Farore sprite movement, include organization

This commit is contained in:
scawful
2023-04-18 07:44:41 -05:00
parent 590ff6883b
commit c9e9b23b73
5 changed files with 536 additions and 484 deletions

156
Events/lost_sea.asm Normal file
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@@ -0,0 +1,156 @@
;===========================================================
; Lost Sea Hack
;
; Area: 3A
; East Exit 3B (or 33)
; North Exit 32
; South is 42
; West is 39
; combo is N (32),W (39),S (42),N (32)
;===========================================================
Event_LostSeaCombo:
{
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:
{
CMP #$3A ; are we in the right area?
BEQ begincode
normalfinish:
{
LDA $02A5EC,x ; not right area so return.
STZ $1CF7
RTL
} ; label normalfinish
begincode:
{
CPX #$3B
BEQ normalfinish
; from here onwards, use the ram address to determine which combo you're up to
; this code is pretty repeatable
LDA $1CF7
CMP #$00
BNE combo1
CPX #$32 ; did you get it right?
BEQ UP_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label begincode
combo1:
{
CMP #$01
BNE combo2
CPX #$39 ; did you get it right?
BEQ LEFT_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label comb1
combo2:
{
CMP #$02
BNE combo3
CPX #$42 ; did you get it right?
BEQ DOWN_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label comb2
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
STA $012F ; play fanfare
BRA normalfinish
RESOLVE_INCORRECT:
CPX #$39
BEQ CASE_LEFT
CPX #$32
BEQ CASE_UP
BRA CASE_DOWN
} ; label combo3
DOWN_CORRECT:
{
INC $1CF7
CASE_DOWN:
DEC $21
DEC $21
DEC $E7
DEC $E7
DEC $E9
DEC $E9
DEC $611
DEC $611
DEC $613
DEC $613
LDA $700
SEC
SBC #$10
STA $700
BRA all
} ; label DOWN_CORRECT
UP_CORRECT:
{
INC $1CF7
CASE_UP:
INC $21
INC $21
INC $E7
INC $E7
INC $E9
INC $E9
INC $611
INC $611
INC $613
INC $613
LDA $700
CLC
ADC #$10
STA $700
BRA all
} ; label UP_CORRECT
LEFT_CORRECT:
{
INC $1CF7
CASE_LEFT:
INC $23
INC $23
INC $E1
INC $E1
INC $E3
INC $E3
INC $615
INC $615
INC $617
INC $617
INC $700
INC $700
} ; label LEFT_CORRECT
all:
{
LDA #$3A ; load the same area.
RTL
}
.end
ORG $02AA7D
JSL LOST_WOOD_HOOK
} ; label LOST_WOOD_HOOK
} ; label Event_LostSeaCombo

View File

@@ -1,159 +0,0 @@
;===========================================================
; Lost Sea Hack
;
; Area: 3A
; East Exit 3B (or 33)
; North Exit 32
; South is 42
; West is 39
; combo is N (32),W (39),S (42),N (32)
;===========================================================
namespace LostSea
{
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:
{
CMP #$3A ; are we in the right area?
BEQ begincode
normalfinish:
{
LDA $02A5EC,x ; not right area so return.
STZ $1CF7
RTL
} ; label normalfinish
begincode:
{
CPX #$3B
BEQ normalfinish
; from here onwards, use the ram address to determine which combo you're up to
; this code is pretty repeatable
LDA $1CF7
CMP #$00
BNE combo1
CPX #$32 ; did you get it right?
BEQ UP_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label begincode
combo1:
{
CMP #$01
BNE combo2
CPX #$39 ; did you get it right?
BEQ LEFT_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label comb1
combo2:
{
CMP #$02
BNE combo3
CPX #$42 ; did you get it right?
