d, $63
VAR right_panel_top_tiles
.byte RIGHT_PANEL_TILES + 0, RIGHT_PANEL_TILES + 1
.byte RIGHT_PANEL_TILES + 2, RIGHT_PANEL_TILES + 3
.byte RIGHT_PANEL_TILES + 4
VAR right_panel_bot_tiles
.byte RIGHT_PANEL_TILES + 5, RIGHT_PANEL_TILES + 6
.byte RIGHT_PANEL_TILES + 7, RIGHT_PANEL_TILES + 8
.byte RIGHT_PANEL_TILES + 9
VAR health_bar_mask
.byte $00, $80, $c0, $e0, $f0, $f8, $fc, $fe
VAR drop_health_tiles
.byte $2b, $00
VAR increase_health_tiles
.byte $2a, $2b
VAR full_health_tiles
.byte $2a, $2a, $2a, $2a, $2a, $2a, $2a, $2a, $2a, $2a, $2a, $2a
VAR partial_health_tile
.byte $2b
VAR status_state_func
.word update_status_bar_normal
.word update_status_bar_new_item_clear_before
TILES status_ui_tiles, 1, "tiles/status/ui.chr", 102
TILES new_item_tiles, 2, "tiles/status/item.chr", 10
TILES time_tiles, 2, "tiles/status/time.chr", 10
TILES key_tiles, 2, "tiles/status/keys.chr", 10
TILES starting_cave_name_tiles, 2, "tiles/status/startcave.chr", 22
TILES starting_forest_name_tiles, 2, "tiles/status/startforest.chr", 22
TILES town_name_tiles, 2, "tiles/status/town.chr", 22
TILES outpost_name_tiles, 2, "tiles/status/outpost.chr", 22
TILES forest_name_tiles, 2, "tiles/status/forest.chr", 22
TILES unbearable_name_tiles, 2, "tiles/status/unbearable.chr", 22
TILES mine_name_tiles, 2, "tiles/status/mine.chr", 22
TILES main_cave_name_tiles, 2, "tiles/status/nope.chr", 22
TILES lost_cave_name_tiles, 2, "tiles/status/lostcave.chr", 22
TILES blocky_cave_name_tiles, 2, "tiles/status/blocky.chr", 22
TILES dead_wood_name_tiles, 2, "tiles/status/deadwood.chr", 22
TILES sewer_name_tiles, 2, "tiles/status/sewer.chr", 22
TILES base_name_tiles, 2, "tiles/status/base.chr", 22
TILES zero_key_tiles, 4, "tiles/status/0.chr", 1
TILES one_key_tiles, 4, "tiles/status/1.chr", 1
TILES two_key_tiles, 4, "tiles/status/2.chr", 1
TILES three_key_tiles, 4, "tiles/status/3.chr", 1
TILES four_key_tiles, 4, "tiles/status/4.chr", 1
TILES five_key_tiles, 4, "tiles/status/5.chr", 1
TILES six_key_tiles, 4, "tiles/status/6.chr", 1