Ported over pepper's shop code
This commit is contained in:
@@ -152,11 +152,6 @@ incsrc clock.asm
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incsrc accessability.asm
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incsrc heartbeep.asm
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incsrc capacityupgrades.asm
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incsrc timer.asm
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incsrc doorframefixes.asm
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incsrc music.asm
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incsrc roomloading.asm
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incsrc icepalacegraphics.asm
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warnpc $A18000
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org $1C8000 ; text tables for translation
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@@ -183,6 +178,11 @@ org $A1FF00 ; static mapping area
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incsrc init.asm
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org $A48000 ; code bank - PUT NEW CODE HERE
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incsrc timer.asm
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incsrc doorframefixes.asm
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incsrc music.asm
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incsrc roomloading.asm
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incsrc icepalacegraphics.asm
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incsrc glitched.asm
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incsrc hardmode.asm
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incsrc goalitem.asm
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@@ -122,7 +122,7 @@ FixFrogSmith:
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.loadgfx
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JSL Tagalong_LoadGfx
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.done
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RTS
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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24
hooks.asm
24
hooks.asm
@@ -1171,10 +1171,9 @@ NOP #2
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org $05F55F ; <- 2F55F - sprite_potion_shop.asm : 59
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JSL.l LoadPowder
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;--------------------------------------------------------------------------------
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org $05F681 ; <- 2F681 - sprite_potion_shop.asm : 234
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JSL.l DrawPowder
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org $05F67B ; <- 2F67B - sprite_potion_shop.asm : 234
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JSL DrawPowder
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RTS
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NOP #8
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;--------------------------------------------------------------------------------
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org $05F65D ; <- 2F65D - sprite_potion_shop.asm : 198
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JSL.l CollectPowder
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@@ -1190,6 +1189,25 @@ JSL.l DrawMushroom
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org $05EE97 ; <- 2EE97 - sprite_mushroom.asm : 81
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NOP #14
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;--------------------------------------------------------------------------------
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org $05F529 ; <- 2F52C - sprite_potion_shop.asm
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JSL SpritePrep_ShopKeeper
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LDX #$0
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JSR $F539 ; <- powder spawn here
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RTS
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;--------------------------------------------------------------------------------
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org $05F568 ; <- 2F568 - sprite_potion_shop.asm
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LDA #$b0 : STA $0D00, Y : LDA #$90 : STA $0D10, Y ; manually set position of powder item
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LDA #$21 : STA $0D20, Y : LDA #$12 : STA $0D30, Y
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JMP $F61D
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;--------------------------------------------------------------------------------
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org $05F633 ; <- 2F633 - sprite_potion_shop.asm
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LDA $0E80, X : BNE +
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JSL Sprite_ShopKeeperPotion ;; TODO: i don't remember prices being set on top of the player
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JSR $F893 ; <- witch behavior here
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RTS : +
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JSR $F644 ; <- powder behavior here
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RTS
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;--------------------------------------------------------------------------------
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org $05EB1D ; <- 2EB1D - sprite_bottle_vendor.asm : 158
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JSL.l Multiworld_BottleVendor_GiveBottle
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;--------------------------------------------------------------------------------
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@@ -924,6 +924,11 @@ LoadPowder:
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%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues)
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STA $0DA0, Y ; Store item type
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JSL.l PrepDynamicTile
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STA $7F505E
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LDA #$00
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STA $7F505F
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STA $7F5060
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STA $7F5061
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RTL
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;--------------------------------------------------------------------------------
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@@ -946,6 +951,7 @@ RTL
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!REDRAW = "$7F5000"
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;--------------------------------------------------------------------------------
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DrawPowder:
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; this fights with the shopkeep code, so had to move the powder draw there
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LDA $02DA : BNE .defer ; defer if link is buying a potion
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LDA.l !REDRAW : BEQ +
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LDA.l WitchItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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@@ -954,8 +960,8 @@ DrawPowder:
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LDA #$00 : STA.l !REDRAW ; reset redraw flag
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BRA .defer
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+
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LDA $0DA0, X ; Retrieve stored item type
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JSL.l DrawDynamicTile
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; LDA $0DA0, X ; Retrieve stored item type
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; JSL.l DrawDynamicTile
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.defer
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RTL
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;--------------------------------------------------------------------------------
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@@ -3,7 +3,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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; A: scratch space (value never used)
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; Y: set to overworld animated tileset
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; X: set to music track/command id
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JSR.w FixFrogSmith ; Just a convenient spot to install this hook
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JSL.l FixFrogSmith ; Just a convenient spot to install this hook
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LDY.b #$58 ; death mountain animated tileset.
