356 lines
11 KiB
NASM
356 lines
11 KiB
NASM
;================================================================================
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; Randomize 300 Rupee NPC
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;--------------------------------------------------------------------------------
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Set300RupeeNPCItem:
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INC $0D80, X ; thing we wrote over
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PHA : PHP
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REP #$20 ; set 16-bit accumulator
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LDA $A0 ; these are all decimal because i got them that way
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CMP.w #291 : BNE +
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LDA RupeeNPC_MoldormCave : TAY ; load moldorm cave value into Y
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BRA .done
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+ CMP.w #286 : BNE +
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LDA RupeeNPC_NortheastDarkSwampCave : TAY ; load northeast dark swamp cave value into Y
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BRA .done
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+
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LDY.b #$46 ; default to a normal 300 rupees
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.done
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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; 291 - Moldorm Cave
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; 286 - Northeast Dark Swamp Cave
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;--------------------------------------------------------------------------------
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!BIGRAM = "$7EC900";
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;--------------------------------------------------------------------------------
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!SPRITE_OAM = "$7EC025"
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; A = Tile ID
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macro UploadOAM(dest)
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PHA : PHP
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PHA
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REP #$20 ; set 16-bit accumulator
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LDA.w #$0000 : STA.l !SPRITE_OAM
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STA.l !SPRITE_OAM+2
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LDA.w #$0200 : STA.l !SPRITE_OAM+6
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SEP #$20 ; set 8-bit accumulator
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LDA.b <dest> : STA.l !SPRITE_OAM+4
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LDA $01,s
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JSL.l GetSpritePalette
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STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13
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PLA
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JSL.l IsNarrowSprite : BCS .narrow
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BRA .done
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.narrow
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REP #$20 ; set 16-bit accumulator
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LDA.w #$0000 : STA.l !SPRITE_OAM+7
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STA.l !SPRITE_OAM+14
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LDA.w #$0800 : STA.l !SPRITE_OAM+9
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LDA.w #$3400 : STA.l !SPRITE_OAM+11
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.done
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PLP : PLA
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endmacro
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;--------------------------------------------------------------------------------
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; $0A : Digit Offset
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; $0C-$0D : Value to Display
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; $0E-$0F : Base Coordinate
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;--------------------------------------------------------------------------------
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macro DrawDigit(value,offset)
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STZ $0A ; clear digit buffer
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LDA $0C ; load value
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--
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CMP.w <value> : !BLT ++
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!SUB.w <value>
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INC $0A
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BRA --
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++
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STA $0C ; save value
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CPY.b #$FF : BNE +
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LDY.b <offset>
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LDA $0E : !ADD.w .digit_offsets, Y : STA $0E
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+
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LDA $0E : STA !BIGRAM, X : INX : INX
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LDA.w #56 : STA !BIGRAM, X : INX : INX
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LDY $0A : TYA : ASL : TAY : LDA .digit_properties, Y : STA !BIGRAM, X : INX : INX
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LDA.w #$0000 : STA !BIGRAM, X : INX : INX
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LDA $0E : !ADD.w #$0008 : STA $0E ; move offset 8px right
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endmacro
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;--------------------------------------------------------------------------------
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!COLUMN_LOW = "$7F5020"
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!COLUMN_HIGH = "$7F5021"
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DrawPrice:
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PHX : PHY : PHP
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LDY.b #$FF
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LDX #$00 ; clear bigram pointer
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LDA $0C : CMP.w #1000 : !BLT + : BRL .len4 : +
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CMP.w #100 : !BLT + : BRL .len3 : +
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CMP.w #10 : !BLT + : BRL .len2 : +
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CMP.w #1 : !BLT + : BRL .len1 : +
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.len4
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%DrawDigit(#1000,#6)
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.len3
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%DrawDigit(#100,#4)
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.len2
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%DrawDigit(#10,#2)
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.len1
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%DrawDigit(#1,#0)
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SEP #$20 ; set 8-bit accumulator
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TXA : LSR #3 : STA $06 ; request 1-4 OAM slots
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;ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4-16 bytes
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ASL #2
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PHA
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LDA $22 : CMP !COLUMN_LOW : !BLT .off
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CMP !COLUMN_HIGH : !BGE .off
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.on
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PLA : JSL.l OAM_AllocateFromRegionB : BRA + ; request 4-16 bytes
