Porting Test Drive II from SNES to PC, Part 32: Closing the SNES top-menu transition semantics
Porting Test Drive II from SNES to PC, Part 32: Closing the SNES top-menu transition semantics The last front-end checkpoint closed the text of the SNES top menu: Game Options Play TDII High Score ...

Source: DEV Community
Porting Test Drive II from SNES to PC, Part 32: Closing the SNES top-menu transition semantics The last front-end checkpoint closed the text of the SNES top menu: Game Options Play TDII High Score That was useful, but it still left one important gap: what does each of those signboards do in the actual bank-1 flow? That gap is now closed too. The top menu is no longer just a text surface The decision point is inside L00BAE8, at 01:BB7F. That routine is the separate $1C6A top-level gate that sits before the later downstream $0202 corridor. The three branches now read as: $1C6A = 0 / Game Options -> jsr L00C0C7 ; jmp L00BAE8 $1C6A = 1 / Play TDII -> return success to L008B31, which falls through to L008B3E $1C6A = 2 / High Score -> lda #$FFFF ; jsr L00A3CC ; jmp L00BAE8 So the three signboards are now closed at the semantic level, not only the rendered-label level. Play TDII is the only advancing branch This is the important consequence: Play TDII is the only top-level option tha