Files
alttpr-baserom/shopkeeper.asm
Karkat 5c3bd34472 let's dev 2/4/18
updates to shops
started dev on inverted
2018-02-04 00:28:19 -05:00

687 lines
20 KiB
NASM

;================================================================================
; 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";
;--------------------------------------------------------------------------------
!SPRITE_OAM = "$7EC025"
; A = Tile ID
macro UploadOAM(dest)
PHA : PHP
PHA
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM
STA.l !SPRITE_OAM+2
LDA.w #$0200 : STA.l !SPRITE_OAM+6
SEP #$20 ; set 8-bit accumulator
LDA.b <dest> : STA.l !SPRITE_OAM+4
LDA $01,s
JSL.l GetSpritePalette
STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13
PLA
JSL.l IsNarrowSprite : BCS .narrow
BRA .done
.narrow
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM+7
STA.l !SPRITE_OAM+14
LDA.w #$0800 : STA.l !SPRITE_OAM+9
LDA.w #$3400 : STA.l !SPRITE_OAM+11
.done
PLP : PLA
endmacro
;--------------------------------------------------------------------------------
; $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 <value> : !BLT ++
!SUB.w <value>
INC $0A
BRA --
++
STA $0C ; save value
CPY.b #$FF : BNE +
LDY.b <offset>
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
;--------------------------------------------------------------------------------
!COLUMN_LOW = "$7F5022"
!COLUMN_HIGH = "$7F5023"
DrawPrice:
PHX : PHY : PHP
LDY.b #$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
PHA
LDA $22 : CMP !COLUMN_LOW : !BLT .off
CMP !COLUMN_HIGH : !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
;--------------------------------------------------------------------------------
!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
!FREE_TILE_BUFFER = "#$1180"
!SHOP_ID = "$7F5050"
!SHOP_TYPE = "$7F5051"
!SHOP_INVENTORY = "$7F5052" ; $7F505E
!SHOP_STATE = "$7F505F"
!SCRATCH_CAPACITY = "$7F5060"
!SCRATCH_TEMP_X = "$7F5061"
!SHOP_SRAM_INDEX = "$7F5062"
;--------------------------------------------------------------------------------
.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
;LDA $A0
LDX.w #$0000
-
LDA ShopTable+1, X : CMP $A0 : BNE +
;LDA ShopTable+3, X : CMP $010E : BNE +
LDA $7F5099 : AND #$00FF : CMP ShopTable+3, X : BNE +
SEP #$20 ; set 8-bit accumulator
LDA ShopTable, X : STA !SHOP_ID
LDA ShopTable+5, X : STA !SHOP_TYPE
AND.b #$03 : ASL #2 : STA !SCRATCH_CAPACITY
TXA : LSR #3 : PHA : ASL : !ADD 1,s : STA !SHOP_SRAM_INDEX : PLA
BRA .success
+
TXA : !ADD.w #$0008 : TAX
LDA ShopTable, X : AND.w #$00FF : CMP.w #$00FF : BEQ .fail
BRA -
.fail
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA !SHOP_TYPE ; $FF = error condition
BRL .done
.success
SEP #$20 ; set 8-bit accumulator
LDX.w #$0000
LDY.w #$0000
-
TYA : CMP !SCRATCH_CAPACITY : !BLT ++ : BRL .stop : ++
LDA.l ShopContentsTable+1, X : CMP.b #$FF : BNE ++ : BRL .stop : ++
LDA.l ShopContentsTable, X : CMP !SHOP_ID : BEQ ++ : BRL + : ++
LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l !SHOP_INVENTORY, X : PLX
LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
PHY
PHX
LDA.b #$00 : XBA : TYA : LSR #2 : !ADD !SHOP_SRAM_INDEX : TAX
LDA !SHOP_PURCHASE_COUNTS, X : TYX : STA.l !SHOP_INVENTORY+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 !SHOP_INVENTORY, X : PLX
LDA.l ShopContentsTable+6, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
LDA.l ShopContentsTable+7, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
BRA +++
++
PLY : +++
PHX : PHY
PHX : TYX : LDA.l !SHOP_INVENTORY, X : PLX : TAY
REP #$20 ; set 16-bit accumulator
