Housekeeping
This commit is contained in:
@@ -27,7 +27,7 @@
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; When $xy < $80
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; $x = Duration Rate (0-7)
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; $y = Velocity Rate (0-15)
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; VByte itself means the length of the following note
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; VByte itself means the length of the following note
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; (48 = quarter note, usually).
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macro SetDuration(v)
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@@ -156,10 +156,10 @@ dw <addr>
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db <repeat>
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endmacro
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; Set the left and right position of the sound.
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; The range of values is as narrow as 0 to 20
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; (the actual setting ratio is defined in the internal table).
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; Depending on the version, it depends on whether the large value is left or right.
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; Set the left and right position of the sound.
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; The range of values is as narrow as 0 to 20
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; (the actual setting ratio is defined in the internal table).
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; Depending on the version, it depends on whether the large value is left or right.
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; The upper 2 bits are used for phase inversion.
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; Lower-5bit for pan value (0-20), higher-2bit is used for phase reverse switch.
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macro SetPan(v)
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@@ -171,7 +171,7 @@ macro PanFade(length, dest)
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db $E2, <length>, <dest>
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endmacro
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; Enables vibrato (pitch fluctuation / pitch swing).
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; Enables vibrato (pitch fluctuation / pitch swing).
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; Set zz-sized vibrato at yy speed after xx time.
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macro VibratoOn(delay, rate, depth)
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db $E3, <delay>, <rate>, <depth>
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@@ -187,24 +187,24 @@ db $E6, <length>, <dest>
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endmacro
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; Specifies the playing speed of the song.
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; Value of about 24/60 is written.
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; Value of about 24/60 is written.
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macro TempoFade(length, dest)
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db $E8, <length>, <dest>
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endmacro
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; Raises the playing pitch of all channels by xx
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; Raises the playing pitch of all channels by xx
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; (negative numbers can be specified).
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macro GlobalTranspose(tone)
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db $E9, <tone>
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endmacro
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; Raises the playing pitch of a single channel by xx
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; Raises the playing pitch of a single channel by xx
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; (negative numbers can also be specified).
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macro ChannelTranspose(tone)
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db $EA, <tone>
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endmacro
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; Enable tremolo (volume fluctuation).
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; Enable tremolo (volume fluctuation).
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; Set the tremolo of the size of zz to be applied at the speed of yy after xx time.
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macro TremoloOn(delay, rate, depth)
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db $EB, <delay>, <rate>, <depth>
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@@ -218,22 +218,22 @@ macro ChannelVolumeFade(length, dest)
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db $EE, <length>, <dest>
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endmacro
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; After temporarily setting the vibrato depth to 0,
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; After temporarily setting the vibrato depth to 0,
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; it will smoothly return to the original value over xx time.
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macro VibratoFade(length)
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db $F0, <length>
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endmacro
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; Specifies that subsequent sounds will be
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; "higher by zz over yy time after xx time."
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; Specifies that subsequent sounds will be
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; "higher by zz over yy time after xx time."
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; zz is a semitone unit, and you can specify a negative number.
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macro PitchEnvelopeTo(delay, length, key)
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db $F1, <delay>, <length>, <key>
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endmacro
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; Specifies that subsequent notes will be
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; "played at a pitch that is zz higher than normal,
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; and will return to normal pitch over yy time after xx time."
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; Specifies that subsequent notes will be
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; "played at a pitch that is zz higher than normal,
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; and will return to normal pitch over yy time after xx time."
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; zz is a semitone unit, and you can specify a negative number.
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macro PitchEnvelopeFrom(delay, length, key)
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db $F2, <delay>, <length>, <key>
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@@ -243,14 +243,14 @@ macro PitchEnvelopeOff()
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db $F3
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endmacro
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; Change the pitch slightly.
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; Change the pitch slightly.
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; Only positive numbers can be specified, so the pitch cannot be lowered.
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; xx = Unsigned. Make the pitch xx/256 semitones higher.
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macro Tuning(v)
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db $F4, <v>
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endmacro
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; Specifies the channel and volume at which echo is enabled.
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; Specifies the channel and volume at which echo is enabled.
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; The value set in the register remains the same.
