;;; $C696: Initialisation AI - enemy $E1BF (Ridley's disintegrating parts) ;;; { $A6:C696 AE 54 0E LDX $0E54 [$7E:0E54] $A6:C699 A9 01 00 LDA #$0001 ;\ $A6:C69C 9D 94 0F STA $0F94,x[$7E:0FD4] ;} Enemy instruction timer = 1 $A6:C69F 9E 90 0F STZ $0F90,x[$7E:0FD0] ; Enemy timer = 0 $A6:C6A2 9E 98 0F STZ $0F98,x[$7E:0FD8] ; Enemy VRAM tiles index = 0 $A6:C6A5 A9 00 0E LDA #$0E00 ;\ $A6:C6A8 9D 96 0F STA $0F96,x[$7E:0FD6] ;} Enemy palette index = E00h $A6:C6AB BC B4 0F LDY $0FB4,x[$7E:0FF4] ;\ $A6:C6AE B9 CE C6 LDA $C6CE,y[$A6:C6DA] ;} Enemy function timer = [$C6CE + [enemy parameter 1]] $A6:C6B1 9D B2 0F STA $0FB2,x[$7E:0FF2] ;/ $A6:C6B4 22 11 81 80 JSL $808111[$80:8111] ;\ $A6:C6B8 29 30 01 AND #$0130 ;| $A6:C6BB 2C E5 05 BIT $05E5 [$7E:05E5] ;| $A6:C6BE 10 04 BPL $04 [$C6C4] ;} Enemy X velocity = random number from -130h, -120h, -110h, -100h, -30h, -20h, -10h, 0, 10h, 20h, 30h, 100h, 110h, 120h, 130h $A6:C6C0 49 FF FF EOR #$FFFF ;| $A6:C6C3 1A INC A ;| $A6:C6C4 9D AA 0F STA $0FAA,x[$7E:0FEA] ;/ $A6:C6C7 9E AC 0F STZ $0FAC,x[$7E:0FEC] ; Enemy Y velocity = 0 $A6:C6CA BB TYX ;\ $A6:C6CB 7C E6 C6 JMP ($C6E6,x)[$A6:C78E];} Go to [$C6E6 + [enemy parameter 1]] $A6:C6CE dw 0048, 0050, 0058, 0060, 0068, 0070, 0078, 0028, 0030, 0038, 0080, 0040 $A6:C6E6 dw C6FE, C716, C72E, C746, C75E, C776, C78E, C7DA, C80C, C83E, C870, C8A2 } ;;; $C6FE: Ridley's disintegrating parts - initialise part 0 (tail segment 0) ;;; { $A6:C6FE AE 54 0E LDX $0E54 [$7E:0E54] $A6:C701 AF 2C 20 7E LDA $7E202C[$7E:202C] ;\ $A6:C705 9D 7A 0F STA $0F7A,x[$7E:113A] ;| $A6:C708 AF 2E 20 7E LDA $7E202E[$7E:202E] ;} Enemy position = [tail segment 0 position] $A6:C70C 9D 7E 0F STA $0F7E,x[$7E:113E] ;/ $A6:C70F A9 47 CA LDA #$CA47 ;\ $A6:C712 9D 92 0F STA $0F92,x[$7E:1152] ;} Enemy instruction list pointer = $CA47 $A6:C715 6B RTL } ;;; $C716: Ridley's disintegrating parts - initialise part 1 (tail segment 1) ;;; { $A6:C716 AE 54 0E LDX $0E54 [$7E:0E54] $A6:C719 AF 40 20 7E LDA $7E2040[$7E:2040] ;\ $A6:C71D 9D 7A 0F STA $0F7A,x[$7E:10FA] ;| $A6:C720 AF 42 20 7E LDA $7E2042[$7E:2042] ;} Enemy position = [tail segment 1 position] $A6:C724 9D 7E 0F STA $0F7E,x[$7E:10FE] ;/ $A6:C727 A9 47 CA LDA #$CA47 ;\ $A6:C72A 9D 92 0F STA $0F92,x[$7E:1112] ;} Enemy instruction list pointer = $CA47 $A6:C72D 