let's dev 1/20/18
more shop dev
This commit is contained in:
111
shopkeeper.asm
111
shopkeeper.asm
@@ -123,42 +123,103 @@ DrawPrice:
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PLP : PLY : PLX
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RTS
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;--------------------------------------------------------------------------------
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!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
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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 = "$7F5051"
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!SCRATCH_CAPACITY = "$7F5020"
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;--------------------------------------------------------------------------------
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.digit_properties
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dw $0230, $0231, $0202, $0203, $0212, $0213, $0222, $0223, $0232, $0233
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;--------------------------------------------------------------------------------
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.digit_offsets
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dw 4, 0, -4, -8
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;--------------------------------------------------------------------------------
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!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
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!FREE_TILE_BUFFER = "#$1180"
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SpritePrep_ShopKeeper:
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REP #$20 ; set 16-bit accumulator
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LDA.w !FREE_TILE_BUFFER : STA !TILE_UPLOAD_OFFSET_OVERRIDE
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$32 ; item
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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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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LDA ShopTable+3, X : CMP $010E : BNE +
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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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BRA .success
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+
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TXA : !ADD.w #$0008 : TAX
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LDA ShopTable, X : AND.w #$00FF : CMP.w #$00FF : BEQ .fail
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BRA -
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REP #$20 ; set 16-bit accumulator
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LDA.w !FREE_TILE_BUFFER+$80 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
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.fail
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$51 ; item
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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LDA.b #$FF : STA !SHOP_TYPE ; $FF = error condition
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BRA .done
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REP #$20 ; set 16-bit accumulator
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LDA.w !FREE_TILE_BUFFER+$100 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
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.success
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$6C ; item
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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STA $FFFFFF
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LDX.w #$0000
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LDY.w #$0000
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-
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TYA : CMP !SCRATCH_CAPACITY : !BGE .stop
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LDA.l ShopContentsTable+1, X : CMP.b #$FF : BEQ .stop
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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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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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LDA 1,s : TAX : LDA.l .tile_offsets, X : TAX
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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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+
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BRA -
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.stop
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LDA #$80 : STA $2100
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JSR UploadVRAMTiles
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LDA #$0F : STA $2100
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.done
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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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;--------------------------------------------------------------------------------
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; X - Tile Buffer Offset
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; Y - Item ID
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LoadTile:
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TXA : !ADD.w !FREE_TILE_BUFFER : STA !TILE_UPLOAD_OFFSET_OVERRIDE ; load offset from X
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SEP #$30 ; set 8-bit accumulator & index registers
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TYA ; load item ID from Y
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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REP #$10 ; set 16-bit index registers
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RTS
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;--------------------------------------------------------------------------------
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;shop_config - t--- --qq
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; t - 0=Shop - 1=TakeAny
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; qq - # of items for sale
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;org $30C800 ; PC 0x184800 - 0x184FFF
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;ShopTable:
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;;db [id][roomID-low][roomID-high][entranceID-low][entranceID-high][shop_config][pad][pad]
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;db $FF, $12, $01, $58, $00, $FF, $00, $00
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;ShopContentsTable:
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;;db [id][item][price-low][price-high]
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;db $FF, $AF, $50, $00
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;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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UploadVRAMTiles:
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LDA $4300 : PHA ; preserve DMA parameters
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@@ -288,7 +349,7 @@ Sprite_ShopKeeper:
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LDA.b #$60 : STA !COLUMN_LOW
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LDA.b #$90 : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #100 : STA $0C ; set value
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LDA.w #10 : STA $0C ; set value
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LDA.w #8 : STA $0E ; set coordinate
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JSR.w DrawPrice
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SEP #$20 : STA $06 ; set 8-bit accumulator & store result
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@@ -307,7 +368,7 @@ Sprite_ShopKeeper:
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LDA.b #$90 : STA !COLUMN_LOW
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LDA.b #$FF : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #300 : STA $0C ; set value
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LDA.w #500 : STA $0C ; set value
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LDA.w #56 : STA $0E ; set coordinate
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JSR.w DrawPrice
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SEP #$20 : STA $06 ; set 8-bit accumulator & store result
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@@ -334,8 +395,8 @@ dw 0, 0 : db $10, $4C, $00, $02
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;--------------------------------------------------------------------------------
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.oam_items
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dw -40, 40 : db $C0, $08, $00, $02
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dw 8, 40 : db $C2, $08, $00, $02
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dw 56, 40 : db $C4, $08, $00, $02
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dw 8, 40 : db $C2, $04, $00, $02
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dw 56, 40 : db $C4, $02, $00, $02
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;--------------------------------------------------------------------------------
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.oam_prices
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dw -48, 56 : db $30, $02, $00, $00
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