Shop fixes
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@@ -88,7 +88,7 @@ RTL
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OnFileLoad:
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REP #$10 ; set 16 bit index registers
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JSL.l EnableForceBlank ; what we wrote over
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REP #$20 : LDA.l $30F010 : STA.l $7EF33E : SEP $#20
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REP #$20 : LDA.l $30F010 : STA.l $7EF33E : SEP #$20
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LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
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@@ -260,9 +260,11 @@ AddInventory:
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; don't count any of this stuff
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CPY.b #$20 : BNE + : BRL .itemCounts : + ; Crystal
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CPY.b #$26 : BNE + : BRL .itemCounts : + ; Heart Piece Completion Heart
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CPY.b #$2E : BNE + : BRL .itemCounts : + ; Red Potion (Refill)
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CPY.b #$2F : BNE + : BRL .itemCounts : + ; Green Potion (Refill)
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CPY.b #$30 : BNE + : BRL .itemCounts : + ; Blue Potion (Refill)
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LDA.l !SHOP_ENABLE_COUNT : BNE ++
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CPY.b #$2E : BNE + : BRL .itemCounts : + ; Red Potion (Refill)
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CPY.b #$2F : BNE + : BRL .itemCounts : + ; Green Potion (Refill)
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CPY.b #$30 : BNE + : BRL .itemCounts : + ; Blue Potion (Refill)
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++
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CPY.b #$37 : BNE + : BRL .itemCounts : + ; Pendant
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CPY.b #$38 : BNE + : BRL .itemCounts : + ; Pendant
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CPY.b #$39 : BNE + : BRL .itemCounts : + ; Pendant
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@@ -897,19 +897,21 @@ Shopkeeper_DrawNextPrice:
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PLY
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LDA.l !SHOP_INVENTORY+1, X : STA $0C ; set value
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JSR.w DrawPrice
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SEP #$20 : STA $06 : STZ $07 ; set 8-bit accumulator & store result
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PHA
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LDA.b #!BIGRAM : STA $08
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LDA.b #!BIGRAM>>8 : STA $09
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LDA.b #$7E : PHA : PLB ; set data bank to $7E
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BEQ .free
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JSR.w DrawPrice
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SEP #$20 : STA $06 : STZ $07 ; set 8-bit accumulator & store result
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PHA
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LDA.b #!BIGRAM : STA $08
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LDA.b #!BIGRAM>>8 : STA $09
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LDA.b #$7E : PHA : PLB ; set data bank to $7E
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PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSL.l Sprite_DrawMultiple_quantity_preset : PLX
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PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSL.l Sprite_DrawMultiple_quantity_preset : PLX
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LDA 1,s
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ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
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PLA
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!ADD $92 : STA $92
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LDA 1,s
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ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
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PLA
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!ADD $92 : STA $92
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.free
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PLP : PLY : PLX
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PLB
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RTS
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