Menu cleanup
This commit is contained in:
@@ -256,8 +256,7 @@ Menu_ItemScreen:
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.no_inputs
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SEP #$30
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LDA.w $0202
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ASL : TAY
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LDA.w $0202 : ASL : TAY
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REP #$10
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LDX.w Menu_ItemCursorPositions-2, Y
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JSR Menu_DrawCursor
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@@ -277,8 +276,7 @@ Menu_ItemScreen:
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Menu_ScrollTo:
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{
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SEP #$20
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JSR Menu_ScrollHorizontal
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BCC .not_done
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JSR Menu_ScrollHorizontal : BCC .not_done
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INC.w $0200
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.not_done
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RTS
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@@ -300,8 +298,7 @@ Menu_StatsScreen:
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Menu_ScrollFrom:
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{
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JSR Menu_ScrollHorizontal
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BCC .not_done
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JSR Menu_ScrollHorizontal : BCC .not_done
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JMP Menu_InitItemScreen
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.not_done
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RTS
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@@ -397,32 +394,22 @@ Menu_InitiateScrollDown:
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.loop
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LDA.w #$387F
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STA.w $1000, X
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STA.w $1100, X
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STA.w $1200, X
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STA.w $1300, X
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STA.w $1400, X
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STA.w $1500, X
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STA.w $1600, X
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STA.w $1700, X
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DEX : DEX
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BNE .loop
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STA.w $1000, X : STA.w $1100, X
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STA.w $1200, X : STA.w $1300, X
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STA.w $1400, X : STA.w $1500, X
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STA.w $1600, X : STA.w $1700, X
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DEX : DEX : BNE .loop
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; TODO: The BPL wasn't working so figure out why and
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; fix it instead of doing this abomination.
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STA.w $1000
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STA.w $1100
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STA.w $1200
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STA.w $1300
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STA.w $1400
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STA.w $1500
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STA.w $1600
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STA.w $1700
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STA.w $1000 : STA.w $1100
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STA.w $1200 : STA.w $1300
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STA.w $1400 : STA.w $1500
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STA.w $1600 : STA.w $1700
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SEP #$20
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JSL $0DFA58 ; HUD_Rebuild_Long
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JSL RebuildHUD_long
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; Draw one frame of the clock so it doesn't just
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; pop in when scrolling down.
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@@ -454,9 +441,7 @@ Menu_InitiateScrollDown:
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LDA.b #$24 : STA.w $0116
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LDA.b #$01 : STA.b $17
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LDA.b #$08 : STA.w $0200
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LDA.b #$12 : STA.w $012F ; play menu exit sound effect
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RTS
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@@ -596,8 +581,7 @@ Menu_SongMenu:
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JSR Menu_DrawItemName
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SEP #$30
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LDA.w CurrentSong
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ASL : TAY
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LDA.w CurrentSong : ASL : TAY
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REP #$10
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LDX.w Menu_SongIconCursorPositions-2, Y
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JSR Menu_DrawCursor
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@@ -653,8 +637,7 @@ Menu_RingBox:
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.continue
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JSR DrawMagicRingNames
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LDA.w $020B
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ASL : TAY
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LDA.w $020B : ASL : TAY
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REP #$10
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LDX.w Menu_RingIconCursorPositions, Y
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JSR Menu_DrawCursor
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@@ -762,5 +745,3 @@ incsrc "menu_map_names.asm"
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print "End of Menu/menu.asm ", pc
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incsrc "menu_hud.asm"
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print "End of Menu/menu_hud.asm ", pc
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; =========================================================
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@@ -69,20 +69,13 @@ Menu_DrawQuestIcons:
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LDX.w #$10
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.loop
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LDA.w quest_icons, X
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STA.w $1364, X
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LDA.w quest_icons+$10, X
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STA.w $13A4, X
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LDA.w quest_icons+$20, X
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STA.w $13E4, X
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LDA.w quest_icons+$30, X
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STA.w $1424, X
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LDA.w quest_icons+$40, X
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STA.w $1464, X
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LDA.w quest_icons+$50, X
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STA.w $14A4, X
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LDA.w quest_icons+$60, X
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STA.w $14E4, X
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LDA.w quest_icons, X : STA.w $1364, X
