Statically assign item data tables Fix some save-related bugs Fix dungeon item notice in "this dungeon" with free dungeon items
715 lines
22 KiB
NASM
715 lines
22 KiB
NASM
!FREE_TILE_BUFFER = $1180
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!FREE_TILE = $5A40
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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-$0F : Base Coordinate
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;--------------------------------------------------------------------------------
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macro DrawDigit(value,offset)
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STZ.b Scrap0A ; clear digit buffer
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LDA.b Scrap0C ; load value
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--
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CMP.w <value> : !BLT ++
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!SUB.w <value>
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INC.b Scrap0A
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BRA --
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++
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STA.b Scrap0C ; save value
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CPY.b #$FF : BNE +
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LDY.b <offset>
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LDA.b Scrap0E : !ADD.w .digit_offsets, Y : STA.b Scrap0E
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+
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LDA.b Scrap0E : STA.l BigRAM, X : INX : INX
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LDA.w #56 : STA.l BigRAM, X : INX : INX
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LDY.b Scrap0A : TYA : ASL : TAY : LDA.w .digit_properties, Y : STA.l BigRAM, X : INX : INX
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LDA.w #$0000 : STA.l BigRAM, X : INX : INX
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LDA.b Scrap0E : !ADD.w #$0008 : STA.b Scrap0E ; move offset 8px right
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endmacro
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;--------------------------------------------------------------------------------
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DrawPrice:
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PHX : PHY : PHP
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LDY.b #$FF
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LDX.b #$00 ; clear bigram pointer
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LDA.b Scrap0C : CMP.w #1000 : !BLT + : JMP .len4 : +
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CMP.w #100 : !BLT + : JMP .len3 : +
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CMP.w #10 : !BLT + : JMP .len2 : +
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CMP.w #1 : !BLT + : JMP .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.b Scrap06 ; request 1-4 OAM slots
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ASL #2
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PHA
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LDA.b LinkPosX : CMP.l ShopPriceColumn : !BLT .off
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CMP.l ShopPriceColumn+1 : !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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SpritePrep_ShopKeeper:
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PHX : PHY : PHP
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REP #$30 ; set 16-bit accumulator & index registers
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LDX.w #$0000
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-
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LDA.l ShopTable+1, X : CMP.b RoomIndex : BNE +
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LDA.l ShopTable+5, X : AND.w #$0040 : BNE ++
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LDA.l PreviousOverworldDoor : AND.w #$00FF : CMP.l ShopTable+3, X : BNE +
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++
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SEP #$20 ; set 8-bit accumulator
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LDA.l ShopTable, X : STA.l ShopId
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LDA.l ShopTable+5, X : STA.l ShopType
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AND.b #$03 : ASL #2 : STA.l ShopCapacity
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LDA.l ShopTable+6, X : STA.l ShopMerchant
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LDA.l ShopTable+7, X : STA.l ShopSRAMIndex
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BRA .success
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+
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LDA.l ShopTable, X : AND.w #$00FF : CMP.w #$00FF : BEQ .fail
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INX #8
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BRA -
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.fail
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA.l ShopType ; $FF = error condition
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JMP .done
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.success
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SEP #$20 ; set 8-bit accumulator
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LDX.w #$0000
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LDY.w #$0000
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-
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TYA : CMP.l ShopCapacity : !BLT ++ : JMP .stop : ++
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LDA.l ShopContentsTable+1, X : CMP.b #$FF : BNE ++ : JMP .stop : ++
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LDA.l ShopContentsTable, X : CMP.l ShopId : BEQ ++ : JMP .next : ++
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LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l ShopInventory, X : PLX
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LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l ShopInventory+1, X : PLX
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LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l ShopInventory+2, X : PLX
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PHY
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PHX
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LDA.b #$00 : XBA : TYA : LSR #2 : !ADD ShopSRAMIndex : TAX
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LDA.l PurchaseCounts, X : TYX : STA.l ShopInventory+3, X : TAY
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PLX
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LDA.l ShopContentsTable+4, X : BEQ ++
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TYA : CMP.l ShopContentsTable+4, X : !BLT ++
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PLY
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LDA.l ShopContentsTable+5, X : PHX : TYX : STA.l ShopInventory, X : PLX
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LDA.l ShopContentsTable+6, X : PHX : TYX : STA.l ShopInventory+1, X : PLX
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LDA.l ShopContentsTable+7, X : PHX : TYX : STA.l ShopInventory+2, X : PLX
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BRA +++
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++
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PLY : +++
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PHX : PHY
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PHX : TYX : LDA.l ShopInventory, X : PLX : TAY
