housekeeping
This commit is contained in:
@@ -39,7 +39,9 @@ incsrc "menu_draw_items.asm"
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incsrc "menu_text.asm"
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incsrc "menu_palette.asm"
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; Subroutine table in menu_vectors
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; =============================================================================
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; SUBROUTINE TABLE
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Menu_Entry:
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{
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PHB : PHK : PLB
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@@ -263,7 +265,6 @@ Menu_StatsScreen:
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RTS
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}
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; =============================================================================
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; 07 MENU SCROLL FROM
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@@ -302,7 +303,8 @@ Menu_ScrollUp:
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}
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; =============================================================================
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; incomplete :(
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; Custome Bottle Code
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Menu_CheckBottle:
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{
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;; 7F5021 7ED101
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@@ -351,6 +353,8 @@ Menu_Exit:
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RTS
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}
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; =============================================================================
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incsrc "menu_draw_bg.asm"
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incsrc "lw_map_names.asm"
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incsrc "menu_hud.asm"
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@@ -1,11 +1,10 @@
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;===============================================================================
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; Item graphics
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; Lack of an item will be handled by the "NothingGFX" data
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; Everything else will be used as follows:
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; dw top left, top right, bottom left, bottom right ; val = 1
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; dw top left, top right, bottom left, bottom right ; val = 2
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; etc
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;===============================================================================
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; =============================================================================
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; Item Graphics
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; Lack of an item will be handled by the "NothingGFX" data
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; Everything else will be used as follows:
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; dw top left, top right, bottom left, bottom right ; val = 1
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; dw top left, top right, bottom left, bottom right ; val = 2
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; =============================================================================
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NothingGFX:
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dw $20F5, $20F5, $20F5, $20F5 ; Nothing
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@@ -18,8 +17,8 @@ BowsGFX:
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dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
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BoomsGFX:
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dw $2CB8, $2CB9, $2CC9, $ACB9 ; NEW Blue boomerang
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dw $24B8, $24B9, $24C9, $A4B9 ; NEW red boomerang
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dw $2CB8, $2CB9, $2CC9, $ACB9 ; Blue boomerang
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dw $24B8, $24B9, $24C9, $A4B9 ; Red boomerang
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; dw $3CB8, $3CB9, $3CC9, $BCB9 ; NEW green boomerang
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HookGFX:
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@@ -31,13 +30,13 @@ BombsGFX:
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PowderGFX:
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dw $2444, $2445, $2446, $2447 ; Mushroom
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dw $283B, $283C, $283D, $283E ; NEW Powder
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dw $283B, $283C, $283D, $283E ; Powder
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Fire_rodGFX:
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dw $24B0, $24B1, $24C0, $24C1 ; Fire rod
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dw $24B0, $24B1, $24C0, $24C1 ; Fire Rod
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Ice_rodGFX:
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dw $2CB0, $2CBE, $2CC0, $2CC1 ; Ice rod
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dw $2CB0, $2CBE, $2CC0, $2CC1 ; Ice Rod
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; formerly Bombos
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GoronMaskGFX:
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@@ -96,7 +95,8 @@ MirrorGFX:
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dw $2C72, $2C73, $2C62, $2C63 ; Mirror
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dw $2C62, $2C63, $2C72, $2C73 ; Mirror
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; Collectibles
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; =============================================================================
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; Collectibles
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QuarterNoteGFX:
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dw $30AA, $306B, $307A, $306A ; Gray Note
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@@ -115,10 +115,10 @@ TradeQuestGFX:
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; Equipped Items
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PegasusBootsGFX:
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dw $2429, $242A, $242B, $242C ; Pegasus Boots
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dw $2429, $242A, $242B, $242C ; Pegasus Boots
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PowerGloveGFX:
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dw $30DA, $30DB, $30EA, $30EB ; Worn-out Glove
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dw $30DA, $30DB, $30EA, $30EB ; Worn-Out Glove
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dw $28DA, $28DB, $28EA, $28EB ; Power Glove
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FlippersGFX:
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@@ -146,11 +146,18 @@ TunicGFX:
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; still some more to go
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SelectItemTXT:
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dw $2562, $2554, $255B, $2554, $2552, $2563, $2417, $2417, $2558, $2563, $2554, $255C ; Select Item
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dw $2562, $2554, $255B, $2554
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dw $2552, $2563, $2417, $2417
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dw $2558, $2563, $2554, $255C
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QuestStatusTXT:
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dw $2560, $2564, $2554, $2562, $2563, $2417, $2562, $2563, $2550, $2563, $2564, $2562
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dw $2560, $2564, $2554, $2562
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dw $2563, $2417, $2562, $2563
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dw $2550, $2563, $2564, $2562
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AreaNameTXT:
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dw $243F, $2550, $2561, $2554, $2550, $2417, $255D, $2550, $255C, $2554, $241C, $2430, $2430, $2430, $2430, $2430, $2430, $2430, $2430, $2430
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; 241D 241D 241D 241D 241D 241D 241D 241D
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dw $243F, $2550, $2561, $2554
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dw $2550, $2417, $255D, $2550
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dw $255C, $2554, $241C, $2430
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dw $2430, $2430, $2430, $2430
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dw $2430, $2430, $2430, $2430
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@@ -1,6 +1,6 @@
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;====================================
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; Text Routines
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;====================================
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; =============================================================================
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; Text Routines
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; =============================================================================
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; Alphabet manual writing function
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'A' = $2550
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@@ -43,7 +43,7 @@
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'9' = $2579
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'_' = $20F5
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; ===================================================================================
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; =============================================================================