6B RTL } ;;; $C72E: Ridley's disintegrating parts - initialise part 2 (tail segment 2) ;;; { $A6:C72E AE 54 0E LDX $0E54 [$7E:0E54] $A6:C731 AF 54 20 7E LDA $7E2054[$7E:2054] ;\ $A6:C735 9D 7A 0F STA $0F7A,x[$7E:10BA] ;| $A6:C738 AF 56 20 7E LDA $7E2056[$7E:2056] ;} Enemy position = [tail segment 2 position] $A6:C73C 9D 7E 0F STA $0F7E,x[$7E:10BE] ;/ $A6:C73F A9 4D CA LDA #$CA4D ;\ $A6:C742 9D 92 0F STA $0F92,x[$7E:10D2] ;} Enemy instruction list pointer = $CA4D $A6:C745 6B RTL } ;;; $C746: Ridley's disintegrating parts - initialise part 3 (tail segment 3) ;;; { $A6:C746 AE 54 0E LDX $0E54 [$7E:0E54] $A6:C749 AF 68 20 7E LDA $7E2068[$7E:2068] ;\ $A6:C74D 9D 7A 0F STA $0F7A,x[$7E:107A] ;| $A6:C750 AF 6A 20 7E LDA $7E206A[$7E:206A] ;} Enemy position = [tail segment 3 position] $A6:C754 9D 7E 0F STA $0F7E,x[$7E:107E] ;/ $A6:C757 A9 4D CA LDA #$CA4D ;\ $A6:C75A 9D 92 0F STA $0F92,x[$7E:1092] ;} Enemy instruction list pointer = $CA4D $A6:C75D 6B RTL } ;;; $C75E: Ridley's disintegrating parts - initialise part 4 (tail segment 4) ;;; { $A6:C75E AE 54 0E LDX $0E54 [$7E:0E54] $A6:C761 AF 7C 20 7E LDA $7E207C[$7E:207C] ;\ $A6:C765 9D 7A 0F STA $0F7A,x[$7E:103A] ;| $A6:C768 AF 7E 20 7E LDA $7E207E[$7E:207E] ;} Enemy position = [tail segment 4 position] $A6:C76C 9D 7E 0F STA $0F7E,x[$7E:103E] ;/ $A6:C76F A9 53 CA LDA #$CA53 ;\ $A6:C772 9D 92 0F STA $0F92,x[$7E:1052] ;} Enemy instruction list pointer = $CA53 $A6:C775 6B RTL } ;;; $C776: Ridley's disintegrating parts - initialise part 5 (tail segment 5) ;;; { $A6:C776 AE 54 0E LDX $0E54 [$7E:0E54] $A6:C779 AF 90 20 7E LDA $7E2090[$7E:2090] ;\ $A6:C77D 9D 7A 0F STA $0F7A,x[$7E:0FFA] ;| $A6:C780 AF 92 20 7E LDA $7E2092[$7E:2092] ;} Enemy position = [tail segment 5 position] $A6:C784 9D 7E 0F STA $0F7E,x[$7E:0FFE] ;/ $A6:C787 A9 53 CA LDA #$CA53 ;\ $A6:C78A 9D 92 0F STA $0F92,x[$7E:1012] ;} Enemy instruction list pointer = $CA53 $A6:C78D 6B RTL } ;;; $C78E: Ridley's disintegrating parts - initialise part 6 (tail segment 6/tail tip) ;;; { $A6:C78E AE 54 0E LDX $0E54 [$7E:0E54] $A6:C791 AF A4 20 7E LDA $7E20A4[$7E:20A4] ;\ $A6:C795 9D 7A 0F STA $0F7A,x[$7E:0FBA] ;| $A6:C798 AF A6 20 7E LDA $7E20A6[$7E:20A6] ;} Enemy position = [tail tip position] $A6:C79C 9D 7E 0F STA $0F7E,x[$7E:0FBE] ;/ $A6:C79F AF A2 20 7E