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REP #$20 ; set 16-bit accumulator
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LDA.b 1,s : TAX : LDA.l .tile_offsets, X : TAX
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JSR LoadTile
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PLY : PLX
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INY #4
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.next
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INX #8
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JMP -
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.stop
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;LDA.b #Shopkeeper_UploadVRAMTilesLong>>16 : STA.w NMIAux+2
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;LDA.b #Shopkeeper_UploadVRAMTilesLong>>8 : STA.w NMIAux+1
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;LDA.b #Shopkeeper_UploadVRAMTilesLong>>0 : STA.w NMIAux
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.done
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LDA.l ShopType : BIT.b #$20 : BEQ .notTakeAll ; Take-all
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.takeAll
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LDA.b #$00 : XBA : LDA.l ShopSRAMIndex : TAX
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LDA.l PurchaseCounts, X
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BRA ++
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.notTakeAll
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LDA.b #$00
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++
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STA.l ShopState
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; If the item is $FF, make it not show (as if already taken)
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LDA.l ShopInventory : CMP.b #$FF : BNE +
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LDA.l ShopState : ORA.l Shopkeeper_ItemMasks : STA.l ShopState
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+
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LDA.l ShopInventory+4 : CMP.b #$FF : BNE +
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LDA.l ShopState : ORA.l Shopkeeper_ItemMasks+1 : STA.l ShopState
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+
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LDA.l ShopInventory+8 : CMP.b #$FF : BNE +
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LDA.l ShopState : ORA.l Shopkeeper_ItemMasks+2 : STA.l ShopState
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+
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PLP : PLY : PLX
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LDA.l ShopType : CMP.b #$FF : BNE +
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PLA : PLA : PLA
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INC.w SpriteAncillaInteract, X
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LDA.w SpriteOAMProperties, X
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JML.l ShopkeeperFinishInit
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+
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RTL
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.tile_offsets
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dw $0000, $0000
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dw $0080, $0000
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dw $0100, $0000
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;--------------------------------------------------------------------------------
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; X - Tile Buffer Offset
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; Y - Item ID
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LoadTile:
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TXA : LSR #2 : !ADD.w #!FREE_TILE : STA.w ItemGFXTarget ; load offset from X
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;SEP #$30
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TYA : ASL : TAX
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LDA.l StandingItemGraphicsOffsets,X : STA.w ItemGFXPtr
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JSL.l TransferItemToVRAM
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TDC
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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 #$10 ; set 16-bit index registers
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SEP #$20
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RTS
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;--------------------------------------------------------------------------------
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;ShopInventory, X
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;[id][$lo][$hi][purchase_counter]
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;--------------------------------------------------------------------------------
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Shopkepeer_CallOriginal:
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PLA : PLA : PLA
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LDA.b #ShopkeeperJumpTable>>16 : PHA
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LDA.b #ShopkeeperJumpTable>>8 : PHA
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LDA.b #ShopkeeperJumpTable : PHA
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LDA.w SpriteItemType, X
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JML.l JumpTableLocal
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;--------------------------------------------------------------------------------
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Sprite_ShopKeeper:
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LDA.l ShopType : CMP.b #$FF : BNE + : JMP.w Shopkepeer_CallOriginal : +
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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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JSR.w Shopkeeper_DrawMerchant
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LDA.l ShopType : BIT.b #$80 : BEQ .normal ; Take-any
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BIT.b #$20 : BNE .normal ; Not A Take-All
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PHX
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LDA.l ShopSRAMIndex : TAX
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LDA.l PurchaseCounts, X : BEQ ++ : PLX : BRA .done : ++
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PLX
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.normal
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; Draw Items
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JSR.w Shopkeeper_DrawItems
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; Set Up Hitboxes
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JSR.w Shopkeeper_SetupHitboxes
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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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.done
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PLB
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RTL
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;--------------------------------------------------------------------------------
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macro DrawMerchant(head,body,speed)
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PHX : LDX.b #$00
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LDA.b FrameCounter : AND.b <speed> : BEQ +
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-
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LDA.w .oam_shopkeeper_f1, X : STA.l BigRAM, X : INX
