Expand File Select screen drawable area Remove Copy File text from Select Screen Rename HASH to CODE (matches Z1R). Relocate in vram 2 bpp graphics used for file select screen Move names and hearts Extend naming screen to allow for 12 character names
55 lines
1.1 KiB
NASM
55 lines
1.1 KiB
NASM
; Note shortly before this we have a blank-the-sram slot code that we might want to hook
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WriteBlanksToPlayerName:
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STA.l !ExtendedPlayerName
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STA.l !ExtendedPlayerName+2
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STA.l !ExtendedPlayerName+4
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STA.l !ExtendedPlayerName+6
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STA.l !ExtendedPlayerName+8
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STA.l !ExtendedPlayerName+10
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STA.l !ExtendedPlayerName+12
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STA.l !ExtendedPlayerName+14
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STA.l $7003D9, X ;What we wrote over (clear first byte of vanilla name slot)
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RTL
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WriteCharacterToPlayerName:
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CPX.w #$0008 : !BLT .orig
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STA !ExtendedPlayerName-8, X
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.orig
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STA $7003D9, X ;what we wrote over
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RTL
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ReadCharacterFromPlayerName: ;Only for use on Name Screen
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CPX.w #$0008 : !BLT .orig
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LDA !ExtendedPlayerName-8, X
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.orig
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LDA $7003D9, X ;what we wrote over
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RTL
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GetCharacterPosition:
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PHB : PHK : PLB
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ORA.w CharacterPositions, Y
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XBA
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PLB
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RTL
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WrapCharacterPosition:
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LDA $0B12 : BPL +
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LDA.b #$0B
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+
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CMP.b #$0C : !BLT +
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LDA.b #$00
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+
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STA $0B12
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RTL
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CharacterPositions:
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dw $006E, $006F, $0070, $0071
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dw $0073, $0074, $0075, $0076
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dw $0078, $0079, $007a, $007b
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HeartCursorPositions:
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db $70, $78, $80, $88
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db $98, $a0, $a8, $b0
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db $c0, $c8, $d0, $d8
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