Module_Password: LDA.b GameSubMode JSL JumpTableLong dl Password_BeginInit ; 0 dl Password_EndInit ; 1 dl Password_Main ; 2 dl Password_Check ; 3 dl Password_Return ; 4 Password_BeginInit: LDA.b #$80 : STA.w SkipOAM ;skip animated sprite updates in NMI JSL EnableForceBlank JSL Vram_EraseTilemaps_triforce JSL LoadCustomHudPalette ; replace the 2bpp palettes, and trigger upload LDA.b #$07 : STA.b NMISTRIPES ; have NMI load up the initial tilemap from Password_Tilemap INC.b GameSubMode RTL Password_EndInit: JSR LoadPasswordStripeTemplate ;reset the variables used by this screen STZ.b PasswordCodePosition STZ.b PasswordSelectPosition JSL ValidatePassword : BNE + ; zero out password if not valid LDX.b #$0F LDA.b #$00 - STA.l PasswordSRAM, X DEX : BPL - + LDA.b #$0F : STA.b INIDISPQ INC.b GameSubMode RTL Password_Main: PHB PHK : PLB JSR PasswordEraseOldCursors ; handle joypad input LDA.b Joy1B_New : AND.b #$10 : BEQ + ; R Button JSR PasswordMoveCursorRight + LDA.b Joy1B_New : AND.b #$20 : BEQ + ; L Button JSR PasswordMoveCursorLeft + LDA.b Joy1A_New : AND.b #$01 : BEQ + ; right LDA.b PasswordSelectPosition : INC A : CMP.b #$24 : !BLT ++ !SUB.b #$24 ++ STA.b PasswordSelectPosition LDA.b #$20 : STA.w SFX3 + LDA.b Joy1A_New : AND.b #$02 : BEQ + ; left LDA.b PasswordSelectPosition : DEC A : BPL ++ !ADD.b #$24 ++ STA.b PasswordSelectPosition LDA.b #$20 : STA.w SFX3 + LDA.b Joy1A_New : AND.b #$04 : BEQ + ; down LDA.b PasswordSelectPosition : !ADD.b #$09 : CMP.b #$24 : !BLT ++ !SUB.b #$24 ++ STA.b PasswordSelectPosition LDA.b #$20 : STA.w SFX3 + LDA.b Joy1A_New : AND.b #$08 : BEQ + ; up LDA.b PasswordSelectPosition : !SUB.b #$09 : BPL ++ !ADD.b #$24 ++ STA.b PasswordSelectPosition LDA.b #$20 : STA.w SFX3 + LDA.b Joy1A_New : ORA.b Joy1B_New : AND.b #$C0 : BEQ + ; face button LDX.b PasswordSelectPosition LDA.l .selectionValues, X : BPL ++ CMP.b #$F0 : BNE +++ INC.b GameSubMode BRA .endOfButtonChecks +++ : CMP.b #$F1 : BNE +++ JSR PasswordMoveCursorLeft BRA + +++ : CMP.b #$F2 : BNE +++ JSR PasswordMoveCursorRight BRA + +++ : CMP.b #$F3 : BNE +++ INC.b GameSubMode : INC.b GameSubMode ; skip to return submodule LDA.b #$2C : STA.w SFX2 ;file screen selection sound BRA .endOfButtonChecks +++ BRA + ++ LDX.b PasswordCodePosition STA.l PasswordSRAM,X TXA : INC A : AND.b #$0F : STA.b PasswordCodePosition BNE ++ STZ.w SFX2 INC.b GameSubMode BRA .endOfButtonChecks ++ LDA.b #$2B : STA.w SFX2 + LDA.b Joy1A_New : AND.b #$10 : BEQ + ; start INC.b GameSubMode + .endOfButtonChecks JSR UpdatePasswordTiles JSR PasswordSetNewCursors LDA.b #$01 : STA.b