BEQ DOWN_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label comb2
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
STA $012F ; play fanfare
BRA normalfinish
RESOLVE_INCORRECT:
CPX #$39
BEQ CASE_LEFT
CPX #$32
BEQ CASE_UP
BRA CASE_DOWN
} ; label combo3
DOWN_CORRECT:
{
INC $1CF7
CASE_DOWN:
DEC $21
DEC $21
DEC $E7
DEC $E7
DEC $E9
DEC $E9
DEC $611
DEC $611
DEC $613
DEC $613
LDA $700
SEC
SBC #$10
STA $700
BRA all
} ; label DOWN_CORRECT
UP_CORRECT:
{
INC $1CF7
CASE_UP:
INC $21
INC $21
INC $E7
INC $E7
INC $E9
INC $E9
INC $611
INC $611
INC $613
INC $613
LDA $700
CLC
ADC #$10
STA $700
BRA all
} ; label UP_CORRECT
LEFT_CORRECT:
{
INC $1CF7
CASE_LEFT:
INC $23
INC $23
INC $E1
INC $E1
INC $E3
INC $E3
INC $615
INC $615
INC $617
INC $617
INC $700
INC $700
} ; label LEFT_CORRECT
all:
{
LDA #$3A ; load the same area.
RTL
}
.end
ORG $02AA7D
JSL LOST_WOOD_HOOK
} ; label LOST_WOOD_HOOK
} ; label Main
} ; namespace LostSea
namespace off

View File

@@ -4,162 +4,159 @@
;
;===========================================================
namespace IceRod
LinkItem_IceRod:
{
Main:
{
lorom
lorom
org $088a5d ; jsl to main code
jsl $0efba0
org $088a5d ; jsl to main code
jsl $0efba0
org $0efba0 ; main code
STA $03E4,x ; load native value
TAY
LDA $008C ; check if you're on overworld
BNE $01
RTL
LDA $03A3 ; disable other flying object icing water (boomerang, sword beam)
CMP #$06
BEQ $01
RTL
CPX #$04 ; check if ice shot #1 only is used (disable 2nd shot to ice)
BEQ $01
RTL
LDA $03E8 ; check if ice shot is on water tiles
CMP #$08
BEQ $08
LDA $03E8 ; check if ice shot is on native unused, edited blocks
CMP #$03
BEQ $01
RTL
LDA $0303 ; double check if really ice shot is used
CMP #$06
BEQ $01
RTL
LDA $0304
CMP #$06
BEQ $01
RTL
TXA
STA $7ED004 ; store native x value into ram to regain after code
LDA $4212 ; wait for vblank to enable dma transfer
AND #$80
BEQ $F9
REP #$30
LDA $2116
STA $7ED005 ; store native value to regain later
LDA $00 ; calculation procedure to get correct x,y coordinates for new tile
SEC
SBC $0708
AND $070A
ASL A
ASL A
ASL A
STA $06
LDA $02
SEC
SBC $070C
AND $070E
ORA $06
TAX
LDA #$00B7
STA $7E2000,x ; store new 16x16 ice tile into ram (property of tile!)
CLC
STZ $02 ; calculation procedure to get 8x8 vram map address (look of tile)
TXA
AND #$003F
CMP #$0020
BCC $05
LDA #$0400
STA $02
TXA
AND #$0FFF
CMP #$0800
BCC $07
LDA $02
ADC #$07FF
STA $02
TXA
AND #$001F
ADC $02
STA $02
TXA
AND #$0780
LSR A
ADC $02
STA $2116 ; store vram address for upper tile part (8x16) to $2116
STA $7ED007
LDA #$1D83 ; load new ice tiles
STA $7ED000
STA $7ED002
JSR $FD00 ; jsr to dma vram transfer for upper ice tile part
REP #$30
LDA $7ED007 ; regain vram address
ADC #$0020 ; add 20 for lower part (8x16) and store to $2116
STA $2116
JSR $FD00 ; jsr to dma vram transfer for lower ice tile part
LDA $7ED005 ; regain native register value
STA $2116
SEP #$30
LDA $7ED004 ; regain native x-value
TAX
RTL
org $0efba0 ; main code
STA $03E4,x ; load native value
TAY
LDA $008C ; check if you're on overworld
BNE $01
RTL
LDA $03A3 ; disable other flying object icing water (boomerang, sword beam)
CMP #$06
BEQ $01
RTL
CPX #$04 ; check if ice shot #1 only is used (disable 2nd shot to ice)
BEQ $01
RTL
LDA $03E8 ; check if ice shot is on water tiles
CMP #$08
BEQ $08
LDA $03E8 ; check if ice shot is on native unused, edited blocks
CMP #$03
BEQ $01
RTL
LDA $0303 ; double check if really ice shot is used
CMP #$06
BEQ $01
RTL
LDA $0304
CMP #$06
BEQ $01
RTL
TXA
STA $7ED004 ; store native x value into ram to regain after code
LDA $4212 ; wait for vblank to enable dma transfer
AND #$80
BEQ $F9
REP #$30
LDA $2116
STA $7ED005 ; store native value to regain later
LDA $00 ; calculation procedure to get correct x,y coordinates for new tile
SEC
SBC $0708
AND $070A
ASL A
ASL A
ASL A
STA $06
LDA $02
SEC
SBC $070C
AND $070E
ORA $06
TAX
LDA #$00B7
STA $7E2000,x ; store new 16x16 ice tile into ram (property of tile!)
