145 lines
1.7 KiB
NASM
145 lines
1.7 KiB
NASM
RedrawLoot:
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JSL DrawLoot
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; what we wrote over
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SEP #$20
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STZ.w $0210
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RTL
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FirstDrawLoot:
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LDA.b #$FF
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STA.w $0215
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LDA.b #$80
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STA.w $0216
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STA.w $0218
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LDA.l DRMode
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BEQ +
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LDA.w DungeonID
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ASL A
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TAX
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LDA.l DungeonMapData.floor, X
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STA.b $A4
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+
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; what we wrote over
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LDA.b #$08
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STA.b $17
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DrawLoot:
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LDA.b $07
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STA.w $021B
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REP #$30
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PHX : PHY
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STZ.b $0E
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LDX.w DungeonID
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LDA.l DungeonMapRoomPointers, X
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STA.b $0C
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SEP #$20
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LDA.l DungeonMapFloorCountData, X
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AND.b #$0F
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CLC : ADC.w $020E
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PHA
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JSR DrawSingleFloorLoot
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INC.b $0F
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LDA.b #$80
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STA.b $0E
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PLA : DEC A
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JSR DrawSingleFloorLoot
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LDX.w GFXStripes
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LDA.b #$FF
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STA.w GFXStripes+2, X
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LDA.b #$01
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STA.b NMISTRIPES
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PLY : PLX
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LDA.b #$00
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RTL
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DrawSingleFloorLoot:
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REP #$20
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AND.w #$00FF
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ASL A
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TAX
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LDA.l DungeonMapFloorToDataOffset, X
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TAY
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STZ.b $06
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.next_row
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REP #$20
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LDA.w GFXStripes
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TAX
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CLC : ADC.w #$0030
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STA.w GFXStripes
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LDA.b $07
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AND.w #$00FF
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XBA
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LSR A : LSR A
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CLC : ADC.w #$1092
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ADC.b $0E
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XBA
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STA.w GFXStripes+2, X
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CLC : ADC.w #$2000
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STA.w GFXStripes+$1A, X
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LDA.w #$1300
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STA.w GFXStripes+$04, X
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STA.w GFXStripes+$1C, X
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.next_room
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REP #$20
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LDA.b ($0C), Y ; get room id
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PHY
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AND.w #$00FF
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CMP.w #$000F ; $0F = empty room
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BNE .valid_room
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LDA.w #$0000
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BRA +
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.valid_room
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JSL CheckLoot
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+
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ASL A : ASL A : ASL A
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TXY
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TAX
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LDA.l LootTypeIcons+0, X
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STA.w GFXStripes+$06, Y
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LDA.l LootTypeIcons+2, X
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STA.w GFXStripes+$08, Y
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LDA.l LootTypeIcons+4, X
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STA.w GFXStripes+$1E, Y
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LDA.l LootTypeIcons+6, X
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STA.w GFXStripes+$20, Y
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TYX
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PLY
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INY : INX #4
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SEP #$20
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INC.b $06
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LDA.b $06
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CMP.b #$05
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BCC .next_room
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STZ.b $06
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INC.b $07
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LDA.b $07
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CMP.b #$05
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BCS .done
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JMP .next_row
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.done
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RTS
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