292 lines
5.5 KiB
NASM
292 lines
5.5 KiB
NASM
; =============================================================================
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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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'B' = $2551
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'C' = $2552
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'D' = $2553
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'E' = $2554
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'F' = $2555
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'G' = $2556
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'H' = $2557
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'I' = $2558
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'J' = $2559
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'K' = $255A
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'L' = $255B
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'M' = $255C
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'N' = $255D
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'O' = $255E
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'P' = $255F
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'Q' = $2560
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'R' = $2561
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'S' = $2562
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'T' = $2563
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'U' = $2564
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'V' = $2565
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'W' = $2566
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'X' = $2567
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'Y' = $2568
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'Z' = $2569
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'.' = $256A
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':' = $256B
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'0' = $2570
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'1' = $2571
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'2' = $2572
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'3' = $2573
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'4' = $2574
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'5' = $2575
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'6' = $2576
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'7' = $2577
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'8' = $2578
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'9' = $2579
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'_' = $20F5
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; =============================================================================
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DeathLabel:
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dw "DEATHS:_"
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DrawDeathCounter:
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REP #$30
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LDX.w #$0E
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.draw2
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LDA.w DeathLabel, X
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STA.w $13CC, X
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DEX : DEX : BPL .draw2
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RTS
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; =============================================================================
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ScrollsLabel:
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dw "SCROLLS:_"
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DrawScrollsLabel:
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LDX.w #$10
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.draw2
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LDA.w ScrollsLabel, X
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STA.w $140C, X
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DEX : DEX : BPL .draw2
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RTS
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; =============================================================================
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PlaytimeLabel:
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dw "PLAYTIME:_"
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DrawPlaytimeLabel:
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LDX.w #$10
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.draw2
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LDA.w PlaytimeLabel, X
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STA.w $1692, X
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DEX : DEX : BPL .draw2
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RTS
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; =============================================================================
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Menu_ItemNames:
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dw "_____BOW______ "
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dw "__BOOMERANG___ "
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dw "___HOOKSHOT___ "
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dw "____BOMBS_____ "
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dw "_MAGIC_POWDER_ "
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dw "____BOTTLE____ "
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dw "____HAMMER____ "
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dw "_____LAMP_____ "
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dw "___FIRE_ROD___ "
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dw "___ICE_ROD____ "
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dw "_MAGIC_MIRROR_ "
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dw "____BOTTLE____ "
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dw "___OCARINA____ "
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dw "_SECRET_TOME__ "
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dw "___SOMARIA____ "
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dw "____BYRNA_____ "
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dw "_JUMP_FEATHER_ "
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dw "____BOTTLE____ "
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dw "__DEKU_MASK___ "
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dw "__ZORA_MASK___ "
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dw "__WOLF_MASK___ "
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dw "__BUNNY_HOOD__ "
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dw "__STONE_MASK__ "
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dw "____BOTTLE____ "
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Menu_BottleIems:
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dw "___MUSHROOM___ "
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dw "_EMPTY_BOTTLE_ "
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dw "__RED_POTION__ "
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dw "_GREEN_POTION_ "
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dw "_BLUE_POTION__ "
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dw "____FAIRY_____ "
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dw "__GOOD_BEE____ "
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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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TAX
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.loop
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LDA.w Menu_ItemNames, X ; Load your text character
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STA.w $1692, Y ; <- into the buffer
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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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; ;LDX.w $7E00A0 ; load room number
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;-------------------------------------
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TestLocationName:
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dw "YOUR_HOUSE__"
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;-------------------------------------
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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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BEQ .indoors
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LDA.b $8A
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ASL : ASL : ASL : ASL : ASL
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LDY.w #$000
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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 ; 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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.indoors
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LDX.w #$16
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.loop2
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LDA.w TestLocationName, X
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STA.w $12CC, X
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DEX : DEX
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BPL .loop2
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RTS
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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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.loop
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LDA.w SelectItemTXT, X
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STA.w $1194, X
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DEX : DEX
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BPL .loop
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RTS
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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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.loop
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LDA.w QuestStatusTXT, X
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STA.w $1194, X
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DEX : DEX
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BPL .loop
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RTS
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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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.loop
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LDA.w AreaNameTXT, X
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STA.w $128C, X
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DEX : DEX
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BPL .loop
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RTS
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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.
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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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.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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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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CLC : ADC #$2550
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STA.w $138C, 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_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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} |