$848764 AD 2D 1C LDA $1C2D [$7E:1C2D] 7E:1C2D - 7E:1C2E Current PLM's Index (used during unpausing graphics refresh) $848767 9F 0C DF 7E STA $7EDF0C,x[$7E:DF50] 7E:DF0C - 7E:DF5B Unknown PLM value. Initialized to #$0000 $84876B AA TAX $84876C 1A INC A $84876D 1A INC A $84876E 29 06 00 AND #$0006 $848771 8D 2D 1C STA $1C2D [$7E:1C2D] 7E:1C2D - 7E:1C2E Current PLM's Index (used during unpausing graphics refresh) $848774 BD CD 87 LDA $87CD,x[$84:87CD] $848777 85 12 STA $12 [$7E:0012] $848779 BD D5 87 LDA $87D5,x[$84:87D5] $84877C 85 14 STA $14 [$7E:0014] $84877E BD DD 87 LDA $87DD,x[$84:87DD] $848781 85 16 STA $16 [$7E:0016] $848783 98 TYA $848784 9D 2F 1C STA $1C2F,x[$7E:1C2F] 7E:1C2F - 7E:1C36 Pointer to graphics for special PLMs (beams, equipment, etc.) in bank 89 $848787 AE 30 03 LDX $0330 [$7E:0330] 7E:0330 - 7E:0331 'Stack' pointer for 00D0 table $84878A A9 00 01 LDA #$0100 how many bytes *change to #$0180 for 3 tiles $84878D 95 D0 STA $D0,x [$7E:00D0] store to table for gfx transfer $84878F B9 00 00 LDA $0000,y[$84:E3F1] load gfx pointer $848792 95 D2 STA $D2,x [$7E:00D2] store to table for gfx transfer $848794 A9 89 00 LDA #$0089 load gfx bank pointer $848797 95 D4 STA $D4,x [$7E:00D4] store to table for gfx transfer $848799 A5 12 LDA $12 [$7E:0012] VRAM target address $84879B 95 D5 STA $D5,x [$7E:00D5] store to table for gfx transfer $84879D 8A TXA $84879E 18 CLC $84879F 69 07 00 ADC #$0007 $8487A2 8D 30 03 STA $0330 [$7E:0330] $8487A5 C8 INY $8487A6 C8 INY $8487A7 A6 14 LDX $14 [$7E:0014] $8487A9 8A TXA $8487AA 18 CLC $8487AB 69 10 00 ADC #$0010 *change to #$0018 for 3 tiles $8487AE 85 18 STA $18 [$7E:0018] $8487B0 B9 00 00 LDA $0000,y[$84:E3F3] $8487B3 29 FF 00 AND #$00FF $8487B6 EB XBA $8487B7 0A ASL A $8487B8 0A ASL A $8487B9 18 CLC $8487BA 65 16 ADC $16 [$7E:0016] $8487BC 9F 00 A0 7E STA $7EA000,x[$7E:A470] $8487C0 E6 16 INC $16 [$7E:0016] $8487C2 C8 INY $8487C3 E8 INX $8487C4 E8 INX $8487C5 E4 18 CPX $18 [$7E:0018] $8487C7 D0 E7 BNE $E7 [$87B0] $8487C9 AE 27 1C LDX $1C27 [$7E:1C27] 7E:1C27 - 7E:1C28 Current PLM's Index. See PLM_Details.txt for PLM data $8487CC 60 RTS $8487CD 00 3E 80 3E 00 3F 80 3F ;vram target address table 70 04 80 04 90 04 A0 04 E0 03 E8 03 F0 03 F8 03 EEDB - MISSILES 52 EE BE E0 E0BE 7C 88 Check if item has been picked up DF E0 24 8A Store the argument as the target instruction for special routines. Stored in 7E:DEBC,X D6 E0 C1 86 Stores the argument to 7E:1CD7,X, which will be executed every frame before the PLM instruction(s) until something overwrites it. 89 DF 04 00 EB A2 04 00 F1 A2 24 87 Use the address given by the argument as the next instruction. CA E0 E0D6 99 88 Mark this item as picked up. No effect on PLMs with a negative calling argument (see 887C) DD 8B Plays a specific track (only music-control available), depending on the argument. 02 A9 89 Pick up Missile Tank. Argument (2 bytes) tells how much to increase max missiles and current missiles by. Calls messagebox 02 05 00 increase missiles by 0005 E0DF 24 87 Use the address given by the argument as the next instruction. A9 DF EEDF - SUPERMISSILES 57 EE E3 E0 E0E3 7C 88 04 E1 24 8A FB E0 C1 86 89 DF 04 00 F7 A2 04 00 FD A2 24 87 EF E0 99 88 DD 8B 02 D2 89 05 00 24 87 A9 DF EEE3 - POWERBOMBS 5C EE 08 E1 E108 7C 88 29 E1 24 8A 20 E1 C1 86 89 DF 04 00 03 A3 04 00 09 A3 24 87 14 E1 99 88 DD 8B 02 FB 89 05 00 24 87 A9 DF $84/82B4 DA PHX A:0010 X:0012 Y:00A8 P:envmxdizC $84/82B5 85 12 STA $12 [$00:0012] A:0010 X:0012 Y:00A8 P:envmxdizC $84/82B7 E2 20 SEP #$20 A:0010 X:0012 Y:00A8 P:envmxdizC $84/82B9 BF 03 00 7F LDA $7F0003,x[$7F:0015] A:0010 X:0012 Y:00A8 P:envMxdizC $84/82BD 29 0F AND #$0F A:0010 X:0012 Y:00A8 P:envMxdizC $84/82BF 05 13 ORA $13 [$00:0013] A:0010 X:0012 Y:00A8 P:envMxdizC $84/82C1 9F 03 00 7F STA $7F0003,x[$7F:0015] A:0010 X:0012 Y:00A8 P:envMxdizC $84/82C5 C2 20 REP #$20 A:0010 X:0012 Y:00A8 P:envMxdizC $84/82C7 8A TXA A:0010 X:0012 Y:00A8 P:envmxdizC $84/82C8 4A LSR A A:0010 X:0012 Y:00A8 P:envmxdizC $84/82C9 AA TAX A:0010 X:0012 Y:00A8 P:envmxdizC $84/82CA E2 20 SEP #$20 A:0010 X:0012 Y:00A8 P:envmxdizC $84/82CC A5 12 LDA $12 [$00:0012] A:0010 X:0012 Y:00A8 P:envMxdizC $84/82CE 9F 02 64 7F STA $7F6402,x[$7F:6414] A:0010 X:0012 Y:00A8 P:envMxdizC $84/82D2 C2 20 REP #$20 A:0010 X:0012 Y:00A8 P:envMxdizC $84/82D4 FA PLX A:0010 X:0012 Y:00A8 P:envmxdizC $84/82D5 60 RTS 88B0 pick up/equip beams $84/88B0 B9 00 00 LDA $0000,y[$84:E57F] $84/88B3 0D A8 09 ORA $09A8 [$7E:09A8] $84/88B6 8D A8 09 STA $09A8 [$7E:09A8] ;collected beams $84/88B9 B9 00 00 LDA $0000,y[$84:E57F] $84/88BC 0D A6 09 ORA $09A6 [$7E:09A6] $84/88BF 8D A6 09 STA $09A6 [$7E:09A6] ;equipped