Overhaul menu: Add RHS selector, expand journal, document states

This commit is contained in:
scawful
2025-11-21 19:02:36 -05:00
parent 5cd1248c30
commit e485439628
3 changed files with 541 additions and 338 deletions

View File

@@ -95,6 +95,7 @@ Menu_InitGraphics:
STZ.w $0300 ; ITEMSTEP
STZ.w $037A ; USEY2
STZ.w $0301 ; USEY1
STZ.w $020C ; Stats Screen Cursor Index
INC $0200
}
@@ -299,6 +300,7 @@ incsrc "menu_scroll.asm"
Menu_StatsScreen:
{
JSR Menu_CheckHScroll
JSR Menu_StatsScreen_Input
RTS
}

View File

@@ -4,6 +4,10 @@ JOURNAL_STATE_FIRST_PAGE = $0000
JOURNAL_STATE_MIDDLE_PAGE = $0001
JOURNAL_STATE_LAST_PAGE = $0002
; ---------------------------------------------------------
; Journal Handler
; ---------------------------------------------------------
Journal_Handler:
{
PHB : PHK : PLB
@@ -28,6 +32,10 @@ Journal_Handler:
RTL
}
; ---------------------------------------------------------
; Page Navigation
; ---------------------------------------------------------
Journal_PrevPage:
{
LDA.l JournalState
@@ -58,23 +66,85 @@ Journal_NextPage:
RTS
}
; ---------------------------------------------------------
; Entry Drawing
; ---------------------------------------------------------
Journal_DrawEntry:
{
REP #$30
LDX.w #$0000
LDY.w #$0000
; Calculate pointer to the text based on JournalState (Page #)
; Entry = JournalEntries[JournalState]
LDA.l JournalState : AND.w #$00FF : ASL : TAX
LDA.w JournalEntries, X : STA.b $00 ; Store pointer in $00 (Direct Page)
LDX.w #$0000 ; Text Offset
LDY.w #$0000 ; VRAM Offset
.loop
LDA.w BookEntries, X : STA.w $1292, Y
INY #2 : INX #2
CPY.w #$001F : BCC .loop
; Read from Indirect Address ($00) + Y (offset)
; We need to be careful with addressing.
; $00 is 16-bit pointer. We need to read from Bank 2D (current bank).
; LDA ($00), Y works if Y is index.
; But our X is the text offset index, Y is VRAM index.
; Let's swap registers.
PHY ; Save VRAM offset
TXY ; Y = Text Offset
LDA ($00), Y ; Read word from text table
PLY ; Restore VRAM offset
STA.w $1292, Y ; Write to VRAM buffer
INY #2 ; Next VRAM word
INX #2 ; Next Text word
CPY.w #$0060 ; Copy 3 lines (32 bytes * 3 approx? No, original was $1F bytes -> 16 chars/1 line)
; Original loop: CPY #$001F. That's 32 bytes (16 chars).
; The BookEntries had 3 lines defined but the loop only did 1 line?
; Original:
; .loop
; LDA.w BookEntries, X : STA.w $1292, Y
; INY #2 : INX #2
; CPY.w #$001F : BCC .loop
; Yes, it only copied the first line ($00 to $1E).
; We should probably copy more lines.
; Let's copy 6 lines ($60 bytes? No, $1F is 31. So 16 chars * 2 bytes = 32 bytes = $20)
; Let's copy 3 lines = $60 bytes.