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136
shopkeeper.asm
136
shopkeeper.asm
@@ -57,6 +57,7 @@ macro DrawDigit(value,offset)
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+
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LDA $0E : STA !BIGRAM, X : INX : INX
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LDA.w #56 : STA !BIGRAM, X : INX : INX
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LDA $A0 : CMP.l #$109 : BNE + : LDA.w #$FFCA : STA !BIGRAM-2, X : +
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LDY $0A : TYA : ASL : TAY : LDA.w .digit_properties, Y : STA !BIGRAM, X : INX : INX
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LDA.w #$0000 : STA !BIGRAM, X : INX : INX
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@@ -66,6 +67,7 @@ endmacro
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!COLUMN_LOW = "$7F5022"
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!COLUMN_HIGH = "$7F5023"
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DrawPrice:
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STX $07
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PHX : PHY : PHP
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LDY.b #$FF
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LDX #$00 ; clear bigram pointer
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@@ -106,13 +108,16 @@ RTS
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!FREE_TILE_BUFFER = "#$1180"
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!SHOP_ID = "$7F5050"
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!SHOP_TYPE = "$7F5051"
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!SHOP_INVENTORY = "$7F5052" ; $7F505E
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!SHOP_STATE = "$7F505F"
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!SHOP_CAPACITY = "$7F5060"
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!SCRATCH_TEMP_X = "$7F5061"
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!SHOP_SRAM_INDEX = "$7F5062"
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!SHOP_MERCHANT = "$7F5063"
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!SHOP_DMA_TIMER = "$7F5064"
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!SHOP_INVENTORY = "$7F5052" ; $7F5056 - 5a - 5e
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!SHOP_INVENTORY_PLAYER = "$7F5062"
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!SHOP_INVENTORY_DISGUISE = "$7F5065" ; was going to remove this, but this lets more than one bee trap exist with its own icon.
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!SHOP_STATE = "$7F5069"
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!SHOP_CAPACITY = "$7F506A"
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!SCRATCH_TEMP_X = "$7F506B"
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!SHOP_SRAM_INDEX = "$7F506C"
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!SHOP_MERCHANT = "$7F506D"
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!SHOP_DMA_TIMER = "$7F506E"
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!SHOP_KEEP_REFILL = "$7F506F"
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;--------------------------------------------------------------------------------
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!NMI_AUX = "$7F5044"
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;--------------------------------------------------------------------------------
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@@ -126,7 +131,6 @@ SpritePrep_ShopKeeper:
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PHX : PHY : PHP
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REP #$30 ; set 16-bit accumulator & index registers
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;LDA $A0
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LDX.w #$0000
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-
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LDA ShopTable+1, X : CMP $A0 : BNE +
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@@ -164,25 +168,37 @@ SpritePrep_ShopKeeper:
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LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l !SHOP_INVENTORY, X : PLX
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LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
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LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
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LDA.l ShopContentsTable+8, X : PHX : PHA