CLC
STZ $02 ; calculation procedure to get 8x8 vram map address (look of tile)
TXA
AND #$003F
CMP #$0020
BCC $05
LDA #$0400
STA $02
TXA
AND #$0FFF
CMP #$0800
BCC $07
LDA $02
ADC #$07FF
STA $02
TXA
AND #$001F
ADC $02
STA $02
TXA
AND #$0780
LSR A
ADC $02
STA $2116 ; store vram address for upper tile part (8x16) to $2116
STA $7ED007
LDA #$1D83 ; load new ice tiles
STA $7ED000
STA $7ED002
JSR $FD00 ; jsr to dma vram transfer for upper ice tile part
REP #$30
LDA $7ED007 ; regain vram address
ADC #$0020 ; add 20 for lower part (8x16) and store to $2116
STA $2116
JSR $FD00 ; jsr to dma vram transfer for lower ice tile part
LDA $7ED005 ; regain native register value
STA $2116
SEP #$30
LDA $7ED004 ; regain native x-value
TAX
RTL
org $0efd00 ; vram dma transfer
LDA #$007E ; load origin of bytes to transfer (7E/d000)
STA $4304
LDA #$D000
STA $4302
SEP #$30
LDA #$18 ; bus
STA $4301
LDA #$04 ; transfer 4 bytes
STA $4305
LDA #$01
STA $4300
STA $420B ; make dma transfer
RTS
org $0efd00 ; vram dma transfer
LDA #$007E ; load origin of bytes to transfer (7E/d000)
STA $4304
LDA #$D000
STA $4302
SEP #$30
LDA #$18 ; bus
STA $4301
LDA #$04 ; transfer 4 bytes
STA $4305
LDA #$01
STA $4300
STA $420B ; make dma transfer
RTS
; bug fix to not swim through tiles but jump onto them
; bug fix to not swim through tiles but jump onto them
org $07dc9e
jsl $0efc80
nop
org $07dc9e
jsl $0efc80
nop
org $0efc80
LDA $0A
TSB $0343
TSB $0348
RTL
org $0efc80
LDA $0A
TSB $0343
TSB $0348
RTL
; bug fix to stop gliding on shallow water when leaving ice tile
; bug fix to stop gliding on shallow water when leaving ice tile
org $07dd1b
jsl $0efc90
nop
org $07dd1b
jsl $0efc90
nop
org $0efc90
LDA $0A
TSB $0359
LDA $0350
CMP #$0100
BNE $03
STZ $034A
RTL
org $0efc90
LDA $0A
TSB $0359
LDA $0350
CMP #$0100
BNE $03
STZ $034A
RTL
org $0e95dc ; get a 0e written here (first byte) to enable gliding on new tiles
ASL $5757
org $0e95dc ; get a 0e written here (first byte) to enable gliding on new tiles
ASL $5757
org $0f85b8 ; get new tile values (83 1d) written 4 times here
STA $1D,s
STA $1D,s
STA $1D,s
STA $1D,s
}
} ; namespace IceRod
namespace off
org $0f85b8 ; get new tile values (83 1d) written 4 times here
STA $1D,s
STA $1D,s
STA $1D,s
STA $1D,s
}

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@@ -56,71 +56,87 @@ namespace Oracle
incsrc "Util/ram.asm"
incsrc "Util/functions.asm"
; ---------------------------------------------------------
; Sprites
incsrc "Sprites/farore_and_maku.asm"
print "End of Sprites/farore_and_maku.asm", pc
print "End of farore_and_maku.asm ", pc
incsrc "Sprites/Kydrog/kydrog.asm"
print "End of kydrog.asm ", pc
; ---------------------------------------------------------
; Transformation Masks
incsrc "Masks/mask_routines.asm"
incsrc "Masks/deku_mask.asm"
print "End of Masks/deku_mask.asm ", pc
incsrc "Masks/zora_mask.asm"
print "End of Masks/zora_mask.asm ", pc
incsrc "Masks/wolf_mask.asm"
print "End of Masks/wolf_mask.asm ", pc
incsrc "Masks/bunny_hood.asm"
print "End of Masks/bunny_hood.asm ", pc
; ---------------------------------------------------------
; Items
incsrc "Items/jump_feather.asm"
print "End of Items/jump_feather.asm ", pc
; ---------------------------------------------------------
incsrc "Graphics/boat_gfx.asm"
print "End of Graphics/boat_gfx.asm ", pc
; ---------------------------------------------------------
