let's dev 1/27/18

added msu music support
additional development on shops
This commit is contained in:
Karkat
2018-01-27 00:30:04 -05:00
parent 4f0ea08367
commit 2eefbac53f
5 changed files with 335 additions and 10 deletions

View File

@@ -109,7 +109,6 @@ DrawPrice:
SEP #$20 ; set 8-bit accumulator
TXA : LSR #3 : STA $06 ; request 1-4 OAM slots
STA $FFFFFF
ASL #2
PHA
LDA $22 : CMP !COLUMN_LOW : !BLT .off
@@ -148,8 +147,7 @@ SpritePrep_ShopKeeper:
SEP #$20 ; set 8-bit accumulator
LDA ShopTable, X : STA !SHOP_ID
LDA ShopTable+5, X : STA !SHOP_TYPE
AND.b #$03 : STA !SCRATCH_CAPACITY
ASL : !ADD !SCRATCH_CAPACITY : STA !SCRATCH_CAPACITY
AND.b #$03 : ASL #2 : STA !SCRATCH_CAPACITY
BRA .success
+
TXA : !ADD.w #$0008 : TAX
@@ -172,7 +170,7 @@ SpritePrep_ShopKeeper:
LDA.l ShopContentsTable, X : CMP !SHOP_ID : BNE +
LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l !SHOP_INVENTORY, X : PLX
LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : LDA.b #$00 : STA.l !SHOP_INVENTORY+3, X : PLX
PHX : PHY
LDA.l ShopContentsTable+1, X : TAY
REP #$20 ; set 16-bit accumulator
@@ -180,7 +178,7 @@ SpritePrep_ShopKeeper:
JSR LoadTile
PLY : PLX
INX #4
INY #3
INY #4
+
BRA -
.stop
@@ -193,9 +191,9 @@ SpritePrep_ShopKeeper:
PLP : PLY : PLX
RTL
.tile_offsets
dw $0000 : db $00
dw $0080 : db $00
dw $0100 : db $00
dw $0000, $0000
dw $0080, $0000
dw $0100, $0000
;--------------------------------------------------------------------------------
; X - Tile Buffer Offset
; Y - Item ID
@@ -306,6 +304,9 @@ Sprite_ShopKeeper:
; Draw Items
JSR.w Shopkeeper_DrawItems
; Set Up Hitboxes
JSR.w Shopkeeper_SetupHitboxes
; $22
; 0x48 - Left
; 0x60 - Midpoint 1
@@ -323,6 +324,120 @@ dw 0, 0 : db $10, $0C, $00, $02
dw 0, -8 : db $00, $0C, $00, $02
dw 0, 0 : db $10, $4C, $00, $02
;--------------------------------------------------------------------------------
Shopkeeper_SetupHitboxes:
PHX : PHY : PHP
LDY.b #$00
-
LDA $00EE : CMP $0F20, X : BNE .no_interaction
JSR.w Setup_LinksHitbox
JSR.w Setup_ShopItemCollisionHitbox
JSL.l Utility_CheckIfHitBoxesOverlapLong
BCC .no_contact
JSR.w Sprite_HaltSpecialPlayerMovementCopied
.no_contact
JSR.w Setup_ShopItemInteractionHitbox
JSL.l Utility_CheckIfHitBoxesOverlapLong
BCC .no_interaction
LDA $F6 : AND.b #$80 : BEQ .no_interaction ; check for A-press
JSR.w Shopkeeper_BuyItem
.no_interaction
INY #4
CPY.b #$0C : !BLT -
PLP : PLY : PLX
RTS
;--------------------
Shopkeeper_BuyItem:
PHX : PHY
TYX
REP #$20 : LDA $7EF360 : CMP.l !SHOP_INVENTORY+1, X : SEP #$20 : !BGE .buy
.cant_afford
LDA.b #$3C : STA $012E ; error sound
BRA .done
.buy
REP #$20 : LDA $7EF360 : !SUB !SHOP_INVENTORY+1, X : STA $7EF360 : SEP #$20 ; Take price away
LDA !SHOP_INVENTORY, X : TAY : JSL.l Link_ReceiveItem
LDA !SHOP_INVENTORY+3, X : INC : STA !SHOP_INVENTORY+3, X
.done
PLY : PLX
RTS
;--------------------
Setup_ShopItemCollisionHitbox:
