START_Plecak:
 LDA $2002
 BPL START_Plecak

 inc Trzyma_guzik
 jsr CZYSC_PPU

 jsr GFX.Czcionka	;Wczytaj Grafik czcionki do PPU

 LDA $2002             ; resetuj PPU
 LDA #$20
 STA $2006             
 LDA #$00
 STA $2006             
 
 lda #low(Plecak_mapa)
 sta addrLO
 Lda #high(Plecak_mapa)
 sta addrHI 

 ldx #$4
 ldy #$0
START_Plecak_Map_Load:
 lda [addrLO],y 
 sta $2007
 iny
 bne START_Plecak_Map_Load
 inc addrHI
 dex
 bne START_Plecak_Map_Load

slot122
; jsr plecak.pal.item	;Funkcja aduje palet dla duych itemw.

 lda #$0D          ;Daj czarne to w menu
 sta $710

 jsr Laduj_Paleta
 jsr Laduj_Opisy_Itemow
 jsr PPU_ON

 lda #$6B
 sta Strzalka_Menu

 inc Trzyma_guzik

koko:
 jsr Menu_Rys_Itemy_Strzalka
 jsr KEYPAD

 lda Nacisn_guzik
 and #%00000100 ;sprawd czy nacinito Dol
 cmp #%00000100
 bne plecak_Guzik_Gora

 lda Trzyma_guzik
 bne koko

 inc Trzyma_guzik
 lda Strzalka_Menu
 cmp #$A8
 beq koko
 clc
 adc #$40
 sta Strzalka_Menu
 jmp koko

plecak_Guzik_Gora:
 lda Nacisn_guzik
 and #%00001000 ;sprawd czy nacinito Gora
 cmp #%00001000
 bne plecak_Guzik_SEL

 lda Trzyma_guzik
 bne koko

 inc Trzyma_guzik
 lda Strzalka_Menu
 cmp #$28
 beq koko
 sec
 sbc #$40
 sta Strzalka_Menu
 jmp koko

plecak_Guzik_SEL:
 lda Nacisn_guzik
 and #%00100000 ;sprawd czy nacinito Select
 cmp #%00100000
 bne plecak_Guzik_A
 lda Trzyma_guzik
 bne koko
 inc Trzyma_guzik
 jmp Plecak.END

plecak_Guzik_A:
 lda Nacisn_guzik
 and #%10000000 ;sprawd czy nacinito A
 cmp #%10000000
 bne koko

 lda Strzalka_Menu
 cmp #$28
 beq slot1_Wyrzucanie
 cmp #$68
 beq slot2_Wyrzucanie
 cmp #$A8
 beq slot3_Wyrzucanie
 bne koko

slot1_Wyrzucanie:

 lda Slot1
 asl A
 clc
 adc Slot1
 TAX

 lda $FF
 beq slot1.real

 lda #$FF
 sta Slot1

HTS.Plecak:
 cpx #$03
 bne slot1.real

 lda #$F0
 sta $7A5		;Wywal HTS(koordynat Y)

 lda Numer_Lev
 sta $7A3		;Ustaw ID HTS
 sta HTS.Mapa		;Ustaw map jako aktywn dla HTS

 lda Hero_X
 clc
 adc #$04
 sta $7A4		;Ustaw X HTS

 jmp Plecak.END

slot1.real:
 lda #$FF
 sta Slot1
 jmp plecak_Petla

slot2_Wyrzucanie:

 lda Slot2
 asl A
 clc
 adc Slot2
 TAX

 lda $FF
 beq slot2.real

 cpx #$03
 bne slot2.real

 lda #$FF
 sta Slot2

 jmp HTS.Plecak

slot2.real:
 lda #$FF
 sta Slot2
 jmp plecak_Petla

slot3_Wyrzucanie:

 lda Slot3
 asl A
 clc
 adc Slot3
 TAX

 lda $FF
 beq slot3.real

 cpx #$03
 bne slot3.real

 lda #$FF
 sta Slot3

 jmp HTS.Plecak

slot3.real:
 lda #$FF
 sta Slot3

plecak_Petla:
 lda Numer_Lev
 sta ItemID,x
 lda Hero_Y
 clc
 adc #$08
 sta ItemY,x
 lda Hero_X
 clc
 adc #$04
 sta ItemX,x

