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Pokemon R/G/B/Y give you three suggested names for the main character and your rival, but I noticed both menus leave space for a fourth name.
I opened up oak_speech2.asm and found that each list of names appears twice. I assume one list is the menu text and the other list is made up of the actual values that the names are set to when you select them. I updated all four lists, and I can now see the extra names on both lists, but I'm unable to move my cursor to these names.
I've looked looked through the ASM file, but I've been unable to determine how to change where the cursor can move. Any help would be much appreciated.
Here is the relevant code from engine/oak_speech2.asm:
DisplayIntroNameTextBox: push de coord hl, 0, 0 lb bc, 10, 9 call TextBoxBorder coord hl, 3, 0 ld de, .namestring call PlaceString pop de coord hl, 2, 2 call PlaceString call UpdateSprites xor a ; value in 'a' is now 0 ld [wCurrentMenuItem], a ld [wLastMenuItem], a inc a ; value in 'a' is now 1 ld [wTopMenuItemX], a ld [wMenuWatchedKeys], a ; A_BUTTON inc a ; value in 'a' is now 2 ld [wTopMenuItemY], a inc a ; value in 'a' is now 3 ld [wMaxMenuItem], a jp HandleMenuInput
The important ram variable is wMaxMenuItem.
Originally there are 4 menu items; "New Name" plus the 3 default names. And since the first menu item is item 0, the last default name is item 3.
If you add a new default name, you need to increase wMaxMenuItem as well.
I added comments to the code to keep track of the current value of 'a'.
This is a little hidden since there is no point that 3 is directly written to 'a' like you might hope for.
To write 4 to wMaxMenuItem, you just need an additional 'inc a' before writing to it (or you could simply replace the last 'inc a' with 'ld a, 4').
I also want to say, the learning you are doing on your own, the research you're doing, and the questions you're asking are really good, keep at it