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LDA #0 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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PLA : STA.l !SHOP_INVENTORY_PLAYER, X : LDA #0 : STA.l !SHOP_INVENTORY_DISGUISE, X : PLX
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PHY
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PHX
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LDA.b #$00 : XBA : TYA : LSR #2 : !ADD !SHOP_SRAM_INDEX : TAX
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LDA !SHOP_PURCHASE_COUNTS, X : TYX : STA.l !SHOP_INVENTORY+3, X : TAY
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PLX
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LDA.l ShopContentsTable+4, X : BEQ ++
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LDA.l ShopContentsTable+4, X : BEQ +
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TYA : CMP.l ShopContentsTable+4, X : !BLT ++
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PLY
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LDA.l ShopContentsTable+5, X : PHX : TYX : STA.l !SHOP_INVENTORY, X : PLX
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LDA.l ShopContentsTable+6, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
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LDA.l ShopContentsTable+7, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
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LDA #$40 : PHX : TYX : STA.l !SHOP_INVENTORY+3, X : PLX
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PHX : LDA #0 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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LDA #0 : STA.l !SHOP_INVENTORY_PLAYER, X : PLX
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BRA +++
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+ : PLY : LDA #$40 : PHX : TYX : STA.l !SHOP_INVENTORY+3, X : PLX : BRA +++
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++
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PLY : +++
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PHX : PHY
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PHX : TYX : LDA.l !SHOP_INVENTORY, X : PLX : TAY
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PHX : TYX : LDA.l !SHOP_INVENTORY, X : PLX
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CMP #$B0 : BNE +
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PHX : LDA #0 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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JSL GetRandomInt : AND #$3F
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BNE ++ : LDA #$49 : ++ : CMP #$26 : BNE ++ : LDA #$6A : ++ ; if 0 (fighter's sword + shield), set to just sword, if filled container (bugged palette), switch to triforce piece
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STA.l !SHOP_INVENTORY_DISGUISE, X : PLX
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+ : TAY
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REP #$20 ; set 16-bit accumulator
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LDA 1,s : TAX : LDA.l .tile_offsets, X : TAX
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JSR LoadTile
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@@ -190,7 +206,7 @@ SpritePrep_ShopKeeper:
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INY #4
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.next
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INX #8
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INX #9
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BRL -
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.stop
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@@ -376,6 +392,15 @@ Shopkepeer_CallOriginal:
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;!SHOP_TYPE = "$7F5051"
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;!SHOP_CAPACITY = "$7F5020"
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;!SCRATCH_TEMP_X = "$7F5021"
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Sprite_ShopKeeperPotion:
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PHB : PHK : PLB ;; we can just call the default shopkeeper but the potion shopkeeper refills your health
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LDA $A0 : CMP.b #$09 : BNE +
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JSR.w Shopkeeper_DrawItems
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JSR.w Shopkeeper_SetupHitboxes
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+
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PLB