CPY.w #$0060 : BCC .loop
SEP #$30
RTS
}
BookEntries:
dw "THIS_IS_A_TEST__"
dw "______________ "
dw "______________ "
; ---------------------------------------------------------
; Data Tables
; ---------------------------------------------------------
JournalEntries:
dw Entry_Page1
dw Entry_Page2
dw Entry_Page3
Entry_Page1:
dw "QUEST_LOG:_I____"
dw "Must_find_the___"
dw "missing_girl____"
Entry_Page2:
dw "QUEST_LOG:_II___"
dw "The_Mushroom_is_"
dw "key_to_the_woods"
Entry_Page3:
dw "QUEST_LOG:_III__"
dw "Zora_River_flows"
dw "from_the_north__"
; ---------------------------------------------------------
; Background Drawing
; ---------------------------------------------------------
Menu_DrawJournal:
{
@@ -182,5 +252,4 @@ Journal_DrawLastPage:
.last_page_tilemap
incbin "tilemaps/journal_end.bin"
}
}

View File

@@ -1,327 +1,459 @@
; =========================================================
; Item Selection Code
; Decides which function to jump to.
Menu_ItemIndex:
db $00
; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
db $03, $02, $0E, $01, $0A, $0B
; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
db $04, $09, $05, $06, $14, $0B
; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
db $08, $0C, $12, $0D, $07, $0B
; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
db $11, $0F, $08, $10, $13, $0B
; =========================================================
; Decides which graphics is drawn
Menu_AddressIndex:
db $7EF340 ; Bow
db $7EF341 ; Boomerang
db $7EF342 ; Hookshot / Goldstar
db $7EF343 ; Bombs
db $7EF344 ; Powder
db $7EF35C ; Bottle 1
db $7EF34B ; Hammer
db $7EF34A ; Lamp
db $7EF345 ; Fire Rod
db $7EF346 ; Ice Rod
db $7EF353 ; Magic Mirror
db $7EF35D ; Bottle 2
db $7EF34C ; Ocarina ; shovel 7EF34F
db $7EF34E ; Book of Secrets
db $7EF350 ; Cane of Somaria / Cane of Byrna
db $7EF351 ; Fishing Rod / Portal Rod
db $7EF34D ; Roc's Feather
db $7EF35E ; Bottle 3
db $7EF349 ; Deku Mask
db $7EF347 ; Zora Mask
db $7EF358 ; Wolf Mask
db $7EF348 ; Bunny Hood
db $7EF352 ; Stone Mask
db $7EF35F ; Bottle #4
; =========================================================
Menu_ItemCursorPositions:
dw menu_offset(6,2) ; bow
dw menu_offset(6,5) ; boom
dw menu_offset(6,8) ; hookshot
dw menu_offset(6,12) ; bombs
dw menu_offset(6,15) ; deku mask
dw menu_offset(6,18) ; bottle1
dw menu_offset(9,2) ; hammer
dw menu_offset(9,5) ; lamp
dw menu_offset(9,8) ; firerod
dw menu_offset(9,12) ; icerod
dw menu_offset(9,15) ; goron
dw menu_offset(9,18) ; bottle2
dw menu_offset(12,2) ; shovel
dw menu_offset(12,5) ; feather
dw menu_offset(12,8) ; somaria
dw menu_offset(12,12) ; byrna / fishing rod
dw menu_offset(12,15) ; bunny hood
dw menu_offset(12,18) ; bottle3
dw menu_offset(15,2) ; powder
dw menu_offset(15,5) ; book
dw menu_offset(15,8) ; flute
dw menu_offset(15,12) ; mirror
dw menu_offset(15,15) ; stone mask
dw menu_offset(15,18) ; bottle4
; =========================================================
Menu_FindNextItem:
{
LDY.w $0202 : INY
CPY.b #$19 : BCC .no_reset
LDY.b #$01
.no_reset
STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; =========================================================
Menu_FindPrevItem:
{
LDY.w $0202 : DEY : BNE .no_reset
LDY.b #$18
.no_reset
STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindPrevItem
RTS
}
; =========================================================
Menu_FindNextDownItem:
{
LDA.w $0202 : CLC : ADC.b #$06
CMP.b #$19 : BCC .no_reset
SBC.b #$18
.no_reset
TAY : STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; =========================================================
Menu_FindNextUpItem:
{
LDA.w $0202 : SEC : SBC.b #$06
BPL .no_reset : BNE .no_reset
CLC : ADC.b #$18
.no_reset
TAY : STY.w $0202
CPY.b #$19 : BCS .reset_up
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
.reset_up
LDY.b #$01
STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; =========================================================
Menu_DeleteCursor:
{
REP #$30
LDX.w Menu_ItemCursorPositions-2, Y
Menu_DeleteCursor_AltEntry:
LDA.w #$20F5
STA.w $1108, X : STA.w $1148, X
STA.w $114E, X : STA.w $110E, X
STA.w $11C8, X : STA.w $1188, X
STA.w $118E, X : STA.w $11CE, X
SEP #$30
STZ $0207
RTS
}
; =========================================================
Menu_InitItemScreen:
{
SEP #$30
LDY.w $0202 : BNE .all_good
; Loop through the SRM of each item to see if we have
; one of them so we can start with that one selected.