beams $84/88C2 B9 00 00 LDA $0000,y[$84:E57F] $84/88C5 0A ASL A $84/88C6 29 08 00 AND #$0008 $84/88C9 1C A6 09 TRB $09A6 [$7E:09A6] $84/88CC B9 00 00 LDA $0000,y[$84:E57F] $84/88CF 4A LSR A $84/88D0 29 04 00 AND #$0004 $84/88D3 1C A6 09 TRB $09A6 [$7E:09A6] ;gives plasma priority over spazer $84/88D6 DA PHX $84/88D7 5A PHY $84/88D8 22 8D AC 90 JSL $90AC8D[$90:AC8D] $84/88DC 7A PLY $84/88DD FA PLX $84/88DE A9 68 01 LDA #$0168 $84/88E1 22 18 E1 82 JSL $82E118[$82:E118] $84/88E5 B9 02 00 LDA $0002,y[$84:E581] $84/88E8 29 FF 00 AND #$00FF $84/88EB 22 80 80 85 JSL $858080[$85:8080] ;play a message box $84/88EF C8 INY $84/88F0 C8 INY $84/88F1 C8 INY $84/88F2 60 RTS 88F3 pick up/equip items $84/88F3 AD A2 09 LDA $09A2 [$88:09A2] collected items $84/88F6 19 00 00 ORA $0000,y[$88:0098] A:0490 X:000F Y:0098 P:envmxdizC $84/88F9 8D A2 09 STA $09A2 [$88:09A2] A:0490 X:000F Y:0098 P:envmxdizC $84/88FC AD A4 09 LDA $09A4 [$88:09A4] equipped items $84/88FF 19 00 00 ORA $0000,y[$88:0098] A:0490 X:000F Y:0098 P:envmxdizC $84/8902 8D A4 09 STA $09A4 [$88:09A4] A:0490 X:000F Y:0098 P:envmxdizC $84/8905 A9 68 01 LDA #$0168 A:0490 X:000F Y:0098 P:envmxdizC $84/8908 22 18 E1 82 JSL $82E118[$82:E118] A:0490 X:000F Y:0098 P:envmxdizC $84/890C B9 02 00 LDA $0002,y[$88:009A] A:0490 X:000F Y:0098 P:envmxdizC $84/890F 29 FF 00 AND #$00FF A:0490 X:000F Y:0098 P:envmxdizC $84/8912 22 80 80 85 JSL $858080[$85:8080] play message box $84/8916 C8 INY A:0490 X:000F Y:0098 P:envmxdizC $84/8917 C8 INY A:0490 X:000F Y:0098 P:envmxdizC $84/8918 C8 INY A:0490 X:000F Y:0098 P:envmxdizC $84/8919 60 RTS 891A pick up grapple $84891A AD A2 09 LDA $09A2 [$7E:09A2] $84891D 19 00 00 ORA $0000,y[$84:E81E] $848920 8D A2 09 STA $09A2 [$7E:09A2] $848923 AD A4 09 LDA $09A4 [$7E:09A4] $848926 19 00 00 ORA $0000,y[$84:E81E] $848929 8D A4 09 STA $09A4 [$7E:09A4] $84892C 22 2E 9A 80 JSL $809A2E[$80:9A2E] $848930 A9 68 01 LDA #$0168 $848933 22 18 E1 82 JSL $82E118[$82:E118] $848937 A9 05 00 LDA #$0005 $84893A 22 80 80 85 JSL $858080[$85:8080] $84893E C8 INY $84893F C8 INY $848940 60 RTS 8941 pick up xray $848941 AD A2 09 LDA $09A2 [$7E:09A2] $848944 19 00 00 ORA $0000,y[$84:E7A9] $848947 8D A2 09 STA $09A2 [$7E:09A2] $84894A AD A4 09 LDA $09A4 [$7E:09A4] $84894D 19 00 00 ORA $0000,y[$84:E7A9] $848950 8D A4 09 STA $09A4 [$7E:09A4] $848953 22 3E 9A 80 JSL $809A3E[$80:9A3E] $848957 A9 68 01 LDA #$0168 $84895A 22 18 E1 82 JSL $82E118[$82:E118] $84895E A9 06 00 LDA #$0006 $848961 22 80 80 85 JSL $858080[$85:8080] $848965 C8 INY $848966 C8 INY $848967 60 RTS 68 89 pick up etank 86 89 pick up reserve A9 89 pick up missiles D2 89 pick up supers FB 89 pick up pbs $848968 AD C4 09 LDA $09C4 [$7E:09C4] $84896B 18 CLC $84896C 79 00 00 ADC $0000,y[$84:E93F] $84896F 8D C4 09 STA $09C4 [$7E:09C4] $848972 8D C2 09 STA $09C2 [$7E:09C2] $848975 A9 68 01 LDA #$0168 $848978 22 18 E1 82 JSL $82E118[$82:E118] $84897C A9 01 00 LDA #$0001 $84897F 22 80 80 85 JSL $858080[$85:8080] $848983 C8 INY $848984 C8 INY $848985 60 RTS $848986 AD D4 09 LDA $09D4 [$7E:09D4] $848989 18 CLC $84898A 79 00 00 ADC $0000,y[$84:E909] $84898D 8D D4 09 STA $09D4 [$7E:09D4] $848990 AD C0 09 LDA $09C0 [$7E:09C0] $848993 D0 03 BNE $03 [$8998] $848995 EE C0 09 INC $09C0 [$7E:09C0] $848998 A9 68 01 LDA #$0168 $84899B 22 18 E1 82 JSL $82E118[$82:E118] $84899F A9 19 00 LDA #$0019 $8489A2 22 80 80 85 JSL $858080[$85:8080] $8489A6 C8 INY $8489A7 C8 INY $8489A8 60 RTS $84/89A9 AD C8 09 LDA $09C8 [$88:09C8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89AC 18 CLC A:0010 X:0012 Y:00A8 P:envmxdizC $84/89AD 79 00 00 ADC $0000,y[$88:00A8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89B0 8D C8 09 STA $09C8 [$88:09C8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89B3 AD C6 09 LDA $09C6 [$88:09C6] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89B6 18 CLC A:0010 X:0012 Y:00A8 P:envmxdizC $84/89B7 79 00 00 ADC $0000,y[$88:00A8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89BA 8D C6 09 STA $09C6 [$88:09C6] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89BD 22 CF 99 80 JSL $8099CF[$80:99CF] draw missile icon in HUD $84/89C1 A9 68 01 LDA #$0168 A:0010 X:0012 Y:00A8 P:envmxdizC $84/89C4 22 18 E1 82 JSL $82E118[$82:E118] something to do with checking gamestate $84/89C8 A9 02 00 LDA #$0002 A:0010 X:0012 Y:00A8 P:envmxdizC $84/89CB 22 80 80 85 JSL $858080[$85:8080] message box $84/89CF C8 INY A:0010 X:0012 Y:00A8 P:envmxdizC $84/89D0 C8 INY A:0010 X:0012 Y:00A8 P:envmxdizC $84/89D1 60 RTS A:0010 X:0012 Y:00A8 P:envmxdizC $84/89D2 AD CC 09 LDA $09CC [$88:09CC] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89D5 18 CLC A:0010 