481 lines
9.9 KiB
NASM
481 lines
9.9 KiB
NASM
; =========================================================
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; Text Routines
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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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TimeLabels:
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dw "00", "01", "02", "03", "04", "05", "06", "07", "08"
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dw "09", "10", "11", "12", "13", "14", "15", "16", "17"
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dw "18", "19", "20", "21", "22", "23", "24", "25", "26"
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dw "27", "28", "29", "30", "31", "32", "33", "34", "35"
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dw "36", "37", "38", "39", "40", "41", "42", "43", "44"
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dw "45", "46", "47", "48", "49", "50", "51", "52", "53"
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dw "54", "55", "56", "57", "58", "59"
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PlaytimeLabel:
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dw "TIME:_____"
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Menu_DrawHourDigit:
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{
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SEP #$30
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LDA.l $7EE000
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ASL A : ASL A
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TAX
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REP #$30
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LDA.w TimeLabels, X : STA.w $1692+$12
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INX : INX
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LDA.w TimeLabels, X : STA.w $1692+$14
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RTS
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}
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Menu_DrawMinuteDigit:
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{
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SEP #$30
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LDA.l $7EE001
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ASL A : ASL A
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TAX
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REP #$30
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LDA.w TimeLabels, X : STA.w $1692+$18
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INX : INX
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LDA.w TimeLabels, X : STA.w $1692+$1A
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RTS
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}
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Menu_DrawPlaytimeLabel:
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{
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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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; Draw the current time based on the time system RAM
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JSR Menu_DrawHourDigit
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; Draw colon
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LDA.w #$256B
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STA.w $1692+$16
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; LDX #$18
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JSR Menu_DrawMinuteDigit
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RTS
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}
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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 "MIRROR_OF_TIME "
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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 "_FISHING_ROD__ "
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dw "_ROCS_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_MushroomLabel:
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Menu_BottleItems:
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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 "_____BEE______ "
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dw "__GOOD_BEE____ "
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dw "_MAGIC_BEAN___ "
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dw "_MILK_BOTTLE__ "
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Menu_GoldstarLabel:
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dw "__GOLD_STAR___ "
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Menu_PortalRodItems:
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dw "__PORTAL_ROD__ "
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Menu_SongNames:
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dw "SONG:_STORMS__ "
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dw "SONG:_HEALING_ "
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dw "SONG:_SOARING_ "
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dw "SONG:_TIME____ "
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Menu_RingNames:
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dw "____POWER_____ "
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dw "____ARMOR_____ "
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dw "____HEART_____ "
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dw "____LIGHT_____ "
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dw "____BLAST_____ "
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dw "___STEADFAST__ "
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Menu_RingDescriptions:
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dw "ATK_UP__DEF_DOWN"
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dw "ATK_DOWN__DEF_UP"
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dw "SLOW_HEART_REGEN"
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dw "SWD_BEAM_2_HRTS_"
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dw "_BOMB_DAMAGE_UP_"
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dw "__NO_KNOCKBACK__"
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Menu_DrawItemName:
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{
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SEP #$30
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; Double check that we have the item.
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LDY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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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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CMP.b #$05 : BEQ .mushroom
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CMP.b #$0D : BEQ .ocarina
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CMP.b #$10 : BEQ .custom_rods
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; Check if it's a bottle
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CMP.b #$06 : BEQ .bottle_1
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CMP.b #$0C : BEQ .bottle_2
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CMP.b #$12 : BEQ .bottle_3
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CMP.b #$18 : BEQ .bottle_4
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.draw_item
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REP #$30
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LDA.w $0202 : BEQ .no_items
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DEC : ASL #5 : TAX
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LDY.w #$000
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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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.no_items
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RTS
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; Draw Bottle Description
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.bottle_1
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REP #$30 : LDX #$0000 : JMP .draw_bottle
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.bottle_2
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REP #$30 : LDX #$0001 : JMP .draw_bottle
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.bottle_3
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REP #$30 : LDX #$0002 : JMP .draw_bottle
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.bottle_4
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REP #$30 : LDX #$0003
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.draw_bottle
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JSR DrawBottleNames
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RTS
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.custom_rods
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LDA.w FishingOrPortalRod : CMP.b #$01 : BNE .draw_item
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JSR DrawPortalRodName
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RTS
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.goldstar
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LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
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JSR DrawGoldstarName
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RTS
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.mushroom
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LDA.l $7EF344 : CMP.b #$02 : BCS .draw_item
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JSR DrawMushroomName
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RTS
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.ocarina
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REP #$30
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; Check the timer and see if we should draw the item name
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LDA $1A : AND.w #$00FF : CMP #$0080 : BCC .draw_item
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LDA $030F : BEQ .draw_item
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LDA $030F : AND.w #$00FF : DEC : ASL #5 : TAX
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LDY.w #$0000
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.draw_ocarina_loop
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LDA.w Menu_SongNames, X : STA.w $1692, Y
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INX #2 : INY #2 : CPY #$001C : BCC .draw_ocarina_loop
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RTS
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}
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DrawPortalRodName:
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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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.draw_portal_rod_loop
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LDA.w Menu_PortalRodItems, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_portal_rod_loop
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RTS
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}
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DrawBottleNames:
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{
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LDA.l $7EF35C, X : AND.w #$00FF
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DEC : ASL #5 : TAX
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LDY.w #$0000
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.draw_bottle_loop
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LDA.w Menu_BottleItems, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_bottle_loop
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RTS
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}
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DrawMagicRingNames:
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{
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REP #$30
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LDA.w $020B : ASL #5 : TAX
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LDY.w #$0000
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.draw_ring_loop
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LDA.w Menu_RingNames, X : STA.w $1692, Y
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INX #2 : INY #2
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CPY #$001C : BCC .draw_ring_loop
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LDA.w $020B : ASL #5 : TAX
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LDY.w #$0000
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.draw_ring_desc_loop
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LDA.w Menu_RingDescriptions, X : STA.w $1590, Y
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INX #2 : INY #2
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CPY #$0020 : BCC .draw_ring_desc_loop
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SEP #$30
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RTS
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}
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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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.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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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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.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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RTS
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}
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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 #5
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LDY.w #$000
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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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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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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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LDA.w DungeonLocationNames, Y : STA.w $12CC, X
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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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; =========================================================
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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 : STA.w $1194, X
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DEX #2 : 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 : STA.w $1194, X
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DEX #2 : 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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AlphabetTable:
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db $00, $01, $02, $03, $04, $05, $06, $07
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db $AF, $09, $0A, $0B, $0C, $0D, $0E, $0F
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db $10, $20, $21, $22, $23, $24, $25, $26
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db $27, $28, $29, $2A, $2B, $2C, $2D, $2E
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db $2F, $40, $41, $42, $43, $44, $45, $46
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db $47, $48, $49, $4A, $4B, $4C, $4D, $4E
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db $4F, $60, $61, $62, $63, $64, $65, $66
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db $67, $68, $69, $6A, $6B, $6C, $6D, $6E
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db $6F, $80, $81, $82, $85, $86, $B1
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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 : 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_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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