Added better GFX for fairy and good bee

This commit is contained in:
codemann8
2023-05-08 07:48:48 -05:00
parent 09d93ae5f2
commit 9651f9fb1d
3 changed files with 101 additions and 15 deletions

View File

@@ -809,18 +809,53 @@ Shopkeeper_DrawNextItem:
SEP #$20 ; set 8-bit accumulator
PLY
STZ $0E ; $0E will be used temporarily to store a non-zero value if VRAM slot is in OAM1
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
LDA.l !SHOP_INVENTORY, X ; get item palette
LDA.l !SHOP_INVENTORY, X
++
CMP.b #$2E : BNE + : BRA .potion
+ CMP.b #$2F : BNE + : BRA .potion
+ CMP.b #$30 : BEQ .potion
+ CMP.b #$34 : BCC .normal : CMP.b #$36+1 : BCS .normal
CMP.b #$2E : BNE + : JMP .potion
+ CMP.b #$2F : BNE + : JMP .potion
+ CMP.b #$30 : BNE + : JMP .potion
+ CMP.b #$B2 : BNE + : BRA .fairy
+ CMP.b #$B5 : BNE + : BRA .goodbee
+ CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS +
BRA .rupee
+
.normal
LDA.w .tile_indices, Y : BRA + ; get item gfx index
.rupee
LDA.b #$0B ; rupee is #$0B because it's already there in VRAM
STA.b $0E
BRA .vramLoc
.fairy
REP #$20
LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.l !SPRITE_OAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
STA.l !SPRITE_OAM+2
++
SEP #$20
LDA.b $1A : AND.b #$20 : BEQ ++ ; alternate every 32 frames
LDA.b #$EC ; use other fairy GFX
STA.b $0E
BRA .vramLoc
++
LDA.b #$EA ; fairy is #$EA/EC because it's already there in VRAM
STA.b $0E
BRA .vramLoc
.goodbee
REP #$20
LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.l !SPRITE_OAM+2 : SEC : SBC.w #$02 ; move bee up 2 pixels
STA.l !SPRITE_OAM+2
++
SEP #$20
LDA.b $1A : AND.b #$20 : BEQ ++ ; alternate every 32 frames
LDA.b #$D4 ; use other bee GFX
STA.b $0E
BRA .vramLoc
++
LDA.b #$E4 ; good bee is #$E4/D4 because it's already there in VRAM
STA.b $0E
BRA .vramLoc
.potion
LDA.b #$C0 ; potion is #$C0 because it's already there in VRAM
@@ -835,15 +870,13 @@ Shopkeeper_DrawNextItem:
AND #$FE
.vramLoc
STA.l !SPRITE_OAM+4
PHA
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
LDA.l !SHOP_INVENTORY, X ; get item palette
++
JSL.l GetSpritePalette : STA.l !SPRITE_OAM+5
PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
LDA.l !SHOP_INVENTORY, X ; get item palette
++
JSL.l GetSpritePalette : STA.l !SPRITE_OAM+5
PLA
AND.b #$01 : BNE .oam1 ; special case for rupee item
LDA.b $0E : BNE .oam1 ; item uses VRAM in OAM1
LDA.w .tile_indices, Y : AND.b #$01 : BEQ ++ ; get tile index sheet
.oam1
LDA.l !SPRITE_OAM+5
@@ -866,6 +899,10 @@ Shopkeeper_DrawNextItem:
LDA.b #$00
STA.l !SPRITE_OAM+7
JSR.w PrepNarrowLower
LDA.b $0E : AND.b #$0F : CMP.b #$04 : BNE +
; special exception for bee gfx, need top tile to be blank
LDA.b #$7C : STA.l !SPRITE_OAM+4
+
LDA.b #$02
++
PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSR.w RequestItemOAM : PLX