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https://github.com/blondie7575/GSCats.git
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First pass at inventory menu rendering
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parent
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commit
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Before Width: | Height: | Size: 87 B After Width: | Height: | Size: 104 B |
@ -7,6 +7,7 @@
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objects = {
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/* Begin PBXFileReference section */
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700B5E6F2069831000B31C00 /* inventory.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = inventory.s; sourceTree = "<group>"; };
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700C39C51F2E5CA800C24F9C /* tables.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = tables.s; sourceTree = "<group>"; };
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700F21DE1F43E31300D7007D /* input.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = input.s; sourceTree = "<group>"; };
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700F21DF1F4A364600D7007D /* projectile.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = projectile.s; sourceTree = "<group>"; };
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@ -54,6 +55,7 @@
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700C39C51F2E5CA800C24F9C /* tables.s */,
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70E266E31F6F262D005AC7E4 /* circleTable.s */,
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70F0869F1F413A89002446C3 /* player.s */,
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700B5E6F2069831000B31C00 /* inventory.s */,
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700F21DF1F4A364600D7007D /* projectile.s */,
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70A80FB01F43D7F200BD34C9 /* gamemanager.s */,
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70E554C41F807ADB00F3C871 /* spritebank.s */,
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@ -0,0 +1,8 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>IDEDidComputeMac32BitWarning</key>
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<true/>
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</dict>
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</plist>
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BIN
SpriteBank00.bin
BIN
SpriteBank00.bin
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@ -50,6 +50,8 @@ beginGameplay:
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jsr clipTerrain
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jsl renderTerrainSpans
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jsr renderInventory
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gameplayLoop:
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jsr syncVBL
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BORDER_COLOR #$0
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@ -56,7 +56,7 @@ placeGameObjectOnTerrain:
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; vramPtr
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;
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; PARAML0 = Pointer to gameobject data
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; PARAML0 = Pointer to X,Y (16 bits each)
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; X => Offset to upper left corner of VRAM, or -1 if offscreen
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;
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; Trashes SCRATCHL
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BIN
gscats.2mg
BIN
gscats.2mg
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1
gscats.s
1
gscats.s
@ -46,6 +46,7 @@ quitGame:
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.include "gamemanager.s"
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.include "input.s"
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.include "projectile.s"
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.include "inventory.s"
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endMainBank2:
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67
inventory.s
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67
inventory.s
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@ -0,0 +1,67 @@
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;
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; inventory
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; Code and data structures related to the weapons inventory and store
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;
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; Created by Quinn Dunki on 8/13/17
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;
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INVENTORY_ITEMS = 6
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ITEM_WIDTH = 16 ; In pixels
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ICON_WIDTH = 8 ; In pixels
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ICON_ORIGIN = (ITEM_WIDTH-ICON_WIDTH)/4 ; In bytes
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderInventory
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;
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;
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renderInventory:
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SAVE_AXY
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; Compute initial VRAM position
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ldy #(8192 + (160*10 + (160*ICON_ORIGIN + ICON_ORIGIN)))
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ldx #0
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renderInventoryLoop:
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jsr renderInventoryItem
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tya ; Advance VRAM pointer
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clc
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adc #ITEM_WIDTH/2
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tay
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inx
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cpx #INVENTORY_ITEMS
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bne renderInventoryLoop
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RESTORE_AXY
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderInventoryItem
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;
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; X = Item index
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; Y = VRAM pos
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;
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renderInventoryItem:
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SAVE_AXY
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phy
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phx
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lda #1
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clc
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jsr DrawSpriteBank
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plx
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ply
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txa
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clc
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jsr DrawSpriteBank
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RESTORE_AXY
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rts
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renderInventoryItemParam:
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.word 0,20
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@ -8,7 +8,7 @@ DrawSpriteBank :
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JMP (SpriteBankBank,X) ; Bank Number Table
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SpriteBankNum :
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.dbyt $0000,$0500,$0400,$0100,$0200,$0600,$0300
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.dbyt $0000,$0400,$0500,$0100,$0200,$0600,$0300
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SpriteBankBank :
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.addr SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00
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