Plecak.END:
 jsr CZYSC_PPU
 jsr Czysc_Sprity

 ldx #$00   ;Ustaw 00 dla X przed wczytywaniem spritw

 lda #$00  ;Ustaw 00 dla licznika spritw
 sta $7F2
 jsr Rys.Sprity

 jsr SPR.PAL

 jsr Wczytaj_Palety_CHR_ADV
 ldx #$20
 jsr TableA0

 lda #$00
 sta $720	;Wyzeruj naciskany guzik

 lda #$1
 sta SLOT_SPR2

 jsr PPU_ON

 lda #$0
 ldx #$0
 jsr FamiToneSfxStart
 rts

;[][][][][][][][][][][][][][][][][][][][][][][][]
Menu_Rys_Itemy_Strzalka:

 lda #$00
 sta $7F0
 ldy Strzalka_Menu
 ldx #$18
 lda #$60
 jsr Rys1
 rts

 lda #$00  ;Ustaw 00 dla licznika spritw
 sta $7F2

 ldx #$00
 lda Slot1,x
 cmp #$FF
 beq Plecak_Item2_Rysuj
 asl A
 asl A
 asl A
 asl A
 sta Plecak_Item_ID

 lda #$00
 sta $7F0

 ldy #$30
 ldx #$20
 lda Plecak_Item_ID
 jsr Rys22

 ldy #$38
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$04
 jsr Rys22

 ldy #$40
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$08
 jsr Rys22

 ldy #$48
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$c
 jsr Rys22
;00000000000000000000000000000000000
Plecak_Item2_Rysuj:
 lda Slot2
 cmp #$FF
 beq Plecak_Item3_Rysuj
 asl A
 asl A
 asl A
 asl A
 sta Plecak_Item_ID

 lda #$01
 sta $7F0

 ldy #$68
 ldx #$20
 lda Plecak_Item_ID
 jsr Rys22

 ldy #$70
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$04
 jsr Rys22

 ldy #$78
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$8
 jsr Rys22

 ldy #$80
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$c
 jsr Rys22
;00000000000000000000000000000000000
Plecak_Item3_Rysuj:
 lda Slot3
 cmp #$FF
 beq Strzalka_Plecak_Rysuj
 asl A
 asl A
 asl A
 asl A
 sta Plecak_Item_ID

 lda #$02
 sta $7F0

 ldy #$a0
 ldx #$20
 lda Plecak_Item_ID
 jsr Rys22

 ldy #$a8
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$04
 jsr Rys22

 ldy #$b0
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$08
 jsr Rys22

 ldy #$b8
 ldx #$20
 lda Plecak_Item_ID
 clc
 adc #$c
 jsr Rys22

Strzalka_Plecak_Rysuj:
 rts
Rys22:
;-------------------------------------------------------------------------------------------
        stx $7F1
        ldx $7F2

        sta $601,X  ;Zapisz ID
        clc
        adc #$01
        sta $605,X
        clc
        adc #$01
        sta $609,X
        clc
        adc #$01
        sta $60D,X

        lda $7F1     ;Zapisz X
        sta $603,X
        clc
        adc #$08
        sta $607,X
        clc
        adc #$08
        sta $60B,X
        clc
        adc #$08
        sta $60F,X

        TYA         ;Zapisz Y
        sta $600,X
        sta $604,X
        sta $608,X
        sta $60c,X

        lda $7F0     ;Zapisz Atrybut
        sta $602,X
        sta $606,X
        sta $60A,X
        sta $60E,X

        TXA
        clc
        adc #$10
        sta $7F2
	rts

Take_Item:
 lda Nacisn_guzik
 and #%01000000 ;sprawd czy nacinito B
 cmp #%01000000
 beq Jump_Taking
 rts
 
Jump_Taking:
 lda Trzyma_guzik
 beq Taking
 rts

Taking:
 jsr Pick_Items

 inc Trzyma_guzik

 RTS


plecak.pal.item:
Laduj_Paleta_Itemow:
 lda #low(Palette_Table_Adv)
 sta addrLO
 Lda #high(Palette_Table_Adv)
 sta addrHI 

 lda Slot1
 asl A
 asl A
 TAY
 ldx #$00
Laduj_Paleta_Item1:
 lda [addrLO],y 
 sta $710,x
 iny
 inx
 cpx #$04
 bne Laduj_Paleta_Item1

 lda Slot2
 asl A
 asl A
 TAY
 ldx #$00
Laduj_Paleta_Item2:
 lda [addrLO],y 
 sta $714,x
 iny
 inx
 cpx #$04
 bne Laduj_Paleta_Item2

 lda Slot3
 asl A
 asl A
 TAY
 ldx #$00
Laduj_Paleta_Item3:
 lda [addrLO],y 
 sta $718,x
 iny
 inx
 cpx #$04
 bne Laduj_Paleta_Item3
 rts