First pass-through adding labels
Added items, equipment, and tracking/indicators Added playername changes Removed some defines
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@@ -1,30 +1,35 @@
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; Note shortly before this we have a blank-the-sram slot code that we might want to hook
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WriteBlanksToPlayerName:
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STA.l !ExtendedPlayerName
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STA.l !ExtendedPlayerName+2
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STA.l !ExtendedPlayerName+4
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STA.l !ExtendedPlayerName+6
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STA.l ExtendedFileNameSRAM
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STA.l ExtendedFileNameSRAM+2
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STA.l ExtendedFileNameSRAM+4
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STA.l ExtendedFileNameSRAM+6
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STA.l !ExtendedPlayerName+8
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STA.l !ExtendedPlayerName+10
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STA.l !ExtendedPlayerName+12
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STA.l !ExtendedPlayerName+14
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STA.l ExtendedFileNameSRAM+8
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STA.l ExtendedFileNameSRAM+10
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STA.l ExtendedFileNameSRAM+12
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STA.l ExtendedFileNameSRAM+14
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STA.l $7003D9, X ;What we wrote over (clear first byte of vanilla name slot)
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STA.l ExtendedFileNameSRAM+16
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STA.l ExtendedFileNameSRAM+18
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STA.l ExtendedFileNameSRAM+20
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STA.l ExtendedFileNameSRAM+22
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STA.l $7003D9, X ;What we wrote over (clear first byte of vanilla name slot)
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RTL
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WriteCharacterToPlayerName:
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CPX.w #$0008 : !BLT .orig
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STA !ExtendedPlayerName-8, X
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.orig
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STA $7003D9, X ;what we wrote over
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STA ExtendedFileNameSRAM, X
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CPX.w #$0008 : !BGE +
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STA $7003D9, X ;what we wrote over
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+
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RTL
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ReadCharacterFromPlayerName: ;Only for use on Name Screen
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CPX.w #$0008 : !BLT .orig
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LDA !ExtendedPlayerName-8, X
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.orig
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LDA $7003D9, X ;what we wrote over
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LDA ExtendedFileNameSRAM, X
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CPX.w #$0008 : !BGE +
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LDA $7003D9, X ;what we wrote over
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+
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RTL
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GetCharacterPosition:
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