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.off
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PLA : JSL.l OAM_AllocateFromRegionA ; request 4-16 bytes
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+
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TXA : LSR #3
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PLP : PLY : PLX
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RTS
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;--------------------------------------------------------------------------------
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.digit_properties
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dw $0230, $0231, $0202, $0203, $0212, $0213, $0222, $0223, $0232, $0233
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;--------------------------------------------------------------------------------
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.digit_offsets
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dw 4, 0, -4, -8
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;--------------------------------------------------------------------------------
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!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
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!FREE_TILE_BUFFER = "#$1180"
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SpritePrep_ShopKeeper:
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REP #$20 ; set 16-bit accumulator
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LDA.w !FREE_TILE_BUFFER : STA !TILE_UPLOAD_OFFSET_OVERRIDE
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$32 ; item
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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REP #$20 ; set 16-bit accumulator
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LDA.w !FREE_TILE_BUFFER+$80 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$51 ; item
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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REP #$20 ; set 16-bit accumulator
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LDA.w !FREE_TILE_BUFFER+$100 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$6C ; item
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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STA $FFFFFF
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LDA #$80 : STA $2100
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JSR UploadVRAMTiles
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LDA #$0F : STA $2100
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RTL
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;--------------------------------------------------------------------------------
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UploadVRAMTiles:
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LDA $4300 : PHA ; preserve DMA parameters
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LDA $4301 : PHA ; preserve DMA parameters
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LDA $4302 : PHA ; preserve DMA parameters
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LDA $4303 : PHA ; preserve DMA parameters
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LDA $4304 : PHA ; preserve DMA parameters
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LDA $4305 : PHA ; preserve DMA parameters
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LDA $4306 : PHA ; preserve DMA parameters
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;--------------------------------------------------------------------------------
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LDA #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
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LDA #$18 : STA $4301 ; set bus B destination to VRAM register
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LDA #$80 : STA $2115 ; set VRAM to increment by 2 on high register write
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LDA #$80 : STA $4302 ; set bus A source address to tile buffer
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LDA #$A1 : STA $4303
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LDA #$7E : STA $4304
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LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
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STZ $2116 ; set WRAM register source address
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LDA #$5C : STA $2117
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LDA #$01 : STA $420B ; begin DMA transfer
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LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
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STZ $2116 ; set WRAM register source address
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LDA #$5D : STA $2117
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LDA #$01 : STA $420B ; begin DMA transfer
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LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
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LDA #$20 : STA $2116 ; set WRAM register source address
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LDA #$5C : STA $2117
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LDA #$01 : STA $420B ; begin DMA transfer
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LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
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LDA #$20 : STA $2116 ; set WRAM register source address
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LDA #$5D : STA $2117
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LDA #$01 : STA $420B ; begin DMA transfer
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LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
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LDA #$40 : STA $2116 ; set WRAM register source address
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LDA #$5C : STA $2117
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LDA #$01 : STA $420B ; begin DMA transfer
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LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
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LDA #$40 : STA $2116 ; set WRAM register source address
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LDA #$5D : STA $2117
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LDA #$01 : STA $420B ; begin DMA transfer
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;--------------------------------------------------------------------------------
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PLA : STA $4306 ; restore DMA parameters
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PLA : STA $4305 ; restore DMA parameters
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PLA : STA $4304 ; restore DMA parameters
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PLA : STA $4303 ; restore DMA parameters
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PLA : STA $4302 ; restore DMA parameters
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PLA : STA $4301 ; restore DMA parameters
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PLA : STA $4300 ; restore DMA parameters
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RTS
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;--------------------------------------------------------------------------------
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!COLUMN_LOW = "$7F5020"
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!COLUMN_HIGH = "$7F5021"
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Sprite_ShopKeeper:
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PHB : PHK : PLB
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JSL.l Sprite_PlayerCantPassThrough
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; Draw Shopkeeper
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LDA.b #$02 : STA $06 ; request 2 OAM slots
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LDA #$08 : JSL.l OAM_AllocateFromRegionA ; request 8 bytes
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LDA.b #$02 : STA $06 ; request 2 OAM slots