NMISTRIPES PLB RTL .selectionValues db $01, $02, $03, $04, $05, $06, $07, $08, $F0 db $09, $0A, $0B, $0C, $0D, $0E, $0F, $10, $F1 db $11, $12, $13, $14, $15, $16, $17, $18, $F2 db $19, $1A, $1B, $1C, $1D, $1E, $1F, $20, $F3 Password_Check: JSL ValidatePassword : BNE .correct LDA.b #$3C : STA.w SFX2 ; error DEC.b GameSubMode RTL .correct LDA.b #$1B : STA.w SFX3 ; solved puzzle sound INC.b GameSubMode RTL Password_Return: LDA.b #$01 : STA.b GameMode ; select screen LDA.b #$01 : STA.b GameSubMode ; Skip the first submodule STZ.b SubSubModule STZ.w SaveFileIndex STZ.b PasswordCodePosition STZ.b PasswordCodePosition+1 RTL ;-------------------------------------------------------------------------------- ; Exported Function ;-------------------------------------------------------------------------------- ValidatePassword: ; returns 1/Not Z for correct, 0/Z for incorrect ; REQUIRES: 8 bit both ; has a deliberate side effect of key being loaded into RAM if password is correct. PHX : PHY ;check for incomplete password LDX.b #$0F - LDA.l PasswordSRAM, X : BNE + JMP .incorrect + DEX : BPL - REP #$20 ; 16 bit Accumulator ; Clear out any existing encryption key LDX.b #$0E LDA.w #$0000 - : STA.l KeyBase, X : DEX #2 : BPL - JSR PasswordToKey LDA.l StaticDecryptionKey+$0A : STA.l KeyBase+$0A LDA.l StaticDecryptionKey+$0C : STA.l KeyBase+$0C LDA.l StaticDecryptionKey+$0E : STA.l KeyBase+$0E LDA.l KnownEncryptedValue : STA.l CryptoBuffer LDA.l KnownEncryptedValue+2 : STA.l CryptoBuffer+2 LDA.l KnownEncryptedValue+4 : STA.l CryptoBuffer+4 LDA.l KnownEncryptedValue+6 : STA.l CryptoBuffer+6 LDA.w #$0002 : STA.b Scrap04 ;set block size JSL XXTEA_Decode SEP #$20 ; 8 bit accumulator LDA.l CryptoBuffer+0 : CMP.b #$31 : BNE .incorrect LDA.l CryptoBuffer+1 : CMP.b #$41 : BNE .incorrect LDA.l CryptoBuffer+2 : CMP.b #$59 : BNE .incorrect LDA.l CryptoBuffer+3 : CMP.b #$26 : BNE .incorrect LDA.l CryptoBuffer+4 : CMP.b #$53 : BNE .incorrect LDA.l CryptoBuffer+5 : CMP.b #$58 : BNE .incorrect LDA.l CryptoBuffer+6 : CMP.b #$97 : BNE .incorrect LDA.l CryptoBuffer+7 : CMP.b #$93 : BNE .incorrect ;trial decrypt the known plaintext, and verify if result is correct .correct PLY : PLX LDA.b #$01 : STA.l ValidKeyLoaded RTL .incorrect PLY : PLX LDA.b #$00 RTL ;-------------------------------------------------------------------------------- ; Local Helper functions ;-------------------------------------------------------------------------------- PasswordToKey: ; $00 input offset ; $02 output offset ; $04 shift amount LDA.w #$0000 : STA.b Scrap00 : STA.b Scrap02 