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RTL
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Sprite_ShopKeeper:
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LDA.l !SHOP_TYPE : CMP.b #$FF : BNE + : JMP.w Shopkepeer_CallOriginal : +
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@@ -512,6 +537,7 @@ Shopkeeper_SetupHitboxes:
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JSR.w Setup_ShopItemInteractionHitbox
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JSL.l Utility_CheckIfHitBoxesOverlapLong : BCC .no_interaction
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LDA $02DA : BNE .no_interaction ; defer if link is buying a potion (this is faster than the potion buying speed before potion shop shuffle)
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LDA $F6 : AND.b #$80 : BEQ .no_interaction ; check for A-press
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LDA $10 : CMP.b #$0C : !BGE .no_interaction ; don't interact in other modes besides game action
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JSR.w Shopkeeper_BuyItem
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@@ -536,6 +562,7 @@ Shopkeeper_BuyItem:
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BRA +
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.refill
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JSL.l Sprite_GetEmptyBottleIndex : BMI .full_bottles
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LDA #$1 : STA !SHOP_KEEP_REFILL ; If this is on, don't toggle bit to remove from shop
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+
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LDA !SHOP_TYPE : AND.b #$80 : BNE .buy ; don't charge if this is a take-any
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@@ -557,12 +584,15 @@ Shopkeeper_BuyItem:
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LDA !SHOP_TYPE : AND.b #$80 : BNE ++ ; don't charge if this is a take-any
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REP #$20 : LDA $7EF360 : !SUB !SHOP_INVENTORY+1, X : STA $7EF360 : SEP #$20 ; Take price away
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++
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PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_PLAYER, X : STA !MULTIWORLD_ITEM_PLAYER_ID : PLX
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LDA.l !SHOP_INVENTORY, X : TAY : JSL.l Link_ReceiveItem
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LDA.l !SHOP_INVENTORY+3, X : INC : STA.l !SHOP_INVENTORY+3, X
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TXA : LSR #2 : TAX
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LDA !SHOP_TYPE : BIT.b #$80 : BNE +
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LDA.l !SHOP_STATE : ORA.w Shopkeeper_ItemMasks, X : STA.l !SHOP_STATE
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LDA !SHOP_KEEP_REFILL : BNE +++
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LDA.l !SHOP_STATE : ORA.w Shopkeeper_ItemMasks, X : STA.l !SHOP_STATE
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+++
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PHX
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TXA : !ADD !SHOP_SRAM_INDEX : TAX
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LDA !SHOP_PURCHASE_COUNTS, X : INC : BEQ +++ : STA !SHOP_PURCHASE_COUNTS, X : +++
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@@ -580,10 +610,11 @@ Shopkeeper_BuyItem:
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PHX : LDA.l !SHOP_SRAM_INDEX : TAX : LDA.l !SHOP_STATE : STA.l !SHOP_PURCHASE_COUNTS, X : PLX
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++
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.done
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LDA #$0 : STA !SHOP_KEEP_REFILL
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PLY : PLX
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RTS
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Shopkeeper_ItemMasks:
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db #$01, #$02, #$04
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db #$01, #$02, #$04, #$08
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;--------------------
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;!SHOP_ID = "$7F5050"
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;!SHOP_SRAM_INDEX = "$7F5062"
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@@ -603,6 +634,7 @@ Setup_ShopItemCollisionHitbox:
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REP #$20 ; set 16-bit accumulator
