94/8FBB: Samus's movement will place her on a slope next frame, and she is currently moving horizontally. 94/8829: Samus's movement will cause her to hit a slope below her, other than a flat one (!!) 94/97BF: Most contact with slopes (not flat). 94/8FDA: All contact with slopes. 90/EC7E: Changing position types? Seems to only be used from Super Jump to other. 91/F352: Changes other variables related to super jumping back to normal. Super Jump Right settings: 7E:0A1C C9 00 08 1B C9 00 08 1B C7 00 08 1B FF FF FF FF FF FF 7E:0A6E 02 Super Jump Left settings: CA 00 04 1B CA 00 04 1B C8 00 04 1B FF FF FF FF FF FF 7E:0A6E 02 Speed Run Right settings: 09 00 08 01 09 00 08 01 01 00 08 00 FF FF FF FF FF FF 7E:0A6E 01 Speed Run Left settings: 0A 00 04 01 0A 00 04 01 02 00 04 00 FF FF FF FF FF FF 7E:0A6E 01 Y Sizes Running: 15 Super Jump: 13 Let's hi-jack at $94/8884, LDA #$0001. Samus's Y-position has just been adjusted up by a slope. XKAS CODE START org $948884 JSR $B1B0 ;20B0B1 org $94B1B0 LDA $0617 BIT #$0008 BNE Fail ;Electromorph check LDA $0A1C AND #$00FF CMP #$00CA BNE Check_SJRight LDA $09B6 AND $8B BEQ Fail LDA $09AE BRA Check_Button Check_SJRight: CMP #$00C9 BEQ SJRight Fail: LDA #$0001 RTS ;Or whatever is needed SJRight: LDA $09B6 AND $8B BEQ Fail LDA $09B0 Check_Button: AND $8B BEQ Fail ;Run_Samus_Run AND $09B0 BEQ Run_Left LDA #$0009 STA $0A1C STA $0A20 LDA #$0108 STA $0A1E STA $0A22 LDA #$0001 STA $0A24 LDA #$0008 STA $0A26 LDA #$0001 STA $0A6E BRA End Run_Left: LDA #$000A STA $0A1C STA $0A20 LDA #$0104 STA $0A1E STA $0A22 LDA #$0002 STA $0A24 LDA #$0004 STA $0A26 LDA #$0001 STA $0A6E End: DEC $0AFA DEC $0AFA LDA #$A337 ;Stuff from the game. Not sure what it's doing. STA $0A58 LDA #$E913 STA $0A60 LDA #$0401 ;Ack! Enable Blue Suit please! STA $0B3E LDA #$0001 STA $0B3C ;And don't disable it instantly! x_X STZ $0B36 ;And you aren't moving up anymore, either, so cut out the buggy collision code! RTS ;AD1706890800D012AD1C0A29FF00C9CA00D00CADB609258BF00AADAE098013C9C900F004A9010060ADB609258BF0F5ADB009258BF0EE2DB009F026A909008D1C0A8D200AA908018D1E0A8D220AA901008D240AA908008D260AA901008D6E0A8024A90A008D1C0A8D200AA904018D1E0A8D220AA902008D240AA904008D260AA901008D6E0ACEFA0ACEFA0AA937A38D580AA913E98D600AA901048D3E0BA901008D3C0B9C360B60 ;Super Run Wall Collision glitch fix ;90:D2CF ;JSR FreeSpace ;20 XX XX (2040F6) ;The JSR is now part of the Electromorph code org $90F640 ;(90:F640) PHA LDA $0A1C INC AND #$FFFE CMP #$000A BEQ Continue PLA CMP #$0004 RTS Continue: PLA PHA CMP #$0004 BEQ SJ_Left LDA #$00C9 STA $0A1C STA $0A20 LDA #$1B08 STA $0A1E STA $0A22 STA $0A26 LDA #$00C7 STA $0A24 BRA End2 SJ_Left: LDA #$00CA STA $0A1C STA $0A20 LDA #$1B04 STA $0A1E STA $0A22 STA $0A26 LDA #$00C8 STA $0A24 End2: INC $0AFA INC $0AFA LDA #$D106 STA $0A58 LDA #$E90E STA $0A60 LDA #$0002 STA $0A6E STZ $0B3C PLA CMP #$0004 RTS ;48AD1C0A1A29FEFFC90A00F00568C90400606848C90400F01DA9C9008D1C0A8D200AA9081B8D1E0A8D220A8D260AA9C7008D240A801BA9CA008D1C0A8D200AA9041B8D1E0A8D220A8D260AA9C8008D240AEEFA0AEEFA0AA906D18D580AA90EE98D600AA902008D6E0A9C3C0B68C9040060 XKAS CODE END