X:0012 Y:00A8 P:envmxdizC $84/89D6 79 00 00 ADC $0000,y[$88:00A8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89D9 8D CC 09 STA $09CC [$88:09CC] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89DC AD CA 09 LDA $09CA [$88:09CA] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89DF 18 CLC A:0010 X:0012 Y:00A8 P:envmxdizC $84/89E0 79 00 00 ADC $0000,y[$88:00A8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89E3 8D CA 09 STA $09CA [$88:09CA] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89E6 22 0E 9A 80 JSL $809A0E[$80:9A0E] draw super icon in HUD $84/89EA A9 68 01 LDA #$0168 A:0010 X:0012 Y:00A8 P:envmxdizC $84/89ED 22 18 E1 82 JSL $82E118[$82:E118] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89F1 A9 03 00 LDA #$0003 A:0010 X:0012 Y:00A8 P:envmxdizC $84/89F4 22 80 80 85 JSL $858080[$85:8080] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89F8 C8 INY A:0010 X:0012 Y:00A8 P:envmxdizC $84/89F9 C8 INY A:0010 X:0012 Y:00A8 P:envmxdizC $84/89FA 60 RTS A:0010 X:0012 Y:00A8 P:envmxdizC $84/89FB AD D0 09 LDA $09D0 [$88:09D0] A:0010 X:0012 Y:00A8 P:envmxdizC $84/89FE 18 CLC A:0010 X:0012 Y:00A8 P:envmxdizC $84/89FF 79 00 00 ADC $0000,y[$88:00A8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A02 8D D0 09 STA $09D0 [$88:09D0] A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A05 AD CE 09 LDA $09CE [$88:09CE] A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A08 18 CLC A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A09 79 00 00 ADC $0000,y[$88:00A8] A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A0C 8D CE 09 STA $09CE [$88:09CE] A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A0F 22 1E 9A 80 JSL $809A1E[$80:9A1E] draw pb icon in HUD $84/8A13 A9 68 01 LDA #$0168 A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A16 22 18 E1 82 JSL $82E118[$82:E118] changes music depending on game state $84/8A1A A9 04 00 LDA #$0004 A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A1D 22 80 80 85 JSL $858080[$85:8080] A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A21 C8 INY A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A22 C8 INY A:0010 X:0012 Y:00A8 P:envmxdizC $84/8A23 60 RTS A:0010 X:0012 Y:00A8 P:envmxdizC $84/E099 7C 88 BA E0 24 8A B1 E0 C1 86 89 DF 04 00 DF A2 04 00 E5 A2 24 87 A5 E0 99 88 DD 8B 02 68 89 64 00 24 87 A9 DF E-Tank: DW $887C : DW ENDPLM ;Jump if item already picked up DW $8A24 : DW ETTOUCH ;Set address to jump to when item is touched DW $86C1 : DW $DF89 ;Setup touch detection for PLM ETANIM: DW $0004 : DW $A2DF ;FRAME 1 ANIMATION (4 FRAMES, AND LOCATION OF FRAME DATA) DW $0004 : DW $A2E5 ;FRAME 2 ANIMATION DW $8724 : DW ETANIM ;LOOP BACK TO ANIMATE ETTOUCH: DW $8899 ;SET ITEM AS PICKED UP DW $8BDD : DB $02 ;PLAY A SOUND CLIP, $02 IS INDEX DW $8968 : DW $0064 ;PICK UP ETANK AND HOW MUCH ENERGY TO ADD ENDPLM: DW $8724 : DW $DFA9 ;Run code to delete graphic and kill PLM $84/E0BE 7C 88 DF E0 24 8A D6 E0 C1 86 89 DF 04 00 EB A2 04 00 F1 A2 24 87 CA E0 99 88 DD 8B 02 A9 89 05 00 24 87 A9 DF $84/E0E3 7C 88 04 E1 24 8A FB E0 C1 86 89 DF 04 00 F7 A2 04 00 FD A2 24 87 EF E0 99 88 DD 8B 02 D2 89 05 00 24 87 A9 DF $84/E108 7C 88 29 E1 24 8A 20 E1 C1 86 89 DF 04 00 03 A3 04 00 09 A3 24 87 14 E1 99 88 DD 8B 02 FB 89 05 00 24 87 A9 DF $84/E12D 64 87 00 80 00 00 00 00 00 00 00 00 7C 88 57 E1 24 8A 4D E1 C1 86 89 DF 4F E0 67 E0 24 87 45 E1 99 88 DD 8B 02 F3 88 00 10 13 24 87 A9 DF BOMBS: DW $8764 : DW $8000 ;TRANSFER GFX, GFX POINTER (IN $89) DB $00,$00,$00,$00 ;FRAME 1 PALETTE (FOR EACH 8X8 TILE) DB $00,$00,$00,$00 ;FRAME 2 PALETTE (FOR EACH 8X8 TILE) DW $887C : DW ENDPLM ;JUMP IF ITEM ALREADY PICKED UP DW $8A24 : DW BOMBSTOUCH ;Set address to jump to when item is touched DW $86C1 : DW $DF89 ;Setup touch detection for PLM ANIMATELOOP: DW $E04F : DW $E067 ;Draws the GFX DW $8724 : DW ANIMATELOOP ;Loop back to redraw GFX BOMBSTOUCH: DW $8899 ;SET ITEM AS PICKED UP DW $8BDD : DB $02 ;PLAY A SOUND CLIP, $02 IS INDEX DW $88F3 : DW $1000 : DB $13 ;SET ITEM BIT IN COLLECTED/EQUIPED INVENTORY AND PLAY MESSAGE BOX, ITEM BIT, MESSAGE BOX INDEX ENDPLM: DW $8724 : DW $DFA9 ;Run code to delete graphic and kill PLM ;draws gfx for normal item plms $84E04F 5A PHY $84E050 BF 0C DF 7E LDA $7EDF0C,x[$7E:DF50] Unknown PLM value. Initialized to #$0000 $84E054 A8 TAY $84E055 B9 5F E0 LDA $E05F,y[$84:E05F] $84E058 9F 6C DE 7E STA $7EDE6C,x[$7E:DEB0] PLM Block Edit pointer $84E05C 7A PLY $84E05D 80 20 BRA $20 [$E07F] $84E05F dw A30F A31B A327 A333 ;this section is actually right before tile data for door animations A30F 01 00 8E B0 00 00 ;extend 1 block, right, block type and graphic (CRE tiletable), 0000=end A315 