Palette handling & sprite props data tables
Statically assign item data tables Fix some save-related bugs Fix dungeon item notice in "this dungeon" with free dungeon items
This commit is contained in:
439
utilities.asm
439
utilities.asm
@@ -8,33 +8,19 @@
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GetSpriteID:
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JSR.w AttemptItemSubstitution
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JSR.w ResolveLootID
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CMP.b #$16 : BEQ .bottle ; Bottle
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CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle
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CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle
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CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle
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CMP.b #$3C : BEQ .bottle ; Bee w/bottle
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CMP.b #$3D : BEQ .bottle ; Fairy w/bottle
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CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle
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CMP.b #$6D : BEQ .server_F0 ; Server Request F0
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CMP.b #$6E : BEQ .server_F1 ; Server Request F1
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CMP.b #$6F : BEQ .server_F2 ; Server Request F2
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CMP.b #$6D : BEQ .server_F0 ; Server Request F0
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CMP.b #$6E : BEQ .server_F1 ; Server Request F1
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CMP.b #$6F : BEQ .server_F2 ; Server Request F2
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BRA .normal
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.bottle
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PHA : JSR.w CountBottles : CMP.l BottleLimit : !BLT +
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PLA : LDA.l BottleLimitReplacement
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JMP GetSpriteID
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+
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PLA : BRA .normal
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.server_F0
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JSL.l ItemVisualServiceRequest_F0
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BRA .normal
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.server_F1
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JSL.l ItemVisualServiceRequest_F1
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BRA .normal
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.server_F0
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JSL.l ItemVisualServiceRequest_F0
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BRA .normal
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.server_F1
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JSL.l ItemVisualServiceRequest_F1
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BRA .normal
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.server_F2
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JSL.l ItemVisualServiceRequest_F2
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JSL.l ItemVisualServiceRequest_F2
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.normal
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PHX
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TAX : LDA.l ItemReceipts_graphics, X ; look up item gfx
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PLX
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@@ -46,163 +32,18 @@ RTL
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; out: A - Palette
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;--------------------------------------------------------------------------------
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GetSpritePalette:
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JSR AttemptItemSubstitution
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JSR.w ResolveLootID
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JSR AttemptItemSubstitution
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JSR.w ResolveLootID
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.resolved
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CMP.b #$16 : BEQ .bottle ; Bottle
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CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle
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CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle
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CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle
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CMP.b #$3C : BEQ .bottle ; Bee w/bottle
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CMP.b #$3D : BEQ .bottle ; Fairy w/bottle
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CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle
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BRA .notBottle
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.bottle
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PHA : JSR.w CountBottles : CMP.l BottleLimit : !BLT +
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PLA : LDA.l BottleLimitReplacement
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JMP GetSpritePalette
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+
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PLA : .notBottle
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PHX
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TAX : LDA.l GfxPalettes, X ; look up item gfx
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PLX
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TAX
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LDA.l SpriteProperties_standing_palette, X : BIT #$80 : BNE .load_palette
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ASL
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RTL
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;---------------------------------------------------------------------------------------------------
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;DATA - Loot Identifier to Sprite Palette
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{
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GfxPalettes:
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db $00, $04, $02, $08, $04, $02, $08, $02
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db $04, $02, $02, $02, $04, $04, $04, $08
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db $08, $08, $02, $02, $04, $02, $02, $02
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db $04, $02, $04, $02, $08, $08, $04, $02
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db $0A, $02, $04, $02, $04, $04, $00, $04
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db $04, $08, $02, $02, $08, $04, $02, $08
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db $04, $04, $08, $08, $08, $04, $02, $08
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db $02, $04, $08, $02, $04, $04, $02, $02
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db $08, $08, $02, $04, $04, $08, $08, $08
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db $04, $04, $04, $02, $08, $08, $08, $08
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; db $04, $0A, $04, $02, $FF, $FF, $FF, $FF
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db $04 ; Safe Master Sword
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db $08, $08, $08, $08 ; Bomb & Arrow +5/+10
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db $04, $00, $00 ; Programmable Items 1-3
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db $02 ; Upgrade-Only Silver Arrows
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db $06 ; 1 Rupoor
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db $02 ; Null Item