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PHA : PHY
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LDA !SHOP_TYPE : AND.w #$0003 : DEC : ASL : TAY
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LDA $A0 : CMP.l #$109 : BNE + : INY #6 : +
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LDA.w Shopkeeper_DrawNextItem_item_offsets_idx, Y : STA $00 ; get table from the table table
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PLY : PLA
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@@ -686,6 +718,7 @@ RTS
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;!SHOP_TYPE = "$7F5051"
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;!SHOP_INVENTORY = "$7F5052"
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!SPRITE_OAM = "$7EC025"
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!REDRAW = "$7F5000"
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Shopkeeper_DrawItems:
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PHB : PHK : PLB
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PHX : PHY
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@@ -701,6 +734,14 @@ Shopkeeper_DrawItems:
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+ CMP.b #$01 : BNE + : ++
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JSR.w Shopkeeper_DrawNextItem
|
||||
+
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LDA $A0 : CMP.b #$09 : BNE + ; render powder slot if potion shop
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LDA !REDRAW : BNE + ; if not redrawing
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LDA $02DA : BNE + ; if not buying item
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LDA $7F505E : BEQ + ; if potion slot filled
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LDA $0ABF : BEQ + ; haven't left the room
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||||
LDA !NPC_FLAGS_2 : AND.b #$20 : BNE +
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||||
LDX.b #$0C : LDY.b #$03 : JSR.w Shopkeeper_DrawNextItem
|
||||
+
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||||
PLY : PLX
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||||
PLB
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||||
RTS
|
||||
@@ -713,6 +754,7 @@ Shopkeeper_DrawNextItem:
|
||||
|
||||
LDA !SHOP_TYPE : AND.b #$03 : DEC : ASL : TAY
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||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA $A0 : CMP.l #$109 : BNE + : INY #6 : +
|
||||
LDA.w .item_offsets_idx, Y : STA $00 ; get table from the table table
|
||||
LDA 1,s : ASL #2 : TAY ; set Y to the item index
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||||
LDA ($00), Y : STA.l !SPRITE_OAM ; load X-coordinate
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||||
@@ -725,7 +767,9 @@ Shopkeeper_DrawNextItem:
|
||||
SEP #$20 ; set 8-bit accumulator
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||||
PLY
|
||||
|
||||
LDA.l !SHOP_INVENTORY, X ; get item id
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||||
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
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||||
LDA.l !SHOP_INVENTORY, X ; get item palette
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||||
++
|
||||
CMP.b #$2E : BNE + : BRA .potion
|
||||
+ CMP.b #$2F : BNE + : BRA .potion
|
||||
+ CMP.b #$30 : BEQ .potion
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||||
@@ -741,14 +785,25 @@ Shopkeeper_DrawNextItem:
|
||||
+
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||||
XBA
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||||
|
||||
AND #$FE
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||||
STA.l !SPRITE_OAM+4
|
||||
|
||||
LDA.l !SHOP_INVENTORY, X ; get item palette
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||||
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
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||||
LDA.l !SHOP_INVENTORY, X ; get item palette
|
||||
++
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||||
JSL.l GetSpritePalette : STA.l !SPRITE_OAM+5
|
||||
|
||||
LDA.w .tile_indices, Y : AND.b #$01 : BEQ +; get tile index sheet
|
||||
LDA.l !SPRITE_OAM+5
|
||||
ORA.b #$1
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||||
STA.l !SPRITE_OAM+5
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||||
+
|
||||
|
||||
LDA.b #$00 : STA.l !SPRITE_OAM+6
|
||||
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||||
LDA.l !SHOP_INVENTORY, X ; get item palette
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||||