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; xx = Echo Switch (EON)
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; yy = Echo Left Volume (EVOL (L))
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@@ -284,15 +284,15 @@ endmacro
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; (pitch slide vcmd appears but note $90 has been end), utter note $92.
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; $90, $e0 01, $f9 $00 $01 $91, $92
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; Smoothly changes the pitch of the sound being pronounced.
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; Smoothly changes the pitch of the sound being pronounced.
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; After xx time from play, it will be changed to the zz pitch
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; (absolute designation) over yy time.
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; If you want to raise or lower the sound in the middle of one note,
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; write this command continuously.
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; (absolute designation) over yy time.
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; If you want to raise or lower the sound in the middle of one note,
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; write this command continuously.
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; If the pronunciation time is long, you can write it with Thai.
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; Normally, after one Note, it waits for the length of the note
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; and then processes the next byte, but only this command
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; Normally, after one Note, it waits for the length of the note
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; and then processes the next byte, but only this command
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; is read and processed immediately.
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macro PitchSlide(delay, length, note)
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db $F9, <delay>, <length>, <note>
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@@ -343,23 +343,23 @@ Tie = $C8
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Rest = $C9
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; Percussion Note ($CA-DF)
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; VByte itself means percussion note (#).
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; VByte itself means percussion note (#).
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; Relations between percussion note and SRCN depends on $FA.
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; By default, percussion uses the same instrument set as the song,
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; and all percussion is keyed on with a note of $A4.
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; The starting ID to use for all channels can be redefined by VCMD $FA.
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; By default, percussion uses the same instrument set as the song,
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; and all percussion is keyed on with a note of $A4.
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; The starting ID to use for all channels can be redefined by VCMD $FA.
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; =========================================================
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; Tone Map
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;
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; C C+ D D+ E F F+ G G+ A A+ B
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; Oc1 80 81 82 83 84 85 86 87 88 89 8A 8B
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; Oc2 8C 8D 8E 8F 90 91 92 93 94 95 96 97
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; Oc3 98 99 9A 9B 9C 9D 9E 9F A0 A1 A2 A3
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; Oc4 A4 A5 A6 A7 A8 A9 AA AB AC AD AE AF
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; Oc5 B0 B1 B2 B3 B4 B5 B6 B7 B8 B9 BA BB
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; Oc6 BC BD BE BF C0 C1 C2 C3 C4 C5 C6 C7
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;
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; C C+ D D+ E F F+ G G+ A A+ B
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; Oc1 80 81 82 83 84 85 86 87 88 89 8A 8B
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; Oc2 8C 8D 8E 8F 90 91 92 93 94 95 96 97
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; Oc3 98 99 9A 9B 9C 9D 9E 9F A0 A1 A2 A3
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; Oc4 A4 A5 A6 A7 A8 A9 AA AB AC AD AE AF
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; Oc5 B0 B1 B2 B3 B4 B5 B6 B7 B8 B9 BA BB
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; Oc6 BC BD BE BF C0 C1 C2 C3 C4 C5 C6 C7
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C1 = $80
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C1s = $81
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@@ -437,4 +437,4 @@ G6 = $C3
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G6s = $C4
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A6 = $C5
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A6s = $C6
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B6 = $C7
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B6 = $C7
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@@ -101,7 +101,7 @@ Module09_Overworld:
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Module09_MirrorWarp ; 0x2C
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Module09_2D_WaitForBird ; 0x2D
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Module09_2E_Whirlpool ; 0x2E
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Module09_2F
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Module09_2F
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Module07_Underworld:
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@@ -249,23 +249,23 @@ STA.w $0AAE ; PALSPR2
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; PALBG
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; 0x00 - Kalyxo Castle
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; 0x01 - Blue
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; 0x01 - Blue
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; 0x02 - House
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; 0x03 - Green
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; 0x03 - Green
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; 0x04 - Glacia Estate Ice
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; 0x05 - Zora Temple
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; 0x06 - Tail Palace Pink
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; 0x07 - Goron Mines Cave Red
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; 0x08 - Mushroom Grotto Gray
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; 0x09
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; 0x09
