let's dev 1/27/18
added msu music support additional development on shops
This commit is contained in:
@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$18, #$01, #$24 ; year/month/day
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db #$20, #$18, #$01, #$27 ; year/month/day
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;================================================================================
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@@ -113,6 +113,7 @@ incsrc swordswap.asm
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incsrc stats.asm
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incsrc scratchpad.asm
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incsrc map.asm
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incsrc msu.asm
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incsrc dialog.asm
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incsrc events.asm
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incsrc entrances.asm
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@@ -370,6 +371,9 @@ Sprite_ShowMessageMinimal:
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org $05EC96
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Sprite_ZeldaLong:
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org $0683E6
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Utility_CheckIfHitBoxesOverlapLong:
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org $06A7DB
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Chicken_SpawnAvengerChicken: ; returns short
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@@ -497,6 +501,9 @@ Palette_Hud:
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org $1CFAAA
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ShopKeeper_RapidTerminateReceiveItem:
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org $1CF500
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Sprite_NullifyHookshotDrag:
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org $1DF65D
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Sprite_SpawnDynamically:
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10
hooks.asm
10
hooks.asm
@@ -1058,6 +1058,16 @@ org $05FBD3 ; <- 2FBD3 - sprite_mad_batter.asm:209 - (STA $7EF37B)
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JSL.l GetMagicBatItem
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;--------------------------------------------------------------------------------
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;================================================================================
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; MSU Music
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;--------------------------------------------------------------------------------
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org $0080D7 ; <- D7 - Bank00.asm:172 (SEP #$30)
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spc_nmi:
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JML msu_main
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NOP
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spc_continue:
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;--------------------------------------------------------------------------------
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;================================================================================
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; Replacement Shopkeeper
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;--------------------------------------------------------------------------------
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183
msu.asm
Normal file
183
msu.asm
Normal file
@@ -0,0 +1,183 @@
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;=======================================
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;
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; MSU-1 Enhanced Audio Patch
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; Zelda no Densetsu - Kamigami no Triforce
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; Modified for VT Randomizer
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;
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; Author: qwertymodo
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;
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; Free space used: 0x77DDD-0x77F8A
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;
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;=======================================
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!REG_MSU_STATUS = $2000
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!REG_MSU_ID_0 = $2002
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!REG_MSU_ID_1 = $2003
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!REG_MSU_ID_2 = $2004
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!REG_MSU_ID_3 = $2005
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!REG_MSU_ID_4 = $2006
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!REG_MSU_ID_5 = $2007
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!REG_MSU_ID_01 = $2002
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!REG_MSU_ID_23 = $2004
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!REG_MSU_ID_45 = $2006
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!VAL_MSU_ID_0 = #$53 ; 'S'
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!VAL_MSU_ID_1 = #$2D ; '-'
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!VAL_MSU_ID_2 = #$4D ; 'M'
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!VAL_MSU_ID_3 = #$53 ; 'S'
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!VAL_MSU_ID_4 = #$55 ; 'U'
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!VAL_MSU_ID_5 = #$31 ; '1'
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!VAL_MSU_ID_01 = #$2D53 ; 'S-'
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!VAL_MSU_ID_23 = #$534D ; 'MS'
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!VAL_MSU_ID_45 = #$3155 ; 'U1'
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!REG_MSU_TRACK = $2004
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!REG_MSU_TRACK_LO = $2004
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!REG_MSU_TRACK_HI = $2005
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!REG_MSU_VOLUME = $2006
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!REG_MSU_CONTROL = $2007
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!FLAG_MSU_PLAY = #$01
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!FLAG_MSU_REPEAT = #$02
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!FLAG_MSU_STATUS_TRACK_MISSING = #$08
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!FLAG_MSU_STATUS_AUDIO_PLAYING = #$10
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!FLAG_MSU_STATUS_AUDIO_REPEATING = #$20
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!FLAG_MSU_STATUS_AUDIO_BUSY = #$40
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!FLAG_MSU_STATUS_DATA_BUSY = #$80
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!REG_CURRENT_VOLUME = $0127
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!REG_TARGET_VOLUME = $0129
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!REG_CURRENT_MSU_TRACK = $012B
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!REG_MUSIC_CONTROL = $012C
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!REG_CURRENT_TRACK = $0130
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!REG_CURRENT_COMMAND = $0133
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!REG_SPC_CONTROL = $2140
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!REG_NMI_FLAGS = $4210
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!VAL_COMMAND_FADE_OUT = #$F1