incsrc "Dungeons/keyblock.asm"
print "End of Dungeons/keyblock.asm ", pc
; ---------------------------------------------------------
incsrc "Events/house_tag.asm"
print "End of Events/house_tag.asm ", pc
; ---------------------------------------------------------
incsrc "Menu/menu.asm"
print "End of Menu/menu.asm ", pc
; ---------------------------------------------------------
; incsrc "Items/bottle_net.asm"
; print "End of Items/bottle_net.asm ", pc
; ---------------------------------------------------------
incsrc "Events/maku_tree.asm"
print "End of Events/maku_tree.asm ", pc
; ---------------------------------------------------------
incsrc "Events/lostsea.asm"
print "End of Events/lostsea.asm ", pc
; ---------------------------------------------------------
incsrc "Items/ice_rod.asm"
print "End of Items/ice_rod.asm ", pc
; ---------------------------------------------------------
incsrc "Items/book_of_secrets.asm"
print "End of Items/book_of_secrets.asm ", pc
; incsrc "Items/bottle_net.asm"
; print "End of Items/bottle_net.asm ", pc
; ---------------------------------------------------------
; Events
incsrc "Events/house_tag.asm"
print "End of Events/house_tag.asm ", pc
incsrc "Events/lost_sea.asm"
print "End of Events/lost_sea.asm ", pc
; ---------------------------------------------------------
; Graphics
incsrc "Graphics/boat_gfx.asm"
print "End of Graphics/boat_gfx.asm ", pc
incsrc "Events/maku_tree.asm"
print "End of Events/maku_tree.asm ", pc
; ---------------------------------------------------------
; Dungeon
incsrc "Dungeons/keyblock.asm"
print "End of Dungeons/keyblock.asm ", pc
; ---------------------------------------------------------
; Custom Menu and HUD
incsrc "Menu/menu.asm"
print "End of Menu/menu.asm ", pc
; ---------------------------------------------------------
incsrc "Debug/debug.asm"
print "End of Debug/debug.asm ", pc
; ---------------------------------------------------------
incsrc "Masks/mask_routines.asm"
; ---------------------------------------------------------
incsrc "Masks/deku_mask.asm"
print "End of Masks/deku_mask.asm ", pc
; ---------------------------------------------------------
incsrc "Masks/zora_mask.asm"
print "End of Masks/zora_mask.asm ", pc
; ---------------------------------------------------------
incsrc "Masks/wolf_mask.asm"
print "End of Masks/wolf_mask.asm ", pc
; ---------------------------------------------------------
incsrc "Masks/bunny_hood.asm"
print "End of Masks/bunny_hood.asm ", pc
print ""
print "Finished applying patches"

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@@ -51,185 +51,227 @@ incsrc sprite_new_functions.asm
;==============================================================================
; TODO: Setup Sprite Properties for Farore
%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
;==============================================================================
Sprite_Farore_Long:
PHB : PHK : PLB
{
PHB : PHK : PLB
JSR Sprite_Farore_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Farore_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Farore_Main ; Call the main sprite code
JSR Sprite_Farore_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==============================================================================
Sprite_Farore_Prep:
PHB : PHK : PLB
; LDA.l $7EF300
; BEQ .PlayIntro
; STZ.w $0DD0, X ; Kill the sprite