LDA $7E20A2[$7E:20A2] $A6:C7A3 18 CLC $A6:C7A4 6F 8E 20 7E ADC $7E208E[$7E:208E] $A6:C7A8 18 CLC $A6:C7A9 69 08 00 ADC #$0008 $A6:C7AC 29 F0 00 AND #$00F0 $A6:C7AF 4A LSR A $A6:C7B0 4A LSR A $A6:C7B1 4A LSR A $A6:C7B2 A8 TAY $A6:C7B3 B9 BA C7 LDA $C7BA,y[$A6:C7BC] $A6:C7B6 9D 92 0F STA $0F92,x[$7E:0FD2] $A6:C7B9 6B RTL $A6:C7BA dw CA95, CA9B, CAA1, CAA7, CAAD, CAB3, CAB9, CABF, CAC5, CACB, CAD1, CAD7, CADD, CAE3, CAE9, CAEF } ;;; $C7DA: Ridley's disintegrating parts - initialise part 7 ;;; { $A6:C7DA A0 00 00 LDY #$0000 ; Y = 0 $A6:C7DD AF 20 78 7E LDA $7E7820[$7E:7820] ;\ $A6:C7E1 F0 03 BEQ $03 [$C7E6] ;} If [Ridley's direction] != facing left: $A6:C7E3 A0 02 00 LDY #$0002 ; Y = 2 $A6:C7E6 AE 54 0E LDX $0E54 [$7E:0E54] $A6:C7E9 B9 04 C8 LDA $C804,y[$A6:C806] ;\ $A6:C7EC 18 CLC ;| $A6:C7ED 6D 7A 0F ADC $0F7A [$7E:0F7A] ;} Enemy X position = [Ridley's X position] $A6:C7F0 9D 7A 0F STA $0F7A,x[$7E:117A] ;/ $A6:C7F3 A9 00 00 LDA #$0000 ;\ $A6:C7F6 18 CLC ;| $A6:C7F7 6D 7E 0F ADC $0F7E [$7E:0F7E] ;} Enemy Y position = [Ridley's Y position] $A6:C7FA 9D 7E 0F STA $0F7E,x[$7E:117E] ;/ $A6:C7FD B9 08 C8 LDA $C808,y[$A6:C80A] ;\ $A6:C800 9D 92 0F STA $0F92,x[$7E:1192] ;} Enemy instruction list pointer = [$C808 + [Y]] $A6:C803 6B RTL $A6:C804 dw 0000, 0000 $A6:C808 dw CA59, CA5F } ;;; $C80C: Ridley's disintegrating parts - initialise part 8 ;;; { $A6:C80C A0 00 00 LDY #$0000 ; Y = 0 $A6:C80F AF 20 78 7E LDA $7E7820[$7E:7820] ;\ $A6:C813 F0 03 BEQ $03 [$C818] ;} If [Ridley's direction] != facing left: $A6:C815 A0 02 00 LDY #$0002 ; Y = 2 $A6:C818 AE 54 0E LDX $0E54 [$7E:0E54] $A6:C81B B9 36 C8 LDA $C836,y[$A6:C838] ;\ $A6:C81E 18 CLC ;| $A6:C81F 6D 7A 0F ADC $0F7A [$7E:0F7A] ;} Enemy X position = [Ridley's X position] + [$C836 + [Y]] $A6:C822 9D 7A 0F STA $0F7A,x[$7E:11BA] ;/ $A6:C825 A9 16 00 LDA #$0016 ;\ $A6:C828 18 CLC ;| $A6:C829 6D 7E 0F ADC $0F7E [$7E:0F7E] ;} Enemy Y position = [Ridley's Y position] + 16h $A6:C82C 9D 7E 0F STA $0F7E,x[$7E:11BE] ;/ $A6:C82F B9 3A C8 LDA $C83A,y[$A6:C83C] ;\ $A6:C832 9D 92 0F STA $0F92,x[$7E:11D2] ;} Enemy instruction list pointer = [$C83A + [Y]] $A6:C835 6B RTL $A6:C836 dw 000F, FFF1 $A6:C83A dw CA65, CA6B } ;;; $C83E: Ridley's disintegrating parts - initialise part 9 ;;; { $A6:C83E A0 00 00 LDY #$0000 ; Y = 0 $A6:C841 AF 20 78 7E LDA $7E7820[$7E:7820] ;\ $A6:C845 F0 03 BEQ $03 [$C84A] ;} If [Ridley's direction] != facing left: $A6:C847 A0 02 00 LDY #$0002 ; Y = 2 $A6:C84A AE 54 0E LDX $0E54 [$7E:0E54] $A6:C84D B9 68 C8 LDA $C868,y[$A6:C86A] ;\ $A6:C850 18 CLC ;| $A6:C851 6D 7A 0F ADC $0F7A [$7E:0F7A] ;} Enemy X position = [Ridley's X position] + [$C868 + [Y]] $A6:C854 9D 7A 0F STA $0F7A,x[$7E:123A] ;/ $A6:C857 A9 E8 FF LDA #$FFE8 ;\ $A6:C85A 18 CLC ;| $A6:C85B 6D 7E 0F ADC $0F7E [$7E:0F7E] ;} Enemy Y position = [Ridley's Y position] - 18h $A6:C85E 9D 7E 0F STA $0F7E,x[$7E:123E] ;/ $A6:C861 B9 6C C8 LDA $C86C,y[$A6:C86E] ;\ $A6:C864 9D 92 0F STA $0F92,x[$7E:1252] ;} Enemy instruction list pointer = [$C86C + [Y]] $A6:C867 6B RTL $A6:C868 dw FFFD, 0003 $A6:C86C dw CA71, CA77 } ;;; $C870: Ridley's disintegrating parts - initialise part Ah ;;; { $A6:C870 A0 00 00 LDY #$0000 ; Y = 0 $A6:C873 AF 20 78 7E LDA $7E7820[$7E:7820] ;\ $A6:C877 F0 03 BEQ $03 [$C87C] ;} If [Ridley's direction] != facing left: $A6:C879 A0 02 00 LDY #$0002 ; Y = 2 $A6:C87C AE 54 0E LDX $0E54 [$7E:0E54] $A6:C87F B9 9A C8 LDA $C89A,y[$A6:C89C] ;\ $A6:C882 18 CLC ;| $A6:C883 6D 7A 0F ADC $0F7A [$7E:0F7A] ;} Enemy X position = [Ridley's X position] + [$C89A + [Y]] $A6:C886 9D 7A 0F STA $0F7A,x[$7E:11FA] ;/ $A6:C889 A9 00 00 LDA #$0000 ;\ $A6:C88C 18 CLC ;| $A6:C88D 6D 7E 0F ADC $0F7E [$7E:0F7E] ;} Enemy Y position = [Ridley's Y position] $A6:C890 9D 7E 0F STA $0F7E,x[$7E:11FE] ;/ $A6:C893 B9 9E C8 LDA $C89E,y[$A6:C8A0] ;\ $A6:C896 9D 92 0F STA $0F92,x[$7E:1212] ;} Enemy instruction list pointer = [$C89E + [Y]] $A6:C899 6B RTL $A6:C89A dw 0010, FFF0 $A6:C89E dw CA7D, CA83 } ;;; $C8A2: Ridley's disintegrating parts - initialise part Bh ;;; { $A6:C8A2 A0 00 00 LDY #$0000 ; Y = 0 $A6:C8A5 AF 20 78 7E LDA $7E7820[$7E:7820] ;\ $A6:C8A9 F0 03 BEQ $03 [$C8AE] ;} If [Ridley's direction] != facing left: $A6:C8AB A0 02 00 LDY #$0002 ; Y = 2 $A6:C8AE AE 54 0E LDX $0E54 [$7E:0E54] $A6:C8B1 B9 CC C8 LDA $C8CC,y[$A6:C8CE] ;\ $A6:C8B4 18 CLC ;| $A6:C8B5 6D 7A 0F ADC $0F7A [$7E:0F7A] ;} Enemy X position = [Ridley's X position] + [$C8CC + [Y]] $A6:C8B8 9D 7A 0F STA $0F7A,x[$7E:127A] ;/ $A6:C8BB A9 07 00 LDA #$0007 ;\ $A6:C8BE 18 CLC ;| $A6:C8BF 6D 7E 0F ADC $0F7E [$7E:0F7E] ;} Enemy Y position = [Ridley's