.lookForAlternateItem
LDY.b #$00
.loop
INY : CPY.b #$25 : BCS .bad
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ .loop
STY.w $0202
BRA .all_good
.bad
; If we made it here that means there are no items
; available but one was still selected. This should
; never happen under normal vanilla circumstances.
STZ.w $0202
STZ $0207
LDA.b #$04
STA.w $0200
RTS
.all_good
; Double check we still have the item that was selected.
; This is to prevent a bug where we can get stuck in an
; infinite loop later on.
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
CMP.b #$01 : BCC .lookForAlternateItem
STZ $0207
LDA.b #$04
STA.w $0200
RTS
}
; =========================================================
Menu_AddressLong:
db $40 ; Bow
db $41 ; Boomerang
db $42 ; Hookshot
db $43 ; Bombs
db $44 ; Powder
db $5C ; Bottle 1
db $4B ; Hammer
db $4A ; Lamp
db $45 ; Fire Rod
db $46 ; Ice Rod
db $53 ; Magic Mirror
db $5D ; Bottle 2
db $4C ; Ocarina (formerly shovel 4F)
db $4E ; Book
db $50 ; Cane of Somaria / Cane of Byrna
db $51 ; Fishing Rod
db $4D ; Roc's Feather
db $5E ; Bottle 3
db $49 ; Deku Mask
db $47 ; Zora Mask
db $58 ; Wolf Mask
db $48 ; Bunny Hood
db $52 ; Stone Mask
db $5F ; Bottle 4
GotoNextItem_Local:
{
; Load our currently equipped item, and move to the next one
; If we reach our limit (21), set it back to the bow and arrow slot.
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
LDA.b #$01
.dont_reset
; Otherwise try to equip the item in the next slot
STA $0202
RTS
}
DoWeHaveThisItem_Override:
{
LDY.w $0202 : LDX.w Menu_AddressLong-1, Y
LDA.l $7EF300, X : CMP.b #$00 : BNE .have_this_item
CLC
RTL
.have_this_item
SEC
RTL
}
TryEquipNextItem_Override:
{
.keep_looking
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
RTS
}
SearchForEquippedItem_Override:
{
PHB : PHK : PLB
SEP #$30
LDY.b #$18
.next_check
LDX.w Menu_AddressLong-1, Y
LDA.l $7EF300, X : CMP.b #$00 : BNE .item_available
DEY : BPL .next_check
; In this case we have no equippable items
STZ $0202 : STZ $0203 : STZ $0204
.we_have_that_item
REP #$30
PLB
RTL
.item_available
; Is there an item currently equipped (in the HUD slot)?
LDA.w $0202 : BNE .alreadyEquipped
; If not, set the equipped item to the Lamp
LDA.b #$08 : STA $0202
.alreadyEquipped
JMP .exit
.keep_looking
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
BCS .we_have_that_item
JSR TryEquipNextItem_Override
.exit
REP #$30
PLB
RTL
}
pushpc
org $0DDEB0
ItemMenu_CheckForOwnership:
{
JSL DoWeHaveThisItem_Override
RTS
}
org $0DE399
SearchForEquippedItem:
{
JSL SearchForEquippedItem_Override
RTS
}
assert pc() <= $0DE3C7
pullpc
; =========================================================
; Item Selection Code
; Decides which function to jump to.