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db $02, $04, $08 ; Red, Blue & Green Clocks
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db $FD, $FE, $FF, $FC ; Progressive Sword, Shield, Armor & Gloves
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db $FA, $FB ; RNG Single & Multi
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db $F8, $F8 ; Progressive Bow
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db $00, $00, $00, $00 ; Unused
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db $08, $08, $08 ; Goal Item Single, Multi & Alt Multi
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db $04, $04, $04 ; Server Request F0, F1, F2
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Map
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db $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04 ; Free Compass
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;db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; *EVENT*
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Big Key
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Small Key
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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}
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; IsNarrowSprite
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; in: A - Loot ID
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; out: Carry - 0 = Full, 1 = Narrow
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;--------------------------------------------------------------------------------
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IsNarrowSprite:
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PHA : PHX
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PHB : PHK : PLB
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JSR AttemptItemSubstitution
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;--------
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CMP.b #$16 : BEQ .bottle ; Bottle
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CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle
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CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle
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CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle
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CMP.b #$3C : BEQ .bottle ; Bee w/bottle
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CMP.b #$3D : BEQ .bottle ; Fairy w/bottle
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CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle
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BRA .notBottle
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.bottle
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JSR.w CountBottles : CMP.l BottleLimit : !BLT +
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LDA.l BottleLimitReplacement
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JSL.l IsNarrowSprite
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JMP .done
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+ : JMP .continue
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.notBottle
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CMP.b #$5E : BNE ++ ; Progressive Sword
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LDA.l HighestSword : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
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LDA.l ProgressiveSwordReplacement
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JSL.l IsNarrowSprite
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JMP .done
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+ : JMP .continue
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++ CMP.b #$5F : BNE ++ ; Progressive Shield
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LDA.l HighestShield : BNE + : JMP .done ; No Shield
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+ : CMP.l ProgressiveShieldLimit : !BLT .continue
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LDA.l ProgressiveShieldReplacement
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JSL.l IsNarrowSprite
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JMP .done
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++ CMP.b #$60 : BNE ++ ; Progressive Armor
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LDA.l HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue
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LDA.l ProgressiveArmorReplacement
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JSL.l IsNarrowSprite
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JMP .done
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+
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++ CMP.b #$62 : BNE ++ ; RNG Item (Single)
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JSL.l GetRNGItemSingle : JMP .continue
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++ CMP.b #$63 : BNE ++ ; RNG Item (Multi)
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JSL.l GetRNGItemMulti
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++ CMP.b #$64 : BEQ + ; Progressive Bow
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CMP.b #$65 : BNE .continue ; Progressive Bow (alt)
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+ : LDA.l BowEquipment : INC : LSR
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CMP.l ProgressiveBowLimit : !BLT +
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LDA.l ProgressiveBowReplacement
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JSL.l IsNarrowSprite
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JMP .done
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.continue
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;--------
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LDX.b #$00 ; set index counter to 0
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;----
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-
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CPX.b #$24 : !BGE .false ; finish if we've done the whole list
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CMP.l .smallSprites, X : BNE + ; skip to next if we don't match
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;--
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SEC ; set true state
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BRA .done ; we're done
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;--
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+
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INX ; increment index
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BRA - ; go back to beginning of loop
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;----
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.false
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CLC
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.done
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PLB : PLX : PLA
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.load_palette
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JSL.l LoadItemPalette
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ASL
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RTL
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;DATA - Half-Size Sprite Markers
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{
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.smallSprites
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db $04, $07, $08, $09, $0A, $0B, $0C, $13
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db $15, $18, $24, $2A, $34, $35, $36, $42
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db $43, $45, $59, $A0, $A1, $A2, $A3, $A4
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db $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC
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db $AD, $AE, $AF, $FF, $FF, $FF, $FF, $FF
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}
