Files
alttpr-baserom/shopkeeper.asm
2025-10-18 02:26:42 -05:00

898 lines
28 KiB
NASM

!FREE_TILE_BUFFER = $1180
!FREE_TILE = $5C60
!FREE_TILE_ALT = $5A40
;--------------------------------------------------------------------------------
; $0A : Digit Offset
; $0C-$0D : Value to Display
; $0E-$0F : Base Coordinate
;--------------------------------------------------------------------------------
macro DrawDigit(value,offset)
STZ.b Scrap0A ; clear digit buffer
LDA.b Scrap0C ; load value
--
CMP.w <value> : !BLT ++
!SUB.w <value>
INC.b Scrap0A
BRA --
++
STA.b Scrap0C ; save value
CPY.b #$FF : BNE +
LDY.b <offset>
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
LDA.b RoomIndex : CMP.w #$109 : BNE + : LDA.w #$FFCA : STA.l BigRAM-2, X : +
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 #$0008 : STA.b Scrap0E ; move offset 8px right
endmacro
;--------------------------------------------------------------------------------
DrawPrice:
STX.b Scrap07
PHX : PHY : PHP
LDY.b #$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 OAM_AllocateFromRegionB : BRA + ; request 4-16 bytes
.off
PLA : JSL 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, $0233
;--------------------------------------------------------------------------------
.digit_offsets
dw 4, 0, -4, -8
;--------------------------------------------------------------------------------
SpritePrep_ShopKeeper_PotionShop:
JSL SpritePrep_ShopKeeper
LDA.l ShopType : CMP.b #$FF : BNE +
JSL SpritePrep_MagicShopAssistant
RTL
+ LDX.b #$00
PHK : PEA.w .jslrtsreturn-1
PEA.w $85f527 ; an rtl address - 1 in Bank05
JML MagicShopAssistant_SpawnPowder
.jslrtsreturn
RTL
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 #$0000
-
TYA : CMP.l ShopCapacity : !BLT ++ : JMP .done : ++
LDA.l ShopContentsTable+1, X : CMP.b #$FF : BNE ++ : JMP .done : ++
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
LDA.l ShopContentsTable+8, X : PHX : PHA : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.b #$00 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
PLA : STA.l ShopInventoryPlayer, X : LDA.b #$00 : STA.l ShopInventoryDisguise, X : PLX
PHY
PHX
LDA.b #$00 : XBA : TYA : LSR #2 : !ADD.l 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
LDA.b #$40 : PHX : TYX : STA.l ShopInventory+3, X : PLX
PHX : LDA.b #$00 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
LDA.b #$00 : STA.l ShopInventoryPlayer, X : PLX
BRA +++
+ : PLY : LDA.b #$40 : PHX : TYX : STA.l ShopInventory+3, X : PLX : BRA +++
++
PLY : +++
PHX : PHY
PHX : TYX : LDA.l ShopInventory, X : PLX
SEP #$10
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
CMP.b #$D0 : BNE +
PHX : LDA.b #$00 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
JSL GetRandomInt : AND.b #$3F
BNE ++ : LDA.b #$49 : ++ : CMP.b #$26 : BNE ++ : LDA.b #$6A : ++ ; if 0 (fighter's sword + shield), set to just sword, if filled container (bugged palette), switch to triforce piece
STA.l ShopInventoryDisguise, X : PLX
+ : TAY
REP #$30
LDA.b 1,s : TAX : LDA.l .tile_offsets, X : TAX
JSR SetupTileTransfer
PLY : PLX
INY #4
.next
INX #9
JMP -
.done
SEP #$20
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 +
LDA.b RoomIndex : CMP.b #$09 : BEQ + ; abort if potion shop
PLA : PLA : PLA
INC.w SpriteAncillaInteract, X
LDA.w SpriteOAMProperties, X
JML ShopkeeperFinishInit
+
RTL
.tile_offsets
dw $0000, $0000
dw $0080, $0000
dw $0100, $0000
;--------------------------------------------------------------------------------
; X - Tile Buffer Offset
; Y - Item ID
SetupTileTransfer:
LDA.l ShopType : BIT.w #$0010 : BNE .alt_vram
TXA : LSR #2
CLC : ADC.w #!FREE_TILE
BRA .store_target
.alt_vram
TXA : LSR #2