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; 0x0A (10) - Ranch Pink
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; 0x0B (11) - Another green
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; 0x0C - Goron Mines Cave Red
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; 0x0D
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; 0x0E
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; 0x0F
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; 0x10 -
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; 0x (19) -
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; 0x10 -
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; 0x (19) -
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UnderworldPaletteSets:
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db $00, $00, $03, $01 ; 0x00
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@@ -277,7 +277,7 @@ db $04, $04, $03, $0A ; 0x05 House
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db $0C, $05, $08, $14 ; 0x06 Tail Palace
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db $0E, $00, $03, $0A ; 0x07 Goron Mines/Caves
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db $02, $00, $0F, $14 ; 0x08 Castle Basement
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db $0A, $02, $00, $07 ; 0x09
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db $0A, $02, $00, $07 ; 0x09
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db $02, $00, $0F, $0C ; 0x0A
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db $06, $00, $06, $07 ; 0x0B
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db $00, $00, $0E, $12 ; 0x0C Kalyxo Castle
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@@ -291,7 +291,7 @@ db $08, $00, $04, $0C ; 0x13 Glacia Estate
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db $08, $00, $04, $09 ; 0x14
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db $04, $00, $03, $01 ; 0x15 House
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db $14, $00, $04, $04 ; 0x16
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db $14, $00, $14, $0C ; 0x17
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db $14, $00, $14, $0C ; 0x17
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db $18, $05, $07, $0B ; 0x18 Lava Lands Cave/Turtle Rock
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db $18, $06, $10, $0C ; 0x19
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db $1A, $05, $08, $14 ; 0x1A Dragon Ship
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@@ -300,7 +300,7 @@ db $06, $00, $03, $0A ; 0x1C
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db $1C, $00, $03, $01 ; 0x1D
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db $1E, $00, $0B, $11 ; 0x1E Swordsmith
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db $04, $00, $0B, $11 ; 0x1F
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db $0E, $00, $00, $02 ; 0x20
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db $0E, $00, $00, $02 ; 0x20
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db $20, $08, $13, $0D ; 0x21 Ganondorf Boss
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db $0A, $00, $03, $0A ; 0x22 Zora Temple
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db $14, $00, $04, $04 ; 0x23
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@@ -309,4 +309,3 @@ db $1A, $0A, $00, $00 ; 0x25 Dragon Ship
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db $00, $00, $03, $02 ; 0x26
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db $0E, $00, $03, $07 ; 0x27
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db $1A, $05, $05, $0B ; 0x28 Dragon Ship
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@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -32,7 +32,7 @@
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; =========================================================
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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
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; =========================================================
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@@ -56,13 +56,11 @@ Sprite_Farore_Long:
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Sprite_Farore_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
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LDA.l $7EF300
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
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LDA.l $7EF300 : BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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PLB
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RTL
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@@ -75,7 +73,6 @@ Sprite_Farore_Prep:
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WALKSPEED = 14
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STORY_STATE = $B6
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Sprite_Farore_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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@@ -90,22 +87,19 @@ Sprite_Farore_Main:
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dw MakuArea_FaroreFollowPlayer
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dw MakuArea_FaroreWaitForKydrog
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; 00
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IntroStart:
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{
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LDA #$01 : STA InCutScene
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LDA $B6 : CMP.b #$01 : BEQ .maku_area
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CMP.b #$02 : BEQ .waiting
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%GotoAction(1)
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RTS
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%GotoAction(1)
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RTS
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.maku_area
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%GotoAction(6)
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RTS
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.maku_area
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%GotoAction(6)
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RTS
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.waiting
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.waiting
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%GotoAction(7)
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RTS
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}
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@@ -115,13 +109,11 @@ Sprite_Farore_Main:
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{
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LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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LDA.b $20 ; Link's Y Position
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CMP.b #$9C ; Y = 6C
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BCC .linkistoofar
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%GotoAction(2)
