;DrawPlayerFile: ; PHX : PHY ; ; ; draw bow ; LDA.w #$21DA : STA $1070 ; LDA.w #$21DB : STA $1072 ; LDA.w #$21EA : STA $10A2 ; LDA.w #$21EB : STA $10A4 ; ; ; draw bow ; LDA.w #$21DA : STA $1070 ; LDA.w #$21DB : STA $1072 ; LDA.w #$21EA : STA $10A2 ; LDA.w #$21EB : STA $10A4 ; ; PLY : PLX ; LDA.w #$0004 : STA $02 ; thing we wrote over ;RTL AltBufferTable: REP #$20 LDX.w #500 ; 10 rows with 50 bytes (23 tiles * 2 + 4 byte header) ;fill with the blank character LDA.w #$0188 - STA $1000, X DEX : DEX : BNE - ; set vram offsets LDA.w #$2861 : STA $1002 ;file 1 top row LDA.w #$4861 : STA $1034 ;file 1 bottom row LDA.w #$6861 : STA $1066 ;gap row top LDA.w #$8861 : STA $1098 ;gap row bottom LDA.w #$A861 : STA $10CA ;file 2 top row LDA.w #$C861 : STA $10FC ;file 2 bottom row LDA.w #$E861 : STA $112E ;gap row top LDA.w #$0862 : STA $1160 ;gap row bottom LDA.w #$2862 : STA $1192 ;file 3 top row LDA.w #$4862 : STA $11c4 ;file 3 bottom row ; set lengths LDA.w #$2d00 STA $1004 ;file 1 top row STA $1036 ;file 1 bottom row STA $1068 ;gap row top STA $109A ;gap row bottom STA $10CC ;file 2 top row STA $10FE ;file 2 bottom row STA $1130 ;gap row top STA $1162 ;gap row bottom STA $1194 ;file 3 top row STA $11c6 ;file 3 bottom row ; Set last packet marker LDA.w #$00FF : STA $11f6 SEP #$20 RTL