; .PlayIntro
PLB
RTL
{
PHB : PHK : PLB
; LDA.l $7EF300
; BEQ .PlayIntro
; STZ.w $0DD0, X ; Kill the sprite
; .PlayIntro
PLB
RTL
}
;==============================================================================
; Movement key bitwise ---- udlr
Sprite_Farore_Main:
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw IntroStart
dw MoveUp
dw MoveLeft
dw WaitAndMessage
IntroStart:
{
RTS
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
dw IntroStart
dw MoveUpTowardsFarore
dw MoveLeftTowardsFarore
dw WaitAndMessage
dw FaroreFollowPlayer
IntroStart:
{
%GotoAction(1)
RTS
}
MoveUpTowardsFarore:
{
LDA.b #$08 : STA.b $49 ; Auto-movement north
LDA.b $20 ; Link's Y Position
CMP.b #$6C ; Y = 6C
BCC .linkistoofar
%GotoAction(2)
.linkistoofar
RTS
}
MoveLeftTowardsFarore:
{
; Move Link Left
LDA.b #$02 : STA.b $49
LDA.b $22 ; Link's X position
CMP.b #$1E
BCS .linkistoofar
STZ.b $49 ; kill automove
LDA.b #$20
STA.w SprTimerA, X ; set timer A to 0x10
%GotoAction(3)
.linkistoofar
RTS
}
WaitAndMessage:
{
%PlayAnimation(2, 3, 8)
%MoveTowardPlayer(15)
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($24)
LDA.b #$01
STA.l $7EF300 ; prevent intro from playing again with sram set
; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
%GotoAction(4)
+
RTS
}
; you could just squeeze it between link and the 1st follower
; by reusing the follow code but with lower delay
; $1A00[0x14] - (Tagalong)
; Low bytes of tagalong states' Y coordinates.
; $1A14[0x14] - (Tagalong)
; High bytes of tagalong states' Y coordinates.
; $1A28[0x14] - (Tagalong)
; Low bytes of tagalong states' X coordinates.
; $1A3C[0x14] - (Tagalong)
; High bytes of tagalong states' X coordinates.
; load current follower position divide it by 2
; and use that as index
FaroreFollowPlayer:
{
%PlayAnimation(2, 3, 8)
%MoveTowardPlayer(10)
RTS
}
}
MoveUp:
{
LDA #$01 ; make link move up
STA $49
LDA $30 ; Link's Y Position
CMP #$C6
BCC .linkistoofarleft
; Here link reached the X position we want
; goto next action
%GotoAction(2)
.linkistoofarleft
RTS
}
MoveLeft:
{
LDA.b #$04 ; make link move left
STA.b $49
LDA.b $20 ; Link's Y Position
CMP.b #$88
BCC .linkistoofarup
; Here link reached the X position we want
; goto next action
STZ.b $49 ; kill automove
LDA.b #$20
STA.w SprTimerA, X ; set timer A to 0x10
%GotoAction(3)
.linkistoofarup
RTS
}
WaitAndMessage:
{
LDA.w SprTimerA, X : BNE +
%ShowUnconditionalMessage($24)
LDA.b #$01
STA.l $7EF300 ; prevent intro from playing again with sram set
STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
; could goto next action too instead
+
RTS
}
;==============================================================================
Sprite_Farore_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
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
PLX
RTS
RTS
;==============================================================================
.start_index
db $00, $02
db $00, $02, $04, $06
.nbr_of_tiles
db 1, 1
db 1, 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
.y_offsets
dw 4, -8
dw 4, -7
dw 4, -8
dw 4, -7
dw 4, -8
dw 4, -7
.chr
db $AA, $A8
db $AA, $A8
db $AA, $A8
db $AA, $A8
db $88, $A8
db $88, $A8
.properties
db $3B, $3B
db $3B, $3B
db $3B, $3B
db $3B, $3B
db $3B, $3B
db $7B, $3B
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
}
;==============================================================================