LDA 1,s : TAX : LDA.l .tile_offsets, X : TAX
JSR LoadTile
PLY : PLX
INX #8
INY #4
+
BRL -
.stop
LDA #$80 : STA $2100
JSR UploadVRAMTiles
LDA #$0F : STA $2100
.done
LDA.b #$00 : STA !SHOP_STATE
PLP : PLY : PLX
LDA.l !SHOP_TYPE : CMP.b #$FF : BNE +
PLA : PLA : PLA
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 !TILE_UPLOAD_OFFSET_OVERRIDE ; 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 #$10 ; set 16-bit index registers
RTS
;--------------------------------------------------------------------------------
;!SHOP_INVENTORY, X
;[id][$lo][$hi][purchase_counter]
;--------------------------------------------------------------------------------
;shop_config - t--- --qq
; t - 0=Shop - 1=TakeAny
; qq - # of items for sale
;org $30C800 ; PC 0x184800 - 0x184FFF
;ShopTable:
;;db [id][roomID-low][roomID-high][entranceID-low][entranceID-high][shop_config][pad][pad]
;db $FF, $12, $01, $58, $00, $FF, $00, $00
;ShopContentsTable:
;;db [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high]
;db $FF, $AF, $50, $00, $00, $FF, $00, $00
;db $FF, $27, $0A, $00, $00, $FF, $00, $00
;db $FF, $12, $F4, $01, $01, $2F, $3C, $00
;db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
;!SHOP_PURCHASE_COUNTS = "$7EF3A0"
;--------------------------------------------------------------------------------
UploadVRAMTiles:
LDA $4300 : PHA ; preserve DMA parameters
LDA $4301 : PHA ; preserve DMA parameters
LDA $4302 : PHA ; preserve DMA parameters
LDA $4303 : PHA ; preserve DMA parameters
LDA $4304 : PHA ; preserve DMA parameters
LDA $4305 : PHA ; preserve DMA parameters
LDA $4306 : PHA ; preserve DMA parameters
;--------------------------------------------------------------------------------
LDA #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA #$18 : STA $4301 ; set bus B destination to VRAM register
LDA #$80 : STA $2115 ; set VRAM to increment by 2 on high register write
LDA #$80 : STA $4302 ; set bus A source address to tile buffer
LDA #$A1 : STA $4303
LDA #$7E : STA $4304
LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
STZ $2116 ; set WRAM register source address
LDA #$5C : STA $2117
LDA #$01 : STA $420B ; begin DMA transfer
LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
STZ $2116 ; set WRAM register source address
LDA #$5D : STA $2117
LDA #$01 : STA $420B ; begin DMA transfer
LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
LDA #$20 : STA $2116 ; set WRAM register source address
LDA #$5C : STA $2117
LDA #$01 : STA $420B ; begin DMA transfer
LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
LDA #$20 : STA $2116 ; set WRAM register source address
LDA #$5D : STA $2117
LDA #$01 : STA $420B ; begin DMA transfer
LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
LDA #$40 : STA $2116 ; set WRAM register source address
LDA #$5C : STA $2117
LDA #$01 : STA $420B ; begin DMA transfer
LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
LDA #$40 : STA $2116 ; set WRAM register source address
LDA #$5D : STA $2117
LDA #$01 : STA $420B ; begin DMA transfer
;--------------------------------------------------------------------------------
PLA : STA $4306 ; restore DMA parameters
PLA : STA $4305 ; restore DMA parameters
PLA : STA $4304 ; restore DMA parameters
PLA : STA $4303 ; restore DMA parameters
PLA : STA $4302 ; restore DMA parameters
PLA : STA $4301 ; restore DMA parameters
PLA : STA $4300 ; restore DMA parameters
RTS
;--------------------------------------------------------------------------------
Shopkepeer_CallOriginal:
PLA : PLA : PLA
LDA.b #ShopkeeperJumpTable>>16 : PHA
