!ExtendedPlayerName = "$700500" ;FS prefix means file_select, since these defines and macros are specific to this screen !FS_COLOR_BROWN = "$0000" ;(only used for: Shovel, hammer, powder) !FS_COLOR_RED = "$0400" !FS_COLOR_YELLOW = "$0800" !FS_COLOR_BLUE = "$0C00" !FS_COLOR_GRAY = "$1000" ;(Used to gray out items) !FS_COLOR_BOOTS = "$1400" !FS_COLOR_GREEN = "$1800" !FS_COLOR_BW = "$1C00" macro fs_draw8x8(screenrow,screencol) STA.w *$20+*2+$1004 endmacro macro fs_draw16x8(screenrow,screencol) %fs_draw8x8(,) INC A %fs_draw8x8(,+1) endmacro macro fs_draw8x16block(screenrow,screencol) %fs_draw8x8(,) !ADD #$0010 %fs_draw8x8(+1,) endmacro macro fs_draw16x16block(screenrow,screencol) %fs_draw16x8(,) !ADD #$000F %fs_draw16x8(+1,) endmacro macro fs_draw16x16strip(screenrow,screencol) %fs_draw16x8(,) INC A %fs_draw16x8(+1,) endmacro DrawPlayerFile: PHX : PHY : PHP SEP #$10 ; 8-bit index registers LDA !ExtendedPlayerName+$00 : ORA.w #!FS_COLOR_BW %fs_draw8x16block(6,3) LDA !ExtendedPlayerName+$02 : ORA.w #!FS_COLOR_BW %fs_draw8x16block(6,5) LDA !ExtendedPlayerName+$04 : ORA.w #!FS_COLOR_BW %fs_draw8x16block(6,7) LDA !ExtendedPlayerName+$06 : ORA.w #!FS_COLOR_BW %fs_draw8x16block(6,9) LDA !ExtendedPlayerName+$08 : ORA.w #!FS_COLOR_BW %fs_draw8x16block(9,3) LDA !ExtendedPlayerName+$0A : ORA.w #!FS_COLOR_BW %fs_draw8x16block(9,5) LDA !ExtendedPlayerName+$0C : ORA.w #!FS_COLOR_BW %fs_draw8x16block(9,7) LDA !ExtendedPlayerName+$0E : ORA.w #!FS_COLOR_BW %fs_draw8x16block(9,9) ; ;bow ; LDA !INVENTORY_SWAP_2 : ORA.w #$0040 : BEQ + ; LDX $700340 : BEQ ++ ; LDA.w #$0208|FS_COLOR_YELLOW ;Bow + silvers ; %fs_draw16x16strip(2,12) ; LDA.w #$020A|FS_COLOR_RED ;Bow + silvers (Arrow Tail) ; %fs_draw8x8(3,12) ; BRA .bow_end ; ++ ; LDA #$020B|FS_COLOR_RED ; Silver arrows ; BRA .draw_bow ; + ; LDA.w #$0204|FS_COLOR_GRAY ; No Bow ; LDX $700340 : BEQ .draw_bow ; LDA.w #$0204|FS_COLOR_YELLOW ; Bow ; .draw_bow ; %fs_draw16x16strip(?,?) ; .bow_end ; ;hookshot ; LDA.w #$0214|FS_COLOR_GRAY ; LDX $700343 : BEQ + ; LDA.w #$0214|FS_COLOR_RED ; + ; %fs_draw16x16strip(2,16) PLP : PLY : PLX LDA.w #$0004 : STA $02 ; thing we wrote over RTL ;-------------------------------------------------------------------------------- AltBufferTable: LDA.b #$02 : STA $210c ; Have Screen 3 use same tile area as screens 1 REP #$20 LDX.w #$0300 ; 12 rows with 64 bytes (30 tiles * 2 + 4 byte header) ;fill with the blank character LDA.w #$0188 - STA $1000, X DEX : DEX : BNE - ; set vram offsets LDA.w #$2161 : STA $1002 ;file 1 top row LDA.w #$4161 : STA $1042 ;file 1 bottom row LDA.w #$6161 : STA $1082 ;gap row top LDA.w #$8161 : STA $10C2 ;gap row bottom LDA.w #$A161 : STA $1102 ;file 2 top row LDA.w #$C161 : STA $1142 ;file 2 bottom row LDA.w #$E161 : STA $1182 ;gap row top LDA.w #$0162 : STA $11c2 ;gap row bottom LDA.w #$2162 : STA $1202 ;file 3 top row LDA.w #$4162 : STA $1242 ;file 3 bottom row LDA.w #$6162 : STA $1282 ;extra gap row top LDA.w #$8162 : STA $12c2 ;extra gap row bottom ; set lengths LDA.w #$3B00 STA $1004 ;file 1 top row STA $1044 ;file 1 bottom row STA $1084 ;gap row top STA $10C4 ;gap row bottom STA $1104 ;file 2 top row STA $1144 ;file 2 bottom row STA $1184 ;gap row top STA $11c4 ;gap row bottom STA $1204 ;file 3 top row STA $1244 ;file 3 bottom row STA $1284 ;extra gap row top STA $12c4 ;extra gap row bottom ; Set last packet marker LDA.w #$00FF : STA $1302 SEP #$20 RTL ;-------------------------------------------------------------------------------- Validate_SRAM: RTL ;--------------------------------------------------------------------------------