Menu_ItemIndex:
db $00
; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
db $03, $02, $0E, $01, $0A, $0B
; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
db $04, $09, $05, $06, $14, $0B
; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
db $08, $0C, $12, $0D, $07, $0B
; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
db $11, $0F, $08, $10, $13, $0B
; =========================================================
; Decides which graphics is drawn
Menu_AddressIndex:
db $7EF340 ; Bow
db $7EF341 ; Boomerang
db $7EF342 ; Hookshot / Goldstar
db $7EF343 ; Bombs
db $7EF344 ; Powder
db $7EF35C ; Bottle 1
db $7EF34B ; Hammer
db $7EF34A ; Lamp
db $7EF345 ; Fire Rod
db $7EF346 ; Ice Rod
db $7EF353 ; Magic Mirror
db $7EF35D ; Bottle 2
db $7EF34C ; Ocarina ; shovel 7EF34F
db $7EF34E ; Book of Secrets
db $7EF350 ; Cane of Somaria / Cane of Byrna
db $7EF351 ; Fishing Rod / Portal Rod
db $7EF34D ; Roc's Feather
db $7EF35E ; Bottle 3
db $7EF349 ; Deku Mask
db $7EF347 ; Zora Mask
db $7EF358 ; Wolf Mask
db $7EF348 ; Bunny Hood
db $7EF352 ; Stone Mask
db $7EF35F ; Bottle #4
; =========================================================
Menu_ItemCursorPositions:
dw menu_offset(6,2) ; bow
dw menu_offset(6,5) ; boom
dw menu_offset(6,8) ; hookshot
dw menu_offset(6,12) ; bombs
dw menu_offset(6,15) ; deku mask
dw menu_offset(6,18) ; bottle1
dw menu_offset(9,2) ; hammer
dw menu_offset(9,5) ; lamp
dw menu_offset(9,8) ; firerod
dw menu_offset(9,12) ; icerod
dw menu_offset(9,15) ; goron
dw menu_offset(9,18) ; bottle2
dw menu_offset(12,2) ; shovel
dw menu_offset(12,5) ; feather
dw menu_offset(12,8) ; somaria
dw menu_offset(12,12) ; byrna / fishing rod
dw menu_offset(12,15) ; bunny hood
dw menu_offset(12,18) ; bottle3
dw menu_offset(15,2) ; powder
dw menu_offset(15,5) ; book
dw menu_offset(15,8) ; flute
dw menu_offset(15,12) ; mirror
dw menu_offset(15,15) ; stone mask
dw menu_offset(15,18) ; bottle4
; =========================================================
Menu_FindNextItem:
{
LDY.w $0202 : INY
CPY.b #$19 : BCC .no_reset
LDY.b #$01
.no_reset
STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; =========================================================
Menu_FindPrevItem:
{
LDY.w $0202 : DEY : BNE .no_reset
LDY.b #$18
.no_reset
STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindPrevItem
RTS
}
; =========================================================
Menu_FindNextDownItem:
{
LDA.w $0202 : CLC : ADC.b #$06
CMP.b #$19 : BCC .no_reset
SBC.b #$18
.no_reset
TAY : STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; =========================================================
Menu_FindNextUpItem:
{
LDA.w $0202 : SEC : SBC.b #$06
BPL .no_reset : BNE .no_reset
CLC : ADC.b #$18
.no_reset
TAY : STY.w $0202
CPY.b #$19 : BCS .reset_up
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
.reset_up
LDY.b #$01
STY.w $0202
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ Menu_FindNextItem
RTS
}
; =========================================================
Menu_DeleteCursor:
{
REP #$30
LDX.w Menu_ItemCursorPositions-2, Y
Menu_DeleteCursor_AltEntry:
LDA.w #$20F5
STA.w $1108, X : STA.w $1148, X
STA.w $114E, X : STA.w $110E, X
STA.w $11C8, X : STA.w $1188, X
STA.w $118E, X : STA.w $11CE, X
SEP #$30
STZ $0207
RTS
}
; =========================================================
Menu_InitItemScreen:
{
SEP #$30
LDY.w $0202 : BNE .all_good
; Loop through the SRM of each item to see if we have
; one of them so we can start with that one selected.
