;-------------------------------------------------------------------------------- ; 291 - Moldorm Cave ; 286 - Northeast Dark Swamp Cave ;-------------------------------------------------------------------------------- !FREE_TILE_BUFFER = $1180 ; A = Tile ID macro UploadOAM(dest) PHA : PHP PHA REP #$20 ; set 16-bit accumulator LDA.w #$0000 : STA.l SpriteOAM STA.l SpriteOAM+2 LDA.w #$0200 : STA.l SpriteOAM+6 SEP #$20 ; set 8-bit accumulator LDA.b : STA.l SpriteOAM+4 LDA.b $01,s JSL.l GetSpritePalette STA.l SpriteOAM+5 : STA.l SpriteOAM+13 PLA JSL.l IsNarrowSprite : BCS .narrow BRA .done .narrow REP #$20 ; set 16-bit accumulator LDA.w #$0000 : STA.l SpriteOAM+7 STA.l SpriteOAM+14 LDA.w #$0800 : STA.l SpriteOAM+9 LDA.w #$3400 : STA.l SpriteOAM+11 .done PLP : PLA endmacro ;-------------------------------------------------------------------------------- ; $0A : Digit Offset ; $0C-$0D : Value to Display ; $0E-$0F : Base Coordinate ;-------------------------------------------------------------------------------- macro DrawDigit(value,offset) STZ.b Scrap0A ; clear digit buffer LDA.b Scrap0C ; load value -- CMP.w : !BLT ++ !SUB.w INC.b Scrap0A BRA -- ++ STA.b Scrap0C ; save value CPY.b #$FF : BNE + LDY.b LDA.b Scrap0E : !ADD.w .digit_offsets, Y : STA.b Scrap0E + LDA.b Scrap0E : STA.l BigRAM, X : INX : INX LDA.w #56 : STA.l BigRAM, X : INX : INX LDY.b Scrap0A : TYA : ASL : TAY : LDA.w .digit_properties, Y : STA.l BigRAM, X : INX : INX LDA.w #$0000 : STA.l BigRAM, X : INX : INX LDA.b Scrap0E : !ADD.w #$0008 : STA.b Scrap0E ; move offset 8px right endmacro ;-------------------------------------------------------------------------------- DrawPrice: PHX : PHY : PHP LDY.b #$FF LDX.b #$00 ; clear bigram pointer LDA.b Scrap0C : CMP.w #1000 : !BLT + : JMP .len4 : + CMP.w #100 : !BLT + : JMP .len3 : + CMP.w #10 : !BLT + : JMP .len2 : + CMP.w #1 : !BLT + : JMP .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.b Scrap06 ; request 1-4 OAM slots ASL #2 PHA LDA.b LinkPosX : CMP.l ShopPriceColumn : !BLT .off CMP.l ShopPriceColumn+1 : !BGE .off .on PLA : JSL.l OAM_AllocateFromRegionB : BRA + ; request 4-16 bytes .off PLA : JSL.l OAM_AllocateFromRegionA ; 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: PHX : PHY : PHP REP #$30 ; set 16-bit accumulator & index registers LDX.w #$0000 - LDA.l ShopTable+1, X : CMP.b RoomIndex : BNE + LDA.l ShopTable+5, X : AND.w #$0040 : BNE ++ LDA.l PreviousOverworldDoor : AND.w #$00FF : CMP.l ShopTable+3, X : BNE + ++ SEP #$20 ; set 8-bit accumulator LDA.l ShopTable, X : STA.l ShopId LDA.l ShopTable+5, X : STA.l ShopType AND.b #$03 : ASL #2 : STA.l ShopCapacity LDA.l ShopTable+6, X : STA.l ShopMerchant LDA.l ShopTable+7, X : STA.l ShopSRAMIndex BRA .success + LDA.l ShopTable, X : AND.w #$00FF : CMP.w #$00FF : BEQ .fail INX #8 BRA - .fail SEP #$20 ; set 8-bit accumulator LDA.b #$FF : STA.l ShopType ; $FF = error condition JMP .done .success SEP #$20 ; set 8-bit accumulator LDX.w #$0000 LDY.w #$0000 - TYA : CMP.l ShopCapacity : !BLT ++ : JMP .stop : ++ LDA.l ShopContentsTable+1, X : CMP.b #$FF : BNE ++ : JMP .stop : ++ LDA.l ShopContentsTable, X : CMP.l ShopId : BEQ ++ : JMP .next : ++ LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l ShopInventory, X : PLX LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l ShopInventory+1, X : PLX LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l ShopInventory+2, X : PLX PHY PHX LDA.b #$00 : XBA : TYA : LSR #2 : !ADD ShopSRAMIndex : TAX LDA.l PurchaseCounts, X : TYX : STA.l ShopInventory+3, X : TAY PLX LDA.l ShopContentsTable+4, X : BEQ ++ TYA : CMP.l ShopContentsTable+4, X : !BLT ++ PLY LDA.l ShopContentsTable+5, X : PHX : TYX : STA.l ShopInventory, X : PLX LDA.l ShopContentsTable+6, X : PHX : TYX : STA.l ShopInventory+1, X : PLX LDA.l ShopContentsTable+7, X : PHX : TYX : STA.l ShopInventory+2, X : PLX BRA +++ ++ PLY : +++ PHX : PHY PHX : TYX : LDA.l ShopInventory, X : PLX : TAY REP #$20 ; set 16-bit accumulator LDA.b 1,s : TAX : LDA.l .tile_offsets, X : TAX JSR LoadTile PLY : PLX INY #4 .next INX #8 JMP - .stop LDA.b #Shopkeeper_UploadVRAMTilesLong>>16 : STA.w NMIAux+2 LDA.b #Shopkeeper_UploadVRAMTilesLong>>8 : STA.w NMIAux+1 LDA.b #Shopkeeper_UploadVRAMTilesLong>>0 : STA.w NMIAux .done LDA.l ShopType : BIT.b #$20 : BEQ .notTakeAll ; Take-all .takeAll LDA.b #$00 : XBA : LDA.l ShopSRAMIndex : TAX LDA.l PurchaseCounts, X BRA ++ .notTakeAll LDA.b #$00 ++ STA.l ShopState ; If the item is $FF, make it not show (as if already taken) LDA.l ShopInventory : CMP.b #$FF : BNE + LDA.l ShopState : ORA.l Shopkeeper_ItemMasks : STA.l ShopState + LDA.l ShopInventory+4 : CMP.b #$FF : BNE + LDA.l ShopState : ORA.l Shopkeeper_ItemMasks+1 : STA.l ShopState + LDA.l ShopInventory+8 : CMP.b #$FF : BNE + LDA.l ShopState : ORA.l Shopkeeper_ItemMasks+2 : STA.l ShopState + PLP : PLY : PLX LDA.l ShopType : CMP.b #$FF : BNE + PLA : PLA : PLA INC.w SpriteAncillaInteract, X LDA.w SpriteOAMProperties, X JML.l ShopkeeperFinishInit + RTL .tile_offsets dw $0000, $0000 dw $0080, $0000 dw $0100, $0000 ;-------------------------------------------------------------------------------- ; X - Tile Buffer Offset ; Y - Item ID LoadTile: TXA : !ADD.w #!FREE_TILE_BUFFER : STA.l TileUploadOffsetOverride ; 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 #$10 ; set 16-bit index registers RTS ;-------------------------------------------------------------------------------- ;ShopInventory, X ;[id][$lo][$hi][purchase_counter] ;-------------------------------------------------------------------------------- Shopkeeper_UploadVRAMTilesLong: JSR.w Shopkeeper_UploadVRAMTiles RTL Shopkeeper_UploadVRAMTiles: LDA.w DMAP0 : PHA ; preserve DMA parameters LDA.w BBAD0 : PHA ; preserve DMA parameters LDA.w A1T0L : PHA ; preserve DMA parameters LDA.w A1T0H : PHA ; preserve DMA parameters LDA.w A1B0 : PHA ; preserve DMA parameters LDA.w DAS0L : PHA ; preserve DMA parameters LDA.w DAS0H : PHA ; preserve DMA parameters ;-------------------------------------------------------------------------------- LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register LDA.b #$80 : STA.w VMAIN ; set VRAM to increment by 2 on high register write LDA.b #$80 : STA.w A1T0L ; set bus A source address to tile buffer LDA.b #$A1 : STA.w A1T0H LDA.b #$7E : STA.w A1B0 LDA.l ShopType : AND.b #$10 : BNE .special JMP .normal .special LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$40 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5A : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$40 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5B : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$60 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5A : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$60 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5B : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$80 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5A : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$80 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5B : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer JMP .end .normal LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$60 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5C : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$60 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5D : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$80 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5C : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$80 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5D : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$A0 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5C : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer LDA.b #$40 : STA.w DAS0L : STZ.b DAS0H ; set transfer size to 0x40 LDA.b #$A0 : STA.w VMADDL ; set VRAM register destination address LDA.b #$5D : STA.w VMADDH LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer ;-------------------------------------------------------------------------------- .end PLA : STA.w DAS0H ; restore DMA parameters PLA : STA.w DAS0L ; restore DMA parameters PLA : STA.w A1B0 ; restore DMA parameters PLA : STA.w A1T0H ; restore DMA parameters PLA : STA.w A1T0L ; restore DMA parameters PLA : STA.w BBAD0 ; restore DMA parameters PLA : STA.w DMAP0 ; restore DMA parameters RTS ;-------------------------------------------------------------------------------- Shopkepeer_CallOriginal: PLA : PLA : PLA LDA.b #ShopkeeperJumpTable>>16 : PHA LDA.b #ShopkeeperJumpTable>>8 : PHA LDA.b #ShopkeeperJumpTable : PHA LDA.w SpriteItemType, X JML.l UseImplicitRegIndexedLocalJumpTable ;-------------------------------------------------------------------------------- Sprite_ShopKeeper: LDA.l ShopType : CMP.b #$FF : BNE + : JMP.w Shopkepeer_CallOriginal : + PHB : PHK : PLB JSL.l Sprite_PlayerCantPassThrough ; Draw Shopkeeper JSR.w Shopkeeper_DrawMerchant LDA.l ShopType : BIT.b #$80 : BEQ .normal ; Take-any BIT.b #$20 : BNE .normal ; Not A Take-All PHX LDA.l ShopSRAMIndex : TAX LDA.l PurchaseCounts, X : BEQ ++ : PLX : BRA .done : ++ PLX .normal ; Draw Items JSR.w Shopkeeper_DrawItems ; Set Up Hitboxes JSR.w Shopkeeper_SetupHitboxes ; $22 ; 0x48 - Left ; 0x60 - Midpoint 1 ; 0x78 - Center ; 0x90 - Midpoint 2 ; 0xA8 - Right .done PLB RTL ;-------------------------------------------------------------------------------- macro DrawMerchant(head,body,speed) PHX : LDX.b #$00 LDA.b FrameCounter : AND.b : BEQ + - LDA.w .oam_shopkeeper_f1, X : STA.l BigRAM, X : INX CPX.b #$10 : !BLT - + - LDA.w .oam_shopkeeper_f2, X : STA.l BigRAM, X : INX CPX.b #$10 : !BLT - ++ PLX LDA.l ShopMerchant : LSR #4 : AND.b #$0E : ORA.l BigRAM+5 : STA.l BigRAM+5 LDA.l ShopMerchant : LSR #4 : AND.b #$0E : ORA.l BigRAM+13 : STA.l BigRAM+13 PHB LDA.b #$02 : STA.b Scrap06 ; request 2 OAM slots LDA.b #$08 : JSL.l OAM_AllocateFromRegionA ; request 8 bytes STZ.b Scrap07 LDA.b #BigRAM : STA.b Scrap08 LDA.b #BigRAM>>8 : STA.b Scrap09 LDA.b #$7E : PHA : PLB ; set data bank to $7E JSL.l Sprite_DrawMultiple_quantity_preset LDA.b OAMPtr : !ADD.b #$04*2 : STA.b OAMPtr ; increment oam pointer LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2 PLB RTS .oam_shopkeeper_f1 dw 0, -8 : db , $00, $00, $02 dw 0, 0 : db , $00, $00, $02 .oam_shopkeeper_f2 dw 0, -8 : db , $00, $00, $02 dw 0, 0 : db , $40, $00, $02 endmacro ;-------------------------------------------------------------------------------- Shopkeeper_DrawMerchant: LDA.l ShopMerchant : AND.b #$07 BEQ Shopkeeper_DrawMerchant_Type0 CMP.b #$01 : BNE + : JMP Shopkeeper_DrawMerchant_Type1 : + CMP.b #$02 : BNE + : JMP Shopkeeper_DrawMerchant_Type2 : + CMP.b #$03 : BNE + : JMP Shopkeeper_DrawMerchant_Type3 : + CMP.b #$04 : BNE + : RTS : + ;-------------------------------------------------------------------------------- Shopkeeper_DrawMerchant_Type0: %DrawMerchant(#$00, #$10, #$10) ;-------------------------------------------------------------------------------- Shopkeeper_DrawMerchant_Type1: LDA.b #$01 : STA.b Scrap06 ; request 1 OAM slot LDA.b #$04 : JSL.l OAM_AllocateFromRegionA ; request 4 bytes STZ.b Scrap07 LDA.b FrameCounter : AND #$08 : BEQ + LDA.b #.oam_shopkeeper_f1 : STA.b Scrap08 LDA.b #.oam_shopkeeper_f1>>8 : STA.b Scrap09 BRA ++ + LDA.b #.oam_shopkeeper_f2 : STA.b Scrap08 LDA.b #.oam_shopkeeper_f2>>8 : STA.b Scrap09 ++ JSL.l Sprite_DrawMultiple_quantity_preset LDA.b OAMPtr : !ADD.b #$04 : STA.b OAMPtr ; increment oam pointer LDA.b OAMPtr+2 : INC : STA.b OAMPtr+2 RTS .oam_shopkeeper_f1 dw 0, 0 : db $46, $0A, $00, $02 .oam_shopkeeper_f2 dw 0, 0 : db $46, $4A, $00, $02 ;-------------------------------------------------------------------------------- Shopkeeper_DrawMerchant_Type2: %DrawMerchant(#$84, #$10, #$40) ;-------------------------------------------------------------------------------- Shopkeeper_DrawMerchant_Type3: %DrawMerchant(#$8E, #$10, #$40) ;-------------------------------------------------------------------------------- Shopkeeper_SetupHitboxes: PHX : PHY : PHP LDY.b #$00 - PHY TYA : LSR #2 : TAY LDA.l ShopState : AND.w Shopkeeper_ItemMasks, Y : BEQ + PLY : BRA .no_interaction + PLY LDA.b LinkLayer : CMP.w SpriteLayer, X : BNE .no_interaction JSR.w Setup_LinksHitbox JSR.w Setup_ShopItemCollisionHitbox JSL.l Utility_CheckIfHitBoxesOverlapLong BCC .no_contact JSR.w Sprite_HaltSpecialPlayerMovementCopied .no_contact JSR.w Setup_ShopItemInteractionHitbox JSL.l Utility_CheckIfHitBoxesOverlapLong : BCC .no_interaction LDA.b Joy1B_New : AND.b #$80 : BEQ .no_interaction ; check for A-press LDA.b GameMode : CMP.b #$0C : !BGE .no_interaction ; don't interact in other modes besides game action JSR.w Shopkeeper_BuyItem .no_interaction INY #4 TYA : CMP.l ShopCapacity : !BLT - ;CPY.b #$0C : !BLT - PLP : PLY : PLX RTS Shopkeeper_BuyItem: PHX : PHY TYX LDA.l ShopInventory, X CMP.b #$0E : BEQ .refill ; Bee Refill CMP.b #$2E : BEQ .refill ; Red Potion Refill CMP.b #$2F : BEQ .refill ; Green Potion Refill CMP.b #$30 : BEQ .refill ; Blue Potion Refill BRA + .refill JSL.l Sprite_GetEmptyBottleIndex : BMI .full_bottles + LDA.l ShopType : AND.b #$80 : BNE .buy ; don't charge if this is a take-any REP #$20 : LDA.l CurrentRupees : CMP.l ShopInventory+1, X : SEP #$20 : !BGE .buy .cant_afford LDA.b #$7A LDY.b #$01 JSL.l Sprite_ShowMessageUnconditional LDA.b #$3C : STA.w SFX2 ; error sound JMP .done .full_bottles LDA.b #$6B LDY.b #$01 JSL.l Sprite_ShowMessageUnconditional LDA.b #$3C : STA.w SFX2 ; error sound JMP .done .buy LDA.l ShopType : AND.b #$80 : BNE ++ ; don't charge if this is a take-any REP #$20 : LDA.l CurrentRupees : !SUB ShopInventory+1, X : STA.l CurrentRupees : SEP #$20 ; Take price away ++ LDA.l ShopInventory, X : TAY : JSL.l Link_ReceiveItem LDA.l ShopInventory+3, X : INC : STA.l ShopInventory+3, X TXA : LSR #2 : TAX LDA.l ShopType : BIT.b #$80 : BNE + LDA.l ShopState : ORA.w Shopkeeper_ItemMasks, X : STA.l ShopState PHX TXA : !ADD ShopSRAMIndex : TAX LDA.l PurchaseCounts, X : INC : BEQ +++ : STA.l PurchaseCounts, X : +++ PLX BRA ++ + ; Take-any BIT.b #$20 : BNE .takeAll .takeAny LDA.l ShopState : ORA.b #$07 : STA.l ShopState PHX : LDA.l ShopSRAMIndex : TAX : LDA.b #$01 : STA.l PurchaseCounts, X : PLX BRA ++ .takeAll LDA.l ShopState : ORA.w Shopkeeper_ItemMasks, X : STA.l ShopState PHX : LDA.l ShopSRAMIndex : TAX : LDA.l ShopState : STA.l PurchaseCounts, X : PLX ++ .done PLY : PLX RTS Shopkeeper_ItemMasks: db #$01, #$02, #$04 ;-------------------- Setup_ShopItemCollisionHitbox: ;The complications with XBA are to handle the fact that nintendo likes to store ;high and low bytes of 16 bit postion values seperately :-( REP #$20 ; set 16-bit accumulator LDA.b Scrap00 : PHA SEP #$20 ; set 8-bit accumulator ; load shopkeeper X (16 bit) LDA.w SpritePosXHigh, X : XBA : LDA.w SpritePosXLow, X REP #$20 ; set 16-bit accumulator PHA : PHY LDA.l ShopType : AND.w #$0003 : DEC : ASL : TAY LDA.w Shopkeeper_DrawNextItem_item_offsets_idx, Y : STA.b Scrap00 ; get table from the table table PLY : PLA !ADD ($00), Y !ADD.w #$0002 ; a small negative margin ; TODO: add 4 for a narrow item SEP #$20 ; set 8-bit accumulator ; store hitbox X STA.b Scrap04 : XBA : STA.b Scrap0A ;load shopkeeper Y (16 bit) LDA.w SpritePosYHigh, X : XBA : LDA.w SpritePosYLow, X REP #$20 ; set 16-bit accumulator PHY : INY #2 !ADD ($00), Y PLY PHA : LDA.l ShopType : AND.w #$0080 : BEQ + ; lower by 4 for Take-any PLA : !ADD.w #$0004 BRA ++ + : PLA : ++ SEP #$20 ; set 8-bit accumulator ; store hitbox Y Low: $05, High $0B STA.b Scrap05 : XBA : STA.b Scrap0B LDA.b #12 : STA.b Scrap06 ; Hitbox width, always 12 for existing (wide) shop items ; TODO: for narrow sprite store make width 4 (i.e. 8 pixels smaller) LDA.b #14 : STA.b Scrap07 ; Hitbox height, always 14 REP #$20 ; set 16-bit accumulator PLA : STA.b Scrap00 SEP #$20 ; set 8-bit acc RTS ;-------------------------------------------------------------------------------- ; Adjusts the