01 00 8F B0 00 00 A31B 01 00 90 B0 00 00 A321 01 00 91 B0 00 00 A327 01 00 92 B0 00 00 A32D 01 00 93 B0 00 00 A333 01 00 94 B0 00 00 A339 01 00 95 B0 00 00 $84E067 5A PHY $84E068 BF 0C DF 7E LDA $7EDF0C,x[$7E:DF50] Unknown PLM value. Initialized to #$0000 $84E06C A8 TAY $84E06D B9 77 E0 LDA $E077,y[$84:E077] $84E070 9F 6C DE 7E STA $7EDE6C,x[$7E:DEB0] PLM Block Edit pointer $84E074 7A PLY $84E075 80 08 BRA $08 [$E07F] $84E077 dw A315 A321 A32D A339 $84E07F A9 04 00 LDA #$0004 $84E082 9F 1C DE 7E STA $7EDE1C,x[$7E:DE60] Loaded 'compressed' map data from SRAM. Only first 160 bytes or so are actually used by original game. $84E086 98 TYA $84E087 9D 27 1D STA $1D27,x[$7E:1D6B] Next PLM instruction $84E08A 20 1E 86 JSR $861E [$84:861E] Called within routines very often. Uses DE6C,X as a pointer to new tile data. Format for new tile data: First byte tells how many blocks to extend, second tells whether to extend horizontally(right, 00) or vertically(down, 80). Data past the pointer is used to set block data (block type and graphic), starting at the PLM's location and moving down/right as far as the first byte tells it to go. After this, it checks the bytes past the last new block. If they're $#0000, it's done and returns. Otherwise, it uses the first next byte to see how far to move, and the second next byte to see in which direction to move (right, 00, down, 80. Unchecked). It repeats until it runs into a $#0000 at the end of new blocks. $84E08D AE 27 1C LDX $1C27 [$7E:1C27] Current PLM's Index. See PLM_Details.txt for PLM data $84E090 22 90 82 84 JSL $848290[$84:8290] calculates the X and Y coord of a PLM from it's absolute location (1C87,X). Results stored in $1C29(X) and $1C2B(Y). NOTE: This must be called LONG (JSL). Do not attempt to use this as a PLM instruction, even though it's in the same bank as PLMs. $84E094 20 AA 8D JSR $8DAA [$84:8DAA] Called within routines very often. Stores $#5000 in $09, and #$53E0 in $0C. Loads DE6C,X (Pointer for block change data) and puts it into Y. It also puts a previously calculated X($1C29) and Y($1C2B) coordinate in $1E and $20. Then it starts doing stuff, for which I don't know what the purpose is. Effectively, however, this routine has been noted to draw (or perhaps to just refresh) graphics at the specified X and Y coordinates. $84E097 68 PLA $84E098 60 RTS $84/E099 etank 7C 88 BA E0 24 8A B1 E0 C1 86 89 DF 04 00 DF A2 04 00 E5 A2 24 87 A5 E0 99 88 DD 8B 02 68 89 64 00 24 87 A9 DF $84/E0BE missiles 7C 88 DF E0 24 8A D6 E0 C1 86 89 DF 04 00 EB A2 04 00 F1 A2 24 87 CA E0 99 88 DD 8B 02 A9 89 05 00 24 87 A9 DF $84/E0E3 supers 7C 88 04 E1 24 8A FB E0 C1 86 89 DF 04 00 F7 A2 04 00 FD A2 24 87 EF E0 99 88 DD 8B 02 D2 89 05 00 24 87 A9 DF $84/E108 powerbombs 7C 88 29 E1 24 8A 20 E1 C1 86 89 DF 04 00 03 A3 04 00 09 A3 24 87 14 E1 99 88 DD 8B 02 FB 89 05 00 24 87 A9 DF $84/E12D bombs F3 88 00 10 13 $84/E15B charge B0 88 00 10 0E $84/E189 ice B0 88 02 00 0F $84/E1B7 hijump F3 88 00 01 0B $84/E1E5 sb F3 88 00 20 0D $84/E213 wave B0 88 01 00 10 $84/E241 spazer B0 88 04 00 11 $84/E26F springball F3 88 02 00 08 $84/E29D STZ $0CD0 : RTS ;zeros current charge $84/E2A1 varia 9D E2 F3 88 01 00 07 0B 87 E4 D4 91 $84/E2D6 gravity 9D E2 F3 88 20 00 1A 0B 87 BA D5 91 $84/E30B xray 41 89 00 80 $84/E338 plasma B0 88 08 00 12 $84/E366 grapple 1A 89 00 40 $84/E393 sj F3 88 00 02 0C $84/E3C1 sa F3 88 08 00 0A $84/E3EF morph F3 88 04 00 09 $84/E41D reserve 86 89 64 00 $84/E15B 64 87 00 8B 00 00 00 00 00 00 00 00 7C 88 85 E1 24 8A 7B E1 C1 86 89 DF 4F E0 67 E0 24 87 73 E1 99 88 DD 8B 02 B0 88 00 10 0E 24 87 A9 DF $84/E189 64 87 00 8C 00 03 00 00 00 03 00 00 7C 88 B3 E1 24 8A A9 E1 C1 86 89 DF 4F E0 67 E0 24 87 A1 E1 99 88 DD 8B 02 B0 88 02 00 0F 24 87 A9 DF $84/E1B7 64 87 00 84 00 00 00 00 00 00 00 00 7C 88 E1 E1 24 8A D7 E1 C1 86 89 DF 4F E0 67 E0 24 87 CF E1 99 88 DD 8B 02 F3 88 00 01 0B 24 87 A9 DF $84/E1E5 64 87 00 8A 00 00 00 00 00 00 00 00 7C 88 0F E2 24 8A 05 E2 C1 86 89 DF 4F E0 67 E0 24 87 FD E1 99 88 DD 8B 02 F3 88 00 20 0D 24 87 A9 DF $84/E213 64 87 00 8D 00 02 00 00 00 02 00 00 7C 88 3D E2 24 8A 33 E2 C1 86 89 DF 4F E0 67 E0 24 87 2B E2 99 88 DD 8B 02 B0 88 01 00 10 24 87 A9 DF $84/E241 64 87 00 8F 00 00 00 00 00 00 00 00 7C 88 6B E2 24 8A 61 E2 C1 86 89 DF 4F E0 67 E0 24 87 59 E2 99 88 DD 8B 02 B0 88 04 00 11 24 87 A9 DF $84/E26F 64 87 00 82 00 00 00 00 00 00 00 00 7C 88 99 E2 24 8A 8F E2 C1 86 89 DF 4F E0 67 E0 24 87 87 E2 99 88 DD 8B 02 F3 88 02 00 08 24 87 A9 DF $84/E29D STZ $0CD0 : RTS ;zeros current charge $84/E2A1 64 87 00 83 00 00 00 00 00 00 00 00 7C 88 D2 E2 24 8A C1 E2 C1 86 89 DF 4F E0 67 E0 24 87 B9 E2 99 88 DD 