Y position] + 7 $A6:C8C2 9D 7E 0F STA $0F7E,x[$7E:127E] ;/ $A6:C8C5 B9 D0 C8 LDA $C8D0,y[$A6:C8D2] ;\ $A6:C8C8 9D 92 0F STA $0F92,x[$7E:1292] ;} Enemy instruction list pointer = [$C8D0 + [Y]] $A6:C8CB 6B RTL $A6:C8CC dw 0008, FFF8 $A6:C8D0 dw CA89, CA8F } ;;; $C8D4: Main AI - enemy $E1BF (Ridley's disintegrating parts) ;;; { $A6:C8D4 AE 54 0E LDX $0E54 [$7E:0E54] $A6:C8D7 20 13 C9 JSR $C913 [$A6:C913] ; Make it flicker $A6:C8DA BD AA 0F LDA $0FAA,x[$7E:0FEA] ;\ $A6:C8DD 10 04 BPL $04 [$C8E3] ;| $A6:C8DF 49 FF FF EOR #$FFFF ;| $A6:C8E2 1A INC A ;| $A6:C8E3 18 CLC ;| $A6:C8E4 69 FC FF ADC #$FFFC ;| $A6:C8E7 10 03 BPL $03 [$C8EC] ;} Enemy X velocity = max(0, |[enemy X velocity]| - 4) * sgn([enemy X velocity]) $A6:C8E9 A9 00 00 LDA #$0000 ;| $A6:C8EC 3C AA 0F BIT $0FAA,x[$7E:0FEA] ;| $A6:C8EF 10 04 BPL $04 [$C8F5] ;| $A6:C8F1 49 FF FF EOR #$FFFF ;| $A6:C8F4 1A INC A ;| $A6:C8F5 9D AA 0F STA $0FAA,x[$7E:0FEA] ;/ $A6:C8F8 BD AC 0F LDA $0FAC,x[$7E:0FEC] ;\ $A6:C8FB 18 CLC ;| $A6:C8FC 69 04 00 ADC #$0004 ;} Enemy Y velocity += 4 $A6:C8FF 9D AC 0F STA $0FAC,x[$7E:0FEC] ;/ $A6:C902 22 EF C3 A9 JSL $A9C3EF[$A9:C3EF] ; Move enemy according to enemy velocity $A6:C906 DE B2 0F DEC $0FB2,x[$7E:0FF2] ; Decrement [enemy function timer] $A6:C909 10 07 BPL $07 [$C912] ; If [enemy function timer] < 0: $A6:C90B A9 00 00 LDA #$0000 ; A = 0 (small explosion) $A6:C90E 5C AF A3 A0 JML $A0A3AF[$A0:A3AF] ; Go to enemy death $A6:C912 6B RTL } ;;; $C913: Ridley's disintegrating parts - make it flicker ;;; { $A6:C913 BD A4 0F LDA $0FA4,x[$7E:0FE4] ;\ $A6:C916 29 01 00 AND #$0001 ;} Enemy frame counter &= 1 $A6:C919 9D A4 0F STA $0FA4,x[$7E:0FE4] ;/ $A6:C91C F0 0A BEQ $0A [$C928] ; If [enemy frame counter] != 0: $A6:C91E BD 86 0F LDA $0F86,x[$7E:0FC6] ;\ $A6:C921 09 00 01 ORA #$0100 ;} Set enemy as invisible $A6:C924 9D 86 0F STA $0F86,x[$7E:0FC6] ;/ $A6:C927 60 RTS $A6:C928 BD 86 0F LDA $0F86,x[$7E:0FC6] ;\ $A6:C92B 29 FF FE AND #$FEFF ;} Set enemy as visible $A6:C92E 9D 86 0F STA $0F86,x[$7E:0FC6] ;/ $A6:C931 60 RTS } ;;; $C932: Spawn Ridley's disintegrating parts ;;; { $A6:C932 A2 E7 C9 LDX #$C9E7 ;\ $A6:C935 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 0 $A6:C939 A2 D7 C9 LDX #$C9D7 ;\ $A6:C93C 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 1 $A6:C940 