source/src/printfuncs.c
//print a message on the title screen on ax,ay, the tileset from titlescreen contains an alphabet
//and we use the asci codes to adapt the value to the tilenr in the tileset
print a message on the title screen on ax,ay, the tileset from titlescreen contains an alphabet
and we use the asci codes to adapt the value to the tilenr in the tileset
print a message on the title screen on ax ay the tileset from titlescreen contains an alphabet and we use the asci codes to adapt the value to the tilenr in the tileset
void printLevelSelectGame(uint8_t ax, uint8_t ay, unsigned char amsg[], uint8_t length, uint8_t emptyBlock)
{
    for (c=0; c < length; c++)
    {
        if (amsg[c] == ' ')
        {
            set_bkg_tile_xy(ax + c, ay,emptyBlock);
        }
        else
        {
            if ((amsg[c] > 64) && (amsg[c] < 91))
            {
                set_bkg_tile_xy(ax + c, ay, amsg[c] + 25);
            }   
            else
            {
                if (amsg[c] == '[')
                {
                    set_bkg_tile_xy(ax + c, ay, 70);
                }  
                else
                if (amsg[c] == ']')
                {
                    set_bkg_tile_xy(ax + c, ay, 64);
                }  
                else
                if (amsg[c] == '<')
                {
                    set_bkg_tile_xy(ax + c, ay, 73);
                }  
                else
                if (amsg[c] == '>')
                {
                    set_bkg_tile_xy(ax + c, ay, 67);
                }  
                else
                if (amsg[c] == '+')
                {
                    set_bkg_tile_xy(ax + c, ay, 63);
                }  
                else
                if (amsg[c] == '*')
                {
                    set_bkg_tile_xy(ax + c, ay, 62);
                }  
                else
                if (amsg[c] == '|')
                {
                    set_bkg_tile_xy(ax + c, ay, 69);
                }  
                else
                if (amsg[c] == '#')
                {
                    set_bkg_tile_xy(ax + c, ay, 65);
                }  
                else
                if (amsg[c] == ':')
                {
                    set_bkg_tile_xy(ax + c, ay, 116);
                }  
                else
                {
                    if (amsg[c] == 'a')
                    {
                        set_bkg_tile_xy(ax + c, ay, 119);
                    }
                    else
                    {
                        if (amsg[c] == 'b')
                        {
                            set_bkg_tile_xy(ax + c, ay, 117);
                        } 
                        else
                        {
                            if(amsg[c] == 0)
                            {
                                break;
                            }
                            else
                            {
                                if ((amsg[c] > 46) && (amsg[c] < 58))
                                {
                                    set_bkg_tile_xy(ax + c, ay, amsg[c] + 32);
                                }
                            } 
                        }
                    }
                }
            }
        }    
    }
}
void printLevelSelectGame ( uint8_t ax , uint8_t ay , unsigned char amsg [ ] , uint8_t length , uint8_t emptyBlock ) { for ( c = 0 ; c < length ; c ++ ) { if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , emptyBlock ) ; } else { if ( ( amsg [ c ] > 64 ) && ( amsg [ c ] < 91 ) ) { set_bkg_tile_xy ( ax + c , ay , amsg [ c ] + 25 ) ; } else { if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 70 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 64 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 73 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 67 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 63 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 62 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 69 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 65 ) ; } else if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 116 ) ; } else { if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 119 ) ; } else { if ( amsg [ c ] == ' ' ) { set_bkg_tile_xy ( ax + c , ay , 117 ) ; } else { if ( amsg [ c ] == 0 ) { break ; } else { if ( ( amsg [ c ] > 46 ) && ( amsg [ c ] < 58 ) ) { set_bkg_tile_xy ( ax + c , ay , amsg [ c ] + 32 ) ; } } } } } } } } }
print a message on the title screen on ax,ay, the tileset from titlescreen contains an alphabet
and we use the asci codes to adapt the value to the tilenr in the tileset
print a message on the title screen on ax ay the tileset from titlescreen contains an alphabet and we use the asci codes to adapt the value to the tilenr in the tileset
//A-Z //0-9