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!VAL_COMMAND_FADE_HALF = #$F2
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!VAL_COMMAND_FULL_VOLUME = #$F3
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!VAL_COMMAND_LOAD_NEW_BANK = #$FF
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!VAL_VOLUME_INCREMENT = #$10
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!VAL_VOLUME_DECREMENT = #$02
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!VAL_VOLUME_HALF = #$80
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!VAL_VOLUME_FULL = #$FF
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msu_main:
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SEP #$20 ; set 8-bit accumulator
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LDA $4210 ; thing we wrote over
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REP #$20 ; set 16-bit accumulator
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LDA !REG_MSU_ID_01
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CMP !VAL_MSU_ID_01
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BEQ .continue
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.nomsu
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SEP #$30
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JML spc_continue
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.continue
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LDA !REG_MSU_ID_23
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CMP !VAL_MSU_ID_23
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BNE .nomsu
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LDA !REG_MSU_ID_45
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CMP !VAL_MSU_ID_45
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BNE .nomsu
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SEP #$30
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LDX !REG_MUSIC_CONTROL
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BNE command_ff
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do_fade:
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LDA !REG_CURRENT_VOLUME
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CMP !REG_TARGET_VOLUME
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BNE .continue
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JML spc_continue
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.continue
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BCC .increment
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.decrement
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SBC !VAL_VOLUME_DECREMENT
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BCS .set
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.mute
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STZ !REG_CURRENT_VOLUME
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STZ !REG_MSU_CONTROL
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STZ !REG_CURRENT_MSU_TRACK
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BRA .set
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.increment
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ADC !VAL_VOLUME_INCREMENT
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BCC .set
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LDA !VAL_VOLUME_FULL
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.set
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STA !REG_CURRENT_VOLUME
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STA !REG_MSU_VOLUME
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JML spc_continue
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command_ff:
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CPX !VAL_COMMAND_LOAD_NEW_BANK
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BNE command_f3
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JML spc_continue
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command_f3:
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CPX !VAL_COMMAND_FULL_VOLUME
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BNE command_f2
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STX !REG_SPC_CONTROL
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LDA !VAL_VOLUME_FULL
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STA !REG_TARGET_VOLUME
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JML spc_continue
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command_f2:
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CPX !VAL_COMMAND_FADE_HALF
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BNE command_f1
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STX !REG_SPC_CONTROL
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LDA !VAL_VOLUME_HALF
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STA !REG_TARGET_VOLUME
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JML spc_continue
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command_f1:
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CPX !VAL_COMMAND_FADE_OUT
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BNE load_track
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STX !REG_SPC_CONTROL
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STZ !REG_TARGET_VOLUME
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JML spc_continue
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load_track:
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CPX !REG_CURRENT_MSU_TRACK
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BNE .continue
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CPX #$1B
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BEQ .continue
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JML spc_continue
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.continue
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STX !REG_MSU_TRACK_LO
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STZ !REG_MSU_TRACK_HI
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STZ !REG_MSU_CONTROL
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LDA !VAL_VOLUME_FULL
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STA !REG_TARGET_VOLUME
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STA !REG_CURRENT_VOLUME
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STA !REG_MSU_VOLUME
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msu_check_busy:
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LDA !REG_MSU_STATUS
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BIT !FLAG_MSU_STATUS_AUDIO_BUSY
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BNE msu_check_busy
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BIT !FLAG_MSU_STATUS_TRACK_MISSING
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BEQ msu_play
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spc_fallback:
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STZ !REG_MSU_CONTROL
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STZ !REG_CURRENT_MSU_TRACK
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STZ !REG_TARGET_VOLUME
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STZ !REG_CURRENT_VOLUME
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STZ !REG_MSU_VOLUME
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JML spc_continue
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msu_play:
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LDA.l track_list,x
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STA !REG_MSU_CONTROL
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STX !REG_CURRENT_MSU_TRACK
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JML spc_continue
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136
shopkeeper.asm
136
shopkeeper.asm
@@ -109,7 +109,6 @@ DrawPrice:
