*. Sticky notes

This will be taken in logical order. There will be large amounts of space remapping.

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Checksum verification removed using hard-coded assembly (see insert_bitmaps.txt).

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Dump the bitmap data. There's Huffman,LZ,LZ2 and others. Only LZ will be used for encoding.

The title screen NT is the tilemap for the respective bitmap. To make sure all the data fits, empty space is used and dead space recycled. See 'insert_bitmaps.txt'. Pointers are remapped in this file too.

You'll notice that ALL of the pointers to BOTH fonts have been remapped, to new space. You can use different fonts for multi-case purposes where needed.


The English font is all uppercase. Used for background screen data in menu screens and such. ex. 'DYNA BROTHERS'. Also for the cinematics and results.

Japan font is mainly hiragana. But you MUST re-inspect the tables yourself.

1. Cinematics = Japan + English. Fixed-length text.

   You could go dual-case here but you may need to use a seperate font. See below.


2. Credits = Japan. Fixed-length text.

3. Demo = Japan. Fixed-length text.


4. Game = Japan. Single-case. Variable-length text.

   There's a good chance the replacement text won't fit back in. You would have to remap text and use dead space. Or use a JSR / MOVE.l + RTS replacement.


5. Results = Japan + Japan(2) + English. Variable-length text.

   The first 16-bits = text length.
   Next 16-bits = VRAM address (WORD alignment).
   Text follows.

   The other one uses a shifted Japan alphabet. Background text.
   First 16-bits = text length.


6. Options = Japan + English. Fixed-length text.


7. Map = Japan (subset). Fixed-length text.

   This is the REAL oddball from (1). The assembly code copies a subset of tiles to VRAM. Meaning your alphabet will be all jumbled on this screen. You will probably have to re-adjust after this one.

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Much of the work is done. Is an xkas-assembler needed? Maybe.

A cheat file is inclued (clt). This will give you infinite action points when it works (the counter will reset).

Game has 20 maps with no intermissions.

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Atlas 1.06 is modified (nothing new since Samurai Spirits RPG)

> #FILL( int stop_address, int file_byte )	- pads up to stop address
  #WARN( int warn_address )			- OKAY/BARF if PC counter >= warn_address

  #SAVEPC( string file_name )			- writes PC to file
  #LOADPC( string file_name )			- loads PC from file

  #INSERT( string file_name )			- inserts binary file at current PC

  MSB16,MSB24,MSB32,GB4xxx			- addressing modes

  #SETINDEX( int index_number, int index_bump )	- init the index numbers
  #WRITEINDEX( int address, int size )		- writes index numbers to PC, # bytes
						  and auto-bumps the index #

  #ALIGN( int byte_count )                      - does file alignment (1,2,3,4)