LDA.b #ShopkeeperJumpTable>>8 : PHA
LDA.b #ShopkeeperJumpTable : PHA
LDA $0E80, X
JML.l UseImplicitRegIndexedLocalJumpTable
;--------------------------------------------------------------------------------
;!SHOP_TYPE = "$7F5051"
;!SCRATCH_CAPACITY = "$7F5020"
;!SCRATCH_TEMP_X = "$7F5021"
Sprite_ShopKeeper:
LDA.l !SHOP_TYPE : CMP.b #$FF : BNE + : JMP.w Shopkepeer_CallOriginal : +
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
JSR.w Shopkeeper_DrawItems
; Set Up Hitboxes
JSR.w Shopkeeper_SetupHitboxes
; $22
; 0x48 - Left
; 0x60 - Midpoint 1
; 0x78 - Center
; 0x90 - Midpoint 2
; 0xA8 - Right
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
;--------------------------------------------------------------------------------
Shopkeeper_SetupHitboxes:
PHX : PHY : PHP
LDY.b #$00
-
PHY
TYA : LSR #2 : TAY
LDA.l !SHOP_STATE : AND.w Shopkeeper_ItemMasks, Y : BEQ +
PLY : BRA .no_interaction
+
PLY
LDA $00EE : CMP $0F20, 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 $F6 : AND.b #$80 : BEQ .no_interaction ; check for A-press
JSR.w Shopkeeper_BuyItem
.no_interaction
INY #4
CPY.b #$0C : !BLT -
PLP : PLY : PLX
RTS
;--------------------
;!SHOP_STATE
Shopkeeper_BuyItem:
PHX : PHY
TYX
LDA.l !SHOP_INVENTORY, 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
STA $FFFFFF
JSL.l Sprite_GetEmptyBottleIndex : BMI .full_bottles
+
REP #$20 : LDA $7EF360 : CMP.l !SHOP_INVENTORY+1, X : SEP #$20 : !BGE .buy
.cant_afford
LDA.b #$7A
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
LDA.b #$3C : STA $012E ; error sound
BRA .done
.full_bottles
LDA.b #$6B
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
BRA .done
.buy
REP #$20 : LDA $7EF360 : !SUB !SHOP_INVENTORY+1, X : STA $7EF360 : SEP #$20 ; Take price away
LDA.l !SHOP_INVENTORY, X : TAY : JSL.l Link_ReceiveItem
LDA.l !SHOP_INVENTORY+3, X : INC : STA.l !SHOP_INVENTORY+3, X
TXA : LSR #2 : TAX
LDA.l !SHOP_STATE : ORA.w Shopkeeper_ItemMasks, X : STA.l !SHOP_STATE
PHX
TXA : !ADD !SHOP_SRAM_INDEX : TAX
LDA !SHOP_PURCHASE_COUNTS, X : INC : BEQ + : STA !SHOP_PURCHASE_COUNTS, X : +
PLX
.done
PLY : PLX
RTS
Shopkeeper_ItemMasks:
db #$01, #$02, #$04
;--------------------
;!SHOP_ID = "$7F5050"
;!SHOP_SRAM_INDEX = "$7F5062"
;!SHOP_PURCHASE_COUNTS = "$7EF3A0"
;--------------------
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 :-(
; load shopkeeper X (16 bit)
LDA $0D30, X : XBA : LDA $0D10, X
REP #$20 ; set 16-bit accumulator
!ADD.w Shopkeeper_DrawNextItem_item_offsets, 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 $04 : XBA : STA $0A
;load shopkeeper Y (16 bit)
LDA $0D20, X : XBA : LDA $0D00, X
REP #$20 ; set 16-bit accumulator
!ADD.w Shopkeeper_DrawNextItem_item_offsets+2, Y
SEP #$20 ; set 8-bit accumulator
; store hitbox Y Low: $05, High $0B
STA $05 : XBA : STA $0B
LDA.b #12 : STA $06 ; 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 $07 ; Hitbox height, always 14
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 $04 : !SUB.b #$0A : STA $04
LDA $0A : SBC.b #$00 : STA $0A ; Apply borrow
; collision hitbox has 0 top margin, we want a margin of 8 so we subtract 8
LDA $05 : !SUB.b #$08 : STA $05
LDA $0B : SBC.b #$00 : STA $0B ; Apply borrow
; We want a width of 32 for wide or 24 for narrow, so we add 20
LDA $06 : !ADD.b #20 : STA $06 ; Hitbox width
LDA.b #40 : STA $07 ; 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 $02
STA $03
LDA $22 : !ADD.b #$04 : STA $00
LDA $23 : ADC.b #$00 : STA $08
LDA $20 : ADC.b #$08 : STA $01
LDA $21 : ADC.b #$00 : STA $09
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 $5E ; Set Link's speed to zero...
