.InputName LDY #0 ; Set an index in Y to point to the letter within the ; name that we are entering, starting with the first ; letter at index 0 ; The currently entered name is at INWK+5, so we use ; that to provide the starting point for each letter ; (or we start at "A" if there is no currently entered ; name) .name1 LDA INWK+5,Y ; Fetch the Y-th character of the currently entered ; name at INWK+5 CMP #'A' ; If the character is ASCII "A" or greater, jump to BCS name2 ; name2 to use this as the starting point for this ; letter LDA #'A' ; Otherwise set A to the letter "A" to use as the ; starting point .name2 PHA ; These instructions together have no effect PLA JSR ChangeLetter ; Call ChangeLetter to allow us to move up or down ; through the alphabet, returning with the letter ; selected in A BCS name4 ; If the C flag was set by ChangeLetter then the A ; button was pressed, so jump to name4 to finish the ; process as this means we have finished entering the ; name ; Otherwise we now check whether the chosen character ; is valid CMP #27 ; If ChangeLetter returned an ASCII ESC character, jump BEQ name5 ; to name5 to return from the subroutine with an empty ; name and the C flag set CMP #127 ; If ChangeLetter returned an ASCII DEL character, jump BEQ name6 ; to name6 to delete the character to the left CPY inputNameSize ; If Y >= inputNameSize then the entered name is too BCS name3 ; long, so jump to name3 to give an error beep and try ; again CMP #'!' ; If A < ASCII "!" then it is a control character, so BCC name3 ; jump to name3 to give an error beep and try again CMP #'{' ; If A >= ASCII "{" then it is not a valid character, so BCS name3 ; jump to name3 to give an error beep and try again ; If we get here then the chosen character is valid STA INWK+5,Y ; Store the chosen character in the Y-th position in the ; string at INWK+5 INY ; Increment the index in Y to point to the next letter INC XC ; Move the text cursor to the right by one place JMP name1 ; Loop back to name1 to fetch the next letter .name3 ; If we get here then there are too many characters in ; the string, or the entered character is not a valid ; letter JSR BEEP_b7 ; Call the BEEP subroutine to make a short, high beep to ; indicate an error LDY inputNameSize ; Set Y to the maximum length of the string, so when we ; loop back to name1, we ask for the last letter again JMP name1 ; Loop back to name1 to fetch the next letter .name4 ; If we get here then we have finished entering the name STA INWK+5,Y ; Store the chosen character in the Y-th position in the ; string at INWK+5 INY ; Increment the index in Y to point to the next letter LDA #13 ; Store the string terminator in the next letter, so the STA INWK+5,Y ; entered string is terminated properly LDA #12 ; Print a newline JSR CHPR_b2 JSR DrawMessageInNMI ; Configure the NMI to display the message that we just ; printed CLC ; Clear the C flag to indicate that a name has ; successfully been entered RTS ; Return from the subroutine .name5 LDA #13 ; Store the string terminator in the first letter, so STA INWK+5 ; the returned string is empty SEC ; Set the C flag to indicate that a valid name has not ; been entered RTS ; Return from the subroutine .name6 ; If we get here then we need to delete the character to ; the left of the current letter TYA ; If Y = 0 then we are still on the first letter, so BEQ name7 ; jump to name7 to given an error beep, as we can't ; delete past the start of the name DEY ; Decrement the length of the current name in Y, so the ; next character we enter replaces the one we are ; deleting LDA #127 ; Print a delete character to delete the letter to the JSR CHPR_b2 ; left LDA INWK+5,Y ; Set A to the character before the one we just deleted, ; as that's the current character now JMP name2 ; Loop back to name2 to keep scanning for button presses .name7 ; If we get here then we need to give an error beep, as ; we just tried to delete past the start of the name JSR BEEP_b7 ; Call the BEEP subroutine to make a short, high beep to ; indicate an error LDY #0 ; Set Y = 0 to set the current character to the start of ; the name BEQ name1 ; Loop back to name1 to fetch the next letter (this BEQ ; is effectively a JMP, as Y is always zero)Name: InputName [Show more] Type: Subroutine Category: Controllers Summary: Get a name from the controller for searching the galaxy or changing commander nameContext: See this subroutine in context in the source code References: This subroutine is called as follows: * ChangeCmdrName calls InputName * InputName_b6 calls InputName
Arguments: INWK+5 The current name inputNameSize The maximum size of the name to fetch - 1
Returns: INWK+5 The entered name, terminated by ASCII 13 C flag The status of the entered name: * Set = The name is empty * Clear = The name is not empty
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Subroutine BEEP_b7 (category: Sound)
Call the BEEP routine in ROM bank 7
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Subroutine CHPR_b2 (category: Text)
Call the CHPR routine in ROM bank 2
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Subroutine ChangeLetter (category: Controllers)
Choose a letter using the up and down buttons
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Subroutine DrawMessageInNMI (category: Drawing the screen)
Configure the NMI to send the portion of the screen that contains the in-flight message to the PPU (i.e. tile rows 22 to 24)
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Variable inputNameSize in workspace WP
The maximum size of the name to be fetched by the InputName routine
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Label name1 is local to this routine
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Label name2 is local to this routine
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Label name3 is local to this routine
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Label name4 is local to this routine
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Label name5 is local to this routine
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Label name6 is local to this routine
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Label name7 is local to this routine