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
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||||
LDA.l !SHOP_INVENTORY, X ; get item id for narrowness
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||||
++
|
||||
JSL.l IsNarrowSprite : BCS .narrow
|
||||
.full
|
||||
LDA.b #$02
|
||||
@@ -764,6 +819,7 @@ Shopkeeper_DrawNextItem:
|
||||
PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSR.w RequestItemOAM : PLX
|
||||
|
||||
LDA !SHOP_TYPE : AND.b #$80 : BNE +
|
||||
CPX.b #12 : BEQ + ; don't render potion price
|
||||
JSR.w Shopkeeper_DrawNextPrice
|
||||
+
|
||||
|
||||
@@ -772,10 +828,14 @@ Shopkeeper_DrawNextItem:
|
||||
INX #4
|
||||
RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
.item_offsets_idx
|
||||
.item_offsets_idx ; 112 60
|
||||
dw #.item_offsets_1
|
||||
dw #.item_offsets_2
|
||||
dw #.item_offsets_3
|
||||
.item_offsets_idx_Potion ; 160 176 - (112 64) = (48 112)
|
||||
dw #.item_offsets_1p
|
||||
dw #.item_offsets_2p
|
||||
dw #.item_offsets_3p
|
||||
.item_offsets_1
|
||||
dw 8, 40
|
||||
.item_offsets_2
|
||||
@@ -785,8 +845,19 @@ dw 32, 40
|
||||
dw -40, 40
|
||||
dw 8, 40
|
||||
dw 56, 40
|
||||
.item_offsets_1p
|
||||
dw -40, -72
|
||||
.item_offsets_2p
|
||||
dw -64, -72
|
||||
dw -16, -72
|
||||
.item_offsets_3p
|
||||
dw -88, -72
|
||||
dw -40, -72
|
||||
dw 8, -72
|
||||
.potion_offset
|
||||
dw -16, 0
|
||||
.tile_indices
|
||||
db $C6, $C8, $CA
|
||||
db $C6, $C8, $CA, $25 ; last bit is for sheet change
|
||||
;--------------------------------------------------------------------------------
|
||||
!COLUMN_LOW = "$7F5022"
|
||||
!COLUMN_HIGH = "$7F5023"
|
||||
@@ -797,6 +868,7 @@ Shopkeeper_DrawNextPrice:
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
PHY
|
||||
LDA !SHOP_TYPE : AND.w #$0003 : DEC : ASL : TAY
|
||||
LDA $A0 : CMP.l #$109 : BNE + : INY #6 : +
|
||||
LDA.w Shopkeeper_DrawNextItem_item_offsets_idx, Y : STA $00 ; get table from the table table
|
||||
LDA.w .price_columns_idx, Y : STA $02 ; get table from the table table
|
||||
PLY : PHY
|
||||
@@ -808,21 +880,19 @@ Shopkeeper_DrawNextPrice:
|
||||
PLY
|
||||
LDA.l !SHOP_INVENTORY+1, X : STA $0C ; set value
|
||||
|
||||
BEQ .free
|
||||
JSR.w DrawPrice
|
||||
SEP #$20 : STA $06 : STZ $07 ; set 8-bit accumulator & store result
|
||||
PHA
|
||||
LDA.b #!BIGRAM : STA $08
|
||||
LDA.b #!BIGRAM>>8 : STA $09
|
||||
LDA.b #$7E : PHA : PLB ; set data bank to $7E
|
||||
JSR.w DrawPrice
|
||||
SEP #$20 : STA $06 : STZ $07 ; set 8-bit accumulator & store result
|
||||
PHA
|
||||
LDA.b #!BIGRAM : STA $08
|
||||
LDA.b #!BIGRAM>>8 : STA $09
|
||||
LDA.b #$7E : PHA : PLB ; set data bank to $7E
|
||||
|
||||
PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSL.l Sprite_DrawMultiple_quantity_preset : PLX
|
||||
PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSL.l Sprite_DrawMultiple_quantity_preset : PLX
|
||||
|
||||
LDA 1,s
|
||||
ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
|
||||
PLA
|
||||
!ADD $92 : STA $92
|
||||
.free
|
||||
LDA 1,s
|
||||
ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
|
||||
PLA
|
||||
!ADD $92 : STA $92
|
||||
PLP : PLY : PLX
|
||||
PLB
|
||||
RTS
|
||||
@@ -835,7 +905,7 @@ db #$00, #$FF
|
||||
.price_columns_2
|
||||
db #$00, #$80, #$80, $FF
|
||||
.price_columns_3
|
||||
db #$00, #$60, #$60, #$90, #$90, $FF
|
||||
db #$00, #$60, #$60, #$90, #$90, $FF, $FF, $FF
|
||||
;--------------------------------------------------------------------------------
|
||||
RequestItemOAM:
|
||||
PHX : PHY : PHA
|
||||
|
||||
10
tables.asm
10
tables.asm
@@ -1602,12 +1602,12 @@ ShopTable:
|
||||
db $01, $15, $01, $5D, $00, $12, $04, $00
|
||||
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
|
||||
|
||||
org $30C900 ; PC 0x184900 - 0x184FFF - max 224 entries
|
||||
org $30C900 ; PC 0x184900 - 0x184FFF - max 198 entries (9 bytes * C6 (198) = 6f6 ~ 184FF6)
|
||||
ShopContentsTable:
|
||||
;db [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high]
|
||||
db $01, $51, $64, $00, $07, $FF, $00, $00
|
||||
db $01, $53, $64, $00, $07, $FF, $00, $00
|
||||
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
|
||||
;db [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high][player]
|
||||
db $01, $51, $64, $00, $07, $FF, $00, $00, $00
|
||||
db $01, $53, $64, $00, $07, $FF, $00, $00, $00
|
||||
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
|
||||
|
||||
; Fix spawning with more hearts than capacity when less than 3 heart containers
|
||||
LowHeartFix:
|
||||
|
||||
Reference in New Issue
Block a user