.lookForAlternateItem
LDY.b #$00
.loop
INY : CPY.b #$25 : BCS .bad
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
BEQ .loop
STY.w $0202
BRA .all_good
.bad
; If we made it here that means there are no items
; available but one was still selected. This should
; never happen under normal vanilla circumstances.
STZ.w $0202
STZ $0207
LDA.b #$04
STA.w $0200
RTS
.all_good
; Double check we still have the item that was selected.
; This is to prevent a bug where we can get stuck in an
; infinite loop later on.
LDX.w Menu_AddressIndex-1, Y
LDA.l $7EF300, X
CMP.b #$01 : BCC .lookForAlternateItem
STZ $0207
LDA.b #$04
STA.w $0200
RTS
}
; =========================================================
Menu_AddressLong:
db $40 ; Bow
db $41 ; Boomerang
db $42 ; Hookshot
db $43 ; Bombs
db $44 ; Powder
db $5C ; Bottle 1
db $4B ; Hammer
db $4A ; Lamp
db $45 ; Fire Rod
db $46 ; Ice Rod
db $53 ; Magic Mirror
db $5D ; Bottle 2
db $4C ; Ocarina (formerly shovel 4F)
db $4E ; Book
db $50 ; Cane of Somaria / Cane of Byrna
db $51 ; Fishing Rod
db $4D ; Roc's Feather
db $5E ; Bottle 3
db $49 ; Deku Mask
db $47 ; Zora Mask
db $58 ; Wolf Mask
db $48 ; Bunny Hood
db $52 ; Stone Mask
db $5F ; Bottle 4
GotoNextItem_Local:
{
; Load our currently equipped item, and move to the next one
; If we reach our limit (21), set it back to the bow and arrow slot.
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
LDA.b #$01
.dont_reset
; Otherwise try to equip the item in the next slot
STA $0202
RTS
}
DoWeHaveThisItem_Override:
{
LDY.w $0202 : LDX.w Menu_AddressLong-1, Y
LDA.l $7EF300, X : CMP.b #$00 : BNE .have_this_item
CLC
RTL
.have_this_item
SEC
RTL
}
TryEquipNextItem_Override:
{
.keep_looking
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
RTS
}
SearchForEquippedItem_Override:
{
PHB : PHK : PLB
SEP #$30
LDY.b #$18
.next_check
LDX.w Menu_AddressLong-1, Y
LDA.l $7EF300, X : CMP.b #$00 : BNE .item_available
DEY : BPL .next_check
; In this case we have no equippable items
STZ $0202 : STZ $0203 : STZ $0204
.we_have_that_item
REP #$30
PLB
RTL
.item_available
; Is there an item currently equipped (in the HUD slot)?