CLC : ADC.w #!FREE_TILE_ALT
.store_target
LDX.w ItemStackPtr
STA.l ItemTargetStack,X
TYA : ASL : TAX
LDA.l StandingItemGraphicsOffsets,X
LDX.w ItemStackPtr
STA.l ItemGFXStack,X
TXA
INC #2
STA.l ItemStackPtr
LDA.w #$0000
REP #$10 ; set 16-bit index registers
SEP #$20
RTS
;--------------------------------------------------------------------------------
;ShopInventory, X
;[id][$lo][$hi][purchase_counter]
;--------------------------------------------------------------------------------
ShopkepeerPotion_CallOriginal:
PLA : PLA : PLA
LDA.b #PotionShopkeeperJumpTable>>16 : PHA
LDA.b #PotionShopkeeperJumpTable>>8 : PHA
LDA.b #PotionShopkeeperJumpTable : PHA
LDA.w SpriteJumpIndex, X
JML JumpTableLocal
;--------------------------------------------------------------------------------
Shopkepeer_CallOriginal:
PLA : PLA : PLA
LDA.b #ShopkeeperJumpTable>>16 : PHA
LDA.b #ShopkeeperJumpTable>>8 : PHA
LDA.b #ShopkeeperJumpTable : PHA
LDA.w SpriteJumpIndex, X
JML JumpTableLocal
;--------------------------------------------------------------------------------
Sprite_ShopKeeperPotion:
LDA.l ShopType : CMP.b #$FF : BNE + : JMP ShopkepeerPotion_CallOriginal : +
TXA : BEQ +
PHK : PEA.w .jslrtsreturn2-1
PEA.w $85f527 ; an rtl address - 1 in Bank05
JML Sprite_BagOfPowder
.jslrtsreturn2
RTL
+
PHB : PHK : PLB ;; we can just call the default shopkeeper but the potion shopkeeper refills your health
LDA.b RoomIndex : CMP.b #$09 : BNE +
JSR Shopkeeper_DrawItems
JSR Shopkeeper_SetupHitboxes
+
PLB
LDA.w SpriteJumpIndex, X : BNE +
PHK : PEA.w .jslrtsreturn-1
PEA.w $85f527 ; an rtl address - 1 in Bank05
JML MagicShopAssistant_Main
.jslrtsreturn
+
RTL
Sprite_ShopKeeper:
LDA.l ShopType : CMP.b #$FF : BNE + : JMP Shopkepeer_CallOriginal : +
PHB : PHK : PLB
JSL Sprite_PlayerCantPassThrough
; Draw Shopkeeper
JSR 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 Shopkeeper_DrawItems
; Set Up Hitboxes
JSR 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 <speed> : 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 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 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 <head>, $00, $00, $02
dw 0, 0 : db <body>, $00, $00, $02
.oam_shopkeeper_f2
dw 0, -8 : db <head>, $00, $00, $02
dw 0, 0 : db <body>, $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 OAM_AllocateFromRegionA ; request 4 bytes
STZ.b Scrap07
LDA.b FrameCounter : AND.b #$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 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 Setup_LinksHitbox
JSR Setup_ShopItemCollisionHitbox
JSL Utility_CheckIfHitBoxesOverlapLong
BCC .no_contact
JSR Sprite_HaltSpecialPlayerMovementCopied
.no_contact
JSR Setup_ShopItemInteractionHitbox
JSL Utility_CheckIfHitBoxesOverlapLong : BCC .no_interaction
LDA.w ItemReceiptPose : BNE .no_interaction ; defer if link is buying a potion (this is faster than the potion buying speed before potion shop shuffle)
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 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 Sprite_GetEmptyBottleIndex : BMI .full_bottles
LDA.b #$1 : STA.l ShopkeeperRefill ; If this is on, don't toggle bit to remove from shop
+
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
BRA .message
.full_bottles
LDA.b #$6B : LDY.b #$01
.message
JSL 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.l ShopInventory+1, X : STA.l CurrentRupees : SEP #$20 ; Take price away
++
PHX
LDA.b #$00 : XBA : TXA : LSR #2 : TAX
LDA.l ShopInventoryPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
TXA : !ADD.l ShopSRAMIndex : TAX
LDA.l PurchaseCounts, X : BNE +++ ;Is this the first time buying this slot?
