Merge pull request #180 from cassidoxa/filename_numbers

Add numbers to file name screen
This commit is contained in:
Lexi Rose
2023-01-25 09:21:53 -06:00
committed by GitHub
5 changed files with 64 additions and 4 deletions

Binary file not shown.

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@@ -4,7 +4,6 @@ DoDungeonMapBossIcon:
BEQ .dungeonmap
.cave
CMP.b #$01
RTL
.dungeonmap

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@@ -265,6 +265,7 @@ db $09 : SKIP 5 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 :
db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 5 : db $05
;--------------------------------------------------------------------------------
;================================================================================
; Delete file Screen
;--------------------------------------------------------------------------------
@@ -2447,9 +2448,6 @@ SBC.b #$03 : STA.w $0801,X
LDA.b #$03 : STA.w $0802,X
LDA.b #$31 : STA.w $0803,X
org $008BE5 ; hijack stripes for boss GFX transfer
JSL DoDungeonMapBossIcon
;================================================================================
org $01C4B8
JSL FixJingleGlitch
@@ -2492,3 +2490,9 @@ if !FEATURE_NEW_TEXT
org $0EF285
JSL RenderCharSetColorExtended_close : NOP
endif
;================================================================================
; VRAM
;--------------------------------------------------------------------------------
org $008BE5 ; hijack stripes
JSL.l TransferVRAMStripes

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@@ -57,3 +57,55 @@ HeartCursorPositions:
db $70, $78, $80, $88
db $98, $a0, $a8, $b0
db $c0, $c8, $d0, $d8
NumberStripes:
dw $AB66, $1100 ; 0-4 top
dw $1D40, $0188, $1D41, $0188, $1D42, $0188, $1D43, $0188
dw $1D44
dw $CB66, $1100 ; 0-4 bottom
dw $1D50, $0188, $1D51, $0188, $1D52, $0188, $1D53, $0188
dw $1D54
dw $EB66, $1100 ; 5-9 top
dw $1D45, $0188, $1D46, $0188, $1D47, $0188, $1D48, $0188
dw $1D49
dw $0B67, $1100 ; 5-9 bottom
dw $1D55, $0188, $1D56, $0188, $1D57, $0188, $1D58, $0188
dw $1D59
db $80 ; termination
TransferNumericStripes:
REP #$30
LDA.w GameMode : CMP.w #$0204 : BNE .exit
SEP #$20
LDA.b #NumberStripes>>0 : STA.b $00
LDA.b #NumberStripes>>8 : STA.b $01
LDA.b #NumberStripes>>16 : STA.b $02 : STA.w DMA1ADDRB
STZ.b $06 : LDY.w #$0000
.check_next
LDA.b [$00],Y : BPL .next_stripe
.exit
SEP #$30
RTL
.next_stripe
STA.b $04
INY
LDA.b [$00],Y : STA.b $03
INY
LDA.b [$00],Y : AND.b #$80 : ASL : ROL : STA.b $07
LDA.b [$00],Y : AND.b #$40 : STA.b $05
LSR #3 : ORA.b #$01 : STA.w DMA1MODE
LDA.b #VMDATAL : STA.w DMA1PORT
REP #$20
LDA.b $03 : STA.w VMADDR
LDA.b [$00],Y : XBA : AND.w #$3FFF
TAX : INX : STX.w DMA1SIZE
INY #2 : TYA
CLC : ADC.b $00 : STA.w DMA1ADDRL
LDA.b $05
STX.b $03
TYA : CLC : ADC.b $03 : TAY
SEP #$20
LDA.b $07 : ORA.b #$80 : STA.w VMAIN
LDA.b #$02 : STA.w DMAENABLE
JMP.w .check_next

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@@ -724,3 +724,8 @@ RTL
;This feature makes it easy to draw the same tile repeatedly. If this bit is set, the length bits should be set to 2 times the number of copies of the tile to upload. (Without subtracting 1!)
;It is followed by a single tile (word). Combining this this with the D bit makes it easy to draw large horizontal or vertical runs of a tile without using much space. Geat for erasing or drawing horizontal or verical box edges.
;================================================================================
TransferVRAMStripes:
JSL.l TransferNumericStripes
JSL.l DoDungeonMapBossIcon
LDA.b NMISTRIPES : CMP.b #$01 ; What we wrote over
RTL