8B 02 9D E2 F3 88 01 00 07 0B 87 E4 D4 91 24 87 A9 DF $84/E2D6 64 87 00 81 00 00 00 00 00 00 00 00 7C 88 07 E3 24 8A F6 E2 C1 86 89 DF 4F E0 67 E0 24 87 EE E2 99 88 DD 8B 02 9D E2 F3 88 20 00 1A 0B 87 BA D5 91 24 87 A9 DF $84/E30B 64 87 00 89 01 01 00 00 03 03 00 00 7C 88 34 E3 24 8A 2B E3 C1 86 89 DF 4F E0 67 E0 24 87 23 E3 99 88 DD 8B 02 41 89 00 80 24 87 A9 DF $84/E338 64 87 00 8E 00 01 00 00 00 01 00 00 7C 88 62 E3 24 8A 58 E3 C1 86 89 DF 4F E0 67 E0 24 87 50 E3 99 88 DD 8B 02 B0 88 08 00 12 24 87 A9 DF $84/E366 64 87 00 88 00 00 00 00 00 00 00 00 7C 88 8F E3 24 8A 86 E3 C1 86 89 DF 4F E0 67 E0 24 87 7E E3 99 88 DD 8B 02 1A 89 00 40 24 87 A9 DF $84/E393 64 87 00 86 00 00 00 00 00 00 00 00 7C 88 BD E3 24 8A B3 E3 C1 86 89 DF 4F E0 67 E0 24 87 AB E3 99 88 DD 8B 02 F3 88 00 02 0C 24 87 A9 DF $84/E3C1 64 87 00 85 00 00 00 00 00 00 00 00 7C 88 EB E3 24 8A E1 E3 C1 86 89 DF 4F E0 67 E0 24 87 D9 E3 99 88 DD 8B 02 F3 88 08 00 0A 24 87 A9 DF $84/E3EF 64 87 00 87 00 00 00 00 00 00 00 00 7C 88 19 E4 24 8A 0F E4 C1 86 89 DF 4F E0 67 E0 24 87 07 E4 99 88 DD 8B 02 F3 88 04 00 09 24 87 A9 DF $84/E41D 64 87 00 90 00 00 00 00 00 00 00 00 7C 88 46 E4 24 8A 3D E4 C1 86 89 DF 4F E0 67 E0 24 87 35 E4 99 88 DD 8B 02 86 89 64 00 24 87 A9 DF $84/E44A 7C 88 76 E4 2E 8A AF DF 2E 8A C7 DF 24 8A 6D E4 C1 86 89 DF 4E 87 16 04 00 DF A2 04 00 E5 A2 24 87 61 E4 99 88 DD 8B 02 68 89 64 00 01 00 B5 A2 BC 86 $84/E47C 7C 88 A8 E4 2E 8A AF DF 2E 8A C7 DF 24 8A 9F E4 C1 86 89 DF 4E 87 16 04 00 EB A2 04 00 F1 A2 24 87 93 E4 99 88 DD 8B 02 A9 89 05 00 01 00 B5 A2 BC 86 $84/E4AE 7C 88 DA E4 2E 8A AF DF 2E 8A C7 DF 24 8A D1 E4 C1 86 89 DF 4E 87 16 04 00 F7 A2 04 00 FD A2 24 87 C5 E4 99 88 DD 8B 02 D2 89 05 00 01 00 B5 A2 BC 86 $84/E4E0 7C 88 0C E5 2E 8A AF DF 2E 8A C7 DF 24 8A 03 E5 C1 86 89 DF 4E 87 16 04 00 03 A3 04 00 09 A3 24 87 F7 E4 99 88 DD 8B 02 FB 89 05 00 01 00 B5 A2 BC 86 $84/E512 64 87 00 80 00 00 00 00 00 00 00 00 7C 88 47 E5 2E 8A AF DF 2E 8A C7 DF 24 8A 3D E5 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 35 E5 99 88 DD 8B 02 F3 88 00 10 13 01 00 B5 A2 BC 86 $84/E54D 64 87 00 8B 00 00 00 00 00 00 00 00 7C 88 82 E5 2E 8A AF DF 2E 8A C7 DF 24 8A 78 E5 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 70 E5 99 88 DD 8B 02 B0 88 00 10 0E 01 00 B5 A2 BC 86 $84/E588 64 87 00 8C 00 03 00 00 00 03 00 00 7C 88 BD E5 2E 8A AF DF 2E 8A C7 DF 24 8A B3 E5 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 AB E5 99 88 DD 8B 02 B0 88 02 00 0F 01 00 B5 A2 BC 86 $84/E5C3 64 87 00 84 00 00 00 00 00 00 00 00 7C 88 F8 E5 2E 8A AF DF 2E 8A C7 DF 24 8A EE E5 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 E6 E5 99 88 DD 8B 02 F3 88 00 01 0B 01 00 B5 A2 BC 86 $84/E5FE 64 87 00 8A 00 00 00 00 00 00 00 00 7C 88 35 E6 2E 8A AF DF 2E 8A C7 DF 24 8A 29 E6 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 21 E6 99 88 DD 8B 02 F3 88 00 20 0D 3B E6 01 00 B5 A2 BC 86 $84/E63B LDA #$FFE0 : STA $197C : RTS ;adjusts fx3 rising speed $84/E642 64 87 00 8D 00 02 00 00 00 02 00 00 7C 88 77 E6 2E 8A AF DF 2E 8A C7 DF 24 8A 6D E6 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 65 E6 99 88 DD 8B 02 B0 88 01 00 10 01 00 B5 A2 BC 86 $84/E67D 64 87 00 8F 00 00 00 00 00 00 00 00 7C 88 B2 E6 2E 8A AF DF 2E 8A C7 DF 24 8A A8 E6 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 A0 E6 99 88 DD 8B 02 B0 88 04 00 11 01 00 B5 A2 BC 86 $84/E6B8 64 87 00 82 00 00 00 00 00 00 00 00 7C 88 ED E6 2E 8A AF DF 2E 8A C7 DF 24 8A E3 E6 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 DB E6 99 88 DD 8B 02 F3 88 02 00 08 01 00 B5 A2 BC 86 $84/E6F3 64 87 00 83 00 00 00 00 00 00 00 00 7C 88 2F E7 2E 8A AF DF 2E 8A C7 DF 24 8A 1E E7 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 16 E7 99 88 DD 8B 02 9D E2 F3 88 01 00 07 0B 87 E4 D4 91 01 00 B5 A2 BC 86 $84/E735 64 87 00 81 00 00 00 00 00 00 00 00 7C 88 71 E7 2E 8A AF DF 2E 8A C7 DF 24 8A 60 E7 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 58 E7 99 88 DD 8B 02 9D E2 F3 88 20 00 1A 0B 87 BA D5 91 01 00 B5 A2 BC 86 $84/E777 64 87 00 89 01 01 00 00 03 03 00 00 7C 88 AB E7 2E 8A AF DF 2E 8A C7 DF 24 8A A2 E7 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 9A E7 99 88 DD 8B 02 41 89 00 80 01 00 B5 A2 BC 86 $84/E7B1 64 87 00 8E 00 01 00 00 00 01 00 00 7C 88 E6 E7 2E 8A AF DF 2E 8A C7 DF 24 8A DC E7 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 D4 E7 99 88 DD 8B 02 B0 88 08 00 12 01 00 B5 A2 BC 86 $84/E7EC 64 87 00 88 00 00 00 00 00 00 00 00 7C 88 20 E8 2E 8A AF DF 2E 8A C7 DF 24 8A 17 E8 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 0F E8 99 88 DD 8B 02 1A 89 00 40 01 00 B5 A2 BC 86 $84/E826 64 87 00 86 00 00 00 00 00 00 