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SEP #$20 ; set 8-bit accumulator
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TXA : LSR #3 : STA $06 ; request 1-4 OAM slots
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STA $FFFFFF
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ASL #2
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PHA
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LDA $22 : CMP !COLUMN_LOW : !BLT .off
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@@ -148,8 +147,7 @@ SpritePrep_ShopKeeper:
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SEP #$20 ; set 8-bit accumulator
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LDA ShopTable, X : STA !SHOP_ID
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LDA ShopTable+5, X : STA !SHOP_TYPE
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AND.b #$03 : STA !SCRATCH_CAPACITY
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ASL : !ADD !SCRATCH_CAPACITY : STA !SCRATCH_CAPACITY
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AND.b #$03 : ASL #2 : STA !SCRATCH_CAPACITY
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BRA .success
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+
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TXA : !ADD.w #$0008 : TAX
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@@ -172,7 +170,7 @@ SpritePrep_ShopKeeper:
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LDA.l ShopContentsTable, X : CMP !SHOP_ID : BNE +
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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+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : LDA.b #$00 : STA.l !SHOP_INVENTORY+3, X : PLX
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PHX : PHY
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LDA.l ShopContentsTable+1, X : TAY
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REP #$20 ; set 16-bit accumulator
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@@ -180,7 +178,7 @@ SpritePrep_ShopKeeper:
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JSR LoadTile
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PLY : PLX
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INX #4
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INY #3
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INY #4
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+
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BRA -
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.stop
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@@ -193,9 +191,9 @@ SpritePrep_ShopKeeper:
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PLP : PLY : PLX
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RTL
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.tile_offsets
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dw $0000 : db $00
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dw $0080 : db $00
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dw $0100 : db $00
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dw $0000, $0000
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dw $0080, $0000
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dw $0100, $0000
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;--------------------------------------------------------------------------------
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; X - Tile Buffer Offset
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; Y - Item ID
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@@ -306,6 +304,9 @@ Sprite_ShopKeeper:
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; Draw Items
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JSR.w Shopkeeper_DrawItems
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; Set Up Hitboxes
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JSR.w Shopkeeper_SetupHitboxes
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; $22
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; 0x48 - Left
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; 0x60 - Midpoint 1
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@@ -323,6 +324,120 @@ dw 0, 0 : db $10, $0C, $00, $02
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dw 0, -8 : db $00, $0C, $00, $02
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dw 0, 0 : db $10, $4C, $00, $02
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;--------------------------------------------------------------------------------
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Shopkeeper_SetupHitboxes:
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PHX : PHY : PHP
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LDY.b #$00
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-
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LDA $00EE : CMP $0F20, X : BNE .no_interaction
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JSR.w Setup_LinksHitbox
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JSR.w Setup_ShopItemCollisionHitbox
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JSL.l Utility_CheckIfHitBoxesOverlapLong
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BCC .no_contact
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JSR.w Sprite_HaltSpecialPlayerMovementCopied
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.no_contact
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JSR.w Setup_ShopItemInteractionHitbox
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JSL.l Utility_CheckIfHitBoxesOverlapLong
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BCC .no_interaction
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LDA $F6 : AND.b #$80 : BEQ .no_interaction ; check for A-press
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JSR.w Shopkeeper_BuyItem
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.no_interaction
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INY #4
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CPY.b #$0C : !BLT -
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PLP : PLY : PLX
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RTS
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;--------------------
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Shopkeeper_BuyItem:
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PHX : PHY
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TYX
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REP #$20 : LDA $7EF360 : CMP.l !SHOP_INVENTORY+1, X : SEP #$20 : !BGE .buy
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.cant_afford
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LDA.b #$3C : STA $012E ; error sound
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BRA .done
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.buy
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REP #$20 : LDA $7EF360 : !SUB !SHOP_INVENTORY+1, X : STA $7EF360 : SEP #$20 ; Take price away
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LDA !SHOP_INVENTORY, X : TAY : JSL.l Link_ReceiveItem
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LDA !SHOP_INVENTORY+3, X : INC : STA !SHOP_INVENTORY+3, X
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.done
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PLY : PLX
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RTS
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;--------------------
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Setup_ShopItemCollisionHitbox:
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;The complications with XBA are to handle the fact that nintendo likes to store
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;high and low bytes of 16 bit postion values seperately :-(