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; PrepDynamicTile
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; in: A - Loot ID
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@@ -210,11 +51,15 @@ RTL
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PrepDynamicTile:
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PHA : PHX : PHY : PHB
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JSR.w ResolveLootID
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-
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JSR.w LoadDynamicTileOAMTable
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JSL TransferItemReceiptToBuffer_using_ReceiptID
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SEP #$30
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PLB : PLY : PLX : PLA
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RTL
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.loot_resolved
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PHA : PHX : PHY : PHB
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BRA -
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -222,34 +67,31 @@ RTL
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; in: A - Loot ID
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;-------------------------------------------------------------------------------- 20/847B
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LoadDynamicTileOAMTable:
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PHA : PHP
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PHA : PHP
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REP #$20
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LDA.w #$0000 : STA.l SpriteOAM : STA.l SpriteOAM+2
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LDA.w #$0200 : STA.l SpriteOAM+6
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SEP #$20
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LDA.b #$24 : STA.l SpriteOAM+4
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PHA
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REP #$20 ; set 16-bit accumulator
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LDA.w #$0000 : STA.l SpriteOAM
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STA.l SpriteOAM+2
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LDA.w #$0200 : STA.l SpriteOAM+6
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$24 : STA.l SpriteOAM+4
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LDA.w SpriteItemType,X
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JSL.l GetSpritePalette_resolved
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STA.l SpriteOAM+5 : STA.l SpriteOAM+13
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PHX
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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BRA .done
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LDA.b $01,s
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.narrow
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REP #$20
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LDA.w #$0400 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
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LDA.w #$0800 : STA.l SpriteOAM+9
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LDA.w #$3400 : STA.l SpriteOAM+11
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SEP #$20
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LDA.b #$04 : STA.l SpriteOAM
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JSL.l GetSpritePalette_resolved
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STA.l SpriteOAM+5 : STA.l SpriteOAM+13
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PLA
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JSL.l IsNarrowSprite : BCS .narrow
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BRA .done
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.narrow
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REP #$20 ; set 16-bit accumulator
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LDA.w #$0000 : STA.l SpriteOAM+7
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STA.l SpriteOAM+14
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LDA.w #$0800 : STA.l SpriteOAM+9
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LDA.w #$3400 : STA.l SpriteOAM+11
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.done
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PLP : PLA
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.done
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PLX
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PLP : PLA
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RTS
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;--------------------------------------------------------------------------------
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@@ -261,58 +103,66 @@ RTS
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; This wastes two OAM slots if you don't want a shadow - fix later - I wrote "fix later" over a year ago and it's still not fixed (Aug 6, 2017) - lol (May 25th, 2019)
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;-------------------------------------------------------------------------------- 2084B8
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DrawDynamicTile:
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JSL.l IsNarrowSprite : BCS .narrow
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PHX
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TAX
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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.full
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LDA.b #$01 : STA.b Scrap06
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LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
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LDA.b #$02 : PHA
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BRA .draw
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.full
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PLX
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LDA.b #$01 : STA.b Scrap06
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LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
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LDA.b #$02 : PHA
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BRA .draw
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.narrow
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LDA.b #$02 : STA.b Scrap06
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LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
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LDA.b #$03 : PHA
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.narrow
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PLX
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LDA.b #$02 : STA.b Scrap06
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LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
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LDA.b #$03 : PHA
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.draw
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LDA.b #SpriteOAM>>0 : STA.b Scrap08
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LDA.b #SpriteOAM>>8 : STA.b Scrap09
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STZ.b Scrap07
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LDA.b #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l SpriteSkipEOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA.b #$00 : STA.l SpriteSkipEOR
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PLB
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.draw
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LDA.b #SpriteOAM>>0 : STA.b Scrap08
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LDA.b #SpriteOAM>>8 : STA.b Scrap09
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STZ.b Scrap07
