let's dev 1/17/18

added bob toggle
more updates to shops (fixed sprite overload issues)
This commit is contained in:
Karkat
2018-01-17 00:01:13 -05:00
parent fd8b63200c
commit 471c14d790
6 changed files with 114 additions and 12 deletions

View File

@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
db #$00 ; expand file to 2mb
org $1FFFF8 ; <- FFFF8 timestamp rom
db #$20, #$18, #$01, #$08 ; year/month/day
db #$20, #$18, #$01, #$17 ; year/month/day
;================================================================================

View File

@@ -44,7 +44,7 @@ DrawBonkItemGFX:
.skipInit
JSR LoadBonkItem
JSL.l DrawDynamicTile
JSL.l DrawDynamicTileNoShadow
.done
PLA

View File

@@ -1042,11 +1042,11 @@ JSL.l GetMagicBatItem
;================================================================================
; Replacement Shopkeeper
;--------------------------------------------------------------------------------
;org $068BEB ; <- 30BEB - Bank07.asm:1125 - (INC $0BA0, X)
;JSL.l SpritePrep_ShopKeeper : RTS
org $068BEB ; <- 30BEB - Bank07.asm:1125 - (INC $0BA0, X)
JSL.l SpritePrep_ShopKeeper : RTS
;--------------------------------------------------------------------------------
;org $1EEEE3 ; <- F6EE3 - sprite_shopkeeper.asm:7 - (LDA $0E80, X)
;JSL.l Sprite_ShopKeeper : RTS
org $1EEEE3 ; <- F6EE3 - sprite_shopkeeper.asm:7 - (LDA $0E80, X)
JSL.l Sprite_ShopKeeper : RTS
;--------------------------------------------------------------------------------
;================================================================================

