; Note shortly before this we have a blank-the-sram slot code that we might want to hook WriteBlanksToPlayerName: STA.l ExtendedFileNameSRAM STA.l ExtendedFileNameSRAM+2 STA.l ExtendedFileNameSRAM+4 STA.l ExtendedFileNameSRAM+6 STA.l ExtendedFileNameSRAM+8 STA.l ExtendedFileNameSRAM+10 STA.l ExtendedFileNameSRAM+12 STA.l ExtendedFileNameSRAM+14 STA.l ExtendedFileNameSRAM+16 STA.l ExtendedFileNameSRAM+18 STA.l ExtendedFileNameSRAM+20 STA.l ExtendedFileNameSRAM+22 STA.l FileNameVanillaSRAM, X ;What we wrote over (clear first byte of vanilla name slot) RTL WriteCharacterToPlayerName: STA.l ExtendedFileNameSRAM, X CPX.w #$0008 : !BGE + STA.l FileNameVanillaSRAM, X ;what we wrote over + RTL ReadCharacterFromPlayerName: ;Only for use on Name Screen LDA.l ExtendedFileNameSRAM, X CPX.w #$0008 : !BGE + LDA.l FileNameVanillaSRAM, X ;what we wrote over + RTL GetCharacterPosition: PHB : PHK : PLB ORA.w CharacterPositions, Y XBA PLB RTL WrapCharacterPosition: LDA.w PlayerNameCursor : BPL + LDA.b #$0B + CMP.b #$0C : !BLT + LDA.b #$00 + STA.w PlayerNameCursor RTL CharacterPositions: dw $006E, $006F, $0070, $0071 dw $0073, $0074, $0075, $0076 dw $0078, $0079, $007a, $007b HeartCursorPositions: db $70, $78, $80, $88 db $98, $a0, $a8, $b0 db $c0, $c8, $d0, $d8 NewNameStripes: 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 ; Move JP characters where a-z are to column where second END button was dw $B162, $1100 dw $1CEE, $0188, $1CEF, $0188, $1D05, $0188, $1D06, $0188 dw $1D07 dw $D162, $1100 dw $1CFE, $0188, $1CFF, $0188, $1D15, $0188, $1D16, $0188 dw $1D17 dw $F162, $1100 dw $1D0D, $0188, $1D0E, $0188, $1D0F, $0188, $1D20, $0188 dw $1D21 dw $1163, $1100 dw $1D1D, $0188, $1D1E, $0188, $1D1F, $0188, $1D30, $0188 dw $1D31 dw $3163, $1100 dw $1D22, $0188, $1D23, $0188, $1D24, $0188, $1D25, $0188 dw $1D26 dw $5163, $1100 dw $1D32, $0188, $1D33, $0188, $1D34, $0188, $1D35, $0188 dw $1D36 db $80 ; termination TransferNewNameStripes: REP #$30 LDA.w GameMode : CMP.w #$0204 : BNE .exit SEP #$20 LDA.b #NewNameStripes>>0 : STA.b Scrap00 LDA.b #NewNameStripes>>8 : STA.b Scrap01 LDA.b #NewNameStripes>>16 : STA.b Scrap02 : STA.w DMA1ADDRB STZ.b Scrap06 : LDY.w #$0000 .check_next LDA.b [Scrap00],Y : BPL .next_stripe .exit SEP #$30 RTL .next_stripe STA.b Scrap04 INY LDA.b [Scrap00],Y : STA.b Scrap03 INY LDA.b [Scrap00],Y : AND.b #$80 : ASL : ROL : STA.b Scrap07 LDA.b [Scrap00],Y : AND.b #$40 : STA.b Scrap05 LSR #3 : ORA.b #$01 : STA.w DMA1MODE LDA.b #VMDATAL : STA.w DMA1PORT REP #$20 LDA.b Scrap03 : STA.w VMADDR LDA.b [Scrap00],Y : XBA : AND.w #$3FFF TAX : INX : STX.w DMA1SIZE INY #2 : TYA CLC : ADC.b Scrap00 : STA.w DMA1ADDRL LDA.b Scrap05 STX.b Scrap03 TYA : CLC : ADC.b Scrap03 : TAY SEP #$20 LDA.b Scrap07 : ORA.b #$80 : STA.w VMAIN LDA.b #$02 : STA.w DMAENABLE JMP .check_next