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;;;;;;;;;;;;;;;;;;;;;;;;;; |
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;; MIKE CODE ----- |
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;; Set variable location text values for HUD |
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;; Generate these with NESMaker's HUD -> HUD Assets tool, |
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;; reference them in the HUD Elements, and then take note |
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;; of the output in \GameEngineData\GameData\HUD_DEFINES.dat |
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;; |
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;; It also appears that you can use the values found in |
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;; HUD_CONSTANTS.dat instead of the hex numbers below - such |
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;; as #_T, #_H, #_I, #_S |
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;; |
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;; Follow the patterns below for additional flags and text |
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HUD__0_LOC_STRING: ; "INSIDE HOUSE" text |
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.db #$22, #$27, #$2c, #$22, #$1d, #$1e, #$35, #$21, #$28, #$2e, #$2c, #$1e, #$35, #$35, #$35, #$FF |
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HUD__1_LOC_STRING: ; "OUTSIDE" text |
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.db #$28, #$2e, #$2d, #$2c, #$22, #$1d, #$1e, #$35, #$35, #$35, #$35, #$35, #$35, #$35, #$35, #$FF |
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HUD__2_LOC_STRING: ; "TRADER JOE'S" text |
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.db #$2d, #$2b, #$1a, #$1d, #$1e, #$2b, #$35, #$23, #$28, #$1e, #$00, #$2c, #$35, #$35, #$35, #$FF |
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; Check each user flag for location text to draw |
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updateHudLocationText: |
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LDA ScreenFlags01 ; check "ScreenFlags2" |
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AND #%10000000 ; check User Flag 8 |
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BEQ + ; if not set, jump to the next check |
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DrawTilesDirect #HUD_BANK, HUD__0_LOC_STRING, #2, #2, #HUD_OFFSET |
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RTS ; if set, update location text and return |
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+ |
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LDA ScreenFlags01 ; check "ScreenFlags2" |
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AND #%01000000 ; check User Flag 9 |
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BEQ + ; if not set, jump to the next check |
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DrawTilesDirect #HUD_BANK, HUD__1_LOC_STRING, #2, #2, #HUD_OFFSET |
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RTS ; if set, update location text and return |
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+ |
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LDA ScreenFlags01 ; check "ScreenFlags2" |
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AND #%00100000 ; check User Flag 10 |
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BEQ + ; if not set, jump to the next check |
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DrawTilesDirect #HUD_BANK, HUD__2_LOC_STRING, #2, #2, #HUD_OFFSET |
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RTS ; if set, update location text and return |
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+ |
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RTS |