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DeathLabel:
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dw "DEATHS:_"
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@@ -59,7 +59,7 @@ DrawDeathCounter:
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RTS
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; ===================================================================================
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; =============================================================================
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ScrollsLabel:
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dw "SCROLLS:_"
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@@ -74,7 +74,7 @@ DrawScrollsLabel:
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RTS
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; ===================================================================================
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; =============================================================================
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PlaytimeLabel:
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dw "PLAYTIME:_"
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@@ -89,7 +89,7 @@ DrawPlaytimeLabel:
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RTS
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; ===================================================================================
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; =============================================================================
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Menu_ItemNames:
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dw "__SLINGSHOT___ "
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@@ -118,6 +118,7 @@ Menu_ItemNames:
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dw "____BOTTLE____ "
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Menu_DrawItemName:
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{
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LDA.w $0202 : DEC
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ASL : ASL : ASL : ASL : ASL
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LDY.w #$000
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@@ -128,8 +129,9 @@ Menu_DrawItemName:
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INX : INX
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INY : INY : CPY #$001C : BCC .loop
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RTS
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}
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; ===================================================================================
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; =============================================================================
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; ;LDX.w $7E00A0 ; load room number
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;-------------------------------------
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@@ -140,7 +142,7 @@ TestLocationName:
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DrawLocationName:
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{
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REP #$30
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LDA $1B ; check if indoors or outdoors
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LDA $1B ; check if indoors or outdoors
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AND.w #$00FF ; isolate bit
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CMP.w #$01 ; if 1, then indoors
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BEQ .indoors
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@@ -151,7 +153,7 @@ DrawLocationName:
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TAX
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.loop
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LDA.w OverworldLocationNames, X ; Load your text character
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STA.w $12CC, Y ; <- into the buffer
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STA.w $12CC, Y ; Store into the buffer
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INX : INX
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INY : INY : CPY #$0020 : BCC .loop
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RTS
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@@ -170,9 +172,10 @@ DrawLocationName:
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}
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; ===================================================================================
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; =============================================================================
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Menu_DrawSelect:
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{
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REP #$30
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LDX.w #$16
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@@ -184,10 +187,12 @@ Menu_DrawSelect:
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BPL .loop
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RTS
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}
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; ===================================================================================
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; =============================================================================
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Menu_DrawQuestStatus:
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{
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REP #$30
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LDX.w #$16
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@@ -199,10 +204,12 @@ Menu_DrawQuestStatus:
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BPL .loop
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RTS
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}
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; ===================================================================================
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; =============================================================================
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Menu_DrawAreaNameTXT:
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{
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REP #$30
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LDX.w #$26
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@@ -214,24 +221,35 @@ Menu_DrawAreaNameTXT:
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BPL .loop
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RTS
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}
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; ===================================================================================
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; =============================================================================
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; Player's Name
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; $3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.
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; 00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P
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; 10-??
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; 20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f
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; 40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v
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; 60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-"?" 6F-"!"
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; 80-"-" 81-"." 82-"," 85-"(" 86-")"
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;B1-blank^
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; $3D9-$3E4: See appendix for listing of character codes.
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; Note each of the six letters is represented by a 16-bit number.
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;
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; 00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H
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; 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P
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; 10-?? 20-Q 21-R 22-S 23-T 24-U 25-V
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; 26-W 27-X 28-Y 29-Z
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;
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; 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f 40-g 41-h
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; 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p
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; 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v 60-w 61-x 62-y 63-z
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;
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; 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-"?" 6F-"!"
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; 80-"-"
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; 81-"."
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; 82-","
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; 85-"(" 86-")"
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;
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; B1-blank^
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;
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; ^This code is not the canon encoding of this character. ex. AF is the proper "I". 08 is not.
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Menu_DrawCharacterName:
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{
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REP #$30
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LDX.w #$C
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@@ -253,4 +271,5 @@ Menu_DrawCharacterName:
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LDA.w #$08 : BRA .skip
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.fix_lowercase
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LDA.w #$1D : BRA .skip
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LDA.w #$1D : BRA .skip
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}
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