let's dev 1/20/18

more shop dev
This commit is contained in:
Karkat
2018-01-21 01:12:25 -05:00
parent 09e0516e1a
commit 7e8be73077
3 changed files with 104 additions and 27 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, #$19 ; year/month/day
db #$20, #$18, #$01, #$20 ; year/month/day
;================================================================================

View File

@@ -123,42 +123,103 @@ DrawPrice:
PLP : PLY : PLX
RTS
;--------------------------------------------------------------------------------
!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
!FREE_TILE_BUFFER = "#$1180"
!SHOP_ID = "$7F5050"
!SHOP_TYPE = "$7F5051"
!SHOP_INVENTORY = "$7F5051"
!SCRATCH_CAPACITY = "$7F5020"
;--------------------------------------------------------------------------------
.digit_properties
dw $0230, $0231, $0202, $0203, $0212, $0213, $0222, $0223, $0232, $0233
;--------------------------------------------------------------------------------
.digit_offsets
dw 4, 0, -4, -8
;--------------------------------------------------------------------------------
!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
!FREE_TILE_BUFFER = "#$1180"
SpritePrep_ShopKeeper:
REP #$20 ; set 16-bit accumulator
LDA.w !FREE_TILE_BUFFER : STA !TILE_UPLOAD_OFFSET_OVERRIDE
PHX : PHY : PHP
REP #$30 ; set 16-bit accumulator & index registers
;LDA $A0
LDX.w #$0000
-
LDA ShopTable+1, X : CMP $A0 : BNE +
LDA ShopTable+3, X : CMP $010E : BNE +
SEP #$20 ; set 8-bit accumulator
LDA.b #$32 ; item
JSL.l GetSpriteID ; convert loot id to sprite id
JSL.l GetAnimatedSpriteTile_variable
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
BRA .success
+
TXA : !ADD.w #$0008 : TAX
LDA ShopTable, X : AND.w #$00FF : CMP.w #$00FF : BEQ .fail
BRA -
REP #$20 ; set 16-bit accumulator
LDA.w !FREE_TILE_BUFFER+$80 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
.fail
SEP #$20 ; set 8-bit accumulator
LDA.b #$51 ; item
JSL.l GetSpriteID ; convert loot id to sprite id
JSL.l GetAnimatedSpriteTile_variable
LDA.b #$FF : STA !SHOP_TYPE ; $FF = error condition
BRA .done
REP #$20 ; set 16-bit accumulator
LDA.w !FREE_TILE_BUFFER+$100 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
.success
SEP #$20 ; set 8-bit accumulator
LDA.b #$6C ; item
JSL.l GetSpriteID ; convert loot id to sprite id
JSL.l GetAnimatedSpriteTile_variable
STA $FFFFFF
LDX.w #$0000
LDY.w #$0000
-
TYA : CMP !SCRATCH_CAPACITY : !BGE .stop
LDA.l ShopContentsTable+1, X : CMP.b #$FF : BEQ .stop
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
PHX : PHY
LDA.l ShopContentsTable+1, X : TAY
REP #$20 ; set 16-bit accumulator
LDA 1,s : TAX : LDA.l .tile_offsets, X : TAX
JSR LoadTile
PLY : PLX
INX #4
INY #3
+
BRA -
.stop
LDA #$80 : STA $2100
JSR UploadVRAMTiles
LDA #$0F : STA $2100
.done
PLP : PLY : PLX
RTL
.tile_offsets
dw $0000 : db $00
dw $0080 : db $00
dw $0100 : db $00
;--------------------------------------------------------------------------------
; X - Tile Buffer Offset
; Y - Item ID
LoadTile:
TXA : !ADD.w !FREE_TILE_BUFFER : STA !TILE_UPLOAD_OFFSET_OVERRIDE ; load offset from X
SEP #$30 ; set 8-bit accumulator & index registers
TYA ; load item ID from Y
JSL.l GetSpriteID ; convert loot id to sprite id
JSL.l GetAnimatedSpriteTile_variable
REP #$10 ; set 16-bit index registers
RTS
;--------------------------------------------------------------------------------
;shop_config - t--- --qq
; t - 0=Shop - 1=TakeAny
; qq - # of items for sale
;org $30C800 ; PC 0x184800 - 0x184FFF
;ShopTable:
;;db [id][roomID-low][roomID-high][entranceID-low][entranceID-high][shop_config][pad][pad]
;db $FF, $12, $01, $58, $00, $FF, $00, $00
;ShopContentsTable:
;;db [id][item][price-low][price-high]
;db $FF, $AF, $50, $00
;db $FF, $27, $0A, $00
;db $FF, $12, $F4, $01
;db $FF, $FF, $FF, $FF
;--------------------------------------------------------------------------------
UploadVRAMTiles:
LDA $4300 : PHA ; preserve DMA parameters
@@ -288,7 +349,7 @@ Sprite_ShopKeeper:
LDA.b #$60 : STA !COLUMN_LOW
LDA.b #$90 : STA !COLUMN_HIGH
REP #$20 ; set 16-bit accumulator
LDA.w #100 : STA $0C ; set value
LDA.w #10 : STA $0C ; set value
LDA.w #8 : STA $0E ; set coordinate
JSR.w DrawPrice
SEP #$20 : STA $06 ; set 8-bit accumulator & store result
@@ -307,7 +368,7 @@ Sprite_ShopKeeper:
LDA.b #$90 : STA !COLUMN_LOW
LDA.b #$FF : STA !COLUMN_HIGH
REP #$20 ; set 16-bit accumulator
LDA.w #300 : STA $0C ; set value
LDA.w #500 : STA $0C ; set value
LDA.w #56 : STA $0E ; set coordinate
JSR.w DrawPrice
SEP #$20 : STA $06 ; set 8-bit accumulator & store result
@@ -334,8 +395,8 @@ dw 0, 0 : db $10, $4C, $00, $02
;--------------------------------------------------------------------------------
.oam_items
dw -40, 40 : db $C0, $08, $00, $02
dw 8, 40 : db $C2, $08, $00, $02
dw 56, 40 : db $C4, $08, $00, $02
dw 8, 40 : db $C2, $04, $00, $02
dw 56, 40 : db $C4, $02, $00, $02
;--------------------------------------------------------------------------------
.oam_prices
dw -48, 56 : db $30, $02, $00, $00

View File

@@ -1270,7 +1270,9 @@ dw #9999 ; Rupee Limit
; $7F5041 - Unused
; $7F5042 - Tile Upload Offset Override (Low)
; $7F5043 - Tile Upload Offset Override (High)
; $7F5044 - $7F507E - Unused
; $7F5044 - $7F504F - Unused
; $7F5050 - $7F505F - Shop Block
; $7F5060 - $7F507E - Unused
; $7F507E - Clock Status
; $7F507F - Always Zero
; $7F5080 - $7F5083 - Clock Hours
@@ -1356,3 +1358,17 @@ ItemSubstitutionRules:
db $12, $01, $35, $FF
db $FF, $FF, $FF, $FF
;================================================================================
;shop_config - t--- --qq
; t - 0=Shop - 1=TakeAny
; qq - # of items for sale
org $30C800 ; PC 0x184800 - 0x184FFF
ShopTable:
;db [id][roomID-low][roomID-high][entranceID-low][entranceID-high][shop_config][pad][pad]
db $FF, $12, $01, $58, $00, $03, $00, $00
ShopContentsTable:
;db [id][item][price-low][price-high]
db $FF, $AF, $50, $00
db $FF, $27, $0A, $00
db $FF, $12, $F4, $01
db $FF, $FF, $FF, $FF
;================================================================================