LDA.w $0202 : BNE .alreadyEquipped
; If not, set the equipped item to the Lamp
LDA.b #$08 : STA $0202
.alreadyEquipped
JMP .exit
.keep_looking
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
BCS .we_have_that_item
JSR TryEquipNextItem_Override
.exit
REP #$30
PLB
RTL
}
pushpc
org $0DDEB0
ItemMenu_CheckForOwnership:
{
JSL DoWeHaveThisItem_Override
RTS
}
org $0DE399
SearchForEquippedItem:
{
JSL SearchForEquippedItem_Override
RTS
}
assert pc() <= $0DE3C7
pullpc
; =========================================================
; Stats Screen Selector Logic
; =========================================================
Menu_StatsCursorPositions:
; Row 14: Sword, Shield, Tunic
dw menu_offset(14,2) ; 0: Sword
dw menu_offset(14,5) ; 1: Shield
dw menu_offset(14,8) ; 2: Tunic
dw menu_offset(14,8) ; 3: Placeholder (maps to Tunic)
; Row 17: Glove, Flippers, Boots, Pearl
dw menu_offset(17,2) ; 4: Glove
dw menu_offset(17,5) ; 5: Flippers
dw menu_offset(17,8) ; 6: Boots
dw menu_offset(17,11) ; 7: Pearl
Stats_Nav_Right:
db $01, $02, $00, $00, $05, $06, $07, $04
Stats_Nav_Left:
db $02, $00, $01, $01, $07, $04, $05, $06
Stats_Nav_Down:
db $04, $05, $06, $07, $00, $01, $02, $02
Stats_Nav_Up:
db $04, $05, $06, $07, $00, $01, $02, $02
Menu_DrawStatsCursor:
{
LDA.b #$20 : BIT.w $0207
REP #$20
BEQ .no_delete
; Delete cursor
LDA.w #$20F5
STA.w $1108, X : STA.w $1148, X
STA.w $114E, X : STA.w $110E, X
STA.w $11C8, X : STA.w $1188, X
STA.w $118E, X : STA.w $11CE, X
BRA .done
.no_delete
; We reuse the Item Menu cursor graphics
LDA.w #$3060 : STA.w $1108, X ; corner
LDA.w #$3070 : STA.w $1148, X
LDA.w #$7060 : STA.w $110E, X ; corner
LDA.w #$7070 : STA.w $114E, X
LDA.w #$3070 : STA.w $1188, X
LDA.w #$B060 : STA.w $11C8, X ; corner
LDA.w #$7070 : STA.w $118E, X
LDA.w #$F060 : STA.w $11CE, X ; corner
.done
SEP #$20
RTS
}
Menu_DeleteStatsCursor:
{
REP #$30
; Use $020C for index
LDA.w $020C : AND.w #$00FF : ASL : TAY
LDX.w Menu_StatsCursorPositions, Y
LDA.w #$20F5
STA.w $1108, X : STA.w $1148, X
STA.w $114E, X : STA.w $110E, X
STA.w $11C8, X : STA.w $1188, X
STA.w $118E, X : STA.w $11CE, X
SEP #$30
STZ $0207
RTS
}
Menu_StatsScreen_Input:
{
INC $0207
; Safety check for uninitialized index
LDA.w $020C : AND #$F8 : BEQ .safe_index
STZ.w $020C
.safe_index
LDA.b $F4 ; Joypad
LSR : BCS .move_right
LSR : BCS .move_left
LSR : BCS .move_down
LSR : BCS .move_up
BRA .draw_cursor
.move_right
JSR Menu_DeleteStatsCursor
LDY.w $020C
LDA.w Stats_Nav_Right, Y
STA.w $020C
BRA .play_sound
.move_left
JSR Menu_DeleteStatsCursor
LDY.w $020C
LDA.w Stats_Nav_Left, Y
STA.w $020C
BRA .play_sound
.move_down
JSR Menu_DeleteStatsCursor
LDY.w $020C
LDA.w Stats_Nav_Down, Y
STA.w $020C
BRA .play_sound
.move_up
JSR Menu_DeleteStatsCursor
LDY.w $020C
LDA.w Stats_Nav_Up, Y
STA.w $020C
BRA .play_sound
.play_sound
LDA.b #$20 : STA.w $012F
.draw_cursor
SEP #$30
LDA.w $020C : ASL : TAY
REP #$10
LDX.w Menu_StatsCursorPositions, Y
JSR Menu_DrawStatsCursor
SEP #$20
RTS
}