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LDA.w quest_icons+$10, X : STA.w $13A4, X
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LDA.w quest_icons+$20, X : STA.w $13E4, X
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LDA.w quest_icons+$30, X : STA.w $1424, X
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LDA.w quest_icons+$40, X : STA.w $1464, X
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LDA.w quest_icons+$50, X : STA.w $14A4, X
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LDA.w quest_icons+$60, X : STA.w $14E4, X
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DEX : DEX : BPL .loop
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LDA.w #$20F5 : STA.w $13B4 : STA.w $13F4 : STA.w $1474 : STA.w $14B4
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@@ -1,4 +1,3 @@
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; ---------------------------------------------------------
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Menu_CheckHScroll:
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{
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@@ -34,8 +33,6 @@ Menu_CheckHScroll:
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RTS
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}
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; ---------------------------------------------------------
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Menu_ScrollHorizontal:
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{
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REP #$21 ; set A to 16 bit, clear carry flag
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@@ -186,7 +186,6 @@ Menu_DrawItemName:
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CMP.b #$01 : BCS .haveItem
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REP #$30
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RTS
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.haveItem
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LDA.w $0202 : CMP.b #$03 : BEQ .goldstar
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@@ -361,24 +360,20 @@ DrawCollectibleNamesAndCount:
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DrawGoldstarName:
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{
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REP #$30
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LDX.w #$0000
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LDY.w #$0000
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LDX.w #$0000 : LDY.w #$0000
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.draw_goldstar_loop
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LDA.w Menu_GoldstarLabel, X
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STA.w $1692, X : INX #2 : INY #2 : CPY #$001C : BCC .draw_goldstar_loop
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LDA.w Menu_GoldstarLabel, X : STA.w $1692, X
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INX #2 : INY #2 : CPY #$001C : BCC .draw_goldstar_loop
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RTS
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}
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DrawMushroomName:
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{
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REP #$30
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LDX.w #$0000
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LDY.w #$0000
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LDX.w #$0000 : LDY.w #$0000
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.draw_mushroom_loop
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LDA.w Menu_MushroomLabel, X
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STA.w $1692, X : INX #2 : INY #2 : CPY #$001C : BCC .draw_mushroom_loop
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LDA.w Menu_MushroomLabel, X : STA.w $1692, X
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INX #2 : INY #2 : CPY #$001C : BCC .draw_mushroom_loop
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RTS
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}
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@@ -397,20 +392,20 @@ DrawLocationName:
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LDY.w #$000
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TAX
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.draw_overworld_loop
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.draw_overworld_loop
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LDA.w OverworldLocationNames, X ; Load your text character
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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 .draw_overworld_loop
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RTS
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.indoors
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.indoors
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LDA.b $A0 ; Load current room
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ASL #5
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TAY
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LDX.w #$0000
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.draw_indoors_loop
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.draw_indoors_loop
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LDA.w DungeonLocationNames, Y : STA.w $12CC, X
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INY : INY
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@@ -426,7 +421,7 @@ Menu_DrawSelect:
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REP #$30
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LDX.w #$16
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.loop
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.loop
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LDA.w SelectItemTXT, X : STA.w $1194, X
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DEX #2 : BPL .loop
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@@ -440,7 +435,7 @@ Menu_DrawQuestStatus:
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REP #$30
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LDX.w #$16
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.loop
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.loop
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LDA.w QuestStatusTXT, X : STA.w $1194, X
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DEX #2 : BPL .loop
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@@ -454,7 +449,7 @@ Menu_DrawAreaNameTXT:
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REP #$30
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LDX.w #$26
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.loop
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.loop
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LDA.w AreaNameTXT, X
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STA.w $128C, X
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@@ -487,7 +482,8 @@ Menu_DrawAreaNameTXT:
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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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; ^This code is not the canon encoding of this character.
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; ex. AF is the proper "I". 08 is not.
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AlphabetTable:
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db $00, $01, $02, $03, $04, $05, $06, $07
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@@ -521,7 +517,6 @@ Menu_DrawCharacterName:
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.write_to_screen
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CLC : ADC #$2550 : STA.w $134C, X
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DEX : DEX : BPL .draw_name_loop
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RTS
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.fix_i
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@@ -532,3 +527,4 @@ Menu_DrawCharacterName:
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; accumulator and convert it to an uppercase value.
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LDA.w #$1D : BRA .write_to_screen
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}
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