A2 C7 C9 LDX #$C9C7 ;\ $A6:C943 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 2 $A6:C947 A2 B7 C9 LDX #$C9B7 ;\ $A6:C94A 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 3 $A6:C94E A2 A7 C9 LDX #$C9A7 ;\ $A6:C951 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 4 $A6:C955 A2 97 C9 LDX #$C997 ;\ $A6:C958 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 5 $A6:C95C A2 87 C9 LDX #$C987 ;\ $A6:C95F 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 6 $A6:C963 A2 F7 C9 LDX #$C9F7 ;\ $A6:C966 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 7 $A6:C96A A2 07 CA LDX #$CA07 ;\ $A6:C96D 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 8 $A6:C971 A2 27 CA LDX #$CA27 ;\ $A6:C974 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part 9 $A6:C978 A2 17 CA LDX #$CA17 ;\ $A6:C97B 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part Ah $A6:C97F A2 37 CA LDX #$CA37 ;\ $A6:C982 22 75 92 A0 JSL $A09275[$A0:9275] ;} Spawn Ridley's disintegrating part Bh $A6:C986 60 RTS ; ______________________________________ Enemy ID ; | _________________________________ X position ; | | ____________________________ Y position ; | | | _______________________ Initialisation parameter ; | | | | __________________ Properties ; | | | | | _____________ Extra properties ; | | | | | | ________ Parameter 1 ; | | | | | | | ___ Parameter 2 ; | | | | | | | | $A6:C987 dw E1BF,0000,0000,0000,2C00,0000,0000,0000 ; Ridley's disintegrating parts $A6:C997 dw E1BF,0000,0000,0000,2C00,0000,0002,0000 ; Ridley's explosion $A6:C9A7 dw E1BF,0000,0000,0000,2C00,0000,0004,0000 ; Ridley's disintegrating parts $A6:C9B7 dw E1BF,0000,0000,0000,2C00,0000,0006,0000 ; Ridley's disintegrating parts $A6:C9C7 dw E1BF,0000,0000,0000,2C00,0000,0008,0000 ; Ridley's disintegrating parts $A6:C9D7 dw E1BF,0000,0000,0000,2C00,0000,000A,0000 ; Ridley's disintegrating parts $A6:C9E7 dw E1BF,0000,0000,0000,2C00,0000,000C,0000 ; Ridley's disintegrating parts $A6:C9F7 dw E1BF,0000,0000,0000,2C00,0000,000E,0000 ; Ridley's disintegrating parts $A6:CA07 dw E1BF,0000,0000,0000,2C00,0000,0010,0000 ; Ridley's disintegrating parts $A6:CA17 dw E1BF,0000,0000,0000,2C00,0000,0012,0000 ; Ridley's disintegrating parts $A6:CA27 dw E1BF,0000,0000,0000,2C00,0000,0014,0000 ; Ridley's disintegrating