LDA.l EnableShopItemCount, X : STA.l ShopEnableCount ; If so, store the permission to count the item here.
+++
PLX
LDA.l ShopInventory, X
JSL AttemptItemSubstitution
TAY : JSL Link_ReceiveItem
LDA.l ShopInventory+3, X : INC : STA.l ShopInventory+3, X
LDA.b #$00 : STA.l ShopEnableCount
TXA : LSR #2 : TAX
LDA.l ShopType : BIT.b #$80 : BNE +
LDA.l ShopkeeperRefill : BNE +++
LDA.l ShopState : ORA.w Shopkeeper_ItemMasks, X : STA.l ShopState
+++ PHX
TXA : !ADD.l 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
LDA.l EnableShopItemCount, X : STA.l ShopEnableCount
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
LDA.l EnableShopItemCount, X : STA.l ShopEnableCount
PLX
++
.done
LDA.b #$00 : STA.l ShopkeeperRefill
PLY : PLX
RTS
Shopkeeper_ItemMasks:
db #$01, #$02, #$04, #$08
;--------------------
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.b RoomIndex : CMP.w #$109 : BNE + : INY #6 : +
LDA.w Shopkeeper_DrawNextItem_item_offsets_idx, Y : STA.b Scrap00 ; get table from the table table
PLY : PLA
!ADD.b (Scrap00), 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.b (Scrap00), 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 Shopkeeper_DrawNextItem : BRA ++
+ CMP.b #$02 : BNE + : ++
JSR Shopkeeper_DrawNextItem : BRA ++
+ CMP.b #$01 : BNE + : ++
JSR 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.b RoomIndex : CMP.w #$109 : BNE + : INY #6 : +
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 (Scrap00), Y : STA.l SpriteOAM ; load X-coordinate
INY #2
LDA.l ShopType : AND.w #$0080 : BNE +
LDA.b (Scrap00), Y : STA.l SpriteOAM+2 : BRA ++ ; load Y-coordinate
+
LDA.b (Scrap00), Y : !ADD.w #$0004 : STA.l SpriteOAM+2 ; load Y-coordinate
++
SEP #$20 ; set 8-bit accumulator
PLY
STZ.b Scrap0E ; $0E will be used temporarily to store a non-zero value if VRAM slot is in OAM1
PHX : LDA.b #$00 : XBA : TXA : LSR #2 : TAX : LDA.l ShopInventoryPlayer, X : PLX : CMP.b #$00 : BNE .no_disguise
PHX : LDA.b #$00 : XBA : TXA : LSR #2 : TAX : LDA.l ShopInventoryDisguise, X : PLX : CMP.b #$00 : BNE ++
.no_disguise
CPX.b #$0C : BCC .not_powder
LDA.l PowderFlag : BRA .resolve
.not_powder LDA.l ShopInventory, X ; get item id
.resolve
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
++
STA.b Scrap0D
CMP.b #$0E : BNE + : JMP .bee
+ CMP.b #$2E : BNE + : JMP .potion
+ CMP.b #$2F : BNE + : JMP .potion
+ CMP.b #$30 : BNE + : JMP .potion
+ CMP.b #$D1 : BNE + : BRA .apple
+ CMP.b #$D2 : BNE + : BRA .fairy
+ CMP.b #$D6 : 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 Scrap0E
BRA .vramLoc
.fairy
REP #$20
LDA.b FrameCounter : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.l SpriteOAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
STA.l SpriteOAM+2
++
SEP #$20
LDA.b FrameCounter : AND.b #$20 : BEQ ++ ; alternate every 32 frames
LDA.b #$EC ; use other fairy GFX
STA.b Scrap0E
BRA .vramLoc
++
LDA.b #$EA ; fairy is #$EA/EC because it's already there in VRAM
STA.b Scrap0E
BRA .vramLoc
.goodbee
REP #$20
LDA.b FrameCounter : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
LDA.l SpriteOAM+2 : SEC : SBC.w #$02 ; move bee up 2 pixels
STA.l SpriteOAM+2