00 00 7C 88 5B E8 2E 8A AF DF 2E 8A C7 DF 24 8A 51 E8 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 49 E8 99 88 DD 8B 02 F3 88 00 02 0C 01 00 B5 A2 BC 86 $84/E861 64 87 00 85 00 00 00 00 00 00 00 00 7C 88 96 E8 2E 8A AF DF 2E 8A C7 DF 24 8A 8C E8 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 84 E8 99 88 DD 8B 02 F3 88 08 00 0A 01 00 B5 A2 BC 86 $84/E89C 64 87 00 87 00 00 00 00 00 00 00 00 7C 88 D1 E8 2E 8A AF DF 2E 8A C7 DF 24 8A C7 E8 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 BF E8 99 88 DD 8B 02 F3 88 02 00 09 01 00 B5 A2 BC 86 $84/E8D7 64 87 00 90 00 00 00 00 00 00 00 00 7C 88 0B E9 2E 8A AF DF 2E 8A C7 DF 24 8A 02 E9 C1 86 89 DF 4E 87 16 4F E0 67 E0 24 87 FA E8 99 88 DD 8B 02 86 89 64 00 01 00 B5 A2 BC 86 $84/E911 2E 8A 07 E0 7C 88 41 E9 24 8A 38 E9 C1 86 89 DF 4E 87 16 04 00 DF A2 04 00 E5 A2 3F 87 24 E9 2E 8A 20 E0 24 87 11 E9 99 88 DD 8B 02 68 89 64 00 2E 8A 32 E0 24 87 11 E9 $84/E949 2E 8A 07 E0 7C 88 79 E9 24 8A 70 E9 C1 86 89 DF 4E 87 16 04 00 EB A2 04 00 F1 A2 3F 87 5C E9 2E 8A 20 E0 24 87 49 E9 99 88 DD 8B 02 A9 89 05 00 2E 8A 32 E0 24 87 49 E9 $84/E981 2E 8A 07 E0 7C 88 B1 E9 24 8A A8 E9 C1 86 89 DF 4E 87 16 04 00 F7 A2 04 00 FD A2 3F 87 94 E9 2E 8A 20 E0 24 87 81 E9 99 88 DD 8B 02 D2 89 05 00 2E 8A 32 E0 24 87 81 E9 $84/E9B9 2E 8A 07 E0 7C 88 E9 E9 24 8A E0 E9 C1 86 89 DF 4E 87 16 04 00 03 A3 04 00 09 A3 3F 87 CC E9 2E 8A 20 E0 24 87 B9 E9 99 88 DD 8B 02 FB 89 05 00 2E 8A 32 E0 24 87 B9 E9 $84/E9F1 64 87 00 80 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 2A EA 24 8A 20 EA C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 10 EA 2E 8A 20 E0 24 87 FD E9 99 88 DD 8B 02 F3 88 00 10 13 2E 8A 32 E0 24 87 FD E9 $84/EA32 64 87 00 8B 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 6B EA 24 8A 61 EA C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 51 EA 2E 8A 20 E0 24 87 3E EA 99 88 DD 8B 02 B0 88 00 10 0E 2E 8A 32 E0 24 87 3E EA $84/EA73 64 87 00 8C 00 03 00 00 00 03 00 00 2E 8A 07 E0 7C 88 AC EA 24 8A A2 EA C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 92 EA 2E 8A 20 E0 24 87 7F EA 99 88 DD 8B 02 B0 88 02 00 0F 2E 8A 32 E0 24 87 7F EA $84/EAB4 64 87 00 84 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 ED EA 24 8A E3 EA C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 D3 EA 2E 8A 20 E0 24 87 C0 EA 99 88 DD 8B 02 F3 88 00 01 0B 2E 8A 32 E0 24 87 C0 EA $84/EAF5 64 87 00 8A 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 2E EB 24 8A 24 EB C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 14 EB 2E 8A 20 E0 24 87 01 EB 99 88 DD 8B 02 F3 88 00 20 0D 2E 8A 32 E0 24 87 01 EB $84/EB36 64 87 00 8D 00 02 00 00 00 02 00 00 2E 8A 07 E0 7C 88 6F EB 24 8A 65 EB C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 55 EB 2E 8A 20 E0 24 87 42 EB 99 88 DD 8B 02 B0 88 01 00 10 2E 8A 32 E0 24 87 42 EB $84/EB77 64 87 00 8F 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 B0 EB 24 8A A6 EB C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 96 EB 2E 8A 20 E0 24 87 83 EB 99 88 DD 8B 02 B0 88 04 00 11 2E 8A 32 E0 24 87 83 EB $84/EBB8 64 87 00 82 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 F1 EB 24 8A E7 EB C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 D7 EB 2E 8A 20 E0 24 87 C4 EB 99 88 DD 8B 02 F3 88 02 00 08 2E 8A 32 E0 24 87 C4 EB $84/EBF9 64 87 00 83 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 39 EC 24 8A 28 EC C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 18 EC 2E 8A 20 E0 24 87 05 EC 99 88 DD 8B 02 9D E2 F3 88 01 00 07 0B 87 E4 D4 91 2E 8A 32 E0 24 87 05 EC $84/EC41 64 87 00 81 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 81 EC 24 8A 70 EC C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 60 EC 2E 8A 20 E0 24 87 4D EC 99 88 DD 8B 02 9D E2 F3 88 20 00 1A 0B 87 BA D5 91 2E 8A 32 E0 24 87 4D EC $84/EC89 64 87 00 89 01 01 00 00 03 03 00 00 2E 8A 07 E0 7C 88 C1 EC 24 8A B8 EC C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 A8 EC 2E 8A 20 E0 24 87 95 EC 99 88 DD 8B 02 41 89 00 80 2E 8A 32 E0 24 87 95 EC $84/ECC9 64 87 00 8E 00 01 00 00 00 01 00 00 2E 8A 07 E0 7C 88 02 ED 24 8A F8 EC C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 E8 EC 2E 8A 20 E0 24 87 D5 EC 99 88 DD 8B 02 B0 88 08 00 12 2E 8A 32 E0 24 87 D5 EC $84/ED0A 64 87 00 88 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 42 ED 24 8A 39 ED C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 29 ED 2E 8A 20 E0 24 87 16 ED 99 88 DD 8B 02 1A 89 00 40 2E 8A 32 E0 24 87 16 ED $84/ED4A 64 87 00 86 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 83 ED 24 8A 79 ED C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 69 ED 2E 8A 20 E0 24 87 56 