JSL Player_HaltDashAttackLong
PLX
RTS
;--------------------------------------------------------------------------------
;!SHOP_TYPE = "$7F5051"
;!SHOP_INVENTORY = "$7F5052"
!SPRITE_OAM = "$7EC025"
Shopkeeper_DrawItems:
PHB : PHK : PLB
PHX : PHY
TXA : STA !SCRATCH_TEMP_X;
LDX.b #$00
LDY.b #$00
LDA !SHOP_TYPE : 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 !SHOP_STATE : AND.w Shopkeeper_ItemMasks, Y : BNE .next
PHY
TYA : ASL #2 : TAY
REP #$20 ; set 16-bit accumulator
LDA.w .item_offsets, Y : STA.l !SPRITE_OAM
LDA.w .item_offsets+2, Y : STA.l !SPRITE_OAM+2
SEP #$20 ; set 8-bit accumulator
PLY
LDA.w .tile_indices, Y ; get item gfx index
STA.l !SPRITE_OAM+4
LDA.l !SHOP_INVENTORY, X ; get item palette
JSL.l GetSpritePalette : STA.l !SPRITE_OAM+5
LDA.b #$00 : STA.l !SPRITE_OAM+6
LDA.l !SHOP_INVENTORY, X ; get item palette
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$02
STA.l !SPRITE_OAM+7
LDA.b #$01
BRA ++
.narrow
LDA.b #$00
STA.l !SPRITE_OAM+7
JSR.w PrepNarrowLower
LDA.b #$02
++
PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSR.w RequestItemOAM : PLX
JSR.w Shopkeeper_DrawNextPrice
.next
INY
INX #4
RTS
;--------------------------------------------------------------------------------
.item_offsets
dw -40, 40
dw 8, 40
dw 56, 40
.tile_indices
db $C0, $C2, $C4
;--------------------------------------------------------------------------------
!COLUMN_LOW = "$7F5022"
!COLUMN_HIGH = "$7F5023"
Shopkeeper_DrawNextPrice:
PHB : PHK : PLB
PHX : PHY : PHP
REP #$20 ; set 16-bit accumulator
PHY
TYA : ASL : TAY
LDA.w .price_columns, Y : STA !COLUMN_LOW
LDA.w .price_offsets, Y : STA $0E ; set coordinate
PLY
LDA.l !SHOP_INVENTORY+1, X : STA $0C ; set value
JSR.w DrawPrice
SEP #$20 : STA $06 : STZ $07 ; set 8-bit accumulator & store result
PHA
LDA.b #!BIGRAM : STA $08
LDA.b #!BIGRAM>>8 : STA $09
LDA.b #$7E : PHA : PLB ; set data bank to $7E
PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSL.l Sprite_DrawMultiple_quantity_preset : PLX
LDA 1,s
ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
PLA
!ADD $92 : STA $92
PLP : PLY : PLX
PLB
RTS
.price_columns
db #$00, #$60, #$60, #$90, #$90, $FF
.price_offsets
dw #-40, #8, #56
;--------------------------------------------------------------------------------
RequestItemOAM:
PHX : PHY : PHA
STA $06 ; request A OAM slots
LDA $20 : CMP.b #$62 : !BGE .below
.above
LDA 1,s : ASL #2 : JSL.l OAM_AllocateFromRegionA ; request 4A bytes
BRA +
.below
LDA 1,s : ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4A bytes
+
LDA 1,s : STA $06 ; request 3 OAM slots
STZ $07
LDA.b #!SPRITE_OAM : STA $08
LDA.b #!SPRITE_OAM>>8 : STA $09
LDA #$7E : PHB : PHA : PLB
JSL Sprite_DrawMultiple_quantity_preset
PLB
LDA 1,s : ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
LDA $92 : !ADD 1,s : STA $92
PLA : PLY : PLX
RTS
;--------------------------------------------------------------------------------
PrepNarrowLower:
PHX
LDX.b #$00
REP #$20 ; set 16-bit accumulator
LDA !SPRITE_OAM, X : !ADD.w #$0004 : STA !SPRITE_OAM, X : STA !SPRITE_OAM+8, X
LDA !SPRITE_OAM+2, X : !ADD.w #$0008 : STA !SPRITE_OAM+10, X
LDA !SPRITE_OAM+4, X : !ADD.w #$0010 : STA !SPRITE_OAM+12, X
LDA !SPRITE_OAM+6, X : STA !SPRITE_OAM+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
;--------------------------------------------------------------------------------