Allow Easy SpeedBall to keep speed Hijacking code for Movement:Crouching Transition:Morphball Right and Left 90:A65D Original is 71 A6 71 A6 Replace with pointers to this routine ;Only works with normal transitions... XXXX: LDA $0A27 AND #$00FF CMP #$0001 BNE #$06 LDA #$0002 STA $0B4A RTS AD270A29FF00C90100D006A902008D4A0B60 ;Unused with my setup. 13M13 might want it though. 90:A627 JMP $F7B0 NOP NOP 4CB0F7EAEA 90:F7B0 CMP #$00DB BPL Custom JMP $A62C Custom: LDA $0A27 AND #$00FF CMP #$0001 BNE End LDA #$0002 STA $0B4A End: JMP $A635 C9DB0010034C2CA6AD270A29FF00C90100D006A902008D4A0B4C35A6 org $91ECDA LDA $0A1C CMP #$00DB SEP #$21 BPL BRANCH_ALPHA SBC #$35 TAX LDA $ED42, X BRANCH_DELTA: REP #$20 STA $12 BEQ BRANCH_BETA STZ $14 LDA $0A1C ASL A ASL A ASL A TAX LDA $B62F, X AND #$00FF STA $0B00 JSL $9496AB ; $A16AB IN ROM BRANCH_BETA: LDA $0AFA CLC ADC $12 STA $0AFA STA $0B14 LDA $0B20 BEQ BRANCH_GAMMA STZ $0B20 STZ $0B2C STZ $0B2E STZ $0B36 BRANCH_GAMMA: REP #$20 RTS BRANCH_ALPHA: CMP #$DD BPL KEJA LDA #$07 BRA BRANCH_DELTA KEJA: CMP #$F1 BMI BRANCH_GAMMA CMP #$F7 BPL BRANCH_GAMMA LDA #$05 BRA BRANCH_DELTA ;OUT OF DATE. Above code redone in xkas. AD1C0AC9DB00104338E93500AABD42ED29FF008512F0166414AD1C0A0A0A0AAABD2FB629FF008D000B22AB9694ADFA0A1865128DFA0A8D140BAD200BF00C9C200B9C2C0B9C2E0B9C360B60C9DD001005A9070080BEC9F10030F0C9F70010EBA9050080AF org $B88040 SEC SBC #$00DB PHA LDA #$0007 STA $0A2E LDA $09A2 BIT #$0400 BEQ NotEquipped PLA RTL NotEquipped: PLA LSR LSR ;Carry cleared if standing->morphball PLA PLB LDA $0A20 STA $0A1C BCC + LDA $0AFA CLC ADC $12 STA $0AFA + SEC PLA PHB PHA RTL ;Out of date, use xkas 38E9DB0048A907008D2E0AADA209890004F002686B6868ABAD200A8D1C0AADFA0A1865128DFA0A38688B486B Morph and demorph will be handled by transitions... I need to add in checks for the equipment Actually, if morph is aim down... you won't be able to run and aim down at the same time... Aim down + down, then. Demorph will simply be Aim up. 11 and 12 will change to new transitions Transitions are ending up in draygon-grabbed poses... 91:B010 entries: B4FA, B504, B50E, B513 91:B629 entries need to change too. Samus's leg's tilemap for the first frame of facing left stand-->crouch is wrong 92:8D8D 37B0 90:A627 4CB0F7EAEA 90:F7B0 C9DB0010034C2CA6AD270A29FF00C90100D006A902008D4A0B4C35A6 91:ECDA ;OUT OF DATE AD1C0AC9DB00104338E93500AABD42ED29FF008512F0166414AD1C0A0A0A0AAABD2FB629FF008D000B22AB9694ADFA0A1865128DFA0A8D140BAD200BF00C9C200B9C2C0B9C2E0B9C360B60C9DD001005A9070080BEC9F10030F0C9F70010EBA9050080AF 91:ED42 05050909 ;Note: For the above two, basically all of ECDA - ED4D is actually used 91:F775 224080B8 B8:8040 38E9DB0048A907008D2E0AADA209890004F002686B6868ABAD200A8D1C0A38688B486B 91:BD01 080FFFFF00000700040FFFFF00000700080FFFFF00001000040FFFFF00001000 91:B50A 41327A7E 91:B512 09 91:B517 0A 91:9F04 26A8A4AC 91:A826 00040000DB00800000001900000010010F00000020011100000000090F00000000051100000040010B00000000010900000000022500000000080300000010000500000020000700FFFF 91:ACA4 00040000DC00800000001A000000100210000000200212000000000A1000000000061200000040020C00000000020A00000000012600000000080400000010000600000020000800FFFF 1E and 1F are morph ball movements, 7B and 7C are spring ball movements 91:9F1E F4A706A8 A7F4(1E): 0800 0000 003D 0080 0000 003D 0010 0000 00DD A806(1F): 0800 0000 003E 0080 0000 003E 0010 0000 00DE 0000 0100 001E 0000 0200 001F FFFF 91:A7F4 000800003D00800000003D0010000000DD00000800003E00800000003E0010000000DE00000000011E00000000021F00FFFF 91:9FD8 72AC84AC AC72(7B): 0800 0000 003D 0080 0000 007F 0010 0000 0037 AC84(7C): 0800 0000 003E 0080 0000 0080 0010 0000 0038 0000 0100 007B 0000 0200 007C FFFF 91:AC72 000800003D00800000007F0010000000DD00000800003E0080000000800010000000DE00000000017B00000000027C00FFFF