;The complications with XBA are to handle the fact that nintendo likes to store
;high and low bytes of 16 bit postion values seperately :-(
; load shopkeeper X (16 bit)
LDA $0D30, X : XBA : LDA $0D10, X
REP #$20 ; set 16-bit accumulator
!ADD.w Shopkeeper_DrawNextItem_item_offsets, Y
!ADD.w #$0002 ; a small negative margin
; TODO: add 4 for a narrow item
SEP #$20 ; set 8-bit accumulator
; store hitbox X
STA $04 : XBA : STA $0A
;load shopkeeper Y (16 bit)
LDA $0D20, X : XBA : LDA $0D00, X
REP #$20 ; set 16-bit accumulator
!ADD.w Shopkeeper_DrawNextItem_item_offsets+2, Y
SEP #$20 ; set 8-bit accumulator
; store hitbox Y Low: $05, High $0B
STA $05 : XBA : STA $0B
LDA.b #12 : STA $06 ; Hitbox width, always 12 for existing (wide) shop items
; TODO: for narrow sprite store make width 4 (i.e. 8 pixels smaller)
LDA.b #14 : STA $07 ; Hitbox height, always 14
RTS
;--------------------------------------------------------------------------------
; Adjusts the already set up collision hitbox to be a suitable interaction hitbox
Setup_ShopItemInteractionHitbox:
PHP
SEP #$20 ; set 8-bit accumulator
; collision hitbox has left margin of -2, we want margin of 8 so we subtract 10
LDA $04 : !SUB.b #$0A : STA $04
LDA $0A : SBC.b #$00 : STA $0A ; Apply borrow
; collision hitbox has 0 top margin, we want a margin of 8 so we subtract 8
LDA $05 : !SUB.b #$08 : STA $05
LDA $0B : SBC.b #$00 : STA $0B ; Apply borrow
; We want a width of 32 for wide or 24 for narrow, so we add 20
LDA $06 : !ADD.b #20 : STA $06 ; Hitbox width
LDA.b #40 : STA $07 ; Hitbox height, always 40
PLP
RTS
;--------------------------------------------------------------------------------
; Following is a copy of procedure $3770A (Bank06.asm Line 6273)
; because there is no long version available
Setup_LinksHitbox:
LDA.b #$08 : STA $02
STA $03
LDA $22 : !ADD.b #$04 : STA $00
LDA $23 : ADC.b #$00 : STA $08
LDA $20 : ADC.b #$08 : STA $01
LDA $21 : ADC.b #$00 : STA $09
RTS
;--------------------------------------------------------------------------------
; The following is a copy of procedure Sprite_HaltSpecialPlayerMovement (Bank1E.asm line 255)
; because there is no long version available
Sprite_HaltSpecialPlayerMovementCopied:
PHX
JSL Sprite_NullifyHookshotDrag
STZ $5E ; Set Link's speed to zero...
JSL Player_HaltDashAttackLong
PLX
RTS
;--------------------------------------------------------------------------------
;!SHOP_TYPE = "$7F5051"
;!SHOP_INVENTORY = "$7F5052"
!SPRITE_OAM = "$7EC025"
@@ -347,6 +462,8 @@ RTS
;--------------------------------------------------------------------------------
Shopkeeper_DrawNextItem:
LDA !SHOP_INVENTORY+3, X : BNE .next
PHY
TYA : ASL #2 : TAY
REP #$20 ; set 16-bit accumulator
@@ -380,8 +497,9 @@ Shopkeeper_DrawNextItem:
JSR.w Shopkeeper_DrawNextPrice
.next
INY
INX #3
INX #4
RTS
;--------------------------------------------------------------------------------
.item_offsets