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CPX.b #$10 : !BLT -
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+
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-
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LDA.w .oam_shopkeeper_f2, X : STA.l BigRAM, X : INX
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CPX.b #$10 : !BLT -
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++
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PLX
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LDA.l ShopMerchant : LSR #4 : AND.b #$0E : ORA.l BigRAM+5 : STA.l BigRAM+5
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LDA.l ShopMerchant : LSR #4 : AND.b #$0E : ORA.l BigRAM+13 : STA.l BigRAM+13
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PHB
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LDA.b #$02 : STA.b Scrap06 ; request 2 OAM slots
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LDA.b #$08 : JSL.l OAM_AllocateFromRegionA ; request 8 bytes
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STZ.b Scrap07
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LDA.b #BigRAM : STA.b Scrap08
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LDA.b #BigRAM>>8 : STA.b Scrap09
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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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LDA.b OAMPtr : !ADD.b #$04*2 : STA.b OAMPtr ; increment oam pointer
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LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
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PLB
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RTS
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.oam_shopkeeper_f1
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dw 0, -8 : db <head>, $00, $00, $02
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dw 0, 0 : db <body>, $00, $00, $02
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.oam_shopkeeper_f2
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dw 0, -8 : db <head>, $00, $00, $02
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dw 0, 0 : db <body>, $40, $00, $02
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endmacro
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;--------------------------------------------------------------------------------
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Shopkeeper_DrawMerchant:
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LDA.l ShopMerchant : AND.b #$07
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BEQ Shopkeeper_DrawMerchant_Type0
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CMP.b #$01 : BNE + : JMP Shopkeeper_DrawMerchant_Type1 : +
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CMP.b #$02 : BNE + : JMP Shopkeeper_DrawMerchant_Type2 : +
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CMP.b #$03 : BNE + : JMP Shopkeeper_DrawMerchant_Type3 : +
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CMP.b #$04 : BNE + : RTS : +
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;--------------------------------------------------------------------------------
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Shopkeeper_DrawMerchant_Type0:
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%DrawMerchant(#$00, #$10, #$10)
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;--------------------------------------------------------------------------------
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Shopkeeper_DrawMerchant_Type1:
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LDA.b #$01 : STA.b Scrap06 ; request 1 OAM slot
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LDA.b #$04 : JSL.l OAM_AllocateFromRegionA ; request 4 bytes
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STZ.b Scrap07
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LDA.b FrameCounter : AND #$08 : BEQ +
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LDA.b #.oam_shopkeeper_f1 : STA.b Scrap08
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LDA.b #.oam_shopkeeper_f1>>8 : STA.b Scrap09
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BRA ++
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+
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LDA.b #.oam_shopkeeper_f2 : STA.b Scrap08
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LDA.b #.oam_shopkeeper_f2>>8 : STA.b Scrap09
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++
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JSL.l Sprite_DrawMultiple_quantity_preset
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LDA.b OAMPtr : !ADD.b #$04 : STA.b OAMPtr ; increment oam pointer
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LDA.b OAMPtr+2 : INC : STA.b OAMPtr+2
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RTS
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.oam_shopkeeper_f1
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dw 0, 0 : db $46, $0A, $00, $02
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.oam_shopkeeper_f2
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dw 0, 0 : db $46, $4A, $00, $02
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;--------------------------------------------------------------------------------
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Shopkeeper_DrawMerchant_Type2:
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%DrawMerchant(#$84, #$10, #$40)
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;--------------------------------------------------------------------------------
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Shopkeeper_DrawMerchant_Type3:
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%DrawMerchant(#$8E, #$10, #$40)
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;--------------------------------------------------------------------------------
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Shopkeeper_SetupHitboxes:
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PHX : PHY : PHP
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LDY.b #$00
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-
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PHY
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TYA : LSR #2 : TAY
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LDA.l ShopState : AND.w Shopkeeper_ItemMasks, Y : BEQ +
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PLY : BRA .no_interaction
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+
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PLY
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LDA.b LinkLayer : CMP.w SpriteLayer, X : BNE .no_interaction
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JSR.w Setup_LinksHitbox
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JSR.w Setup_ShopItemCollisionHitbox
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JSL.l Utility_CheckIfHitBoxesOverlapLong
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BCC .no_contact
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JSR.w Sprite_HaltSpecialPlayerMovementCopied
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.no_contact
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JSR.w Setup_ShopItemInteractionHitbox
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JSL.l Utility_CheckIfHitBoxesOverlapLong : BCC .no_interaction
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LDA.b Joy1B_New : AND.b #$80 : BEQ .no_interaction ; check for A-press
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LDA.b GameMode : CMP.b #$0C : !BGE .no_interaction ; don't interact in other modes besides game action