ED 99 88 DD 8B 02 F3 88 00 02 0C 2E 8A 32 E0 24 87 56 ED $84/ED8B 64 87 00 85 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 C4 ED 24 8A BA ED C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 AA ED 2E 8A 20 E0 24 87 97 ED 99 88 DD 8B 02 F3 88 08 00 0A 2E 8A 32 E0 24 87 97 ED $84/EDCC 64 87 00 87 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 05 EE 24 8A FB ED C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 EB ED 2E 8A 20 E0 24 87 D8 ED 99 88 DD 8B 02 F3 88 02 00 09 2E 8A 32 E0 24 87 D8 ED $84/EE0D 64 87 00 90 00 00 00 00 00 00 00 00 2E 8A 07 E0 7C 88 45 EE 24 8A 3C EE C1 86 89 DF 4E 87 16 4F E0 67 E0 3F 87 2C EE 2E 8A 20 E0 24 87 19 EE 99 88 DD 8B 02 86 89 64 00 2E 8A 32 E0 24 87 19 EE $84/EE4D A9 08 00 LDA #$0008 A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE50 80 0D BRA $0D [$EE5F] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE52 A9 0A 00 LDA #$000A A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE55 80 08 BRA $08 [$EE5F] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE57 A9 0C 00 LDA #$000C A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE5A 80 03 BRA $03 [$EE5F] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE5C A9 0E 00 LDA #$000E A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE5F BB TYX A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE60 9F 0C DF 7E STA $7EDF0C,x[$7E:DF1E] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE64 BE 87 1C LDX $1C87,y[$88:1D2F] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE67 A9 45 00 LDA #$0045 A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE6A 20 B4 82 JSR $82B4 [$88:82B4] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE6D AF 1A D9 7E LDA $7ED91A[$7E:D91A] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE71 1A INC A A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE72 8F 1A D9 7E STA $7ED91A[$7E:D91A] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE76 60 RTS A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE77 A9 08 00 LDA #$0008 A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE7A 80 0D BRA $0D [$EE89] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE7C A9 0A 00 LDA #$000A A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE7F 80 08 BRA $08 [$EE89] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE81 A9 0C 00 LDA #$000C A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE84 80 03 BRA $03 [$EE89] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE86 A9 0E 00 LDA #$000E A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE89 BB TYX A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE8A 9F 0C DF 7E STA $7EDF0C,x[$7E:DF1E] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE8E BE 87 1C LDX $1C87,y[$88:1D2F] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE91 A9 45 C0 LDA #$C045 A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE94 20 B4 82 JSR $82B4 [$88:82B4] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE97 BE 87 1C LDX $1C87,y[$88:1D2F] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE9A BF 02 00 7F LDA $7F0002,x[$7F:0014] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EE9E 99 17 1E STA $1E17,y[$88:1EBF] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEA1 AF 1A D9 7E LDA $7ED91A[$7E:D91A] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEA5 1A INC A A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEA6 8F 1A D9 7E STA $7ED91A[$7E:D91A] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEAA 60 RTS A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEAB AD 78 0A LDA $0A78 [$88:0A78] find PLM at this location, if none then break >.> $84/EEAE D0 1C BNE $1C [$EECC] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEB0 BB TYX A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEB1 BD 87 1C LDA $1C87,x[$88:1C99] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEB4 9E 87 1C STZ $1C87,x[$88:1C99] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEB7 A2 4E 00 LDX #$004E A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEBA DD 87 1C CMP $1C87,x[$88:1C99] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEBD F0 05 BEQ $05 [$EEC4] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEBF CA DEX A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEC0 CA DEX A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEC1 10 F7 BPL $F7 [$EEBA] A:0010 X:0012 Y:00A8 P:envmxdizC $84/EEC3 00 RANDOM 00 *COULD BREAK STUFF* $84/EEC4 A9 FF 00 LDA #$00FF A:0490 X:000C Y:0098 P:envmxdizc $84/EEC7 9D 77 1D STA $1D77,x[$88:1D83] A:0490 X:000C Y:0098 P:envmxdizc $84/EECA 18 CLC A:0490 X:000C Y:0098 P:envmxdizc $84/EECB 60 RTS A:0490 X:000C Y:0098 P:envmxdizc $84/EECC A9 00 00 LDA #$0000 A:0490 X:000C Y:0098 P:envmxdizc $84/EECF 99 37 1C STA $1C37,y[$88:1CCF] delete PLM $84/EED2 60 RTS $84/AAE3 86BC delete plm wtf? 874E 06 set 06 to $1D77 0004 92A3 this is a block breaking animation... ? 