View File

@@ -24,6 +24,38 @@ RTL
;--------------------------------------------------------------------------------
!BIGRAM = "$7EC900";
;--------------------------------------------------------------------------------
!SPRITE_OAM = "$7EC025"
; A = Tile ID
macro UploadOAM(dest)
PHA : PHP
PHA
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM
STA.l !SPRITE_OAM+2
LDA.w #$0200 : STA.l !SPRITE_OAM+6
SEP #$20 ; set 8-bit accumulator
LDA.b <dest> : STA.l !SPRITE_OAM+4
LDA $01,s
JSL.l GetSpritePalette
STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13
PLA
JSL.l IsNarrowSprite : BCS .narrow
BRA .done
.narrow
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM+7
STA.l !SPRITE_OAM+14
LDA.w #$0800 : STA.l !SPRITE_OAM+9
LDA.w #$3400 : STA.l !SPRITE_OAM+11
.done
PLP : PLA
endmacro
;--------------------------------------------------------------------------------
; $0A : Digit Offset
; $0C-$0D : Value to Display
@@ -51,6 +83,8 @@ macro DrawDigit(value,offset)
LDA $0E : !ADD.w #$0008 : STA $0E ; move offset 8px right
endmacro
;--------------------------------------------------------------------------------
!COLUMN_LOW = "$7F5020"
!COLUMN_HIGH = "$7F5021"
DrawPrice:
PHX : PHY : PHP
LDY.b #$FF
@@ -75,7 +109,16 @@ DrawPrice:
SEP #$20 ; set 8-bit accumulator
TXA : LSR #3 : STA $06 ; request 1-4 OAM slots
ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4-16 bytes
;ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4-16 bytes
ASL #2
PHA
LDA $22 : CMP !COLUMN_LOW : !BLT .off
CMP !COLUMN_HIGH : !BGE .off
.on
PLA : JSL.l OAM_AllocateFromRegionB : BRA + ; request 4-16 bytes
.off
PLA : JSL.l OAM_AllocateFromRegionA ; request 4-16 bytes
+
TXA : LSR #3
PLP : PLY : PLX
RTS
@@ -88,8 +131,18 @@ dw 4, 0, -4, -8
;--------------------------------------------------------------------------------
SpritePrep_ShopKeeper:
;LDA.b #$AF ; Generic small key
LDA.b #$4F ; 1/4 magic
;%UploadOAM(#$24)
JSR.w LoadDynamicTileOAMTable
JSL.l GetSpriteID ; convert loot id to sprite id
JSL.l GetAnimatedSpriteTile_variable
;%UploadOAM(#$C2)
;%UploadOAM(#$C4)
RTL
;--------------------------------------------------------------------------------
!COLUMN_LOW = "$7F5020"
!COLUMN_HIGH = "$7F5021"
Sprite_ShopKeeper:
PHB : PHK : PLB
JSL.l Sprite_PlayerCantPassThrough
@@ -114,7 +167,12 @@ Sprite_ShopKeeper:
; Draw Items
LDA.b #$03 : STA $06 ; request 3 OAM slots
LDA #$0C : JSL.l OAM_AllocateFromRegionA ; request 12 bytes
LDA $20 : CMP.b #$60 : !BGE .below
.above
LDA #$0C : JSL.l OAM_AllocateFromRegionA : BRA + ; request 12 bytes
.below
LDA #$0C : JSL.l OAM_AllocateFromRegionB ; request 12 bytes
+
LDA.b #$03 : STA $06 ; request 3 OAM slots
STZ $07
LDA.b #.oam_items : STA $08
@@ -126,6 +184,15 @@ Sprite_ShopKeeper:
LDA.b #$00 : STA.l !SKIP_EOR
; $22
; 0x48 - Left
; 0x60 - Midpoint 1
; 0x78 - Center
; 0x90 - Midpoint 2
; 0xA8 - Right
LDA.b #$00 : STA !COLUMN_LOW
LDA.b #$60 : STA !COLUMN_HIGH
REP #$20 ; set 16-bit accumulator
LDA.w #1234 : STA $0C ; set value
LDA.w #-40 : STA $0E ; set coordinate
@@ -143,6 +210,8 @@ Sprite_ShopKeeper:
PLA
!ADD $92 : STA $92
LDA.b #$60 : STA !COLUMN_LOW
LDA.b #$90 : STA !COLUMN_HIGH
REP #$20 ; set 16-bit accumulator
LDA.w #5678 : STA $0C ; set value
LDA.w #8 : STA $0E ; set coordinate
@@ -160,6 +229,8 @@ Sprite_ShopKeeper:
PLA
!ADD $92 : STA $92
LDA.b #$90 : STA !COLUMN_LOW
LDA.b #$FF : STA !COLUMN_HIGH
REP #$20 ; set 16-bit accumulator
LDA.w #9012 : STA $0C ; set value
LDA.w #56 : STA $0E ; set coordinate

View File

@@ -724,6 +724,10 @@ org $308172 ; PC 0x180172
GenericKeys:
db #$00 ; #00 = Dungeon-Specific Keys (Default) - #$01 = Generic Keys
;================================================================================
org $308173 ; PC 0x180173
Bob:
db #$01 ; #00 = Off - #$01 = On (Default)
;================================================================================
org $308190 ; PC 0x180190
TimerStyle:
db #$00 ; #$00 = Off (Default) - #$01 Countdown - #$02 = Stopwatch

View File

@@ -424,6 +424,7 @@ DrawDynamicTile:
LDA #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.b #$00 : STA.l !SKIP_EOR
PLB
LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired
@@ -431,6 +432,32 @@ DrawDynamicTile:
PLA
RTL
;--------------------------------------------------------------------------------
DrawDynamicTileNoShadow:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA $06
LDA #$04 : JSL.l OAM_AllocateFromRegionC
BRA .draw
.narrow
LDA.b #$02 : STA $06
LDA #$08 : JSL.l OAM_AllocateFromRegionC
.draw
LDA.b #!SPRITE_OAM>>0 : STA $08
LDA.b #!SPRITE_OAM>>8 : STA $09
STZ $07
LDA #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR
JSL Sprite_DrawMultiple_quantity_preset
LDA Bob : BNE + : LDA.b #$00 : STA.l !SKIP_EOR : + ; Bob fix is conditional
PLB
LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA $92 : INC #2 : STA $92
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Sprite_IsOnscreen