Merge pull request #180 from cassidoxa/filename_numbers
Add numbers to file name screen
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@@ -4,7 +4,6 @@ DoDungeonMapBossIcon:
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BEQ .dungeonmap
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.cave
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CMP.b #$01
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RTL
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.dungeonmap
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10
hooks.asm
10
hooks.asm
@@ -265,6 +265,7 @@ db $09 : SKIP 5 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 :
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db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 5 : db $05
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;--------------------------------------------------------------------------------
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;================================================================================
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; Delete file Screen
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;--------------------------------------------------------------------------------
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@@ -2447,9 +2448,6 @@ SBC.b #$03 : STA.w $0801,X
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LDA.b #$03 : STA.w $0802,X
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LDA.b #$31 : STA.w $0803,X
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org $008BE5 ; hijack stripes for boss GFX transfer
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JSL DoDungeonMapBossIcon
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;================================================================================
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org $01C4B8
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JSL FixJingleGlitch
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@@ -2492,3 +2490,9 @@ if !FEATURE_NEW_TEXT
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org $0EF285
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JSL RenderCharSetColorExtended_close : NOP
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endif
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;================================================================================
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; VRAM
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;--------------------------------------------------------------------------------
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org $008BE5 ; hijack stripes
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JSL.l TransferVRAMStripes
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@@ -57,3 +57,55 @@ HeartCursorPositions:
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db $70, $78, $80, $88
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db $98, $a0, $a8, $b0
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db $c0, $c8, $d0, $d8
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NumberStripes:
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dw $AB66, $1100 ; 0-4 top
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dw $1D40, $0188, $1D41, $0188, $1D42, $0188, $1D43, $0188
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dw $1D44
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dw $CB66, $1100 ; 0-4 bottom
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dw $1D50, $0188, $1D51, $0188, $1D52, $0188, $1D53, $0188
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dw $1D54
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dw $EB66, $1100 ; 5-9 top
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dw $1D45, $0188, $1D46, $0188, $1D47, $0188, $1D48, $0188
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dw $1D49
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dw $0B67, $1100 ; 5-9 bottom
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dw $1D55, $0188, $1D56, $0188, $1D57, $0188, $1D58, $0188
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dw $1D59
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db $80 ; termination
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TransferNumericStripes:
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REP #$30
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LDA.w GameMode : CMP.w #$0204 : BNE .exit
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SEP #$20
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LDA.b #NumberStripes>>0 : STA.b $00
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LDA.b #NumberStripes>>8 : STA.b $01
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LDA.b #NumberStripes>>16 : STA.b $02 : STA.w DMA1ADDRB
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STZ.b $06 : LDY.w #$0000
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.check_next
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LDA.b [$00],Y : BPL .next_stripe
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.exit
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SEP #$30
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RTL
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.next_stripe
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STA.b $04
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INY
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LDA.b [$00],Y : STA.b $03
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INY
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LDA.b [$00],Y : AND.b #$80 : ASL : ROL : STA.b $07
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LDA.b [$00],Y : AND.b #$40 : STA.b $05
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LSR #3 : ORA.b #$01 : STA.w DMA1MODE
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LDA.b #VMDATAL : STA.w DMA1PORT
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REP #$20
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LDA.b $03 : STA.w VMADDR
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LDA.b [$00],Y : XBA : AND.w #$3FFF
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TAX : INX : STX.w DMA1SIZE
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INY #2 : TYA
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CLC : ADC.b $00 : STA.w DMA1ADDRL
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LDA.b $05
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STX.b $03
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TYA : CLC : ADC.b $03 : TAY
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SEP #$20
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LDA.b $07 : ORA.b #$80 : STA.w VMAIN
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LDA.b #$02 : STA.w DMAENABLE
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JMP.w .check_next
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@@ -724,3 +724,8 @@ RTL
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;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!)
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;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.
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;================================================================================
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TransferVRAMStripes:
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JSL.l TransferNumericStripes
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JSL.l DoDungeonMapBossIcon
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LDA.b NMISTRIPES : CMP.b #$01 ; What we wrote over
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RTL
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