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STZ $07
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LDA $1A : AND #$10 : BEQ +
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LDA.b #.oam_shopkeeper_f1 : STA $08
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LDA.b #.oam_shopkeeper_f1>>8 : STA $09
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BRA ++
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+
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LDA.b #.oam_shopkeeper_f2 : STA $08
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LDA.b #.oam_shopkeeper_f2>>8 : STA $09
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++
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;LDA.b #$01 : STA.l !SKIP_EOR
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JSL.l Sprite_DrawMultiple_quantity_preset
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LDA $90 : !ADD.b #$04*2 : STA $90 ; increment oam pointer
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LDA $92 : INC #2 : STA $92
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; Draw Items
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LDA.b #$03 : STA $06 ; request 3 OAM slots
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LDA $20 : CMP.b #$60 : !BGE .below
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.above
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LDA #$0C : JSL.l OAM_AllocateFromRegionA : BRA + ; request 12 bytes
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.below
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LDA #$0C : JSL.l OAM_AllocateFromRegionB ; request 12 bytes
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+
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LDA.b #$03 : STA $06 ; request 3 OAM slots
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STZ $07
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LDA.b #.oam_items : STA $08
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LDA.b #.oam_items>>8 : STA $09
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JSL.l Sprite_DrawMultiple_quantity_preset
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LDA $90 : !ADD.b #$04*3 : STA $90 ; increment oam pointer
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LDA $92 : INC #3 : STA $92
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LDA.b #$00 : STA.l !SKIP_EOR
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; $22
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; 0x48 - Left
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; 0x60 - Midpoint 1
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; 0x78 - Center
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; 0x90 - Midpoint 2
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; 0xA8 - Right
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LDA.b #$00 : STA !COLUMN_LOW
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LDA.b #$60 : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #80 : STA $0C ; set value
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LDA.w #-40 : STA $0E ; set coordinate
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JSR.w DrawPrice
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SEP #$20 : STA $06 ; set 8-bit accumulator & store result
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PHA
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STZ $07
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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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JSL.l Sprite_DrawMultiple_quantity_preset
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PHK : PLB
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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.b #$60 : STA !COLUMN_LOW
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LDA.b #$90 : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #100 : STA $0C ; set value
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LDA.w #8 : STA $0E ; set coordinate
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JSR.w DrawPrice
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SEP #$20 : STA $06 ; set 8-bit accumulator & store result
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PHA
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STZ $07
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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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JSL.l Sprite_DrawMultiple_quantity_preset
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PHK : PLB
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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.b #$90 : STA !COLUMN_LOW
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LDA.b #$FF : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #300 : STA $0C ; set value
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LDA.w #56 : STA $0E ; set coordinate
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JSR.w DrawPrice
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SEP #$20 : STA $06 ; set 8-bit accumulator & store result
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PHA
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STZ $07
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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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JSL.l Sprite_DrawMultiple_quantity_preset
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PHK : PLB
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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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PLB
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RTL
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;--------------------------------------------------------------------------------
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.oam_shopkeeper_f1
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dw 0, -8 : db $00, $0C, $00, $02
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dw 0, 0 : db $10, $0C, $00, $02
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.oam_shopkeeper_f2
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dw 0, -8 : db $00, $0C, $00, $02
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dw 0, 0 : db $10, $4C, $00, $02
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;--------------------------------------------------------------------------------
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.oam_items
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dw -40, 40 : db $C0, $08, $00, $02
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dw 8, 40 : db $C2, $08, $00, $02
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dw 56, 40 : db $C4, $08, $00, $02
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;--------------------------------------------------------------------------------
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.oam_prices
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dw -48, 56 : db $30, $02, $00, $00
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dw -40, 56 : db $31, $02, $00, $00
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dw -32, 56 : db $02, $02, $00, $00
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dw -24, 56 : db $03, $02, $00, $00
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dw 0, 56 : db $12, $02, $00, $00
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dw 8, 56 : db $13, $02, $00, $00
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dw 16, 56 : db $22, $02, $00, $00
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dw 24, 56 : db $23, $02, $00, $00
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dw 48, 56 : db $32, $02, $00, $00
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dw 56, 56 : db $33, $02, $00, $00
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dw 64, 56 : db $30, $02, $00, $00
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dw 72, 56 : db $31, $02, $00, $00
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;--------------------------------------------------------------------------------
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