already set up collision hitbox to be a suitable interaction hitbox Setup_ShopItemInteractionHitbox: PHP SEP #$20 ; set 8-bit accumulator ; collision hitbox has left margin of -2, we want margin of 8 so we subtract 10 LDA.b Scrap04 : !SUB.b #$0A : STA.b Scrap04 LDA.b Scrap0A : SBC.b #$00 : STA.b Scrap0A ; Apply borrow ; collision hitbox has 0 top margin, we want a margin of 8 so we subtract 8 LDA.b Scrap05 : !SUB.b #$08 : STA.b Scrap05 LDA.b Scrap0B : SBC.b #$00 : STA.b Scrap0B ; Apply borrow ; We want a width of 32 for wide or 24 for narrow, so we add 20 LDA.b Scrap06 : !ADD.b #20 : STA.b Scrap06 ; Hitbox width LDA.b #40 : STA.b Scrap07 ; Hitbox height, always 40 PLP RTS ;-------------------------------------------------------------------------------- ; Following is a copy of procedure $3770A (Bank06.asm Line 6273) ; because there is no long version available Setup_LinksHitbox: LDA.b #$08 : STA.b Scrap02 STA.b Scrap03 LDA.b LinkPosX : !ADD.b #$04 : STA.b Scrap00 LDA.b LinkPosX+1 : ADC.b #$00 : STA.b Scrap08 LDA.b LinkPosY : ADC.b #$08 : STA.b Scrap01 LDA.b LinkPosY+1 : ADC.b #$00 : STA.b Scrap09 RTS ;-------------------------------------------------------------------------------- ; The following is a copy of procedure Sprite_HaltSpecialPlayerMovement (Bank1E.asm line 255) ; because there is no long version available Sprite_HaltSpecialPlayerMovementCopied: PHX JSL Sprite_NullifyHookshotDrag STZ.b LinkSpeed ; Set Link's speed to zero... JSL Player_HaltDashAttackLong PLX RTS ;-------------------------------------------------------------------------------- Shopkeeper_DrawItems: PHB : PHK : PLB PHX : PHY TXA : STA.l ShopScratch; LDX.b #$00 LDY.b #$00 LDA.l ShopType : AND.b #$03 CMP.b #$03 : BNE + JSR.w Shopkeeper_DrawNextItem : BRA ++ + CMP.b #$02 : BNE + : ++ JSR.w Shopkeeper_DrawNextItem : BRA ++ + CMP.b #$01 : BNE + : ++ JSR.w Shopkeeper_DrawNextItem + PLY : PLX PLB RTS ;-------------------------------------------------------------------------------- Shopkeeper_DrawNextItem: LDA.l ShopState : AND.w Shopkeeper_ItemMasks, Y : BEQ + : JMP .next : + PHY LDA.l ShopType : AND.b #$03 : DEC : ASL : TAY REP #$20 ; set 16-bit accumulator LDA.w .item_offsets_idx, Y : STA.b Scrap00 ; get table from the table table LDA.b 1,s : ASL #2 : TAY ; set Y to the item index LDA.b ($00), Y : STA.l SpriteOAM ; load X-coordinate INY #2 LDA.l ShopType : AND.w #$0080 : BNE + LDA.b ($00), Y : STA.l SpriteOAM+2 : BRA ++ ; load Y-coordinate + LDA.b ($00), Y : !ADD.w #$0004 : STA.l SpriteOAM+2 ; load Y-coordinate ++ SEP #$20 ; set 8-bit accumulator PLY LDA.l ShopInventory, X ; get item id CMP.b #$2E : BNE + : BRA .potion + CMP.b #$2F : BNE + : BRA .potion + CMP.b #$30 : BEQ .potion .normal LDA.w .tile_indices, Y : BRA + ; get item gfx index .potion LDA.b #$C0 ; potion is #$C0 because it's already there in VRAM + XBA LDA.l ShopType : AND.b #$10 : BEQ + XBA : !SUB #$22 : XBA ; alt vram + XBA STA.l SpriteOAM+4 LDA.l ShopInventory, X ; get item palette JSL.l GetSpritePalette : STA.l SpriteOAM+5 LDA.b #$00 : STA.l SpriteOAM+6 LDA.l ShopInventory, X ; get item palette JSL.l IsNarrowSprite : BCS .narrow .full LDA.b #$02 STA.l SpriteOAM+7 LDA.b #$01 BRA ++ .narrow LDA.b #$00 STA.l SpriteOAM+7 JSR.w PrepNarrowLower LDA.b #$02 ++ PHX : PHA : LDA.l ShopScratch : TAX : PLA : JSR.w RequestItemOAM : PLX LDA.l ShopType : AND.b #$80 : BNE + JSR.w Shopkeeper_DrawNextPrice + .next INY INX #4 RTS ;-------------------------------------------------------------------------------- .item_offsets_idx dw #.item_offsets_1 dw #.item_offsets_2 dw #.item_offsets_3 .item_offsets_1 dw 8, 40 .item_offsets_2 dw -16, 40 dw 32, 40 .item_offsets_3 dw -40, 40 dw 8, 40 dw 56, 40 .tile_indices db $C6, $C8, $CA ;-------------------------------------------------------------------------------- Shopkeeper_DrawNextPrice: PHB : PHK : PLB PHX : PHY : PHP REP #$20 ; set 16-bit accumulator PHY LDA.l ShopType : AND.w #$0003 : DEC : ASL : TAY LDA.w Shopkeeper_DrawNextItem_item_offsets_idx, Y : STA.b Scrap00 ; get table from the table table LDA.w .price_columns_idx, Y : STA.b Scrap02 ; get table from the table table PLY : PHY TYA : ASL #2 : TAY LDA.b ($00), Y : STA.b Scrap0E ; set coordinate TYA : LSR : TAY LDA.b ($02), Y : STA.l ShopPriceColumn INY : LDA.b ($02), Y : STA.l ShopPriceColumn+1 PLY LDA.l ShopInventory+1, X : STA.b Scrap0C ; set value BEQ .free JSR.w DrawPrice SEP #$20 : STA.b Scrap06 : STZ.b Scrap07 ; set 8-bit accumulator & store result PHA LDA.b #BigRAM : STA.b Scrap08 LDA.b #BigRAM>>8 : STA.b Scrap09 LDA.b #$7E : PHA : PLB ; set data bank to $7E PHX : PHA : LDA.l ShopScratch : TAX : PLA : JSL.l Sprite_DrawMultiple_quantity_preset : PLX LDA.b 1,s ASL #2 : !ADD OAMPtr : STA.b OAMPtr ; increment oam pointer PLA !ADD OAMPtr+2 : STA.b OAMPtr+2 .free PLP : PLY : PLX PLB RTS .price_columns_idx dw #.price_columns_1 dw #.price_columns_2 dw #.price_columns_3 .price_columns_1 db #$00, #$FF .price_columns_2 db #$00, #$80, #$80, $FF .price_columns_3 db #$00, #$60, #$60, #$90, #$90, $FF ;-------------------------------------------------------------------------------- RequestItemOAM: PHX : PHY : PHA STA.b Scrap06 ; request A OAM slots LDA.b LinkPosY : CMP.b #$62 : !BGE .below .above LDA.b 1,s : ASL #2 : JSL.l OAM_AllocateFromRegionA ; request 4A bytes BRA + .below LDA.b 1,s : ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4A bytes + LDA.b 1,s : STA.b Scrap06 ; request 3 OAM slots STZ.b Scrap07 LDA.b #SpriteOAM : STA.b Scrap08 LDA.b #SpriteOAM>>8 : STA.b Scrap09 LDA.b #$7E : PHB : PHA : PLB JSL Sprite_DrawMultiple_quantity_preset PLB LDA.b 1,s : ASL #2 : !ADD.b OAMPtr : STA.b OAMPtr ; increment oam pointer LDA.b OAMPtr+2 : !ADD 1,s : STA.b OAMPtr+2 PLA : PLY : PLX RTS ;-------------------------------------------------------------------------------- PrepNarrowLower: PHX LDX.b #$00 REP #$20 ; set 16-bit accumulator LDA.l SpriteOAM, X : !ADD.w #$0004 : STA.l SpriteOAM, X : STA.l SpriteOAM+8, X LDA.l SpriteOAM+2, X : !ADD.w #$0008 : STA.l SpriteOAM+10, X LDA.l SpriteOAM+4, X : !ADD.w #$0010 : STA.l SpriteOAM+12, X LDA.l SpriteOAM+6, X : STA.l SpriteOAM+14, X SEP #$20 ; set 8-bit accumulator PLX RTS ;-------------------------------------------------------------------------------- ;.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 ;--------------------------------------------------------------------------------