Files
alttpr-baserom/password.asm
2024-04-12 15:58:09 -06:00

597 lines
18 KiB
NASM

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 <value>>>8
db <value>
endmacro
macro Layer3_VRAM_Address(x,y)
%dw_big_endian(<y>*$20+<x>+$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+<x>,Scrap04+<y>)
%dw_big_endian(3)
dw #$0186|!FS_COLOR_BW, #$0186|!FS_COLOR_BW
%Layer3_VRAM_Address(Scrap04+<x>,Scrap04+1+<y>)
%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