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.linkistoofar
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; Link's Y Position - Y = 6C
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LDA.b $20 : CMP.b #$9C : BCC .linkistoofar
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%GotoAction(2)
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.linkistoofar
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%PlayAnimation(6, 6, 8) ; Farore look towards Link
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RTS
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}
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@@ -129,27 +121,24 @@ Sprite_Farore_Main:
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; 02
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MoveLeftTowardsFarore:
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{
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||||
; Move Link Left
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||||
; Move Link Left
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||||
LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$02 : STA.b $49
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LDA.b #$02 : STA.b $49
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||||
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LDA.b $22 ; Link's X position
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CMP.b #$1A
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BCS .linkistoofar
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STZ.b $49 ; kill automove
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LDA.b #$20
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STA.w SprTimerA, X ; set timer A to 0x10
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||||
%PlayAnimation(0, 0, 8)
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||||
%GotoAction(3)
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||||
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.linkistoofar
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; Link's X position
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LDA.b $22 : CMP.b #$1A : BCS .linkistoofar
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||||
STZ.b $49 ; kill automove
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||||
LDA.b #$20
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STA.w SprTimerA, X ; set timer A to 0x10
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||||
%PlayAnimation(0, 0, 8)
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||||
%GotoAction(3)
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||||
.linkistoofar
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||||
RTS
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||||
}
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||||
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||||
; 03
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||||
WaitAndMessage:
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||||
{
|
||||
{
|
||||
%PlayAnimation(1, 2, 8)
|
||||
LDA.b #$15
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||||
JSL Sprite_ApplySpeedTowardsPlayer
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||||
@@ -159,7 +148,7 @@ Sprite_Farore_Main:
|
||||
STZ $2F
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||||
LDA #$00 : STA InCutScene
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||||
%ShowUnconditionalMessage($0E) ; "I am Farore, the Oracle of Secrets."
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||||
|
||||
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||||
%GotoAction(4)
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||||
+
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||||
RTS
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||||
@@ -189,7 +178,7 @@ Sprite_Farore_Main:
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||||
|
||||
LDA #$02 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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||||
LDA #$05 : STA $012D ; turn off rain sound
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||||
LDA #$01 : STA $B6 ; Set Story State
|
||||
LDA #$01 : STA $B6 ; Set Story State
|
||||
JSL Sprite_LoadGfxProperties
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||||
|
||||
%GotoAction(6)
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||||
@@ -213,7 +202,7 @@ Sprite_Farore_Main:
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||||
}
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||||
|
||||
; 07
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||||
; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite
|
||||
; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite
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||||
; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc
|
||||
; You can set one of the speeds and then call the function called Sprite_Move
|
||||
; And then that will handle it applying the speed for you
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||||
@@ -242,17 +231,17 @@ Sprite_Farore_Draw:
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||||
.nextTile
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||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
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||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
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||||
@@ -269,14 +258,14 @@ Sprite_Farore_Draw:
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
|
||||
PLY : INY
|
||||
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
||||
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
||||
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
||||
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Palette = 00 ; Unused in this template (can be 0 to 7)
|
||||
!Hitbox = 02 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Persist = 00 ; 01 = your sprite continue to live offscreen
|
||||
@@ -57,7 +57,7 @@ Sprite_Goron_Prep:
|
||||
LDA.b #$03 : STA.w SprAction, X
|
||||
JMP ++
|
||||
+
|
||||
PHX
|
||||
PHX
|
||||
LDX $8A
|
||||
LDA.l $7EF280,X : CMP.b #$20 : BEQ +++
|
||||
PLX
|
||||
@@ -150,17 +150,17 @@ Sprite_KalyxoGoron_Draw:
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
@@ -177,14 +177,14 @@ Sprite_KalyxoGoron_Draw:
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
|
||||
PLY : INY
|
||||
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
@@ -228,17 +228,17 @@ Sprite_EonGoron_Draw:
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
@@ -255,14 +255,14 @@ Sprite_EonGoron_Draw:
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
|
||||
PLY : INY
|
||||
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
@@ -71,8 +71,7 @@ DontTeleportWithoutFlippers:
|
||||
LDA.l $7EF356 : BNE +
|
||||
RTL
|
||||
+
|
||||
#_1EEEE4: LDA.b #$2E
|
||||
#_1EEEE6: STA.b $11
|
||||
LDA.b #$2E : STA.b $11
|
||||
RTL
|
||||
}
|
||||
|
||||
@@ -90,8 +89,7 @@ Graphics_Transfer:
|
||||
JSR ApplyManhandlaGraphics
|
||||
JSR ApplyManhandlaPalette
|
||||
+
|
||||
#_02BE5E: LDA.b $11
|
||||
#_02BE60: CMP.b #$02
|
||||
LDA.b $11 : CMP.b #$02
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user