Fix GFX transfer, use stack
Fix HUD arrow icon after buying shop arrow
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12
ram.asm
12
ram.asm
@@ -190,10 +190,10 @@ MessageJunk = $7E0223 ; Zeroed but never used (?)
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;
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ShopPurchaseFlag = $7E0224 ; $01 = Shop purchase item receipt.
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;CoolScratch = $7E0224 ; 0x5C bytes of free ram
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ItemQueuePtr = $7E0226 ; Pointer into Item GFX and VRAM target queues. Word length.
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ItemStackPtr = $7E0226 ; Pointer into Item GFX and VRAM target queues. Word length.
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; If not zero, pointer should always be left pointing at the
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; next available slot in the stack during the frame.
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SpriteID = $7E0230 ; 0x0A bytes. Receipt ID for main loop sprite we're handling.
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ItemGFXQueue = $7E0230 ; Pointers to decompressed item tiles deferred to NMI loading. $10 bytes
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ItemTargetQueue = $7E0240 ; Pointers to VRAM targets for ItemGFXQueue. $10 bytes
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AncillaVelocityZ = $7E0294 ; 0x0A bytes
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AncillaZCoord = $7E029E ; 0x0A bytes
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;
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@@ -476,7 +476,10 @@ HUDArrowCount = $7EC760 ;
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HUDKeyDigits = $7EC764 ;
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;
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BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
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TotalItemCountTiles = $7ECB00 ; Cached total item count tiles for HUD. Four words high to low.
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ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading.
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ItemGFXSBankStack = $7ECB20 ; Source bank byte for above.
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ItemTargetStack = $7ECB40 ; Pointers to VRAM targets for ItemGFXStack.
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TotalItemCountTiles = $7ECF00 ; Cached total item count tiles for HUD. Four words high to low.
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;================================================================================
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; Bank 7F
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@@ -485,7 +488,6 @@ DecompressionBuffer = $7F0000 ; Decompression Buffer. $2000 bytes.
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DecompBuffer2 = $7F4000 ; Another buffer
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base $7F5000
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RedrawFlag: skip 1 ;
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skip 2 ; Unused
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