parts $A6:CA37 dw E1BF,0000,0000,0000,2C00,0000,0016,0000 ; Ridley's disintegrating parts } ;;; $CA47..CAF4: Instruction lists ;;; { ;;; $CA47: Instruction list - ;;; { $A6:CA47 dx 0001,DC90, 812F ; Sleep } ;;; $CA4D: Instruction list - ;;; { $A6:CA4D dx 0001,DC97, 812F ; Sleep } ;;; $CA53: Instruction list - ;;; { $A6:CA53 dx 0001,DC9E, 812F ; Sleep } ;;; $CA59: Instruction list - ;;; { $A6:CA59 dx 0001,DD4A, 812F ; Sleep } ;;; $CA5F: Instruction list - ;;; { $A6:CA5F dx 0001,DDE2, 812F ; Sleep } ;;; $CA65: Instruction list - ;;; { $A6:CA65 dx 0001,ED29, 812F ; Sleep } ;;; $CA6B: Instruction list - ;;; { $A6:CA6B dx 0001,EF25, 812F ; Sleep } ;;; $CA71: Instruction list - ;;; { $A6:CA71 dx 0001,ECDC, 812F ; Sleep } ;;; $CA77: Instruction list - ;;; { $A6:CA77 dx 0001,EED8, 812F ; Sleep } ;;; $CA7D: Instruction list - ;;; { $A6:CA7D dx 0001,ED95, 812F ; Sleep } ;;; $CA83: Instruction list - ;;; { $A6:CA83 dx 0001,EF91, 812F ; Sleep } ;;; $CA89: Instruction list - ;;; { $A6:CA89 dx 0001,ED8E, 812F ; Sleep } ;;; $CA8F: Instruction list - ;;; { $A6:CA8F dx 0001,EF8A, 812F ; Sleep } ;;; $CA95: Instruction list - ;;; { $A6:CA95 dx 0001,DD2E, 812F ; Sleep } ;;; $CA9B: Instruction list - ;;; { $A6:CA9B dx 0001,DD27, 812F ; Sleep } ;;; $CAA1: Instruction list - ;;; { $A6:CAA1 dx 0001,DD20, 812F ; Sleep } ;;; $CAA7: Instruction list - ;;; { $A6:CAA7 dx 0001,DD19, 812F ; Sleep } ;;; $CAAD: Instruction list - ;;; { $A6:CAAD dx 0001,DD12, 812F ; Sleep } ;;; $CAB3: Instruction list - ;;; { $A6:CAB3 dx 0001,DD0B, 812F ; Sleep } ;;; $CAB9: Instruction list - ;;; { $A6:CAB9 dx 0001,DD04, 812F ; Sleep } ;;; $CABF: Instruction list - ;;; { $A6:CABF dx 0001,DCFD, 812F ; Sleep } ;;; $CAC5: Instruction list - ;;; { $A6:CAC5 dx 0001,DCF6, 812F ; Sleep } ;;; $CACB: Instruction list - ;;; { $A6:CACB dx 0001,DCEF, 812F ; Sleep } ;;; $CAD1: Instruction list - ;;; { $A6:CAD1 dx 0001,DCE8, 812F ; Sleep } ;;; $CAD7: Instruction list - ;;; { $A6:CAD7 dx 0001,DCE1, 812F ; Sleep } ;;; $CADD: Instruction list - ;;; { $A6:CADD dx 0001,DCDA, 812F ; Sleep } ;;; $CAE3: Instruction list - ;;; { $A6:CAE3 dx 0001,DD43, 812F ; Sleep } ;;; $CAE9: Instruction list - ;;; { $A6:CAE9 dx 0001,DD3C, 812F ; Sleep } ;;; $CAEF: Instruction list - ;;; { $A6:CAEF dx 0001,DD35, 812F ; Sleep } }