04, 00, 53, 00, 53, 00, 53, 00, 53, 00, 00, 00, 0004 92AF 04, 00, 54, 00, 54, 00, 54, 00, 54, 00, 00, 00, 0004 92BB 04, 00, 55, 00, 55, 00, 55, 00, 55, 00, 00, 00 0004 9297 04, 00, FF, 00, FF, 00, FF, 00, FF, 00, 00, 00, AB00 add room's width*2 to PLM's location in room 873F Decrement 7E:1D77,X. If not 0, use the address given by the argument as the next instruction. AAE8 loop back to animation start 86BC delete plm HEADER LOCATION | DESCRIPTION | | INITIATION POINTER | | | RUNNING CODE POINTER | | | | EED3 UNKNOWN *BROKEN* AB EE E3 AA EED7 E-TANK OPEN 4D EE 99 E0 EEDB MISSILE OPEN 52 EE BE E0 EEDF SM OPEN 57 EE E3 E0 EEE3 PB OPEN 5C EE 08 E1 EEE7 BOMBS OPEN 64 EE 2D E1 EEEB CHARGE OPEN 64 EE 5B E1 EEEF ICE OPEN 64 EE 89 E1 EEF3 HIJUMP OPEN 64 EE B7 E1 EEF7 SB OPEN 64 EE E5 E1 EEFB WAVE OPEN 64 EE 13 E2 EEFF SPAZER OPEN 64 EE 41 E2 EF03 SPRINGBALL OPEN 64 EE 6F E2 EF07 VARIA OPEN 64 EE A1 E2 EF0B GRAVITY OPEN 64 EE D6 E2 EF0F XRAY OPEN 64 EE 0B E3 EF13 PLASMA OPEN 64 EE 38 E3 EF17 GRAPPLE OPEN 64 EE 66 E3 EF1B SJ OPEN 64 EE 93 E3 EF1F SA OPEN 64 EE C1 E3 EF23 MORPH OPEN 64 EE EF E3 EF27 RESERVE OPEN 64 EE 1D E4 EF2B E-TANK BALL 4D EE 4A E4 EF2F MISSILE BALL 52 EE 7C E4 EF33 SM BALL 57 EE AE E4 EF37 PB BALL 5C EE E0 E4 EF3B BOMBS BALL 64 EE 12 E5 EF3F CHARGE BALL 64 EE 4D E5 EF43 ICE BALL 64 EE 88 E5 EF47 HIJUMP BALL 64 EE C3 E5 EF4B SB BALL 64 EE FE E5 EF4F WAVE BALL 64 EE 42 E6 EF53 SPAZER BALL 64 EE 7D E6 EF57 SPRINGBALL BALL 64 EE B8 E6 EF5B VARIA BALL 64 EE F3 E6 EF5F GRAVITY BALL 64 EE 35 E7 EF63 X-RAY BALL 64 EE 77 E7 EF67 PLASMA BALL 64 EE B1 E7 EF6B GRAPPLE BALL 64 EE EC E7 EF6F SJ BALL 64 EE 26 E8 EF73 SA BALL 64 EE 61 E8 EF77 MORPH BALL 64 EE 9C E8 EF7B RESERVE BALL 64 EE D7 E8 EF7F E-TANK HIDDEN 77 EE 11 E9 EF83 MISSILES HIDDEN 7C EE 49 E9 EF87 SM HIDDEN 81 EE 81 E9 EF8B PB HIDDEN 86 EE B9 E9 EF8F BOMBS HIDDEN 8E EE F1 E9 EF93 CHARGE HIDDEN 8E EE 32 EA EF97 ICE HIDDEN 8E EE 73 EA EF9B HIJUMP HIDDEN 8E EE B4 EA EF9F SB HIDDEN 8E EE F5 EA EFA3 WAVE HIDDEN 8E EE 36 EB EFA7 SPAZER HIDDEN 8E EE 77 EB EFAB SPRINGBALL HIDDEN 8E EE B8 EB EFAF VARIA HIDDEN 8E EE F9 EB EFB3 GRAVITY HIDDEN 8E EE 41 EC EFB7 X-RAY HIDDEN 8E EE 89 EC EFBB PLASMA HIDDEN 8E EE C9 EC EFBF GRAPPLE HIDDEN 8E EE 0A ED EFC3 SJ HIDDEN 8E EE 4A ED EFC7 SA HIDDEN 8E EE 8B ED EFCB MORPH HIDDEN 8E EE CC ED EFCF RESERVE HIDDEN 8E EE 0D EE [17:26] hihi Sadi :D [17:28] I haz a PLM question, if you don't mind my asking [17:28] rawr! [17:29] lol [17:30] well, I would like to add a 3rd animation frame to regular items. I've already figured out how to alter the routine @ $848764 to transfer the gfx properly (I think) [17:30] but I don't know how it decides which frame to show when [17:31] you mean upgrades? [17:31] suit upgrades and beams [17:31] yer. item plms [17:32] * crashed is going to rewrite all the plms to free up CRE space as well [17:32] you'll have to change the routine a bit to load more GFX, then also repoint a shitload of PLMs so you can add another 4 bytes to each one [17:32] then you have to reorganise all of the PLM GFX in bank $89 [17:32] so you have 3 tiles per PLM [17:32] yep [17:33] and that's pretty much it [17:33] and actually, if I alter 8764 I can repoint the gfx anywhere in the ROM ;) [17:33] well that too :P [17:33] since it's using the $D0 table for gfx transfer lol [17:34] so it's just a matter of adding another 4 bytes for palette stuffs to each PLM? [17:34] well, and altering the table @ 87CD (VRAM target address) [17:35] I'm pretty sure that it's because of that table (and VRAM space) that you can only have 4 different item PLMs in the same room [17:37] you can yes [17:37] or rather [17:38] theres only space to load 4 extra PLMs from the rom [17:38] any PLMs that are already in the CRE table dont count [17:38] so, you can have an ET, PB, missile and super in one room, and also up to 4 other upgrades [17:39] if you wanted to go all out, you could add every PLM to the CRE table, then you could have as many items in a room as you likes [17:39] yeh, but since I'll be changing those to be like the ones with gfx in the ROM... eh, I don't plan on having more than 1 item in any room anyway [17:40] haha I think that might be a little overboard there with ALL the item upgrades in CRE XD [17:42] my new plan is to use all that extra space in CRE (after putting all item PLMs in ROM and having door enemies) for animated tiles in every area