diff --git a/BunnyHood/bunnyhood.asm b/BunnyHood/bunnyhood.asm index 50c6b3e..ae01b50 100644 --- a/BunnyHood/bunnyhood.asm +++ b/BunnyHood/bunnyhood.asm @@ -22,7 +22,8 @@ namespace BunnyHood { - Main: { + Main: + { lorom org $87E330 JSR $FD66 diff --git a/FortuneTeller/fortuneteller.asm b/FortuneTeller/fortuneteller.asm index b262311..6dd951c 100644 --- a/FortuneTeller/fortuneteller.asm +++ b/FortuneTeller/fortuneteller.asm @@ -4,7 +4,8 @@ namespace FortuneTeller { - Main: { + Main: + { } ; label Main } ; namespace FortuneTeller diff --git a/IceRod/icerod.asm b/IceRod/icerod.asm index b4355dc..c837d56 100644 --- a/IceRod/icerod.asm +++ b/IceRod/icerod.asm @@ -6,7 +6,8 @@ namespace IceRod { - Main: { + Main: + { lorom org $088a5d ; jsl to main code diff --git a/Intro/intro.asm b/Intro/intro.asm index 8a50e26..19faafd 100644 --- a/Intro/intro.asm +++ b/Intro/intro.asm @@ -5,7 +5,8 @@ namespace Intro { - Main: { + Main: + { lorom ORG $05DF12 @@ -24,7 +25,8 @@ namespace Intro RTL } ; label Main - Items: { + Items: + { ; SRM Start Modyfier ; This ASM was written by Euclid, modified by Conn; thanks to MoN for his banks research ; This is a ASM FrontEnd Code for Zelda ALTTP (US, no header) to modify the sram on startup diff --git a/LostSea/lostsea.asm b/LostSea/lostsea.asm index 81f1fb3..404b74f 100644 --- a/LostSea/lostsea.asm +++ b/LostSea/lostsea.asm @@ -11,21 +11,25 @@ namespace LostSea { - Main: { + Main: + { lorom org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to. - LOST_WOOD_HOOK: { + LOST_WOOD_HOOK: + { CMP #$3A ; are we in the right area? BEQ begincode - normalfinish: { + normalfinish: + { LDA $02A5EC,x ; not right area so return. STZ $1CF7 RTL } ; label normalfinish - begincode: { + begincode: + { CPX #$3B BEQ normalfinish @@ -41,7 +45,8 @@ namespace LostSea BRA RESOLVE_INCORRECT } ; label begincode - combo1: { + combo1: + { CMP #$01 BNE combo2 CPX #$39 ; did you get it right? @@ -51,7 +56,8 @@ namespace LostSea } ; label comb1 - combo2: { + combo2: + { CMP #$02 BNE combo3 CPX #$42 ; did you get it right? @@ -61,7 +67,8 @@ namespace LostSea } ; label comb2 - combo3: { + combo3: + { CPX #$32; did you get it right? BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos LDA #$1B @@ -75,7 +82,8 @@ namespace LostSea BRA CASE_DOWN } ; label combo3 - DOWN_CORRECT: { + DOWN_CORRECT: + { INC $1CF7 CASE_DOWN: DEC $21 @@ -96,7 +104,8 @@ namespace LostSea } ; label DOWN_CORRECT - UP_CORRECT: { + UP_CORRECT: + { INC $1CF7 CASE_UP: INC $21 @@ -117,7 +126,8 @@ namespace LostSea } ; label UP_CORRECT - LEFT_CORRECT: { + LEFT_CORRECT: + { INC $1CF7 CASE_LEFT: INC $23 @@ -134,7 +144,8 @@ namespace LostSea INC $700 } ; label LEFT_CORRECT - all: { + all: + { LDA #$3A ; load the same area. RTL }