Refactor menu system: Add constants and deduplicate input logic
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@@ -329,135 +329,3 @@ assert pc() <= $0DE3C7
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pullpc
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; =========================================================
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; Stats Screen Selector Logic
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; =========================================================
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Menu_StatsCursorPositions:
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; Row 14: Sword, Shield, Tunic
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dw menu_offset(14,2) ; 0: Sword
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dw menu_offset(14,5) ; 1: Shield
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dw menu_offset(14,8) ; 2: Tunic
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dw menu_offset(14,8) ; 3: Placeholder (maps to Tunic)
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; Row 17: Glove, Flippers, Boots, Pearl
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dw menu_offset(17,2) ; 4: Glove
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dw menu_offset(17,5) ; 5: Flippers
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dw menu_offset(17,8) ; 6: Boots
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dw menu_offset(17,11) ; 7: Pearl
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Stats_Nav_Right:
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db $01, $02, $00, $00, $05, $06, $07, $04
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Stats_Nav_Left:
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db $02, $00, $01, $01, $07, $04, $05, $06
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Stats_Nav_Down:
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db $04, $05, $06, $07, $00, $01, $02, $02
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Stats_Nav_Up:
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db $04, $05, $06, $07, $00, $01, $02, $02
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Menu_DrawStatsCursor:
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{
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LDA.b #$20 : BIT.w $0207
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REP #$20
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BEQ .no_delete
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; Delete cursor
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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BRA .done
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.no_delete
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; We reuse the Item Menu cursor graphics
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LDA.w #$3060 : STA.w $1108, X ; corner
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LDA.w #$3070 : STA.w $1148, X
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LDA.w #$7060 : STA.w $110E, X ; corner
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LDA.w #$7070 : STA.w $114E, X
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LDA.w #$3070 : STA.w $1188, X
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LDA.w #$B060 : STA.w $11C8, X ; corner
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LDA.w #$7070 : STA.w $118E, X
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LDA.w #$F060 : STA.w $11CE, X ; corner
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.done
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SEP #$20
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RTS
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}
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Menu_DeleteStatsCursor:
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{
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REP #$30
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; Use $020C for index
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LDA.w $020C : AND.w #$00FF : ASL : TAY
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LDX.w Menu_StatsCursorPositions, Y
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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SEP #$30
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STZ $0207
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RTS
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}
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Menu_StatsScreen_Input:
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{
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INC $0207
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; Safety check for uninitialized index
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LDA.w $020C : AND #$F8 : BEQ .safe_index
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STZ.w $020C
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.safe_index
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LDA.b $F4 ; Joypad
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LSR : BCS .move_right
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LSR : BCS .move_left
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LSR : BCS .move_down
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LSR : BCS .move_up
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BRA .draw_cursor
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.move_right
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Right, Y
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STA.w $020C
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BRA .play_sound
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.move_left
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Left, Y
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STA.w $020C
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BRA .play_sound
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.move_down
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Down, Y
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STA.w $020C
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BRA .play_sound
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.move_up
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Up, Y
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STA.w $020C
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BRA .play_sound
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.play_sound
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LDA.b #$20 : STA.w $012F
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.draw_cursor
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SEP #$30
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LDA.w $020C : ASL : TAY
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REP #$10
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LDX.w Menu_StatsCursorPositions, Y
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JSR Menu_DrawStatsCursor
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SEP #$20
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RTS
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}
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