; 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 $7003D9, X ;What we wrote over (clear first byte of vanilla name slot) RTL WriteCharacterToPlayerName: STA ExtendedFileNameSRAM, X CPX.w #$0008 : !BGE + STA $7003D9, X ;what we wrote over + RTL ReadCharacterFromPlayerName: ;Only for use on Name Screen LDA ExtendedFileNameSRAM, X CPX.w #$0008 : !BGE + LDA $7003D9, X ;what we wrote over + RTL GetCharacterPosition: PHB : PHK : PLB ORA.w CharacterPositions, Y XBA PLB RTL WrapCharacterPosition: LDA $0B12 : BPL + LDA.b #$0B + CMP.b #$0C : !BLT + LDA.b #$00 + STA $0B12 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