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JSR.w Shopkeeper_BuyItem
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.no_interaction
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INY #4
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TYA : CMP.l ShopCapacity : !BLT -
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;CPY.b #$0C : !BLT -
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PLP : PLY : PLX
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RTS
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Shopkeeper_BuyItem:
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PHX : PHY
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TYX
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LDA.l ShopInventory, X
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CMP.b #$0E : BEQ .refill ; Bee Refill
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CMP.b #$2E : BEQ .refill ; Red Potion Refill
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CMP.b #$2F : BEQ .refill ; Green Potion Refill
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CMP.b #$30 : BEQ .refill ; Blue Potion Refill
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BRA +
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.refill
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JSL.l Sprite_GetEmptyBottleIndex : BMI .full_bottles
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+
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LDA.l ShopType : AND.b #$80 : BNE .buy ; don't charge if this is a take-any
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REP #$20 : LDA.l CurrentRupees : CMP.l ShopInventory+1, X : SEP #$20 : !BGE .buy
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.cant_afford
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LDA.b #$7A
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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LDA.b #$3C : STA.w SFX2 ; error sound
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JMP .done
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.full_bottles
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LDA.b #$6B
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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LDA.b #$3C : STA.w SFX2 ; error sound
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JMP .done
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.buy
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LDA.l ShopType : AND.b #$80 : BNE ++ ; don't charge if this is a take-any
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REP #$20 : LDA.l CurrentRupees : !SUB ShopInventory+1, X : STA.l CurrentRupees : SEP #$20 ; Take price away
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++
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LDA.l ShopInventory, X : TAY : JSL.l Link_ReceiveItem
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LDA.l ShopInventory+3, X : INC : STA.l ShopInventory+3, X
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TXA : LSR #2 : TAX
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LDA.l ShopType : BIT.b #$80 : BNE +
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LDA.l ShopState : ORA.w Shopkeeper_ItemMasks, X : STA.l ShopState
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PHX
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TXA : !ADD ShopSRAMIndex : TAX
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LDA.l PurchaseCounts, X : INC : BEQ +++ : STA.l PurchaseCounts, X : +++
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PLX
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BRA ++
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+ ; Take-any
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BIT.b #$20 : BNE .takeAll
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.takeAny
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LDA.l ShopState : ORA.b #$07 : STA.l ShopState
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PHX : LDA.l ShopSRAMIndex : TAX : LDA.b #$01 : STA.l PurchaseCounts, X : PLX
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BRA ++
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.takeAll
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LDA.l ShopState : ORA.w Shopkeeper_ItemMasks, X : STA.l ShopState
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PHX : LDA.l ShopSRAMIndex : TAX : LDA.l ShopState : STA.l PurchaseCounts, X : PLX
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++
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.done
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PLY : PLX
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RTS
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Shopkeeper_ItemMasks:
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db #$01, #$02, #$04
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;--------------------
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Setup_ShopItemCollisionHitbox:
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;The complications with XBA are to handle the fact that nintendo likes to store
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;high and low bytes of 16 bit postion values seperately :-(
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REP #$20 ; set 16-bit accumulator
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LDA.b Scrap00 : PHA
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SEP #$20 ; set 8-bit accumulator
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; load shopkeeper X (16 bit)
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LDA.w SpritePosXHigh, X : XBA : LDA.w SpritePosXLow, X
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REP #$20 ; set 16-bit accumulator
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PHA : PHY
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LDA.l ShopType : AND.w #$0003 : DEC : ASL : TAY
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LDA.w Shopkeeper_DrawNextItem_item_offsets_idx, Y : STA.b Scrap00 ; get table from the table table
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PLY : PLA
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!ADD ($00), Y
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!ADD.w #$0002 ; a small negative margin
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; TODO: add 4 for a narrow item
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SEP #$20 ; set 8-bit accumulator
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; store hitbox X
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STA.b Scrap04 : XBA : STA.b Scrap0A
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;load shopkeeper Y (16 bit)
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LDA.w SpritePosYHigh, X : XBA : LDA.w SpritePosYLow, X
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REP #$20 ; set 16-bit accumulator
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PHY : INY #2
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!ADD ($00), Y
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PLY
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PHA : LDA.l ShopType : AND.w #$0080 : BEQ + ; lower by 4 for Take-any
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PLA : !ADD.w #$0004
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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
|
|
PHX
|
|
JSL.l GetSpritePalette_resolved : STA.l SpriteOAM+5
|
|
PLX
|
|
|
|
LDA.b #$00 : STA.l SpriteOAM+6
|
|
|
|
LDA.l ShopInventory, X
|
|
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.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
|
|
;--------------------------------------------------------------------------------
|