++
SEP #$20
LDA.b FrameCounter : AND.b #$20 : BEQ ++ ; alternate every 32 frames
LDA.b #$D4 ; use other bee GFX
STA.b Scrap0E
BRA .vramLoc
++
.bee
LDA.b #$E4 ; good bee is #$E4/D4 because it's already there in VRAM
STA.b Scrap0E
BRA .vramLoc
.apple
LDA.b #$E5 ; apple is #$E5 because it's already there in VRAM
STA.b Scrap0E
BRA .vramLoc
.potion
LDA.b #$C0 ; potion is #$C0 because it's already there in VRAM
+
XBA
LDA.l ShopType : AND.b #$10 : BEQ +
XBA : !SUB.b #$22 : XBA ; alt vram
+
XBA
AND.b #$FE
.vramLoc
STA.l SpriteOAM+4
LDA.b Scrap0D
PHX
JSL GetSpritePalette_resolved
PLX : CPX.b #$0C : BCC + ; if this is powder item
ORA.b #$01
+ STA.l SpriteOAM+5
LDA.b Scrap0E : BNE .oam1 ; item uses VRAM in OAM1
LDA.w .tile_indices, Y : AND.b #$01 : BEQ ++ ; get tile index sheet
.oam1
LDA.l SpriteOAM+5
ORA.b #$1
STA.l SpriteOAM+5
++
LDA.b #$00 : STA.l SpriteOAM+6
LDA.b Scrap0D
PHX
TAX
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
.full
PLX
LDA.b #$02
STA.l SpriteOAM+7
LDA.b #$01
BRA ++
.narrow
PLX
LDA.b #$00
STA.l SpriteOAM+7
JSR PrepNarrowLower
LDA.b Scrap0E : AND.b #$0F : CMP.b #$04 : BNE +
; special exception for bee gfx, need top tile to be blank
LDA.b #$7C : STA.l SpriteOAM+4
+
LDA.b #$02
++
PHX : PHA : LDA.l ShopScratch : TAX : PLA : JSR RequestItemOAM : PLX
LDA.l ShopType : AND.b #$80 : BNE +
CPX.b #12 : BEQ + ; don't render potion price
JSR Shopkeeper_DrawNextPrice
+
.next
INY
INX #4
RTS
;--------------------------------------------------------------------------------
.item_offsets_idx ; 112 60
dw #.item_offsets_1
dw #.item_offsets_2
dw #.item_offsets_3
.item_offsets_idx_Potion ; 160 176 - (112 64) = (48 112)
dw #.item_offsets_1p
dw #.item_offsets_2p
dw #.item_offsets_3p
.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
.item_offsets_1p
dw -40, -72
.item_offsets_2p
dw -64, -72
dw -16, -72
.item_offsets_3p
dw -88, -72
dw -40, -72
dw 8, -72
.potion_offset
dw -16, 0
.tile_indices
db $C6, $C8, $CA, $24 ; last bit is for sheet change
;--------------------------------------------------------------------------------
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 .price_columns_idx, Y : STA.b Scrap02 ; get table from the table table
LDA.b RoomIndex : CMP.w #$109 : BNE + : INY #6 : +
LDA.w Shopkeeper_DrawNextItem_item_offsets_idx, Y : STA.b Scrap00 ; get table from the table table
PLY : PHY
TYA : ASL #2 : TAY
LDA.b (Scrap00), Y : STA.b Scrap0E ; set coordinate
TYA : LSR : TAY
LDA.b (Scrap02), Y : STA.l ShopPriceColumn
INY : LDA.b (Scrap02), Y : STA.l ShopPriceColumn+1
PLY
LDA.l ShopInventory+1, X : STA.b Scrap0C ; set value
BEQ .free
JSR 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 Sprite_DrawMultiple_quantity_preset : PLX
LDA.b 1,s
ASL #2 : !ADD.b OAMPtr : STA.b OAMPtr ; increment oam pointer
PLA
!ADD.b 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, $FF, $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 OAM_AllocateFromRegionA ; request 4A bytes
BRA +
.below
LDA.b 1,s : ASL #2 : JSL 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
;--------------------------------------------------------------------------------