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; load shopkeeper X (16 bit)
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LDA $0D30, X : XBA : LDA $0D10, X
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REP #$20 ; set 16-bit accumulator
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!ADD.w Shopkeeper_DrawNextItem_item_offsets, Y
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!ADD.w #$0002 ; a small negative margin
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; TODO: add 4 for a narrow item
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SEP #$20 ; set 8-bit accumulator
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; store hitbox X
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STA $04 : XBA : STA $0A
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;load shopkeeper Y (16 bit)
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LDA $0D20, X : XBA : LDA $0D00, X
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REP #$20 ; set 16-bit accumulator
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!ADD.w Shopkeeper_DrawNextItem_item_offsets+2, Y
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SEP #$20 ; set 8-bit accumulator
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; store hitbox Y Low: $05, High $0B
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STA $05 : XBA : STA $0B
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LDA.b #12 : STA $06 ; Hitbox width, always 12 for existing (wide) shop items
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; TODO: for narrow sprite store make width 4 (i.e. 8 pixels smaller)
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LDA.b #14 : STA $07 ; Hitbox height, always 14
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RTS
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;--------------------------------------------------------------------------------
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; Adjusts the already set up collision hitbox to be a suitable interaction hitbox
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Setup_ShopItemInteractionHitbox:
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PHP
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SEP #$20 ; set 8-bit accumulator
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; collision hitbox has left margin of -2, we want margin of 8 so we subtract 10
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LDA $04 : !SUB.b #$0A : STA $04
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LDA $0A : SBC.b #$00 : STA $0A ; Apply borrow
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; collision hitbox has 0 top margin, we want a margin of 8 so we subtract 8
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LDA $05 : !SUB.b #$08 : STA $05
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LDA $0B : SBC.b #$00 : STA $0B ; Apply borrow
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; We want a width of 32 for wide or 24 for narrow, so we add 20
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LDA $06 : !ADD.b #20 : STA $06 ; Hitbox width
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LDA.b #40 : STA $07 ; Hitbox height, always 40
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PLP
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RTS
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;--------------------------------------------------------------------------------
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; Following is a copy of procedure $3770A (Bank06.asm Line 6273)
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; because there is no long version available
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Setup_LinksHitbox:
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LDA.b #$08 : STA $02
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STA $03
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LDA $22 : !ADD.b #$04 : STA $00
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LDA $23 : ADC.b #$00 : STA $08
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LDA $20 : ADC.b #$08 : STA $01
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LDA $21 : ADC.b #$00 : STA $09
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RTS
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;--------------------------------------------------------------------------------
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; The following is a copy of procedure Sprite_HaltSpecialPlayerMovement (Bank1E.asm line 255)
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; because there is no long version available
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Sprite_HaltSpecialPlayerMovementCopied:
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PHX
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JSL Sprite_NullifyHookshotDrag
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STZ $5E ; Set Link's speed to zero...
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JSL Player_HaltDashAttackLong
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PLX
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RTS
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;--------------------------------------------------------------------------------
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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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@@ -347,6 +462,8 @@ RTS
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;--------------------------------------------------------------------------------
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Shopkeeper_DrawNextItem:
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LDA !SHOP_INVENTORY+3, X : BNE .next
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PHY
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TYA : ASL #2 : TAY
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REP #$20 ; set 16-bit accumulator
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@@ -380,8 +497,9 @@ Shopkeeper_DrawNextItem:
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JSR.w Shopkeeper_DrawNextPrice
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.next
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INY
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INX #3
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INX #4
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RTS
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;--------------------------------------------------------------------------------
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.item_offsets
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@@ -1407,3 +1407,10 @@ db $FF, $27, $0A, $00
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db $FF, $12, $F4, $01
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db $FF, $FF, $FF, $FF
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;================================================================================
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track_list:
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db $00,$01,$03,$03,$03,$03,$03,$03
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db $01,$03,$01,$03,$03,$03,$03,$03
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db $03,$03,$03,$01,$03,$03,$03,$03
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db $03,$03,$03,$03,$03,$01,$03,$03
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db $03,$01,$01
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;================================================================================
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Reference in New Issue
Block a user