LDA.w #$000B : STA.b Scrap04 - LDX.b Scrap00 LDA.l PasswordSRAM, X : DEC : AND.w #$001F LDY.b Scrap04 -- : BEQ + : ASL : DEY : BRA -- : + ; Shift left by Y XBA LDX.b Scrap02 ORA.l KeyBase, X STA.l KeyBase, X LDA.b Scrap04 : !SUB.w #$0005 : BPL + !ADD.w #$0008 INC.b Scrap02 + : STA.b Scrap04 LDA.b Scrap00 : INC : STA.b Scrap00 : CMP.w #$0010 : !BLT - RTS LoadPasswordStripeTemplate: LDA.w DMAP0 : PHA : LDA.w BBAD0 : PHA : LDA.w A1T0L : PHA ; preserve DMA parameters LDA.w A1T0H : PHA : LDA.w A1B0 : PHA : LDA.w DAS0L : PHA ; preserve DMA parameters LDA.w DAS0H : PHA ; preserve DMA parameters LDA.b #$00 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode LDA.b #$80 : STA.w BBAD0 ; set bus B destination to WRAM register LDA.b #$02 : STA.w WMADDL ; set WRAM register source address LDA.b #$10 : STA.w WMADDH LDA.b #$7E : STA.w WMADDB LDA.b #Password_StripeImageTemplate : STA.w A1T0L ; set bus A source address LDA.b #Password_StripeImageTemplate>>8 : STA.w A1T0H ; set bus A source address LDA.b #Password_StripeImageTemplate>>16 : STA.w A1B0 ; set bus A source bank LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate STA.w DAS0L ; LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate>>8 STA.w DAS0H ; set transfer size LDA.b #$01 : STA.w DMAENABLE ; begin DMA transfer PLA : STA.w DAS0H : PLA : STA.w DAS0L : PLA : STA.w A1B0 ; restore DMA parameters PLA : STA.w A1T0H : PLA : STA.w A1T0L : PLA : STA.w BBAD0 ; restore DMA parameters PLA : STA.w DMAP0 ; restore DMA parameters RTS PasswordEraseOldCursors: REP #$20 ; set 16-bit accumulator ;Code Cursor LDA.b PasswordCodePosition : AND.w #$00FF : ASL : TAX LDA.l .code_offsets, X !ADD.w #$20*Scrap04+Scrap04+$6000 XBA ; because big endian is needed STA.l $1002+Password_StripeImageTemplate_CodeCursorErase-Password_StripeImageTemplate ;selection cursor LDA.b PasswordSelectPosition : AND.w #$00FF : ASL : TAX LDA.l .selection_offsets, X !ADD.w #$20*Scrap0D+Scrap03+$6000 XBA ; because big endian is needed STA.l $1002+Password_StripeImageTemplate_SelectionCursorErase-Password_StripeImageTemplate XBA : !ADD.w #$0020 : XBA STA.l $1002+$0C+Password_StripeImageTemplate_SelectionCursorErase-Password_StripeImageTemplate XBA : !ADD.w #$0003 : XBA STA.l $1002+$14+Password_StripeImageTemplate_SelectionCursorErase-Password_StripeImageTemplate XBA : !ADD.w #$0040-$0003 : XBA STA.l $1002+$1C+Password_StripeImageTemplate_SelectionCursorErase-Password_StripeImageTemplate SEP #$20 ; restore 8-bit accumulator RTS .code_offsets dw $0040, $0043, $0046, $0049, $004C, $004F, $0052, $0055 dw $00A0, $00A3, $00A6, $00A9, $00AC, $00AF, $00B2, $00B5 .selection_offsets dw $FFDF, $FFE2, $FFE5, $FFE8, $FFEB, $FFEE, $FFF1, $FFF4, $FFF7 dw $003F, $0042, $0045, $0048, $004B, $004E, $0051, $0054, $0057 dw $009F, $00A2, $00A5, $00A8, $00AB, $00AE, $00B1, $00B4, $00B7 dw $00FF, $0102, $0105, $0108, $010B, $010E, $0111, $0114, $0117 PasswordSetNewCursors: REP #$20 ; set 16-bit accumulator ;Code Cursor LDA.b PasswordCodePosition : AND.w #$00FF : ASL : TAX LDA.l PasswordEraseOldCursors_code_offsets, X !ADD.w #$20*Scrap04+Scrap04+$6000 XBA ; because big endian is needed STA.l $1002+Password_StripeImageTemplate_CodeCursorDraw-Password_StripeImageTemplate ;Selection cursor LDA.b PasswordSelectPosition : AND.w #$00FF : ASL : TAX LDA.l PasswordEraseOldCursors_selection_offsets, X !ADD.w #$20*Scrap0D+Scrap03+$6000 XBA ; because big endian is needed STA.l $1002+Password_StripeImageTemplate_SelectionCursorDraw-Password_StripeImageTemplate XBA : !ADD.w #$0020 : XBA STA.l $1002+$0C+Password_StripeImageTemplate_SelectionCursorDraw-Password_StripeImageTemplate XBA : !ADD.w #$0003 : XBA STA.l $1002+$14+Password_StripeImageTemplate_SelectionCursorDraw-Password_StripeImageTemplate XBA : !ADD.w #$0040-$0003 : XBA STA.l $1002+$1C+Password_StripeImageTemplate_SelectionCursorDraw-Password_StripeImageTemplate SEP #$20 ; restore 8-bit accumulator RTS UpdatePasswordTiles: REP #$30 ; set 16-bit both LDX.w #$000F - LDA.l PasswordSRAM, X : AND.w #$00FF : TXY ASL #3 : STA.b Scrap00 TYA : ASL #4 : STA.b Scrap03 LDX.b Scrap00 : LDA.l HashAlphabetTilesWithBlank, X LDX.b Scrap03 : STA.w $1006, X LDX.b Scrap00 : LDA.l HashAlphabetTilesWithBlank+$02, X LDX.b Scrap03 : STA.w $1008, X LDX.b Scrap00 : LDA.l HashAlphabetTilesWithBlank+$04, X LDX.b Scrap03 : STA.w $100E, X LDX.b Scrap00 : LDA.l HashAlphabetTilesWithBlank+$06, X LDX.b Scrap03 : STA.w $1010, X TYX : DEX : BMI + : BRA - + SEP #$30 ; restore 8-bit both RTS PasswordMoveCursorRight: ; return new code position LDA.b #$2B : STA.w SFX2 LDA.b PasswordCodePosition : INC A : AND.b #$0F : STA.b PasswordCodePosition RTS PasswordMoveCursorLeft: ; return new code position LDA.b #$2B : STA.w SFX2 LDA.b PasswordCodePosition : DEC A : AND.b #$0F : STA.b PasswordCodePosition RTS macro dw_big_endian(value) db >>8 db endmacro macro Layer3_VRAM_Address(x,y) %dw_big_endian(*$20++$6000) endmacro Password_Tilemap: ;Add any graphics for background 0 here %Layer3_VRAM_Address(Scrap03,Scrap0D+0) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$0201|!FS_COLOR_YELLOW, #$0202|!FS_COLOR_YELLOW ;BOW dw #$0200 dw #$0205|!FS_COLOR_BLUE, #$0206|!FS_COLOR_BLUE ;BOOM dw #$0200 dw #$0200|!FS_COLOR_RED, #$0215|!FS_COLOR_RED ;HOOK dw #$0200 dw #$020C|!FS_COLOR_BLUE, #$020D|!FS_COLOR_BLUE ;BOMB dw #$0200 dw #$0262|!FS_COLOR_RED, #$0263|!FS_COLOR_RED ;SHROOM dw #$0200 dw #$020A|!FS_COLOR_BROWN, #$020B|!FS_COLOR_BROWN ;POWDER dw #$0200 dw #$0220|!FS_COLOR_BLUE, #$0221|!FS_COLOR_BLUE ;ROD dw #$0200 dw #$0285|!FS_COLOR_GREEN, #$0286|!FS_COLOR_GREEN ;PENDANT dw #$0200 dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder upper half action button %Layer3_VRAM_Address(Scrap03,Scrap0D+1) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$0211|!FS_COLOR_YELLOW, #$0212|!FS_COLOR_YELLOW ;BOW dw #$0200 dw #$0200|!FS_COLOR_BW, #$0216|!FS_COLOR_BLUE ;BOOM dw #$0200 dw #$0230|!FS_COLOR_RED, #$0200|!FS_COLOR_BW ;HOOK dw #$0200 dw #$021C|!FS_COLOR_BLUE, #$021C|!FS_COLOR_BLUE|!FS_HFLIP ;BOMB dw #$0200 dw #$0272|!FS_COLOR_RED, #$0273|!FS_COLOR_RED ;SHROOM dw #$0200 dw #$021A|!FS_COLOR_BROWN, #$021B|!FS_COLOR_BROWN ;POWDER dw #$0200 dw #$0230|!FS_COLOR_BLUE, #$0231|!FS_COLOR_BLUE ;ROD dw #$0200 dw #$0295|!FS_COLOR_GREEN, #$0296|!FS_COLOR_GREEN ;PENDANT dw #$0200 dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder lower half action button %Layer3_VRAM_Address(Scrap03,Scrap0D+3) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$0207|!FS_COLOR_YELLOW, #$0217|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS dw #$0200 dw #$0208|!FS_COLOR_YELLOW, #$0218|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;ETHER dw #$0200 dw #$0209|!FS_COLOR_YELLOW, #$0219|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;QUAKE dw #$0200 dw #$022C|!FS_COLOR_RED, #$022C|!FS_COLOR_RED|!FS_HFLIP ;LAMP dw #$0200 dw #$0222|!FS_COLOR_BROWN, #$0223|!FS_COLOR_BROWN ;HAMMER dw #$0200 dw #$0224|!FS_COLOR_BROWN, #$0225|!FS_COLOR_BROWN ;SHOVEL dw #$0200 dw #$0226|!FS_COLOR_BLUE, #$0227|!FS_COLOR_BLUE ;FLUTE dw #$0200 dw #$0228|!FS_COLOR_YELLOW, #$0229|!FS_COLOR_YELLOW ;NET dw #$0200 dw #$018A|!FS_COLOR_BW, #$0200 ; Left %Layer3_VRAM_Address(Scrap03,Scrap0D+4) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$0217|!FS_COLOR_YELLOW, #$0207|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS dw #$0200 dw #$0218|!FS_COLOR_YELLOW, #$0208|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;ETHER dw #$0200 dw #$0219|!FS_COLOR_YELLOW, #$0209|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;QUAKE dw #$0200 dw #$023C|!FS_COLOR_RED, #$023D|!FS_COLOR_RED ;LAMP dw #$0200 dw #$0232|!FS_COLOR_BROWN, #$0233|!FS_COLOR_BROWN ;HAMMER dw #$0200 dw #$0234|!FS_COLOR_BROWN, #$0235|!FS_COLOR_BROWN ;SHOVEL dw #$0200 dw #$0236|!FS_COLOR_BLUE, #$0237|!FS_COLOR_BLUE ;FLUTE dw #$0200 dw #$0238|!FS_COLOR_YELLOW, #$0239|!FS_COLOR_YELLOW ;NET dw #$0200 dw #$019A|!FS_COLOR_BW, #$0200 ; Left %Layer3_VRAM_Address(Scrap03,Scrap0D+6) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$022A|!FS_COLOR_GREEN, #$022B|!FS_COLOR_GREEN ;BOOK dw #$0200 dw #$0240|!FS_COLOR_BW, #$0241|!FS_COLOR_BW ;BOTTLE dw #$0200 dw #$0242|!FS_COLOR_GREEN, #$0242|!FS_COLOR_GREEN|!FS_HFLIP ;POTION dw #$0200 dw #$021D|!FS_COLOR_RED, #$021E|!FS_COLOR_RED dw #$0200 dw #$0248|!FS_COLOR_RED, #$0249|!FS_COLOR_RED dw #$0200 dw #$024A|!FS_COLOR_BLUE, #$024B|!FS_COLOR_BLUE dw #$0200 dw #$024C|!FS_COLOR_BOOTS, #$024D|!FS_COLOR_BOOTS dw #$0200 dw #$024E|!FS_COLOR_BROWN, #$024F|!FS_COLOR_BROWN dw #$0200 dw #$0200, #$018B|!FS_COLOR_BW ; Right %Layer3_VRAM_Address(Scrap03,Scrap0D+7) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$023A|!FS_COLOR_GREEN, #$023B|!FS_COLOR_GREEN ;BOOK dw #$0200 dw #$0250|!FS_COLOR_BW, #$0251|!FS_COLOR_BW ;BOTTLE dw #$0200 dw #$0252|!FS_COLOR_GREEN, #$0253|!FS_COLOR_GREEN ;POTION dw #$0200 dw #$022D|!FS_COLOR_RED, #$022E|!FS_COLOR_RED ;CANE dw #$0200 dw #$0258|!FS_COLOR_RED, #$0259|!FS_COLOR_RED ;CAPE dw #$0200 dw #$025A|!FS_COLOR_BLUE, #$025B|!FS_COLOR_BLUE ;MIRROR dw #$0200 dw #$025C|!FS_COLOR_BOOTS, #$025D|!FS_COLOR_BOOTS ;BOOTS dw #$0200 dw #$025E|!FS_COLOR_BROWN, #$025F|!FS_COLOR_BROWN ;GLOVES dw #$0200 dw #$0200, #$019B|!FS_COLOR_BW ; Right %Layer3_VRAM_Address(Scrap03,Scrap0D+9) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$020E|!FS_COLOR_BLUE, #$020F|!FS_COLOR_BLUE ;FLIPPERS dw #$0200 dw #$0264|!FS_COLOR_RED, #$0265|!FS_COLOR_RED ;PEARL dw #$0200 dw #$026D|!FS_COLOR_YELLOW, #$026E|!FS_COLOR_YELLOW ;SHIELD dw #$0200 dw #$026F|!FS_COLOR_GREEN, #$026F|!FS_COLOR_GREEN|!FS_HFLIP ;TUNIC dw #$0200 dw #$0281|!FS_COLOR_RED, #$0281|!FS_COLOR_RED|!FS_HFLIP ;HEART dw #$0200 dw #$0282|!FS_COLOR_YELLOW, #$0283|!FS_COLOR_YELLOW ;MAP dw #$0200 dw #$0284|!FS_COLOR_RED, #$0284|!FS_COLOR_RED|!FS_HFLIP ;COMPASS dw #$0200 dw #$022F|!FS_COLOR_YELLOW|!FS_HFLIP, #$022F|!FS_COLOR_YELLOW ;KEY dw #$0200 dw #$0267|!FS_COLOR_BW|!FS_HFLIP, #$0267|!FS_COLOR_BW ;cancel %Layer3_VRAM_Address(Scrap03,Scrap0D+10) %dw_big_endian(51) ;(9*4)+(8*2)-1 dw #$021F|!FS_COLOR_BLUE|!FS_HFLIP, #$021F|!FS_COLOR_BLUE ;FLIPPERS dw #$0200 dw #$0274|!FS_COLOR_RED, #$0275|!FS_COLOR_RED ;PEARL dw #$0200 dw #$027D|!FS_COLOR_YELLOW, #$027E|!FS_COLOR_YELLOW ;SHIELD dw #$0200 dw #$027F|!FS_COLOR_GREEN, #$027F|!FS_COLOR_GREEN|!FS_HFLIP ;TUNIC dw #$0200 dw #$0291|!FS_COLOR_RED, #$0291|!FS_COLOR_RED|!FS_HFLIP ;HEART dw #$0200 dw #$0292|!FS_COLOR_YELLOW, #$0293|!FS_COLOR_YELLOW ;MAP dw #$0200 dw #$0294|!FS_COLOR_RED, #$0294|!FS_COLOR_RED|!FS_HFLIP ;COMPASS dw #$0200 dw #$023E|!FS_COLOR_YELLOW, #$023F|!FS_COLOR_YELLOW ;KEY dw #$0200 dw #$0267|!FS_COLOR_BW|!FS_HFLIP|!FS_VFLIP, #$0267|!FS_VFLIP|!FS_COLOR_BW ;cancel dw $FFFF macro PasswordDisplaySlot(x,y) %Layer3_VRAM_Address(Scrap04+,Scrap04+) %dw_big_endian(3) dw #$0186|!FS_COLOR_BW, #$0186|!FS_COLOR_BW %Layer3_VRAM_Address(Scrap04+,Scrap04+1+) %dw_big_endian(3) dw #$0196|!FS_COLOR_BW, #$0196|!FS_COLOR_BW endmacro !FS_VERT_STRIPE = $8000 Password_StripeImageTemplate: %PasswordDisplaySlot(0,0) %PasswordDisplaySlot(3,0) %PasswordDisplaySlot(6,0) %PasswordDisplaySlot(9,0) %PasswordDisplaySlot(12,0) %PasswordDisplaySlot(15,0) %PasswordDisplaySlot(18,0) %PasswordDisplaySlot(21,0) %PasswordDisplaySlot(0,3) %PasswordDisplaySlot(3,3) %PasswordDisplaySlot(6,3) %PasswordDisplaySlot(9,3) %PasswordDisplaySlot(12,3) %PasswordDisplaySlot(15,3) %PasswordDisplaySlot(18,3) %PasswordDisplaySlot(21,3) .CodeCursorErase ; a code cursor erase (position get be updated) %Layer3_VRAM_Address(Scrap04,Scrap04+2) %dw_big_endian(3) dw #$0200, #$0200 .CodeCursorDraw ; Then comes a code cursor draw (will override the erase if same position) %Layer3_VRAM_Address(Scrap04,Scrap04+2) %dw_big_endian(3) dw #$0267|!FS_COLOR_BW|!FS_HFLIP|!FS_VFLIP, #$0267|!FS_VFLIP|!FS_COLOR_BW .SelectionCursorErase ; a selection cursor erase (position get be updated) %Layer3_VRAM_Address(Scrap03-1,Scrap0D-1) %dw_big_endian(7) dw #$0200, #$0200, #$0200, #$0200 %Layer3_VRAM_Address(Scrap03-1,Scrap0D) %dw_big_endian(3|!FS_VERT_STRIPE) dw #$0200, #$0200 %Layer3_VRAM_Address(Scrap03+2,Scrap0D) %dw_big_endian(3|!FS_VERT_STRIPE) dw #$0200, #$0200 %Layer3_VRAM_Address(Scrap03-1,Scrap0D+2) %dw_big_endian(7) dw #$0200, #$0200, #$0200, #$0200 .SelectionCursorDraw ; Then comes a selection cursor draw (will override the erase if same position) %Layer3_VRAM_Address(Scrap03-1,Scrap0D-1) %dw_big_endian(7) dw #$02BB|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP %Layer3_VRAM_Address(Scrap03-1,Scrap0D) %dw_big_endian(3|!FS_VERT_STRIPE) dw #$02BD|!FS_COLOR_GREEN, #$02BD|!FS_COLOR_GREEN|!FS_VFLIP %Layer3_VRAM_Address(Scrap03+2,Scrap0D) %dw_big_endian(3|!FS_VERT_STRIPE) dw #$02BD|!FS_COLOR_GREEN|!FS_HFLIP, #$02BD|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP %Layer3_VRAM_Address(Scrap03-1,Scrap0D+2) %dw_big_endian(7) dw #$02BB|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP dw $FFFF .end