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LDA.b #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l SpriteSkipEOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA.b #$00 : STA.l SpriteSkipEOR
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PLB
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LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr ; leave the pointer in the right spot to draw the shadow, if desired
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LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
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PLA
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LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr ; leave the pointer in the right spot to draw the shadow, if desired
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LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DrawDynamicTileNoShadow:
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JSL.l IsNarrowSprite : BCS .narrow
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PHX
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TAX
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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.full
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LDA.b #$01 : STA.b Scrap06
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LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
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BRA .draw
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.full
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PLX
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LDA.b #$01 : STA.b Scrap06
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LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
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BRA .draw
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.narrow
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LDA.b #$02 : STA.b Scrap06
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LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
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.narrow
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PLX
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LDA.b #$02 : STA.b Scrap06
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LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
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.draw
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LDA.b #SpriteOAM>>0 : STA.b Scrap08
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LDA.b #SpriteOAM>>8 : STA.b Scrap09
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STZ.b Scrap07
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LDA.b #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l SpriteSkipEOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
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PLB
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.draw
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LDA.b #SpriteOAM>>0 : STA.b Scrap08
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LDA.b #SpriteOAM>>8 : STA.b Scrap09
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STZ.b Scrap07
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LDA.b #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l SpriteSkipEOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
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PLB
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LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr
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LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
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LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr
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LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
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RTL
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;--------------------------------------------------------------------------------
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@@ -400,70 +250,10 @@ SkipDrawEOR:
|
||||
LDA.b ($08), Y : EOR.w Scrap04 ; thing we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; CountBits
|
||||
; in: A(b) - Byte to count bits in
|
||||
; out: A(b) - sum of bits
|
||||
; caller is responsible for setting 8-bit mode and preserving X and Y
|
||||
;--------------------------------------------------------------------------------
|
||||
;CountBits:
|
||||
; PHX
|
||||
; TAX ; Save a copy of value
|
||||
; LSR #4 ; Shift down hi nybble, Leave <3> in C
|
||||
; PHA ; And save <7:4> in Stack
|
||||
; TXA ; Recover value
|
||||
; AND.b #$07 ; Put out <2:0> in X
|
||||
; TAX ; And save in X
|
||||
; LDA.l NybbleBitCounts, X ; Fetch count for <2:0>
|
||||
; PLX ; get <7:4>
|
||||
; ADC.l NybbleBitCounts, X ; Add count for S & C
|
||||
; PLX
|
||||
;RTL
|
||||
|
||||
; Look up table of bit counts in the values $00-$0F
|
||||
NybbleBitCounts:
|
||||
db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #04
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; HexToDec
|
||||
; in: A(w) - Word to Convert
|
||||
; out: HexToDecDigit1 - HexToDecDigit5 (high - low)
|
||||
;--------------------------------------------------------------------------------
|
||||
;HexToDec:
|
||||
; PHA
|
||||
; PHA
|
||||
; LDA.w #$9090
|
||||
; STA.l HexToDecDigit1 : STA.l HexToDecDigit3 : STA.l HexToDecDigit4 ; clear digit storage
|
||||
; PLA
|
||||
; -
|
||||
; CMP.w #10000 : !BLT +
|
||||
; PHA : SEP #$20 : LDA.l HexToDecDigit1 : INC : STA.l HexToDecDigit1 : REP #$20 : PLA
|
||||
; !SUB.w #10000 : BRA -
|
||||
; + -
|
||||
; CMP.w #1000 : !BLT +
|
||||
; PHA : SEP #$20 : LDA.l HexToDecDigit2 : INC : STA.l HexToDecDigit2 : REP #$20 : PLA
|
||||
; !SUB.w #1000 : BRA -
|
||||
; + -
|
||||
; CMP.w #100 : !BLT +
|
||||
; PHA : SEP #$20 : LDA.l HexToDecDigit3 : INC : STA.l HexToDecDigit3 : REP #$20 : PLA
|
||||
; !SUB.w #100 : BRA -
|
||||
; + -
|
||||
; CMP.w #10 : !BLT +
|
||||
; PHA : SEP #$20 : LDA.l HexToDecDigit4 : INC : STA.l HexToDecDigit4 : REP #$20 : PLA
|
||||
; !SUB.w #10 : BRA -
|
||||
; + -
|
||||
; CMP.w #1 : !BLT +
|
||||
; PHA : SEP #$20 : LDA.l HexToDecDigit5 : INC : STA.l HexToDecDigit5 : REP #$20 : PLA
|
||||
; !SUB.w #1 : BRA -
|
||||
; +
|
||||
; PLA
|
||||
;RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; WriteVRAMStripe
|
||||
; in: A(w) - VRAM Destination
|
||||
@@ -530,7 +320,6 @@ RTL
|
||||
;It is followed by a single tile (word). Combining this this with the D bit makes it easy to draw large horizontal or vertical runs of a tile without using much space. Geat for erasing or drawing horizontal or verical box edges.
|
||||
;================================================================================
|
||||
|
||||
|
||||
DynamicDrawCleanup:
|
||||
PHA
|
||||
REP #$20
|
||||
@@ -547,3 +336,45 @@ DynamicDrawCleanup:
|
||||
PLA
|
||||
RTL
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
CheckReceivedItemPropertiesBeforeLoad:
|
||||
LDA.b RoomIndex : BEQ .normalCode
|
||||
LDA.l RoomFade : BNE .load_palette
|
||||
LDA.l SpriteProperties_chest_palette,X : BIT #$80 : BNE .load_palette
|
||||
.normalCode
|
||||
RTL
|
||||
.load_palette
|
||||
JSL.l LoadItemPalette
|
||||
RTL
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
LoadItemPalette:
|
||||
; In: X - Loot ID
|
||||
; Out: A - Sprite palette index
|
||||
PHX : PHY : PHB
|
||||
LDA.b #PalettesVanillaBank>>16 : STA.b Scrap0C
|
||||
LDA.b #$7E
|
||||
PHA : PLB
|
||||
REP #$30
|
||||
|
||||
TXA : ASL : TAX
|
||||
LDA.l SpriteProperties_palette_addr,X : STA.b Scrap0A
|
||||
LDY.w #$000E
|
||||
LDA.w TransparencyFlag : BNE .SP05
|
||||
-
|
||||
LDA.b [Scrap0A], Y : STA.w PaletteBuffer+$0170,Y
|
||||
DEY #2
|
||||
BPL -
|
||||
LDA.w #$0003
|
||||
BRA .done
|
||||
.SP05
|
||||
-
|
||||
LDA.b [Scrap0A], Y : STA.w PaletteBuffer+$01B0,Y
|
||||
DEY #2
|
||||
BPL -
|
||||
LDA.w #$0005
|
||||
.done
|
||||
SEP #$30
|
||||
PLB : PLY : PLX
|
||||
INC.b NMICGRAM
|
||||
RTL
|
||||
|
||||
Reference in New Issue
Block a user