;================================================================================ ; Randomize 300 Rupee NPC ;-------------------------------------------------------------------------------- Set300RupeeNPCItem: INC $0D80, X ; thing we wrote over PHA : PHP REP #$20 ; set 16-bit accumulator LDA $A0 ; these are all decimal because i got them that way CMP.w #291 : BNE + LDA RupeeNPC_MoldormCave : TAY ; load moldorm cave value into Y BRA .done + CMP.w #286 : BNE + LDA RupeeNPC_NortheastDarkSwampCave : TAY ; load northeast dark swamp cave value into Y BRA .done + LDY.b #$46 ; default to a normal 300 rupees .done PLP : PLA RTL ;-------------------------------------------------------------------------------- ; 291 - Moldorm Cave ; 286 - Northeast Dark Swamp Cave ;-------------------------------------------------------------------------------- !BIGRAM = "$7EC900"; ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; $0A : Digit Offset ; $0C-$0D : Value to Display ; $0E-$0F : Base Coordinate ;-------------------------------------------------------------------------------- macro DrawDigit(value,offset) STZ $0A ; clear digit buffer LDA $0C ; load value -- CMP.w : !BLT ++ !SUB.w INC $0A BRA -- ++ STA $0C ; save value CPY.b #$FF : BNE + LDY.b LDA $0E : !ADD.w .digit_offsets, Y : STA $0E + LDA $0E : STA !BIGRAM, X : INX : INX LDA.w #56 : STA !BIGRAM, X : INX : INX LDY $0A : TYA : ASL : TAY : LDA .digit_properties, Y : STA !BIGRAM, X : INX : INX LDA.w #$0000 : STA !BIGRAM, X : INX : INX LDA $0E : !ADD.w #$0008 : STA $0E ; move offset 8px right endmacro ;-------------------------------------------------------------------------------- DrawPrice: PHX : PHY : PHP LDY.b #$FF LDX #$00 ; clear bigram pointer LDA $0C : CMP.w #1000 : !BLT + : BRL .len4 : + CMP.w #100 : !BLT + : BRL .len3 : + CMP.w #10 : !BLT + : BRL .len2 : + CMP.w #1 : !BLT + : BRL .len1 : + .len4 %DrawDigit(#1000,#6) .len3 %DrawDigit(#100,#4) .len2 %DrawDigit(#10,#2) .len1 %DrawDigit(#1,#0) SEP #$20 ; set 8-bit accumulator TXA : LSR #3 : STA $06 ; request 1-4 OAM slots ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4-16 bytes TXA : LSR #3 PLP : PLY : PLX RTS ;-------------------------------------------------------------------------------- .digit_properties dw $0230, $0231, $0202, $0203, $0212, $0213, $0222, $0223, $0232, $0233 ;-------------------------------------------------------------------------------- .digit_offsets dw 4, 0, -4, -8 ;-------------------------------------------------------------------------------- SpritePrep_ShopKeeper: RTL ;-------------------------------------------------------------------------------- Sprite_ShopKeeper: PHB : PHK : PLB JSL.l Sprite_PlayerCantPassThrough ; Draw Shopkeeper LDA.b #$02 : STA $06 ; request 2 OAM slots LDA #$08 : JSL.l OAM_AllocateFromRegionA ; request 8 bytes LDA.b #$02 : STA $06 ; request 2 OAM slots STZ $07 LDA $1A : AND #$10 : BEQ + LDA.b #.oam_shopkeeper_f1 : STA $08 LDA.b #.oam_shopkeeper_f1>>8 : STA $09 BRA ++ + LDA.b #.oam_shopkeeper_f2 : STA $08 LDA.b #.oam_shopkeeper_f2>>8 : STA $09 ++ ;LDA.b #$01 : STA.l !SKIP_EOR JSL.l Sprite_DrawMultiple_quantity_preset LDA $90 : !ADD.b #$04*2 : STA $90 ; increment oam pointer LDA $92 : INC #2 : STA $92 ; Draw Items LDA.b #$03 : STA $06 ; request 3 OAM slots LDA #$0C : JSL.l OAM_AllocateFromRegionA ; request 12 bytes LDA.b #$03 : STA $06 ; request 3 OAM slots STZ $07 LDA.b #.oam_items : STA $08 LDA.b #.oam_items>>8 : STA $09 JSL.l Sprite_DrawMultiple_quantity_preset LDA $90 : !ADD.b #$04*3 : STA $90 ; increment oam pointer LDA $92 : INC #3 : STA $92 LDA.b #$00 : STA.l !SKIP_EOR REP #$20 ; set 16-bit accumulator LDA.w #1234 : STA $0C ; set value LDA.w #-40 : STA $0E ; set coordinate JSR.w DrawPrice SEP #$20 : STA $06 ; set 8-bit accumulator & store result PHA STZ $07 LDA.b #!BIGRAM : STA $08 LDA.b #!BIGRAM>>8 : STA $09 LDA.b #$7E : PHA : PLB ; set data bank to $7E JSL.l Sprite_DrawMultiple_quantity_preset PHK : PLB LDA 1,s ASL #2 : !ADD $90 : STA $90 ; increment oam pointer PLA !ADD $92 : STA $92 REP #$20 ; set 16-bit accumulator LDA.w #5678 : STA $0C ; set value LDA.w #8 : STA $0E ; set coordinate JSR.w DrawPrice SEP #$20 : STA $06 ; set 8-bit accumulator & store result PHA STZ $07 LDA.b #!BIGRAM : STA $08 LDA.b #!BIGRAM>>8 : STA $09 LDA.b #$7E : PHA : PLB ; set data bank to $7E JSL.l Sprite_DrawMultiple_quantity_preset PHK : PLB LDA 1,s ASL #2 : !ADD $90 : STA $90 ; increment oam pointer PLA !ADD $92 : STA $92 REP #$20 ; set 16-bit accumulator LDA.w #9012 : STA $0C ; set value LDA.w #56 : STA $0E ; set coordinate JSR.w DrawPrice SEP #$20 : STA $06 ; set 8-bit accumulator & store result PHA STZ $07 LDA.b #!BIGRAM : STA $08 LDA.b #!BIGRAM>>8 : STA $09 LDA.b #$7E : PHA : PLB ; set data bank to $7E JSL.l Sprite_DrawMultiple_quantity_preset PHK : PLB LDA 1,s ASL #2 : !ADD $90 : STA $90 ; increment oam pointer PLA !ADD $92 : STA $92 PLB RTL ;-------------------------------------------------------------------------------- .oam_shopkeeper_f1 dw 0, -8 : db $00, $0C, $00, $02 dw 0, 0 : db $10, $0C, $00, $02 .oam_shopkeeper_f2 dw 0, -8 : db $00, $0C, $00, $02 dw 0, 0 : db $10, $4C, $00, $02 ;-------------------------------------------------------------------------------- .oam_items dw -40, 40 : db $C0, $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 dw -40, 56 : db $31, $02, $00, $00 dw -32, 56 : db $02, $02, $00, $00 dw -24, 56 : db $03, $02, $00, $00 dw 0, 56 : db $12, $02, $00, $00 dw 8, 56 : db $13, $02, $00, $00 dw 16, 56 : db $22, $02, $00, $00 dw 24, 56 : db $23, $02, $00, $00 dw 48, 56 : db $32, $02, $00, $00 dw 56, 56 : db $33, $02, $00, $00 dw 64, 56 : db $30, $02, $00, $00 dw 72, 56 : db $31, $02, $00, $00 ;--------------------------------------------------------------------------------