menu housekeeping
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@@ -358,7 +358,7 @@ DrawCollectibleNamesAndCount:
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RTS
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}
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DrawGoldstarName:
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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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@@ -370,7 +370,7 @@ DrawGoldstarName:
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RTS
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}
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DrawMushroomName:
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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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@@ -387,15 +387,15 @@ DrawMushroomName:
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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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AND.w #$00FF ; isolate bit
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CMP.w #$01 ; if 1, then indoors
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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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LDA.b $8A
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ASL #5
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LDY.w #$000
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TAX
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TAX
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.draw_overworld_loop
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LDA.w OverworldLocationNames, X ; Load your text character
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@@ -412,8 +412,8 @@ DrawLocationName:
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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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INY : INY
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INX : INX : CPX #$0020 : BCC .draw_indoors_loop
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RTS
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}
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@@ -467,23 +467,23 @@ Menu_DrawAreaNameTXT:
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; =========================================================
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; Player's Name
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; $3D9-$3E4: See appendix for listing of character codes.
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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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; 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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; 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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; 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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@@ -505,30 +505,30 @@ Menu_DrawCharacterName:
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REP #$30
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LDX.w #$C
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.draw_name_loop
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; Player's Name in memory, indexed by X
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.draw_name_loop
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; Player's Name in memory, indexed by X
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LDA.l $7EF3D9, X
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; Check if the character is the special encoding for "I" first.
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CMP.w #$AF : BEQ .fix_i
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; Check if it is the gap between the P and Q characters
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; Check if the character is the special encoding for "I" first.
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CMP.w #$AF : BEQ .fix_i
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; Check if it is the gap between the P and Q characters
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CMP.w #$10 : BCC .write_to_screen ; handle P, Q gap
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SBC.b #$10
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CLC
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CMP.w #$2A : BCS .fix_lowercase
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.write_to_screen
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CMP.w #$2A : BCS .fix_lowercase
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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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LDA.w #$08 : BRA .write_to_screen
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.fix_i
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LDA.w #$08 : BRA .write_to_screen
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.fix_lowercase
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; TODO: Convert the lowercase value of 2A or greater inside of the
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; accumulator and convert it to an uppercase value.
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.fix_lowercase
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; TODO: Convert the lowercase value of 2A or greater inside of the
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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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