LDA screenType
CMP #$01
BNE oohYeah
RTS
oohYeah:
SwitchBank #$18
JSR doDrawHud_bank18
;JSR doDrawSpriteHud_bank18
ReturnBank
; ;;; DrawTilesDirect macro is good for:
; ;;; Drawing static text
; ;;; Drawing an image.
; ;;; Arguments are:
; ;; bank, string/label, x compared to box0, y compared to box0, and offset of tiles being drawn (#HUD_OFFSET for hud stuff, 0 otherwise).
;DrawTilesDirect #$00, HUD_Health, #$02, #$02, #HUD_OFFSET
; ;;; Draw variable tiles is good for drawing a "bar" or "meter"
; ;; Draws a "max value" with one particular tile id
; ;; and a variable level with another tile id.
; ;DrawVariableTiles x, y, full length, tile, fill amount, tile.
; ; changes are the "amount" will be a variable, like my health or my magic or something.
; DrawVariableTiles #$10, #$02, #$08, #$C0, #$04, #$D0
; ;;; Draw numbers is good for drawing the value of a variable. For drawing static, should stll use draw tiles direct.
; ;;; DrawNumbers root variable, number of places.
;DrawNumber #$02, #$04, myAmmo, #$04
LDA gameHandler
AND #%00100000
BEQ doDrawHudUpdates
JMP skipHudUpdates
doDrawHudUpdates
.include GameData\HUD_INCLUDES.dat
LDX #$07 ;; One less than the number of HUD elements you're using
-updateHudLoop:
LDA ValToBitTable_inverse,x
STA hudUpdates
JSR doWaitFrame
DEX
BNE -updateHudLoop
skipHudUpdates: