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m1:disassembly:kraid_page [2015/06/07 12:15] – created - external edit 127.0.0.1 | m1:disassembly:kraid_page [2025/06/18 09:29] (current) – felixwright |
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The Kraid page contains code and data for Kraid's hideout. | ~~REDIRECT>m1:docs:disasm:kraid~~ |
<code> | |
; ------------------- | |
; METROID source code | |
; ------------------- | |
; MAIN PROGRAMMERS | |
; HAI YUKAMI | |
; ZARU SOBAJIMA | |
; GPZ SENGOKU | |
; N.SHIOTANI | |
; M.HOUDAI | |
; (C) 1986 NINTENDO | |
; | |
;;Commented by Dirty McDingus (nmikstas@yahoo.com) | |
;Disassembled using TRaCER. | |
;Can be reassembled using Ophis. | |
;Last updated: 3/9/2010 | |
| |
;Hosted on wiki.metroidconstruction.com, with possible additions by wiki contributors. | |
| |
;Kraid hideout (memory page 4) | |
| |
.org $8000 | |
| |
.include "MetroidDefines.txt" | |
| |
;--------------------------------------[ Forward declarations ]-------------------------------------- | |
| |
.alias startup $C01A | |
.alias NMI $C0D9 | |
.alias ChooseRoutine $C27C | |
.alias Adiv32 $C2BE | |
.alias Amul16 $C2C5 | |
.alias TwosCompliment $C3D4 | |
.alias Base10Subtract $C3FB | |
.alias SubtractHealth $CE92 | |
.alias SetProjectileAnim $D2FA | |
.alias UpdateEnemyAnim $E094 | |
.alias VerticalRoomCentered $E21B | |
| |
;-----------------------------------------[ Start of code ]------------------------------------------ | |
| |
L8000: JMP $F410 | |
L8003: JMP $F438 | |
L8006: JMP $F416 | |
L8009: JMP $F852 | |
L800C: JMP UpdateEnemyAnim ;($E094) | |
L800F: JMP $F68D | |
L8012: JMP $F83E | |
L8015: JMP $F85A | |
L8018: JMP $FBB9 | |
L801B: JMP $FB88 | |
L801E: JMP $FBCA | |
L8021: JMP $F870 | |
L8024: JMP ChooseRoutine ;($C27C) | |
L8027: JMP $FD8F | |
L802A: JMP $EB6E | |
L802D: JMP $8244 | |
L8030: JMP $8318 | |
L8033: JMP $FA1E | |
L8036: JMP $833F | |
L8039: JMP $8395 | |
L803C: JMP $DD8B | |
L803F: JMP $FEDC | |
L8042: JMP SubtractHealth ;($CE92) | |
L8045: JMP Base10Subtract ;($C3FB) | |
| |
L8048: .word $84FD, $84A6, $844A, $844A, $84A6, $84FD, $83F4, $83F4 | |
| |
L8058: LDX PageIndex | |
L805A: LDA $0405,X | |
L805D: ASL | |
L805E: BMI ++++++++ | |
L8060: LDA EnStatus,X | |
L8063: CMP #$02 | |
L8065: BNE ++++++++ | |
L8067: JSR $8244 | |
L806A: LDA $00 | |
L806C: BPL ++ | |
L806E: JSR TwosCompliment ;($C3D4) | |
L8071: STA $66 | |
L8073:* JSR $83F5 | |
L8076: JSR $80B8 | |
L8079: DEC $66 | |
L807B: BNE - | |
L807D:* BEQ ++ | |
L807F: STA $66 | |
L8081:* JSR $844B | |
L8084: JSR $80FB | |
L8087: DEC $66 | |
L8089: BNE - | |
L808B:* JSR $8318 | |
L808E: LDA $00 | |
L8090: BPL ++ | |
L8092: JSR TwosCompliment ;($C3D4) | |
L8095: STA $66 | |
L8097:* JSR $84A7 | |
L809A: JSR $816E | |
L809D: DEC $66 | |
L809F: BNE - | |
L80A1:* BEQ ++ | |
L80A3: STA $66 | |
L80A5:* JSR $84FE | |
L80A8: JSR $8134 | |
L80AB: DEC $66 | |
L80AD: BNE - | |
L80AF:* RTS | |
| |
L80B0: LDY EnDataIndex,X | |
L80B3: LDA $977B,Y | |
L80B6: ASL ;*2 | |
L80B7: RTS | |
| |
L80B8: LDX PageIndex | |
L80BA: BCS $80FA | |
L80BC: LDA $0405,X | |
L80BF: BPL $80C7 | |
L80C1: JSR $81FC | |
L80C4: JMP $80F6 | |
L80C7: JSR $80B0 | |
L80CA: BPL $80EA | |
L80CC: LDA $6B03,X | |
L80CF: BEQ $80C1 | |
L80D1: BPL $80D8 | |
L80D3: JSR $81B1 | |
L80D6: BEQ $80E2 | |
L80D8: SEC | |
L80D9: ROR $0402,X | |
L80DC: ROR EnCounter,X | |
L80DF: JMP $80F6 | |
L80E2: STA $0402,X | |
L80E5: STA EnCounter,X | |
L80E8: BEQ $80F6 | |
L80EA: LDA $977B,Y | |
L80ED: LSR | |
L80EE: LSR | |
L80EF: BCC $80F6 | |
L80F1: LDA #$04 | |
L80F3: JSR $856B | |
L80F6: LDA #$01 | |
L80F8: STA $66 | |
L80FA: RTS | |
| |
L80FB: LDX PageIndex | |
L80FD: BCS $8133 | |
L80FF: LDA $0405,X | |
L8102: BPL $810A | |
L8104: JSR $81FC | |
L8107: JMP $812F | |
L810A: JSR $80B0 | |
L810D: BPL $8123 | |
L810F: LDA $6B03,X | |
L8112: BEQ $8104 | |
L8114: BPL $8120 | |
L8116: CLC | |
L8117: ROR $0402,X | |
L811A: ROR EnCounter,X | |
L811D: JMP $812F | |
L8120: JSR $81B1 | |
L8123: LDA $977B,Y | |
L8126: LSR | |
L8127: LSR | |
L8128: BCC $812F | |
L812A: LDA #$04 | |
L812C: JSR $856B | |
L812F: LDA #$01 | |
L8131: STA $66 | |
L8133: RTS | |
| |
L8134: LDX PageIndex | |
L8136: BCS $816D | |
L8138: JSR $80B0 | |
L813B: BPL $815E | |
L813D: LDA $0405,X | |
L8140: BMI $8148 | |
L8142: JSR $81C7 | |
L8145: JMP $8169 | |
L8148: LDA $6B03,X | |
L814B: BEQ $8142 | |
L814D: BPL $8159 | |
L814F: CLC | |
L8150: ROR $0403,X | |
L8153: ROR $0407,X | |
L8156: JMP $8169 | |
L8159: JSR $81C0 | |
L815C: BEQ $8169 | |
L815E: LDA $977B,Y | |
L8161: LSR | |
L8162: BCC $8169 | |
L8164: LDA #$01 | |
L8166: JSR $856B | |
L8169: LDA #$01 | |
L816B: STA $66 | |
L816D: RTS | |
| |
L816E: LDX PageIndex | |
L8170: BCS $81B0 | |
L8172: JSR $80B0 | |
L8175: BPL $81A0 | |
L8177: LDA $0405,X | |
L817A: BMI $8182 | |
L817C: JSR $81C7 | |
L817F: JMP $81AC | |
L8182: LDA $6B03,X | |
L8185: BEQ $817C | |
L8187: BPL $818E | |
L8189: JSR $81C0 | |
L818C: BEQ $8198 | |
L818E: SEC | |
L818F: ROR $0403,X | |
L8192: ROR $0407,X | |
L8195: JMP $81AC | |
L8198: STA $0403,X | |
L819B: STA $0407,X | |
L819E: BEQ $81AC | |
L81A0: JSR $80B0 | |
L81A3: LSR | |
L81A4: LSR | |
L81A5: BCC $81AC | |
L81A7: LDA #$01 | |
L81A9: JSR $856B | |
L81AC: LDA #$01 | |
L81AE: STA $66 | |
L81B0: RTS | |
| |
L81B1: JSR $81B8 | |
L81B4: STA $6AFE,X | |
L81B7: RTS | |
| |
L81B8: LDA #$20 | |
L81BA: JSR $F744 | |
L81BD: LDA #$00 | |
L81BF: RTS | |
| |
L81C0: JSR $81B8 | |
L81C3: STA $6AFF,X | |
L81C6: RTS | |
| |
L81C7: JSR $81F6 | |
L81CA: BNE $81F5 | |
L81CC: LDA #$01 | |
L81CE: JSR $856B | |
L81D1: LDA $6AFF,X | |
L81D4: JSR $C3D4 | |
L81D7: STA $6AFF,X | |
| |
L81DA: JSR $81F6 | |
L81DD: BNE $81F5 | |
L81DF: JSR $80B0 | |
L81E2: SEC | |
L81E3: BPL $81ED | |
L81E5: LDA #$00 | |
L81E7: SBC $0407,X | |
L81EA: STA $0407,X | |
L81ED: LDA #$00 | |
L81EF: SBC $0403,X | |
L81F2: STA $0403,X | |
L81F5: RTS | |
| |
L81F6: JSR $F74B | |
L81F9: AND #$20 | |
L81FB: RTS | |
| |
L81FC: JSR $81F6 | |
L81FF: BNE $81F5 | |
L8201: LDA #$04 | |
L8203: JSR $856B | |
L8206: LDA $6AFE,X | |
L8209: JSR $C3D4 | |
L820C: STA $6AFE,X | |
| |
L820F: JSR $81F6 | |
L8212: BNE $822A | |
L8214: JSR $80B0 | |
L8217: SEC | |
L8218: BPL $8222 | |
L821A: LDA #$00 | |
L821C: SBC EnCounter,X | |
L821F: STA EnCounter,X | |
L8222: LDA #$00 | |
L8224: SBC $0402,X | |
L8227: STA $0402,X | |
L822A: RTS | |
| |
L822B: LDA $0405,X | |
L822E: BPL $8232 | |
L8230: LSR | |
L8231: LSR | |
L8232: LSR | |
L8233: LDA $0408,X | |
L8236: ROL | |
L8237: ASL | |
L8238: TAY | |
L8239: LDA $96DB,Y | |
L823C: STA $81 | |
L823E: LDA $96DC,Y | |
L8241: STA $82 | |
L8243: RTS | |
| |
L8244: JSR $80B0 | |
L8247: BPL $824C | |
L8249: JMP $833F | |
L824C: LDA $0405,X | |
L824F: AND #$20 | |
L8251: EOR #$20 | |
L8253: BEQ $82A2 | |
L8255: JSR $822B | |
L8258: LDY EnCounter,X | |
L825B: LDA ($81),Y | |
L825D: CMP #$F0 | |
L825F: BCC $827F | |
L8261: CMP #$FA | |
L8263: BEQ $827C | |
L8265: CMP #$FB | |
L8267: BEQ $82B0 | |
L8269: CMP #$FC | |
L826B: BEQ $82B3 | |
L826D: CMP #$FD | |
L826F: BEQ $82A5 | |
L8271: CMP #$FE | |
L8273: BEQ $82DE | |
L8275: LDA #$00 | |
L8277: STA EnCounter,X | |
L827A: BEQ $8258 | |
L827C: JMP $8312 | |
L827F: SEC | |
L8280: SBC EnDelay,X | |
L8283: BNE $8290 | |
L8285: STA EnDelay,X | |
L8288: INY | |
L8289: INY | |
L828A: TYA | |
L828B: STA EnCounter,X | |
L828E: BNE $825B | |
L8290: INC EnDelay,X | |
L8293: INY | |
L8294: LDA ($81),Y | |
L8296: ASL | |
L8297: PHP | |
L8298: JSR Adiv32 ;($C2BE)Divide by 32. | |
L829B: PLP | |
L829C: BCC $82A2 | |
L829E: EOR #$FF | |
L82A0: ADC #$00 | |
L82A2: STA $00 | |
L82A4: RTS | |
| |
L82A5: INC EnCounter,X | |
L82A8: INY | |
L82A9: LDA #$00 | |
L82AB: STA $6B01,X | |
L82AE: BEQ $825B | |
L82B0: PLA | |
L82B1: PLA | |
L82B2: RTS | |
| |
L82B3: LDA $6B03,X | |
L82B6: BPL $82BE | |
L82B8: JSR $E770 | |
L82BB: JMP $82C3 | |
L82BE: BEQ $82D2 | |
L82C0: JSR $E77B | |
L82C3: LDX PageIndex | |
L82C5: BCS $82D2 | |
L82C7: LDY EnCounter,X | |
L82CA: INY | |
L82CB: LDA #$00 | |
L82CD: STA $6B03,X | |
L82D0: BEQ $82D7 | |
L82D2: LDY EnCounter,X | |
L82D5: DEY | |
L82D6: DEY | |
L82D7: TYA | |
L82D8: STA EnCounter,X | |
L82DB: JMP $825B | |
L82DE: DEY | |
L82DF: DEY | |
L82E0: TYA | |
L82E1: STA EnCounter,X | |
L82E4: LDA $6B03,X | |
L82E7: BPL $82EF | |
L82E9: JSR $E770 | |
L82EC: JMP $82F4 | |
L82EF: BEQ $82FB | |
L82F1: JSR $E77B | |
L82F4: LDX PageIndex | |
L82F6: BCC $82FB | |
L82F8: JMP $8258 | |
L82FB: LDY EnDataIndex,X | |
L82FE: LDA $968B,Y | |
L8301: AND #$20 | |
L8303: BEQ $8312 | |
L8305: LDA $0405,X | |
L8308: EOR #$05 | |
L830A: ORA $968B,Y | |
L830D: AND #$1F | |
L830F: STA $0405,X | |
L8312: JSR $81B1 | |
L8315: JMP $82A2 | |
L8318: JSR $80B0 | |
L831B: BPL $8320 | |
L831D: JMP $8395 | |
L8320: LDA $0405,X | |
L8323: AND #$20 | |
L8325: EOR #$20 | |
L8327: BEQ $833C | |
L8329: LDY EnCounter,X | |
L832C: INY | |
L832D: LDA ($81),Y | |
L832F: TAX | |
L8330: AND #$08 | |
L8332: PHP | |
L8333: TXA | |
L8334: AND #$07 | |
L8336: PLP | |
L8337: BEQ $833C | |
L8339: JSR $C3D4 | |
L833C: STA $00 | |
L833E: RTS | |
| |
L833F: LDY #$0E | |
L8341: LDA $6AFE,X | |
L8344: BMI $835E | |
L8346: CLC | |
L8347: ADC EnCounter,X | |
L834A: STA EnCounter,X | |
L834D: LDA $0402,X | |
L8350: ADC #$00 | |
L8352: STA $0402,X | |
L8355: BPL $8376 | |
L8357: JSR $C3D4 | |
L835A: LDY #$F2 | |
L835C: BNE $8376 | |
L835E: JSR $C3D4 | |
L8361: SEC | |
L8362: STA $00 | |
L8364: LDA EnCounter,X | |
L8367: SBC $00 | |
L8369: STA EnCounter,X | |
L836C: LDA $0402,X | |
L836F: SBC #$00 | |
L8371: STA $0402,X | |
L8374: BMI $8357 | |
L8376: CMP #$0E | |
L8378: BCC $8383 | |
L837A: LDA #$00 | |
L837C: STA EnCounter,X | |
L837F: TYA | |
L8380: STA $0402,X | |
L8383: LDA $6AFC,X | |
L8386: CLC | |
L8387: ADC EnCounter,X | |
L838A: STA $6AFC,X | |
L838D: LDA #$00 | |
L838F: ADC $0402,X | |
L8392: STA $00 | |
L8394: RTS | |
| |
L8395: LDA #$00 | |
L8397: STA $00 | |
L8399: STA $02 | |
L839B: LDA #$0E | |
L839D: STA $01 | |
L839F: STA $03 | |
L83A1: LDA $0407,X | |
L83A4: CLC | |
L83A5: ADC $6AFF,X | |
L83A8: STA $0407,X | |
L83AB: STA $04 | |
L83AD: LDA #$00 | |
L83AF: LDY $6AFF,X | |
L83B2: BPL $83B6 | |
L83B4: LDA #$FF | |
L83B6: ADC $0403,X | |
L83B9: STA $0403,X | |
L83BC: TAY | |
L83BD: BPL $83D0 | |
L83BF: LDA #$00 | |
L83C1: SEC | |
L83C2: SBC $0407,X | |
L83C5: STA $04 | |
L83C7: LDA #$00 | |
L83C9: SBC $0403,X | |
L83CC: TAY | |
L83CD: JSR $E449 | |
L83D0: LDA $04 | |
L83D2: CMP $02 | |
L83D4: TYA | |
L83D5: SBC $03 | |
L83D7: BCC $83E3 | |
L83D9: LDA $00 | |
L83DB: STA $0407,X | |
L83DE: LDA $01 | |
L83E0: STA $0403,X | |
L83E3: LDA $6AFD,X | |
L83E6: CLC | |
L83E7: ADC $0407,X | |
L83EA: STA $6AFD,X | |
L83ED: LDA #$00 | |
L83EF: ADC $0403,X | |
L83F2: STA $00 | |
L83F4: RTS | |
| |
L83F5: LDX PageIndex | |
L83F7: LDA EnYRoomPos,X | |
L83FA: SEC | |
L83FB: SBC EnRadY,X | |
L83FE: AND #$07 | |
L8400: SEC | |
L8401: BNE $8406 | |
L8403: JSR $E770 | |
L8406: LDY #$00 | |
L8408: STY $00 | |
L840A: LDX PageIndex | |
L840C: BCC $844A | |
L840E: INC $00 | |
L8410: LDY EnYRoomPos,X | |
L8413: BNE $8429 | |
L8415: LDY #$F0 | |
L8417: LDA $49 | |
L8419: CMP #$02 | |
L841B: BCS $8429 | |
L841D: LDA $FC | |
L841F: BEQ $844A | |
L8421: JSR $8563 | |
L8424: BEQ $844A | |
L8426: JSR $855A | |
L8429: DEY | |
L842A: TYA | |
L842B: STA EnYRoomPos,X | |
L842E: CMP EnRadY,X | |
L8431: BNE $8441 | |
L8433: LDA $FC | |
L8435: BEQ $843C | |
L8437: JSR $8563 | |
L843A: BNE $8441 | |
L843C: INC EnYRoomPos,X | |
L843F: CLC | |
L8440: RTS | |
| |
L8441: LDA $0405,X | |
L8444: BMI $8449 | |
L8446: INC $6B01,X | |
L8449: SEC | |
L844A: RTS | |
| |
L844B: LDX PageIndex | |
L844D: LDA EnYRoomPos,X | |
L8450: CLC | |
L8451: ADC EnRadY,X | |
L8454: AND #$07 | |
L8456: SEC | |
L8457: BNE $845C | |
L8459: JSR $E77B | |
L845C: LDY #$00 | |
L845E: STY $00 | |
L8460: LDX PageIndex | |
L8462: BCC $84A6 | |
L8464: INC $00 | |
L8466: LDY EnYRoomPos,X | |
L8469: CPY #$EF | |
L846B: BNE $8481 | |
L846D: LDY #$FF | |
L846F: LDA $49 | |
L8471: CMP #$02 | |
L8473: BCS $8481 | |
L8475: LDA $FC | |
L8477: BEQ $84A6 | |
L8479: JSR $8563 | |
L847C: BNE $84A6 | |
L847E: JSR $855A | |
L8481: INY | |
L8482: TYA | |
L8483: STA EnYRoomPos,X | |
L8486: CLC | |
L8487: ADC EnRadY,X | |
L848A: CMP #$EF | |
L848C: BNE $849D | |
L848E: LDA $FC | |
L8490: BEQ $8497 | |
L8492: JSR $8563 | |
L8495: BEQ $849D | |
L8497: DEC EnYRoomPos,X | |
L849A: CLC | |
L849B: BCC $84A6 | |
L849D: LDA $0405,X | |
L84A0: BMI $84A5 | |
L84A2: DEC $6B01,X | |
L84A5: SEC | |
L84A6: RTS | |
| |
L84A7: LDX PageIndex | |
L84A9: LDA EnXRoomPos,X | |
L84AC: SEC | |
L84AD: SBC EnRadX,X | |
L84B0: AND #$07 | |
L84B2: SEC | |
L84B3: BNE $84B8 | |
L84B5: JSR $E8F1 | |
L84B8: LDY #$00 | |
L84BA: STY $00 | |
L84BC: LDX PageIndex | |
L84BE: BCC $84FD | |
L84C0: INC $00 | |
L84C2: LDY EnXRoomPos,X | |
L84C5: BNE $84DA | |
L84C7: LDA $49 | |
L84C9: CMP #$02 | |
L84CB: BCC $84DA | |
L84CD: LDA $FD | |
L84CF: BEQ $84D4 | |
L84D1: JSR $8563 | |
L84D4: CLC | |
L84D5: BEQ $84FD | |
L84D7: JSR $855A | |
L84DA: DEC EnXRoomPos,X | |
L84DD: LDA EnXRoomPos,X | |
L84E0: CMP EnRadX,X | |
L84E3: BNE $84F4 | |
L84E5: LDA $FD | |
L84E7: BEQ $84EE | |
L84E9: JSR $8563 | |
L84EC: BNE $84F4 | |
L84EE: INC EnXRoomPos,X | |
L84F1: CLC | |
L84F2: BCC $84FD | |
L84F4: LDA $0405,X | |
L84F7: BPL $84FC | |
L84F9: INC $6B01,X | |
L84FC: SEC | |
L84FD: RTS | |
| |
L84FE: LDX PageIndex | |
L8500: LDA EnXRoomPos,X | |
L8503: CLC | |
L8504: ADC EnRadX,X | |
L8507: AND #$07 | |
L8509: SEC | |
L850A: BNE $850F | |
L850C: JSR $E8FC | |
L850F: LDY #$00 | |
L8511: STY $00 | |
L8513: LDX PageIndex | |
L8515: BCC $8559 | |
L8517: INC $00 | |
L8519: INC EnXRoomPos,X | |
L851C: BNE $8536 | |
L851E: LDA $49 | |
L8520: CMP #$02 | |
L8522: BCC $8536 | |
L8524: LDA $FD | |
L8526: BEQ $852D | |
L8528: JSR $8563 | |
L852B: BEQ $8533 | |
L852D: DEC EnXRoomPos,X | |
L8530: CLC | |
L8531: BCC $8559 | |
L8533: JSR $855A | |
L8536: LDA EnXRoomPos,X | |
L8539: CLC | |
L853A: ADC EnRadX,X | |
L853D: CMP #$FF | |
L853F: BNE $8550 | |
L8541: LDA $FD | |
L8543: BEQ $854A | |
L8545: JSR $8563 | |
L8548: BEQ $8550 | |
L854A: DEC EnXRoomPos,X | |
L854D: CLC | |
L854E: BCC $8559 | |
L8550: LDA $0405,X | |
L8553: BPL $8558 | |
L8555: DEC $6B01,X | |
L8558: SEC | |
L8559: RTS | |
| |
L855A: LDA EnNameTable,X | |
L855D: EOR #$01 | |
L855F: STA EnNameTable,X | |
L8562: RTS | |
| |
L8563: LDA EnNameTable,X | |
L8566: EOR $FF | |
L8568: AND #$01 | |
L856A: RTS | |
| |
L856B: EOR $0405,X | |
L856E: STA $0405,X | |
L8571: RTS | |
| |
;---------------------------------[ Object animation data tables ]---------------------------------- | |
| |
;The following tables are indices into the FramePtrTable that correspond to various animations. The | |
;FramePtrTable represents individual frames and the entries in ObjectAnimIndexTbl are the groups of | |
;frames responsible for animaton Samus, her weapons and other objects. | |
| |
ObjectAnimIndexTbl: | |
| |
;Samus run animation. | |
L8572: .byte $03, $04, $05, $FF | |
| |
;Samus front animation. | |
L8576: .byte $07, $FF | |
| |
;Samus jump out of ball animation. | |
L8578: .byte $17 | |
| |
;Samus Stand animation. | |
L8579: .byte $08, $FF | |
| |
;Samus stand and fire animation. | |
L857B: .byte $22, $FF | |
| |
;Samus stand and jump animation. | |
L857D: .byte $04 | |
| |
;Samus Jump animation. | |
L857E: .byte $10, $FF | |
| |
;Samus summersault animation. | |
L8580: .byte $17, $18, $19, $1A, $FF | |
| |
;Samus run and jump animation. | |
L8585: .byte $03, $17, $FF | |
| |
;Samus roll animation. | |
L8588: .byte $1E, $1D, $1C, $1B, $FF | |
| |
;Bullet animation. | |
L858D: .byte $28, $FF | |
| |
;Bullet hit animation. | |
L858F: .byte $2A, $F7, $FF | |
| |
;Samus jump and fire animation. | |
L8592: .byte $12, $FF | |
| |
;Samus run and fire animation. | |
L8594: .byte $0C, $0D, $0E, $FF | |
| |
;Samus point up and shoot animation. | |
L8598: .byte $30 | |
| |
;Samus point up animation. | |
L8599: .byte $2B, $FF | |
| |
;Door open animation. | |
L859B: .byte $31, $31, $33, $F7, $FF | |
| |
;Door close animation. | |
L85A0: .byte $33, $33, $31, $FF | |
| |
;Samus explode animation. | |
L85A4: .byte $35, $FF | |
| |
;Samus jump and point up animation. | |
L85A6: .byte $39, $38, $FF | |
| |
;Samus run and point up animation. | |
L85A9: .byte $40, $41, $42, $FF | |
| |
;Samus run, point up and shoot animation 1. | |
L85AD: .byte $46, $FF | |
| |
;Samus run, point up and shoot animation 2. | |
L85AF: .byte $47, $FF | |
| |
;Samus run, point up and shoot animation 3. | |
L85B1: .byte $48, $FF | |
| |
;Samus on elevator animation 1. | |
L85B3: .byte $07, $F7, $F7, $07, $F7, $F7, $F7, $07, $F7, $F7, $F7, $F7, $07, $F7, $FF | |
| |
;Samus on elevator animation 2. | |
L85C2: .byte $23, $F7, $F7, $23, $F7, $F7, $F7, $23, $F7, $F7, $F7, $F7, $23, $F7, $FF | |
| |
;Samus on elevator animation 3. | |
L85D1: .byte $07, $F7, $F7, $F7, $F7, $07, $F7, $F7, $F7, $07, $F7, $F7, $07, $F7, $FF | |
| |
;Samus on elevator animation 4. | |
L85E0: .byte $23, $F7, $F7, $F7, $F7, $23, $F7, $F7, $F7, $23, $F7, $F7, $23, $F7, $FF | |
| |
;Wave beam animation. | |
L85EF: .byte $4B, $FF | |
| |
;Bomb tick animation. | |
L85F1: .byte $4E, $4F, $FF | |
| |
;Bomb explode animation. | |
L85F4: .byte $3C, $4A, $49, $4A, $4D, $4A, $4D, $F7, $FF | |
| |
;Missile left animation. | |
L85FD: .byte $26, $FF | |
| |
;Missile right animation. | |
L85FF: .byte $25, $FF | |
| |
;Missile up animation. | |
L8601: .byte $27, $FF | |
| |
;Missile explode animation. | |
L8603: .byte $67, $67, $67, $68, $68, $69, $F7, $FF | |
| |
;----------------------------[ Sprite drawing pointer tables ]-------------------------------------- | |
| |
;The above animation pointers provide an index into the following table | |
;for the animation sequences. | |
| |
FramePtrTable: | |
L860B: .word $87CB, $87CB, $87CB, $87CB, $87DD, $87F0, $8802, $8802 | |
L861B: .word $8818, $882C, $882C, $882C, $882C, $883E, $8851, $8863 | |
L862B: .word $8863, $8874, $8874, $8885, $8885, $8885, $8885, $8885 | |
L863B: .word $888F, $8899, $88A3, $88AD, $88B8, $88C3, $88CE, $88D9 | |
L864B: .word $88D9, $88D9, $88D9, $88EE, $88F8, $88F8, $88FE, $8904 | |
L865B: .word $890A, $890F, $890F, $8914, $8928, $8928, $8928, $8928 | |
L866B: .word $8928, $893C, $8948, $8948, $8954, $8954, $8961, $8961 | |
L867B: .word $8961, $8974, $8987, $8987, $8987, $8995, $8995, $8995 | |
L868B: .word $8995, $89A9, $89BE, $89D2, $89D2, $89D2, $89D2, $89E6 | |
L869B: .word $89FB, $8A0F, $8A1D, $8A21, $8A26, $8A26, $8A3C, $8A41 | |
L86AB: .word $8A46, $8A4E, $8A56, $8A5E, $8A66, $8A6E, $8A76, $8A7E | |
L86BB: .word $8A86, $8A8E, $8A9C, $8AA1, $8AA6, $8AAE, $8ABA, $8AC4 | |
L86CB: .word $8AC4, $8AC4, $8AC4, $8AC4, $8AC4, $8AC4, $8AD8, $8AE9 | |
L86DB: .word $8AF3, $8B03 | |
| |
;The following table provides pointers to data used for the placement of the sprites that make up | |
;Samus and other non-enemy objects. | |
| |
PlacePtrTable: | |
L86DF: .word $8701, $871F, $872B, $8737, $8747, $8751, $86FD, $875D | |
L86EF: .word $8775, $878D, $8791, $8799, $87A5, $8749, $87B1 | |
| |
;------------------------------[ Sprite placement data tables ]------------------------------------- | |
| |
;Sprite placement data. The placement data is grouped into two byte segments. The first byte is the | |
;y placement byte and the second is the x placement byte. If the MSB is set in the byte, the byte | |
;is in twos compliment format so when it is added to the object position, the end result is to | |
;decrease the x or y position of the sprite. The Samus explode table is a special case with special | |
;data bytes. The format of those data bytes is listed just above the Samus explode data. Each data | |
;table has a graphical representation above it to show how the sprites are laid out with respect to | |
;the object position, which is represented by a * in the table. The numbers in the lower right corner | |
;of the boxes indicates which segment of the data table represents which box in the graphic. Each box | |
;is filled with an 8x8 sprite. | |
| |
;Samus pointing up frames. Added to the main Samus animation table below. | |
; +--------+ <----0 | |
; +--------+ <----1 | |
; | | | |
; | | | |
; | | | |
; +--------+ | |
; +--------+ | |
; | |
; | |
; | |
; | |
; | |
; | |
; | |
; | |
; * | |
; +--0--+ +--1--+ | |
L86FD: .byte $E8, $FC, $EA, $FC | |
| |
;Several Samus frames. | |
; +-------+ <---------------D | |
; +-------+ <---------------E | |
; | | | |
; | +---+----+--------+ | |
; | | | | | | |
; +-------+ | | | |
; +-------+ | | | |
; | 0| 1| | |
; +----+-+-+----+-+-+--------+ | |
; | | | | | | | | | |
; | | | | | | | | | |
; | | | | | | | | | |
; | | |2| B|C|3| 4| | |
; +----+-+-+----+-+-*--------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 5| 6| 7| | |
; +--------+--------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 8| 9| A| | |
; +--------+--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ +--6--+ +--7--+ | |
L8701: .byte $F0, $F8, $F0, $00, $F8, $F0, $F8, $F8, $F8, $00, $00, $F8, $00, $00, $00, $08 | |
; +--8--+ +--9--+ +--A--+ +--B--+ +--C--+ +--D--+ +--E--+ | |
L8711: .byte $08, $F8, $08, $00, $08, $08, $F8, $F4, $F8, $F6, $EC, $F4, $EE, $F4 | |
| |
;Samus summersault and roll frames. | |
; +--------+--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 0| 1| | |
; +--------+--------+ | |
; | | | | |
; +--------+--------+ | |
; | * | | |
; | 2| 3| | |
; +--------+--------+ | |
; | 4| 5| | |
; +--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ | |
L871F: .byte $F3, $F8, $F3, $00, $FB, $F8, $FB, $00, $03, $F8, $03, $00 | |
| |
;Samus summersault frame. | |
; +--------+--------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 0| 1| 2| | |
; +--------+-*------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 3| 4| 5| | |
; +--------+--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ | |
L872B: .byte $F8, $F6, $F8, $FE, $F8, $06, $00, $F6, $00, $FE, $00, $06 | |
| |
;Elevator frame. | |
; +--------+--------+--------+--------+--------+--------+--------+--------+ | |
; | | | | | | | | | | |
; | | | | | | | | | | |
; | | * | | | | | | | |
; | 0| 1| 2| 3| 4| 5| 6| 7| | |
; +--------+--------+--------+--------+--------+--------+--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ +--6--+ +--7--+ | |
L8737: .byte $FC, $F0, $FC, $F8, $FC, $00, $FC, $08, $FC, $10, $FC, $18, $FC, $20, $FC, $28 | |
| |
;Several projectile frames. | |
; +--------+ | |
; | | | |
; | | | |
; | * | | |
; | 0| | |
; +--------+ | |
; +--0--+ | |
L8747: .byte $FC, $FC | |
| |
;Power-up items and bomb explode frames. | |
; +--------+--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 0| 1| | |
; +--------*--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 2| 3| | |
; +--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ | |
L8749: .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00 | |
| |
;Door frames. | |
; +--------+ | |
; | | | |
; | | | |
; | | | |
; | 0| | |
; +--------+ | |
; | | | |
; | | | |
; | | | |
; | 1| | |
; +--------+ | |
; | | | |
; | | | |
; | | | |
; | 2| | |
; *--------+ | |
; | | | |
; | | | |
; | | | |
; | 3| | |
; +--------+ | |
; | | | |
; | | | |
; | | | |
; | 4| | |
; +--------+ | |
; | | | |
; | | | |
; | | | |
; | 5| | |
; +--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ | |
L8751: .byte $E8, $00, $F0, $00, $F8, $00, $00, $00, $08, $00, $10, $00 | |
| |
;Samus explode. Special case. The bytes that are #$8X indicate displacement data will be loaded | |
;from a table for the y direction and from a counter for the x direction. The initial displacement | |
;bytes start at $8769. If the LSB is clear in the bytes where the upper nibble is #$8, those | |
;data bytes will be used to decrease the x position of the sprite each frame. If the LSB is set, | |
;the data bytes will increase the x position of the sprite each frame. | |
; +--------+--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 0| 1| | |
; +--------+--------+ | |
; | | | | |
; | | | | |
; | * | | |
; | 2| 3| | |
; +--------+--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 4| 5| | |
; +--------+--------+ | |
; +--0--+ +--1--+ | |
L875D: .byte $80, $80, $81, $81, $82, $82, $83, $83, $84, $84, $85, $85, $F4, $F8, $F4, $00 | |
; +--2--+ +--3--+ +--4--+ +--5--+ | |
L876D: .byte $FC, $F8, $FC, $00, $04, $F8, $04, $00 | |
| |
;Bomb explode frame. | |
; +--------+--------+--------+--------+ | |
; | | | | | | |
; | | | | | | |
; | | | | | | |
; | 3| 4| 0| 1| | |
; +--------+--------+--------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 5| | 2| | |
; +--------+ * +--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 6| | 9| | |
; +--------+--------+--------+--------+ | |
; | | | | | | |
; | | | | | | |
; | | | | | | |
; | 7| 8| A| B| | |
; +--------+--------+--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ +--6--+ +--7--+ | |
L8775: .byte $F0, $00, $F0, $08, $F8, $08, $F0, $F0, $F0, $F8, $F8, $F0, $00, $F0, $08, $F0 | |
; +--8--+ +--9--+ +--A--+ +--B--+ | |
L8785: .byte $08, $F8, $00, $08, $08, $00, $08, $08 | |
| |
;Missile up frame. | |
; +--------+ | |
; | | | |
; | | | |
; | | | |
; | 0| | |
; +----*---+ | |
; | | | |
; | | | |
; | | | |
; | 1| | |
; +--------+ | |
; +--0--+ +--1--+ | |
L878D: .byte $F8, $FC, $00, $FC | |
| |
;Missile left/right and missile explode frames. | |
; +--------+--------+ +--------+--------+ | |
; | | | | | | | |
; | | | | | | | |
; | * | | | | | |
; | 0| 1| | 2| 3| | |
; +--------+--------+ +--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ | |
L8791: .byte $FC, $F8, $FC, $00, $FC, $10, $FC, $18 | |
| |
;Missile explode frame. | |
; +--------+--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 1| 2| | |
; +--------+--------+--------+--------+ | |
; | | | | | |
; | | | | | |
; | | * | | | |
; | 0| | 3| | |
; +--------+--------+--------+--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 4| 5| | |
; +--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ | |
L8799: .byte $FC, $F0, $F4, $F8, $F4, $00, $FC, $08, $04, $F8, $04, $00 | |
| |
;Missile explode frame. | |
; +--------+ +--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 1| | 2| | |
; +--------+ +--------+ | |
; | |
; | |
; | |
; | |
; +--------+ +--------+ | |
; | | | | | |
; | | | | | |
; | | * | | | |
; | 0| | 3| | |
; +--------+ +--------+ | |
; | |
; | |
; | |
; | |
; +--------+ +--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 4| | 5| | |
; +--------+ +--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ | |
L87A5: .byte $FC, $E8, $EC, $F0, $EC, $08, $FC, $10, $0C, $F0, $0C, $08 | |
| |
;Statue frames. | |
; +--------+--------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 4| 5| 6| | |
; +--------+--------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | 7| 8| 9| | |
; +--------+--------+--------+ | |
; | | | | | |
; | | | | | |
; | | | | | |
; | A| B| C| | |
; +--------+--------*--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 0| 1| | |
; +--------+--------+ | |
; | | | | |
; | | | | |
; | | | | |
; | 2| 3| | |
; +--------+--------+ | |
; +--0--+ +--1--+ +--2--+ +--3--+ +--4--+ +--5--+ +--6--+ +--7--+ | |
L87B1: .byte $00, $F8, $00, $00, $08, $F8, $08, $00, $E8, $F0, $E8, $F8, $E8, $00, $F0, $F0 | |
; +--8--+ +--9--+ +--A--+ +--B--+ +--C--+ | |
L87C1: .byte $F0, $F8, $F0, $00, $F8, $F0, $F8, $F8, $F8, $00 | |
| |
;-------------------------------[ Sprite frame data tables ]--------------------------------------- | |
| |
;Frame drawing data. The format for the frame drawing data is as follows: | |
;There are 4 control bytes associated with the frame data and they are #$FC, #$FD, #$FE and #$FF. | |
; | |
;#$FC displaces the location of the object in the x and y direction. The first byte following #$FC | |
;is the y displacement of the object and the second byte is the x displacement. any further bytes | |
;are pattern table index bytes until the next control byte is reached. | |
; | |
;#$FD tells the program to change the sprite control byte. The next byte after #$FD is the new | |
;control byte. Only the 4 upper bits are used. Any further bytes are pattern table index bytes | |
;until the next control byte is reached. | |
; | |
;#$FE causes the next placement position to be skipped. Any further bytes are pattern table index | |
;bytes until the next control byte is reached. | |
; | |
;#$FF ends the frame drawing data segment. | |
; | |
;The first 3 bytes are unique. The first byte contains two parts: AAAABBBB. The upper 4 bits | |
;are sprite control data which control mirroring and color bits. The lower 4 bits are multiplied | |
;by 2 and used as an index into the PlacePtrTable to find the proper placement data for the | |
;current frame. The second byte is saved as the object's y radius and the third byte is saved | |
;as the object's x radius. | |
| |
;Samus run. | |
L87CB: .byte $40, $0F, $04, $00, $01, $FD, $20, $FE, $41, $40, $FD, $60, $20, $21, $FE, $FE | |
L87DB: .byte $31, $FF | |
| |
;Samus run. | |
L87DD: .byte $40, $0F, $04, $02, $03, $FD, $20, $FE, $43, $42, $FD, $60, $22, $23, $FE, $32 | |
L87ED: .byte $33, $34, $FF | |
| |
;Samus run. | |
L87F0: .byte $40, $0F, $04, $05, $06, $FD, $20, $FE, $45, $44, $FD, $60, $25, $26, $27, $35 | |
L8800: .byte $36, $FF | |
| |
;Samus facing forward. | |
L8802: .byte $00, $0F, $04, $09, $FD, $60, $09, $FD, $20, $FE, $19, $1A, $FD, $20, $29, $2A | |
L8812: .byte $FE, $39, $FD, $60, $39, $FF | |
| |
;Samus stand. | |
L8818: .byte $40, $0F, $04, $FD, $20, $0E, $0D, $FE, $1E, $1D, $2E, $2D, $FE, $FD, $60, $3B | |
L8828: .byte $3C, $FE, $17, $FF | |
| |
;Samus run and fire. | |
L882C: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $20, $21, $FE, $FE | |
L883C: .byte $31, $FF | |
| |
;Samus run and fire. | |
L883E: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $22, $23, $FE, $32 | |
L884E: .byte $33, $34, $FF | |
| |
;Samus run and fire. | |
L8851: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $25, $26, $27, $35 | |
L8861: .byte $36, $FF | |
| |
;Samus stand and jump. | |
L8863: .byte $40, $0F, $04, $00, $01, $FD, $20, $FE, $41, $40, $FD, $60, $22, $07, $08, $32 | |
L8873: .byte $FF | |
| |
;Samus jump and fire. | |
L8874: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $22, $07, $08, $32 | |
L8884: .byte $FF | |
| |
;Samus summersault. | |
L8885: .byte $41, $0F, $04, $52, $53, $62, $63, $72, $73, $FF | |
| |
;Samus summersault. | |
L888F: .byte $42, $0F, $04, $54, $55, $56, $64, $65, $66, $FF | |
| |
;Samus summersault. | |
L8899: .byte $81, $0F, $04, $52, $53, $62, $63, $72, $73, $FF | |
| |
;Samus summersault. | |
L88A3: .byte $82, $0F, $04, $54, $55, $56, $64, $65, $66, $FF | |
| |
;Samus roll. | |
L88AD: .byte $01, $08, $04, $FC, $03, $00, $50, $51, $60, $61, $FF | |
| |
;Samus roll. | |
L88B8: .byte $81, $08, $04, $FC, $FD, $00, $50, $51, $60, $61, $FF | |
| |
;Samus roll. | |
L88C3: .byte $C1, $08, $04, $FC, $FD, $00, $50, $51, $60, $61, $FF | |
| |
;Samus roll. | |
L88CE: .byte $41, $08, $04, $FC, $03, $00, $50, $51, $60, $61, $FF | |
| |
;Samus stand and fire. | |
L88D9: .byte $40, $0F, $04, $FD, $20, $0E, $0D, $FE, $1E, $1D, $2E, $2D, $FE, $FD, $60, $3B | |
L88E9: .byte $3C, $FE, $FE, $17, $FF | |
| |
;Elevator. | |
L88EE: .byte $03, $04, $10, $28, $38, $38, $FD, $60, $28, $FF | |
| |
;Missile right. | |
L88F8: .byte $4A, $04, $08, $5E, $5F, $FF | |
| |
;Missile left. | |
L88FE: .byte $0A, $04, $08, $5E, $5F, $FF | |
| |
;Missile up. | |
L8904: .byte $09, $08, $04, $14, $24, $FF | |
| |
;Bullet fire. | |
L890A: .byte $04, $02, $02, $30, $FF | |
| |
;Bullet hit. | |
L890F: .byte $04, $00, $00, $04, $FF | |
| |
;Samus stand and point up. | |
L8914: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $2E, $2D, $FE, $FD | |
L8924: .byte $60, $3B, $3C, $FF | |
| |
;Samus from ball to pointing up. | |
L8928: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $2E, $2D, $FE, $FD | |
L8938: .byte $60, $3B, $3C, $FF | |
| |
;Door closed. | |
L893C: .byte $35, $18, $08, $0F, $1F, $2F, $FD, $A3, $2F, $1F, $0F, $FF | |
| |
;Door open/close. | |
L8948: .byte $35, $18, $04, $6A, $6B, $6C, $FD, $A3, $6C, $6B, $6A, $FF | |
| |
;Samus explode. | |
L8954: .byte $07, $00, $00, $FC, $FC, $00, $0B, $0C, $1B, $1C, $2B, $2C, $FF | |
| |
;Samus jump and point up. | |
L8961: .byte $46, $0F, $04, $69, $FD, $20, $FE, $7A, $79, $FE, $78, $77, $FD, $60, $22, $07 | |
L8971: .byte $08, $32, $FF | |
| |
;Samus jump and point up. | |
L8974: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $22, $07 | |
L8984: .byte $08, $32, $FF | |
| |
;Bomb explode. | |
L8987: .byte $0D, $0C, $0C, $74, $FD, $60, $74, $FD, $A0, $74, $FD, $E0, $74, $FF | |
| |
;Samus run and point up. | |
L8995: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $20, $21 | |
L89A5: .byte $FE, $FE, $31, $FF | |
| |
;Samus run and point up. | |
L89A9: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $22, $23 | |
L89B9: .byte $FE, $32, $33, $34, $FF | |
| |
;Samus run and point up. | |
L89BE: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $25, $26 | |
L89CE: .byte $27, $35, $36, $FF | |
| |
;Samus run and point up. | |
L89D2: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $20, $21 | |
L89E2: .byte $FE, $FE, $31, $FF | |
| |
;Samus point up, run and fire. | |
L89E6: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $22, $23 | |
L89F6: .byte $FE, $32, $33, $34, $FF | |
| |
;Samus point up, run and fire. | |
L89FB: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $25, $26 | |
L8A0B: .byte $27, $35, $36, $FF | |
| |
;Bomb explode. | |
L8A0F: .byte $0D, $0C, $0C, $75, $FD, $60, $75, $FD, $A0, $75, $FD, $E0, $75, $FF | |
| |
;Bomb explode. | |
L8A1D: .byte $00, $00, $00, $FF | |
| |
;Wave beam. | |
L8A21: .byte $04, $04, $04, $4C, $FF | |
| |
;Bomb explode. | |
L8A26: .byte $08, $10, $10, $3D, $3E, $4E, $FD, $60, $3E, $3D, $4E, $FD, $E0, $4E, $3E, $3D | |
L8A36: .byte $FD, $A0, $4E, $3D, $3E, $FF | |
| |
;Bomb tick. | |
L8A3C: .byte $04, $04, $04, $70, $FF | |
| |
;Bomb tick. | |
L8A41: .byte $04, $04, $04, $71, $FF | |
| |
;Bomb item. | |
L8A46: .byte $0D, $03, $03, $86, $87, $96, $97, $FF | |
| |
;High jump item. | |
L8A4E: .byte $0D, $03, $03, $7B, $7C, $8B, $8C, $FF | |
| |
;Long beam item. | |
L8A56: .byte $0D, $03, $03, $88, $67, $98, $99, $FF | |
| |
;Screw attack item. | |
L8A5E: .byte $0D, $03, $03, $80, $81, $90, $91, $FF | |
| |
;Maru Mari item. | |
L8A66: .byte $0D, $03, $03, $7D, $7E, $8D, $8E, $FF | |
| |
;Varia item. | |
L8A6E: .byte $0D, $03, $03, $82, $83, $92, $93, $FF | |
| |
;Wave beam item. | |
L8A76: .byte $0D, $03, $03, $88, $89, $98, $99, $FF | |
| |
;Ice beam item. | |
L8A7E: .byte $0D, $03, $03, $88, $68, $98, $99, $FF | |
| |
;Energy tank item. | |
L8A86: .byte $0D, $03, $03, $84, $85, $94, $95, $FF | |
| |
;Missile item. | |
L8A8E: .byte $0D, $03, $03, $3F, $FD, $40, $3F, $FD, $00, $4F, $FD, $40, $4F, $FF | |
| |
;Skree burrow. | |
L8A9C: .byte $34, $04, $04, $F2, $FF | |
| |
;Not used. | |
L8AA1: .byte $04, $00, $00, $5A, $FF, $13, $00, $00, $B0, $B1, $B2, $B3, $FF, $13, $00, $00 | |
L8AB1: .byte $B4, $B5, $B6, $B7, $B8, $B6, $B9, $B3, $FF, $13, $00, $00, $B3, $BA, $BA, $FE | |
L8AC1: .byte $80, $80, $FF | |
| |
;Kraid statue. | |
L8AC4: .byte $1E, $00, $08, $FA, $FB, $FA, $FB, $FC, $00, $04, $C5, $C6, $C7, $D5, $D6, $D7 | |
L8AD4: .byte $E5, $E6, $E7, $FF | |
| |
;Ridley statue. | |
L8AD8: .byte $1E, $00, $08, $FA, $FB, $FA, $FB, $FE, $C8, $C9, $EB, $D8, $D9, $EA, $E8, $E9 | |
L8AE8: .byte $FF | |
| |
;Missile explode. | |
L8AE9: .byte $0A, $04, $08, $FD, $00, $57, $FD, $40, $57, $FF | |
| |
;Missile explode. | |
L8AF3: .byte $0B, $04, $0C, $FD, $00, $57, $18, $FD, $40, $18, $57, $FD, $C0, $18, $18, $FF | |
| |
;Missile explode. | |
L8B03: .byte $0C, $04, $10, $FD, $00, $57, $18, $FD, $40, $18, $57, $FD, $C0, $18, $18, $FF | |
| |
;------------------------------------[ Samus enter door routines ]----------------------------------- | |
| |
;This function is called once when Samus first enters a door. | |
| |
SamusEnterDoor: | |
L8B13: LDA DoorStatus ;The code determines if Samus has entered a door if the--> | |
L8B15: BNE ++++ ;door status is 0, but door data information has been--> | |
L8B17: LDY SamusDoorData ;written. If both conditions are met, Samus has just--> | |
L8B19: BEQ ++++ ;entered a door. | |
L8B1B: STA CurrentMissilePickups ; | |
L8B1D: STA CurrentEnergyPickups ;Reset current missile and energy power-up counters. | |
L8B1F: LDA RandomNumber1 ; | |
L8B21: AND #$0F ;Randomly recalculate max missile pickups(16 max, 0 min). | |
L8B23: STA MaxMissilePickup ; | |
L8B25: ASL ; | |
L8B26: ORA #$40 ;*2 for energy pickups and set bit 6(128 max, 64 min). | |
L8B28: STA MaxEnergyPickup ; | |
L8B2A: LDA PPUCNT0ZP ; | |
L8B2C: EOR #$01 ; | |
L8B2E: AND #$01 ;Erase name table door data for new room. | |
L8B30: TAY ; | |
L8B31: LSR ; | |
L8B32: STA $006C,Y ; | |
L8B35: LDA ScrollDir ; | |
L8B37: AND #$02 ;Is Samus scrolling horizontally?--> | |
L8B39: BNE + ;If so, branch. | |
L8B3B: LDX #$04 ;Samus currently scrolling vertically. | |
L8B3D: LDA ScrollY ;Is room centered on screen?--> | |
L8B3F: BEQ +++++ ;If so, branch. | |
L8B41: LDA $FF ; | |
L8B43: EOR ObjectHi ;Get inverse of Samus' current nametable. | |
L8B46: LSR ; | |
L8B47: BCC +++ ;If Samus is on nametable 3, branch. | |
L8B49: BCS ++ ;If Samus is on nametable 0, branch to decrement x. | |
| |
L8B4B:* LDX #$02 ;Samus is currently scrolling horizontally. | |
L8B4D: LDA ObjectX ;Is Samus entering a left hand door?--> | |
L8B50: BPL ++ ;If so, branch. | |
L8B52:* DEX ; | |
| |
SetDoorEntryInfo: | |
L8B53:* TXA ;X contains door scroll status and is transferred to A. | |
L8B54: STA DoorScrollStatus ;Save door scroll status. | |
L8B56: JSR SamusInDoor ;($8B74)Indicate Samus just entered a door. | |
L8B59: LDA #$12 ; | |
L8B5B: STA DoorDelay ;Set DoorDelay to 18 frames(going into door). | |
L8B5D: LDA SamusDoorData ; | |
L8B5F: JSR Amul16 ;($C2C5)*16. Move scroll toggle data to upper 4 bits. | |
L8B62: ORA ObjAction ;Keep Samus action so she will appear the same comming--> | |
L8B65: STA SamusDoorData ;out of the door as she did going in. | |
L8B67: LDA #$05 ; | |
L8B69: STA ObjAction ;Indicate Samus is in a door. | |
L8B6C:* RTS ; | |
| |
L8B6D:* JSR SetDoorEntryInfo ;($8B53)Save Samus action and set door entry timer. | |
L8B70: JSR VerticalRoomCentered ;($E21B)Room is centered. Toggle scroll. | |
| |
L8B73: TXA ;X=#$01 or #$02(depending on which door Samus is in). | |
| |
SamusInDoor: | |
L8B74: ORA #$80 ;Set MSB of DoorStatus to indicate Samus has just--> | |
L8B76: STA DoorStatus ;entered a door. | |
L8B78: RTS ; | |
| |
;---------------------------------------------------------------------------------------------------- | |
| |
L8B79: LDX #$B0 | |
L8B7B:* JSR $8B87 | |
L8B7E: LDA PageIndex | |
L8B80: SEC | |
L8B81: SBC #$10 | |
L8B83: TAX | |
L8B84: BMI - | |
L8B86: RTS | |
| |
L8B87: STX PageIndex | |
L8B89: LDA ObjAction,X | |
L8B8C: JSR ChooseRoutine ;($C27C) | |
| |
L8B8F: .word $C45C | |
L8B91: .word $8B9D | |
L8B93: .word $8BD5 | |
L8B95: .word $8C01 | |
L8B97: .word $8C84 | |
L8B99: .word $8CC6 | |
L8B9B: .word $8CF0 | |
| |
L8B9D: INC $0300,X | |
L8BA0: LDA #$30 | |
L8BA2: JSR SetProjectileAnim ;($D2FA) | |
L8BA5: JSR $8CFB | |
L8BA8: LDY $0307,X | |
L8BAB: LDA $8BD1,Y | |
L8BAE: STA $030F,X | |
L8BB1: LDA $0307,X | |
L8BB4: CMP #$03 | |
L8BB6: BNE $8BBA | |
L8BB8: LDA #$01 | |
L8BBA: ORA #$A0 | |
L8BBC: STA $6B | |
L8BBE: LDA #$00 | |
L8BC0: STA $030A,X | |
L8BC3: TXA | |
L8BC4: AND #$10 | |
L8BC6: EOR #$10 | |
L8BC8: ORA $6B | |
L8BCA: STA $6B | |
L8BCC: LDA #$06 | |
L8BCE: JMP $DE47 | |
| |
L8BD1: .byte $05, $01, $0A, $01 | |
| |
L8BD5: LDA $030A,X | |
L8BD8: AND #$04 | |
L8BDA: BEQ $8BB1 | |
L8BDC: DEC $030F,X | |
L8BDF: BNE $8BB1 | |
L8BE1: LDA #$03 | |
L8BE3: CMP $0307,X | |
L8BE6: BNE $8BEE | |
L8BE8: LDY $010B | |
L8BEB: INY | |
L8BEC: BNE $8BB1 | |
L8BEE: STA $0300,X | |
L8BF1: LDA #$50 | |
L8BF3: STA $030F,X | |
L8BF6: LDA #$2C | |
L8BF8: STA $0305,X | |
L8BFB: SEC | |
L8BFC: SBC #$03 | |
L8BFE: JMP $8C7E | |
L8C01: LDA DoorStatus | |
L8C03: BEQ $8C1D | |
L8C05: LDA $030C | |
L8C08: EOR $030C,X | |
L8C0B: LSR | |
L8C0C: BCS $8C1D | |
L8C0E: LDA $030E | |
L8C11: EOR $030E,X | |
L8C14: BMI $8C1D | |
L8C16: LDA #$04 | |
L8C18: STA $0300,X | |
L8C1B: BNE $8C73 | |
L8C1D: LDA $0306,X | |
L8C20: CMP $0305,X | |
L8C23: BCC $8C73 | |
L8C25: LDA $030F,X | |
L8C28: CMP #$50 | |
L8C2A: BNE $8C57 | |
L8C2C: JSR $8CF7 | |
L8C2F: LDA $0307,X | |
L8C32: CMP #$01 | |
L8C34: BEQ $8C57 | |
L8C36: CMP #$03 | |
L8C38: BEQ $8C57 | |
L8C3A: LDA #$0A | |
L8C3C: STA $09 | |
L8C3E: LDA $030C,X | |
L8C41: STA $08 | |
L8C43: LDY $50 | |
L8C45: TXA | |
L8C46: JSR $C2C5 | |
L8C49: BCC $8C4C | |
L8C4B: DEY | |
L8C4C: TYA | |
L8C4D: JSR $DC1E | |
L8C50: LDA #$00 | |
L8C52: STA $0300,X | |
L8C55: BEQ $8C73 | |
L8C57: LDA $2D | |
L8C59: LSR | |
L8C5A: BCS $8C73 | |
L8C5C: DEC $030F,X | |
L8C5F: BNE $8C73 | |
L8C61: LDA #$01 | |
L8C63: STA $030F,X | |
L8C66: JSR $8CFB | |
L8C69: LDA #$02 | |
L8C6B: STA $0300,X | |
L8C6E: JSR $8C76 | |
L8C71: LDX PageIndex | |
L8C73: JMP $8BB1 | |
L8C76: LDA #$30 | |
L8C78: STA $0305,X | |
L8C7B: SEC | |
L8C7C: SBC #$02 | |
L8C7E: JSR $D2FD | |
L8C81: JMP $CBDA | |
L8C84: LDA DoorStatus | |
L8C86: CMP #$05 | |
L8C88: BCS $8CC3 | |
L8C8A: JSR $8CFB | |
L8C8D: JSR $8C76 | |
L8C90: LDX PageIndex | |
L8C92: LDA $91 | |
L8C94: BEQ $8CA7 | |
L8C96: TXA | |
L8C97: JSR $C2BF | |
L8C9A: EOR $91 | |
L8C9C: LSR | |
L8C9D: BCC $8CA7 | |
L8C9F: LDA $76 | |
L8CA1: EOR #$07 | |
L8CA3: STA $76 | |
L8CA5: STA $1C | |
L8CA7: INC $0300,X | |
L8CAA: LDA #$00 | |
L8CAC: STA $91 | |
L8CAE: LDA $0307,X | |
L8CB1: CMP #$03 | |
L8CB3: BNE $8CC3 | |
L8CB5: TXA | |
L8CB6: JSR $C2C5 | |
L8CB9: BCS $8CC0 | |
L8CBB: JSR $CC07 | |
L8CBE: BNE $8CC3 | |
L8CC0: JSR $CC03 | |
L8CC3: JMP $8C71 | |
L8CC6: LDA DoorStatus | |
L8CC8: CMP #$05 | |
L8CCA: BNE $8CED | |
L8CCC: TXA | |
L8CCD: EOR #$10 | |
L8CCF: TAX | |
L8CD0: LDA #$06 | |
L8CD2: STA $0300,X | |
L8CD5: LDA #$2C | |
L8CD7: STA $0305,X | |
L8CDA: SEC | |
L8CDB: SBC #$03 | |
L8CDD: JSR $D2FD | |
L8CE0: JSR $CBDA | |
L8CE3: JSR $CB73 | |
L8CE6: LDX PageIndex | |
L8CE8: LDA #$02 | |
L8CEA: STA $0300,X | |
L8CED: JMP $8BB1 | |
L8CF0: LDA DoorStatus | |
L8CF2: BNE $8CED | |
L8CF4: JMP $8C61 | |
L8CF7: LDA #$FF | |
L8CF9: BNE $8CFD | |
L8CFB: LDA #$4E | |
L8CFD: PHA | |
L8CFE: LDA #$50 | |
L8D00: STA $02 | |
L8D02: TXA | |
L8D03: JSR $C2BF | |
L8D06: AND #$01 | |
L8D08: TAY | |
L8D09: LDA $8D3A,Y | |
L8D0C: STA $03 | |
L8D0E: LDA $030C,X | |
L8D11: STA $0B | |
L8D13: JSR $E96A | |
L8D16: LDY #$00 | |
L8D18: PLA | |
L8D19: STA ($04),Y | |
L8D1B: TAX | |
L8D1C: TYA | |
L8D1D: CLC | |
L8D1E: ADC #$20 | |
L8D20: TAY | |
L8D21: TXA | |
L8D22: CPY #$C0 | |
L8D24: BNE $8D19 | |
L8D26: LDX PageIndex | |
L8D28: TXA | |
L8D29: JSR $C2C0 | |
L8D2C: AND #$06 | |
L8D2E: TAY | |
L8D2F: LDA $04 | |
L8D31: STA $005C,Y | |
L8D34: LDA $05 | |
L8D36: STA $005D,Y | |
L8D39: RTS | |
| |
L8D3A: .byte $E8, $10, $60, $AD, $91, $69, $8D, $78, $68, $AD, $92, $69, $8D, $79, $68, $A9 | |
L8D4A: .byte $00, $85, $00, $85, $02, $AD, $97, $69, $29, $80, $F0, $06, $A5, $00, $09, $80 | |
L8D5A: .byte $85, $00, $AD, $97, $69, $29 | |
| |
;------------------------------------------[ Graphics data ]----------------------------------------- | |
| |
;Samus end tile patterns. | |
L8D60: .byte $00, $00, $00, $00, $01, $01, $03, $03, $00, $00, $00, $00, $00, $00, $00, $00 | |
L8D70: .byte $00, $00, $3C, $FF, $FF, $BD, $5A, $24, $00, $00, $00, $20, $00, $42, $E7, $FF | |
L8D80: .byte $00, $00, $00, $00, $00, $01, $01, $03, $00, $00, $00, $00, $00, $00, $0C, $1C | |
L8D90: .byte $00, $00, $00, $3C, $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $40, $80, $00 | |
L8DA0: .byte $00, $00, $00, $00, $00, $80, $A0, $F0, $00, $00, $00, $00, $00, $00, $20, $30 | |
L8DB0: .byte $1D, $39, $38, $70, $F0, $F0, $F0, $E0, $1D, $39, $18, $60, $F0, $F0, $F0, $E0 | |
L8DC0: .byte $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF | |
L8DD0: .byte $80, $80, $00, $00, $00, $00, $00, $00, $80, $80, $00, $00, $00, $00, $00, $00 | |
L8DE0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L8DF0: .byte $E7, $E7, $C3, $C3, $42, $C3, $E7, $E7, $E7, $E7, $C3, $00, $42, $C3, $E7, $E7 | |
L8E00: .byte $0E, $0D, $07, $0E, $1C, $19, $1B, $1A, $0E, $0D, $07, $0E, $1C, $18, $18, $18 | |
L8E10: .byte $7C, $6D, $39, $10, $38, $FF, $FF, $7C, $00, $11, $01, $00, $00, $00, $00, $82 | |
L8E20: .byte $88, $0C, $8C, $DC, $5C, $0C, $88, $98, $80, $00, $80, $C0, $40, $00, $00, $00 | |
L8E30: .byte $00, $00, $01, $03, $03, $07, $07, $0E, $00, $00, $01, $03, $03, $07, $07, $0E | |
L8E40: .byte $1C, $7E, $FF, $E7, $99, $3D, $7C, $56, $1C, $7E, $FF, $E7, $81, $01, $00, $00 | |
L8E50: .byte $00, $00, $00, $00, $80, $80, $80, $80, $00, $00, $00, $00, $80, $80, $80, $80 | |
L8E60: .byte $03, $03, $03, $0F, $1F, $1F, $1F, $07, $00, $00, $00, $0F, $1F, $1F, $1F, $0E | |
L8E70: .byte $00, $81, $C3, $66, $A5, $DB, $FF, $FF, $7E, $3C, $18, $00, $C3, $A7, $44, $88 | |
L8E80: .byte $03, $03, $02, $0F, $1F, $1F, $1F, $07, $1C, $0C, $00, $0F, $1F, $1F, $1F, $0F | |
L8E90: .byte $FF, $00, $FF, $FF, $FF, $FF, $FF, $FF, $00, $3C, $FF, $FF, $FF, $FF, $FF, $FF | |
L8EA0: .byte $D8, $D8, $78, $F0, $F0, $E0, $C0, $80, $18, $18, $38, $F0, $F0, $E0, $C0, $80 | |
L8EB0: .byte $70, $F9, $F9, $D1, $71, $01, $00, $00, $40, $01, $01, $01, $01, $01, $00, $00 | |
L8EC0: .byte $FF, $FF, $E7, $E7, $E7, $E7, $E7, $E7, $FF, $FF, $E7, $E7, $E7, $E7, $E7, $E7 | |
L8ED0: .byte $00, $80, $80, $80, $80, $80, $00, $00, $00, $80, $80, $80, $80, $80, $00, $00 | |
L8EE0: .byte $01, $01, $01, $03, $03, $01, $01, $00, $01, $01, $00, $00, $00, $02, $00, $00 | |
L8EF0: .byte $E7, $E7, $E7, $E7, $E7, $C3, $C3, $00, $E7, $E7, $E7, $C3, $C3, $24, $00, $00 | |
L8F00: .byte $0A, $0A, $02, $06, $06, $06, $0C, $0C, $09, $09, $00, $00, $00, $00, $00, $00 | |
L8F10: .byte $38, $00, $10, $38, $7C, $7C, $38, $81, $C7, $EF, $C6, $00, $00, $00, $C6, $3C | |
L8F20: .byte $D8, $F8, $70, $30, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L8F30: .byte $0E, $0D, $07, $0E, $1C, $18, $18, $18, $0E, $0D, $07, $0E, $1C, $19, $1B, $1A | |
L8F40: .byte $7C, $6D, $39, $10, $38, $7C, $7C, $38, $00, $11, $01, $00, $82, $83, $83, $C6 | |
L8F50: .byte $88, $0C, $8C, $DC, $5C, $0C, $00, $00, $80, $00, $80, $C0, $40, $00, $80, $98 | |
L8F60: .byte $0D, $1D, $1C, $39, $78, $08, $00, $10, $0C, $1C, $05, $31, $78, $78, $B8, $B8 | |
L8F70: .byte $FF, $FF, $E7, $66, $99, $FF, $FF, $FF, $10, $00, $18, $99, $FF, $FF, $FF, $FF | |
L8F80: .byte $B0, $B8, $38, $9C, $1E, $1E, $1E, $3F, $30, $38, $B0, $8C, $1E, $1E, $1C, $00 | |
L8F90: .byte $00, $00, $00, $18, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L8FA0: .byte $00, $00, $00, $00, $00, $00, $04, $00, $00, $40, $00, $00, $00, $00, $00, $00 | |
L8FB0: .byte $00, $00, $00, $00, $10, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L8FC0: .byte $00, $00, $04, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $00, $00, $00 | |
L8FD0: .byte $00, $00, $00, $00, $81, $DB, $FF, $FF, $00, $00, $00, $00, $C3, $A7, $44, $88 | |
L8FE0: .byte $00, $00, $00, $F0, $F8, $F8, $F8, $E0, $00, $00, $00, $F0, $F8, $F8, $F8, $70 | |
L8FF0: .byte $80, $00, $80, $C0, $40, $00, $00, $00, $80, $00, $80, $C0, $40, $00, $80, $80 | |
L9000: .byte $80, $00, $80, $C0, $40, $00, $01, $00, $80, $00, $80, $C0, $40, $00, $80, $C2 | |
L9010: .byte $00, $00, $00, $00, $40, $F8, $F8, $70, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9020: .byte $80, $00, $80, $C0, $40, $00, $80, $80, $80, $00, $80, $C0, $40, $00, $00, $00 | |
L9030: .byte $08, $08, $00, $00, $00, $00, $00, $00, $0B, $0B, $02, $06, $06, $06, $0C, $0C | |
L9040: .byte $10, $00, $00, $00, $00, $00, $00, $81, $EF, $EF, $D6, $38, $7C, $7C, $FE, $3C | |
L9050: .byte $00, $00, $00, $00, $00, $00, $00, $00, $D8, $78, $70, $30, $00, $00, $00, $00 | |
L9060: .byte $10, $00, $01, $01, $01, $01, $01, $01, $B8, $B8, $B9, $89, $89, $71, $01, $01 | |
L9070: .byte $FF, $FF, $E7, $E7, $C3, $C3, $C3, $C3, $FF, $FF, $E7, $E7, $C3, $C3, $C3, $C3 | |
L9080: .byte $1E, $0F, $9F, $9F, $96, $86, $8C, $80, $00, $00, $80, $80, $80, $80, $80, $80 | |
L9090: .byte $C0, $80, $00, $80, $00, $00, $00, $00, $40, $00, $80, $80, $00, $00, $00, $00 | |
L90A0: .byte $0E, $1F, $1F, $1B, $9F, $8F, $C7, $CE, $00, $00, $00, $00, $00, $00, $00, $02 | |
L90B0: .byte $00, $00, $00, $0F, $1F, $1F, $1F, $07, $00, $00, $00, $0F, $1F, $1F, $1F, $0E | |
L90C0: .byte $00, $00, $01, $03, $03, $07, $07, $0F, $00, $00, $01, $03, $03, $07, $07, $0F | |
L90D0: .byte $1C, $7E, $FF, $FF, $FF, $FF, $FF, $FF, $1C, $7E, $FF, $FF, $E7, $C3, $83, $A9 | |
L90E0: .byte $00, $00, $00, $00, $80, $80, $C0, $C0, $00, $00, $00, $00, $80, $80, $C0, $C0 | |
L90F0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $80, $80, $C0, $C0, $C0, $C0, $60, $70 | |
L9100: .byte $00, $00, $00, $00, $00, $00, $00, $00, $E7, $7E, $18, $00, $00, $00, $00, $00 | |
L9110: .byte $00, $00, $00, $00, $00, $00, $00, $00, $78, $38, $38, $30, $78, $78, $F8, $C0 | |
L9120: .byte $80, $80, $80, $C0, $C0, $60, $60, $30, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9130: .byte $09, $0D, $0D, $09, $08, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9140: .byte $C3, $C3, $E7, $E7, $E7, $E7, $E7, $63, $18, $18, $00, $00, $00, $00, $00, $00 | |
L9150: .byte $00, $80, $80, $80, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9160: .byte $01, $01, $01, $03, $03, $03, $07, $07, $01, $00, $01, $03, $03, $03, $07, $07 | |
L9170: .byte $81, $81, $81, $00, $81, $81, $81, $81, $81, $81, $00, $00, $81, $81, $81, $81 | |
L9180: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9190: .byte $00, $00, $80, $80, $80, $80, $80, $80, $00, $00, $80, $80, $80, $80, $80, $80 | |
L91A0: .byte $CF, $C7, $F7, $EF, $EF, $FF, $FE, $DE, $07, $07, $77, $EF, $EF, $FF, $FA, $5C | |
L91B0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $01, $03 | |
L91C0: .byte $0F, $0F, $00, $00, $00, $00, $00, $00, $0F, $0F, $00, $00, $00, $00, $00, $00 | |
L91D0: .byte $FF, $EF, $FF, $7C, $38, $00, $00, $00, $83, $93, $C7, $6C, $00, $00, $00, $00 | |
L91E0: .byte $C0, $C0, $00, $00, $00, $00, $00, $00, $C0, $C0, $00, $00, $00, $00, $00, $00 | |
L91F0: .byte $81, $81, $00, $81, $00, $81, $00, $00, $00, $00, $00, $00, $81, $00, $00, $00 | |
L9200: .byte $80, $00, $80, $C0, $40, $00, $81, $C3, $80, $00, $80, $C0, $40, $00, $00, $00 | |
L9210: .byte $00, $00, $00, $00, $40, $F8, $F8, $70, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9220: .byte $10, $B0, $B0, $90, $90, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9230: .byte $E7, $7E, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9240: .byte $63, $31, $31, $39, $39, $39, $18, $00, $00, $00, $00, $00, $00, $00, $00, $60 | |
L9250: .byte $00, $80, $80, $C0, $C0, $C0, $C0, $00, $00, $00, $00, $00, $00, $00, $00, $30 | |
L9260: .byte $07, $07, $0F, $08, $07, $0F, $07, $00, $03, $00, $00, $07, $08, $00, $00, $00 | |
L9270: .byte $00, $00, $00, $00, $00, $00, $00, $00, $F0, $F0, $70, $78, $38, $78, $7C, $1E | |
| |
;Unused tile patterns. | |
L9280: .byte $F2, $64, $0F, $DA, $8D, $5B, $10, $10, $FB, $70, $01, $C0, $8D, $58, $10, $10 | |
L9290: .byte $90, $40, $20, $80, $B0, $70, $5C, $60, $EF, $3E, $18, $80, $00, $10, $5C, $60 | |
L92A0: .byte $B8, $38, $30, $80, $80, $60, $20, $18, $A0, $A4, $66, $C6, $3E, $0C, $20, $18 | |
L92B0: .byte $30, $27, $2D, $38, $2A, $5E, $70, $40, $10, $00, $01, $00, $12, $20, $00, $00 | |
L92C0: .byte $0A, $40, $40, $51, $78, $C4, $C2, $90, $31, $3D, $3B, $2C, $06, $3B, $3D, $6F | |
L92D0: .byte $00, $08, $10, $80, $42, $00, $2E, $5A, $F9, $B1, $40, $60, $3E, $0E, $82, $92 | |
L92E0: .byte $00, $00, $00, $00, $00, $0C, $0E, $0C, $00, $00, $00, $0C, $1E, $13, $15, $16 | |
L92F0: .byte $00, $01, $01, $00, $00, $08, $04, $12, $00, $00, $00, $06, $0F, $07, $03, $09 | |
L9300: .byte $5D, $23, $54, $2B, $24, $1E, $0F, $04, $5D, $23, $55, $2B, $20, $1C, $0F, $04 | |
L9310: .byte $01, $A7, $06, $0B, $4A, $D6, $2C, $F0, $59, $F1, $52, $FB, $6A, $D6, $2C, $F0 | |
L9320: .byte $EC, $F5, $7C, $99, $42, $60, $38, $0F, $CE, $D5, $70, $9D, $47, $68, $38, $0F | |
L9330: .byte $AF, $73, $36, $26, $0C, $1C, $78, $C0, $AF, $73, $76, $A6, $4C, $1C, $78, $C0 | |
L9340: .byte $69, $2C, $0E, $77, $D4, $B4, $E2, $00, $03, $01, $00, $70, $F0, $F0, $E0, $00 | |
L9350: .byte $69, $2C, $0E, $37, $14, $04, $02, $00, $03, $01, $00, $30, $10, $00, $00, $00 | |
| |
;Misc. tile patterns. | |
L9360: .byte $FF, $FF, $C0, $C0, $CF, $CB, $CC, $CC, $00, $00, $1F, $3F, $3F, $38, $3B, $3B | |
L9370: .byte $FC, $FC, $0C, $0C, $CC, $4C, $CC, $CC, $00, $04, $EC, $FC, $FC, $3C, $BC, $BC | |
L9380: .byte $CB, $CF, $C0, $C0, $FF, $FF, $00, $00, $3B, $30, $3F, $1F, $7F, $FF, $00, $00 | |
L9390: .byte $4C, $CC, $0C, $0C, $FC, $FC, $00, $00, $3C, $3C, $FC, $EC, $FC, $FC, $00, $00 | |
L93A0: .byte $FE, $02, $02, $02, $FE, $00, $00, $7F, $00, $FE, $0E, $FE, $FE, $00, $00, $00 | |
L93B0: .byte $7F, $40, $40, $40, $7F, $00, $00, $FE, $00, $3F, $30, $3F, $7F, $00, $00, $00 | |
L93C0: .byte $40, $40, $40, $7F, $00, $00, $00, $FF, $3F, $30, $3F, $7F, $00, $00, $FF, $FF | |
L93D0: .byte $02, $02, $02, $FE, $00, $00, $00, $FF, $FE, $0E, $FE, $FE, $00, $00, $FF, $FF | |
L93E0: .byte $FF, $FF, $C0, $D0, $C0, $C0, $C0, $C0, $00, $00, $3F, $27, $3F, $3F, $3F, $3F | |
L93F0: .byte $FC, $FC, $0C, $4C, $0C, $0C, $0C, $0C, $00, $04, $FC, $9C, $FC, $FC, $FC, $FC | |
L9400: .byte $C0, $C0, $D0, $C0, $FF, $FF, $00, $00, $3F, $3F, $27, $3F, $3F, $7F, $00, $00 | |
L9410: .byte $0C, $0C, $4C, $0C, $FC, $FC, $00, $00, $FC, $FC, $9C, $FC, $FC, $FC, $00, $00 | |
L9420: .byte $00, $00, $00, $00, $00, $00, $00, $00, $20, $48, $30, $5A, $FC, $76, $BE, $2C | |
L9430: .byte $00, $00, $00, $00, $00, $00, $00, $00, $7E, $75, $1C, $AA, $54, $30, $44, $10 | |
L9440: .byte $00, $00, $00, $00, $00, $00, $00, $00, $04, $12, $0C, $5A, $3F, $6E, $7D, $34 | |
L9450: .byte $00, $00, $00, $00, $00, $00, $00, $00, $7E, $AE, $38, $55, $2A, $0C, $22, $08 | |
L9460: .byte $45, $D7, $FF, $FF, $FD, $FF, $BF, $FB, $00, $00, $00, $00, $02, $00, $40, $04 | |
L9470: .byte $FF, $BB, $FF, $FF, $EF, $FF, $7F, $FD, $00, $44, $00, $00, $10, $00, $80, $02 | |
L9480: .byte $7E, $42, $C2, $1E, $02, $06, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9490: .byte $00, $00, $00, $00, $04, $12, $08, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L94A0: .byte $44, $FE, $44, $44, $04, $0C, $78, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L94B0: .byte $06, $0C, $38, $F0, $10, $10, $10, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L94C0: .byte $FE, $C0, $C0, $FC, $C0, $C0, $FE, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L94D0: .byte $FC, $C6, $C6, $CE, $F8, $DC, $CE, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L94E0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L94F0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9500: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9510: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9520: .byte $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF | |
L9530: .byte $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF | |
L9540: .byte $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9550: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
| |
;---------------------------------------------------------------------------------------------------- | |
| |
L9560: .word Palette00 ;($A155) | |
L9562: .word Palette01 ;($A179) | |
L9564: .word Palette02 ;($A185) | |
L9566: .word Palette03 ;($A17F) | |
L9668: .word Palette04 ;($A18B) | |
L966A: .word Palette05 ;($A191) | |
L956C: .word Palette05 ;($A191) | |
L956E: .word Palette05 ;($A191) | |
L9570: .word Palette05 ;($A191) | |
L9572: .word Palette05 ;($A191) | |
L9574: .word Palette05 ;($A191) | |
L9576: .word Palette05 ;($A191) | |
L9578: .word Palette05 ;($A191) | |
L957A: .word Palette05 ;($A191) | |
L957C: .word Palette05 ;($A191) | |
L957E: .word Palette05 ;($A191) | |
L9580: .word Palette05 ;($A191) | |
L9582: .word Palette05 ;($A191) | |
L9584: .word Palette05 ;($A191) | |
L9586: .word Palette05 ;($A191) | |
L9588: .word Palette06 ;($A198) | |
L958A: .word Palette07 ;($A19F) | |
L958C: .word Palette08 ;($A1A6) | |
L958E: .word Palette09 ;($A1AD) | |
L9590: .word Palette0A ;($A1B5) | |
L9592: .word Palette0B ;($A1BD) | |
L9594: .word Palette0C ;($A1C5) | |
L9596: .word Palette0D ;($A1CD) | |
| |
AreaPointers: | |
L9598: .word SpecItmsTbl ;($A26D)Beginning of special items table. | |
L959A: .word RmPtrTbl ;($A1D5)Beginning of room pointer table. | |
L959C: .word StrctPtrTbl ;($A21F)Beginning of structure pointer table. | |
L959E: .word MacroDefs ;($AC32)Beginning of macro definitions. | |
L95A0: .word EnemyFramePtrTbl1 ;($9CF7)Address table into enemy animation data. Two--> | |
L95A2: .word EnemyFramePtrTbl2 ;($9DF7)tables needed to accommodate all entries. | |
L95A4: .word EnemyPlacePtrTbl ;($9E25)Pointers to enemy frame placement data. | |
L95A6: .word EnemyAnimIndexTbl ;($9C86)Index to values in addr tables for enemy animations. | |
| |
L95A8: .byte $60, $EA, $EA, $60, $EA, $EA, $60, $EA, $EA, $60, $EA, $EA, $60, $EA, $EA, $60 | |
L95B8: .byte $EA, $EA, $60, $EA, $EA, $60, $EA, $EA, $60, $EA, $EA | |
| |
L95C3: JMP $9C49 ;Area specific routine. | |
| |
TwosCompliment_: | |
L95C6: EOR #$FF ; | |
L95C8: CLC ;The following routine returns the twos--> | |
L95C9: ADC #$01 ;compliment of the value stored in A. | |
L95CB: RTS ; | |
| |
L95CC: .byte $1D ;Kraid's room. | |
| |
L95CD: .byte $10 ;Kraid's hideout music init flag. | |
| |
L95CE: .byte $00 ;Base damage caused by area enemies to lower health byte. | |
L95CF: .byte $02 ;Base damage caused by area enemies to upper health byte. | |
| |
;Special room numbers(used to start item room music). | |
L95D0: .byte $FF, $FF, $FF, $FF, $FF, $FF, $FF | |
| |
L95D7: .byte $07 ;Samus start x coord on world map. | |
L95D8: .byte $14 ;Samus start y coord on world map. | |
L95D9: .byte $6E ;Samus start verticle screen position. | |
| |
L95DA: .byte $06, $00, $03, $43, $00, $00, $00, $00, $00, $00, $64 | |
| |
L95E5: LDA $6B02,X | |
L95E8: JSR $8024 | |
| |
L95EB: .word $991C | |
L95ED: .word $9937 | |
L95EF: .word $95CB | |
L95F1: .word $993C | |
L95F3: .word $9949 | |
L95F5: .word $999B | |
L95F7: .word $95CB | |
L95F9: .word $9A44 | |
L95FB: .word $9AB4 | |
L95FD: .word $9AE4 | |
L95FF: .word $9B2C | |
L9601: .word $95CB | |
L9603: .word $95CB | |
L9605: .word $95CB | |
L9607: .word $95CB | |
L9609: .word $95CB | |
| |
L960B: .byte $27, $27, $29, $29, $2D, $2B, $31, $2F, $33, $33, $41, $41, $48, $48, $50, $4E | |
| |
L961B: .byte $6D, $6F, $00, $00, $00, $00, $64, $64, $64, $64, $00, $00, $00, $00, $00, $00 | |
| |
L962B: .byte $08, $08, $00, $FF, $02, $02, $00, $01, $60, $FF, $FF, $00, $00, $00, $00, $00 | |
| |
L963B: .byte $05, $05, $0B, $0B, $17, $13, $1B, $19, $23, $23, $35, $35, $48, $48, $54, $52 | |
| |
L964B: .byte $67, $6A, $56, $58, $5D, $62, $64, $64, $64, $64, $00, $00, $00, $00, $00, $00 | |
| |
L965B: .byte $05, $05, $0B, $0B, $17, $13, $1B, $19, $23, $23, $35, $35, $48, $48, $4B, $48 | |
| |
L966B: .byte $67, $6A, $56, $58, $5A, $5F, $64, $64, $64, $64, $00, $00, $00, $00, $00, $00 | |
| |
L967B: .byte $00, $00, $00, $80, $00, $00, $00, $00, $00, $00, $00, $00, $80, $00, $00, $00 | |
| |
L968B: .byte $89, $89, $09, $00, $86, $04, $89, $80, $83, $00, $00, $00, $82, $00, $00, $00 | |
| |
L969B: .byte $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $40, $00, $00, $00 | |
| |
L96AB: .byte $00, $00, $06, $00, $83, $00, $84, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
| |
L96BB: .byte $08, $08, $01, $01, $01, $01, $10, $08, $10, $00, $00, $01, $01, $00, $00, $00 | |
| |
L96CB: .byte $00, $03, $00, $06, $08, $0C, $00, $0A, $0E, $11, $13, $00, $00, $00, $00, $00 | |
| |
| |
L96DB: .word $97E9, $97EC, $97EF, $97EF, $97EF, $97EF, $97EF, $97EF | |
L96EB: .word $97EF, $97EF, $97EF, $97EF, $97EF, $97F2, $97F5, $9809 | |
L96FB: .word $981D, $981D, $981D, $981D, $981D, $981D, $981D, $981D | |
L970B: .word $981D, $9824, $982B, $9832, $9839, $983C, $983F, $9856 | |
L971B: .word $986D, $9884, $989B, $98B2 | |
| |
L9723: .byte $00, $00, $00, $00, $00, $00, $00, $00, $7F, $70, $70, $90, $90, $00, $00, $7F | |
L9733: .byte $80, $00, $54, $70, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9743: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L9753: .byte $F6, $F6, $FC, $0A, $04, $00, $00, $00, $0C, $FC, $FC, $00, $00, $00, $00, $00 | |
L9763: .byte $00, $00, $00, $00, $00, $02, $02, $02, $02, $00, $00, $00, $02, $00, $02, $02 | |
L9773: .byte $00, $00, $00, $00, $00, $00, $00, $00 | |
| |
L977B: .byte $64, $6C, $21, $01, $04, $00, $4C, $40, $04, $00, $00, $40, $40, $00, $00, $00 | |
| |
L978B: .byte $00, $00, $5F, $62, $64, $64, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
L979B: .byte $0C, $F4, $00, $00, $00, $00, $00, $00, $F4, $00, $00, $00 | |
| |
L97A7: .word $98C9, $98D8, $98E7, $98F6, $9C4A, $9C4F, $9C54, $9C59 | |
L97B7: .word $9C5E, $9C63, $9C68, $9C6D, $9C72, $9C77, $9C7C, $9C81 | |
L97C7: .word $9C86, $9C86, $9C86, $9C86, $9C86 | |
| |
L97D1: .byte $01, $01, $02, $01, $03, $04, $00, $06, $00, $07, $00, $09, $00, $00, $01, $0C | |
L97E1: .byte $0D, $00, $0E, $03, $0F, $10, $11, $0F | |
| |
L97E9: .byte $20, $22, $FE | |
| |
L97EC: .byte $20, $2A, $FE | |
| |
L97EF: .byte $01, $01, $FF | |
| |
L97F2: .byte $01, $09, $FF | |
| |
L97F5: .byte $04, $22, $01, $42, $01, $22, $01, $42, $01, $62, $01, $42, $04, $62, $FC, $01 | |
L9805: .byte $00, $64, $00, $FB | |
| |
L9809: .byte $04, $2A, $01, $4A, $01, $2A, $01, $4A, $01, $6A, $01, $4A, $04, $6A, $FC, $01 | |
L9819: .byte $00, $64, $00, $FB | |
| |
L981D: .byte $14, $11, $0A, $00, $14, $19, $FE | |
| |
L9824: .byte $14, $19, $0A, $00, $14, $11, $FE | |
| |
L982B: .byte $32, $11, $0A, $00, $32, $19, $FE | |
| |
L9832: .byte $32, $19, $0A, $00, $32, $11, $FE | |
| |
L9839: .byte $50, $04, $FF | |
| |
L983C: .byte $50, $0C, $FF | |
| |
L983F: .byte $02, $F3, $04, $E3, $04, $D3, $05, $B3, $03, $93, $04, $03, $05, $13, $03, $33 | |
L984F: .byte $05, $53, $04, $63, $50, $73, $FF | |
| |
L9856: .byte $02, $FB, $04, $EB, $04, $DB, $05, $BB, $03, $9B, $04, $0B, $05, $1B, $03, $3B | |
L9866: .byte $05, $5B, $04, $6B, $50, $7B, $FF | |
| |
L986D: .byte $02, $F4, $04, $E4, $04, $D4, $05, $B4, $03, $94, $04, $04, $05, $14, $03, $34 | |
L987D: .byte $05, $54, $04, $64, $50, $74, $FF | |
| |
L9884: .byte $02, $FC, $04, $EC, $04, $DC, $05, $BC, $03, $9C, $04, $0C, $05, $1C, $03, $3C | |
L9894: .byte $05, $5C, $04, $6C, $50, $7C, $FF | |
| |
L989B: .byte $02, $F2, $04, $E2, $04, $D2, $05, $B2, $03, $92, $04, $02, $05, $12, $03, $32 | |
L98AB: .byte $05, $52, $04, $62, $50, $72, $FF | |
| |
L98B2: .byte $02, $FA, $04, $EA, $04, $DA, $05, $BA, $03, $9A, $04, $0A, $05, $1A ,$03, $3A | |
L98C2: .byte $05, $5A, $04, $6A, $50, $7A, $FF | |
| |
L98C9: .byte $04, $B3, $05, $A3, $06, $93, $07, $03, $06, $13, $05, $23, $50, $33, $FF | |
| |
L98D8: .byte $09, $C2, $08, $A2, $07, $92, $07, $12, $08, $22, $09, $42, $50, $72, $FF | |
| |
L98E7: .byte $07, $C2, $06, $A2, $05, $92, $05, $12, $06, $22, $07, $42, $50, $72, $FF | |
| |
L98F6: .byte $05, $C2, $04, $A2, $03, $92, $03, $12, $04, $22, $05, $42, $50, $72, $FF | |
| |
L9905: LDA $81 | |
L9907: CMP #$01 | |
L9909: BEQ $9914 | |
L990B: CMP #$03 | |
L990D: BEQ $9919 | |
L990F: LDA $00 | |
L9911: JMP $8000 | |
L9914: LDA $01 | |
L9916: JMP $8003 | |
L9919: JMP $8006 | |
L991C: LDA #$09 | |
L991E: STA $85 | |
L9920: STA $86 | |
L9922: LDA $6AF4,X | |
L9925: CMP #$03 | |
L9927: BEQ $992C | |
L9929: JSR $801B | |
L992C: LDA #$06 | |
L992E: STA $00 | |
L9930: LDA #$08 | |
L9932: STA $01 | |
L9934: JMP $9905 | |
L9937: LDA #$0F | |
L9939: JMP $991E | |
L993C: LDA $6AF4,X | |
L993F: CMP #$03 | |
L9941: BEQ $9946 | |
L9943: JSR $801E | |
L9946: JMP $992C | |
L9949: LDA $81 | |
L994B: CMP #$01 | |
L994D: BEQ $9993 | |
L994F: CMP #$03 | |
L9951: BEQ $9998 | |
L9953: LDA $0406,X | |
L9956: CMP #$0F | |
L9958: BCC $998E | |
L995A: CMP #$11 | |
L995C: BCS $9965 | |
L995E: LDA #$3A | |
L9960: STA $6B01,X | |
L9963: BNE $998E | |
L9965: DEC $6B01,X | |
L9968: BNE $998E | |
L996A: LDA #$00 | |
L996C: STA $6AF4,X | |
L996F: LDY #$0C | |
L9971: LDA #$0A | |
L9973: STA $00A0,Y | |
L9976: LDA $0400,X | |
L9979: STA $00A1,Y | |
L997C: LDA $0401,X | |
L997F: STA $00A2,Y | |
L9982: LDA $6AFB,X | |
L9985: STA $00A3,Y | |
L9988: DEY | |
L9989: DEY | |
L998A: DEY | |
L998B: DEY | |
L998C: BPL $9971 | |
L998E: LDA #$02 | |
L9990: JMP $8000 | |
L9993: LDA #$08 | |
L9995: JMP $8003 | |
L9998: JMP $8006 | |
L999B: JSR $8009 | |
L999E: AND #$03 | |
L99A0: BEQ $99D6 | |
L99A2: LDA $81 | |
L99A4: CMP #$01 | |
L99A6: BEQ $9993 | |
L99A8: CMP #$03 | |
L99AA: BEQ $9998 | |
L99AC: LDA $6AF4,X | |
L99AF: CMP #$03 | |
L99B1: BEQ $99D6 | |
L99B3: LDA $040A,X | |
L99B6: AND #$03 | |
L99B8: CMP #$01 | |
L99BA: BNE $99CD | |
L99BC: LDY $0400,X | |
L99BF: CPY #$E4 | |
L99C1: BNE $99CD | |
L99C3: JSR $9A0C | |
L99C6: LDA #$03 | |
L99C8: STA $040A,X | |
L99CB: BNE $99D3 | |
L99CD: JSR $9A31 | |
L99D0: JSR $99F7 | |
L99D3: JSR $9A15 | |
L99D6: LDA #$03 | |
L99D8: JSR $800C | |
L99DB: JMP $8006 | |
L99DE: LDA $0405,X | |
L99E1: LSR | |
L99E2: LDA $040A,X | |
L99E5: AND #$03 | |
L99E7: ROL | |
L99E8: TAY | |
L99E9: LDA $99EF,Y | |
L99EC: JMP $800F | |
| |
L99EF: .byte $35, $35, $3E, $38, $3B, $3B, $38, $3E | |
| |
L99F7: LDX $4B | |
L99F9: BCS $9A14 | |
L99FB: LDA $00 | |
L99FD: BNE $9A0C | |
L99FF: LDY $040A,X | |
L9A02: DEY | |
L9A03: TYA | |
L9A04: AND #$03 | |
L9A06: STA $040A,X | |
L9A09: JMP $99DE | |
L9A0C: LDA $0405,X | |
L9A0F: EOR #$01 | |
L9A11: STA $0405,X | |
L9A14: RTS | |
| |
L9A15: JSR $9A29 | |
L9A18: JSR $9A31 | |
L9A1B: LDX $4B | |
L9A1D: BCC $9A28 | |
L9A1F: JSR $9A29 | |
L9A22: STA $040A,X | |
L9A25: JSR $99DE | |
L9A28: RTS | |
| |
L9A29: LDY $040A,X | |
L9A2C: INY | |
L9A2D: TYA | |
L9A2E: AND #$03 | |
L9A30: RTS | |
| |
L9A31: LDY $0405,X | |
L9A34: STY $00 | |
L9A36: LSR $00 | |
L9A38: ROL | |
L9A39: ASL | |
L9A3A: TAY | |
L9A3B: LDA $8049,Y | |
L9A3E: PHA | |
L9A3F: LDA $8048,Y | |
L9A42: PHA | |
L9A43: RTS | |
| |
L9A44: LDA $6AF4,X | |
L9A47: CMP #$02 | |
L9A49: BNE $9A83 | |
L9A4B: LDA $0403,X | |
L9A4E: BNE $9A83 | |
L9A50: LDA $6AFE,X | |
L9A53: BNE $9A67 | |
L9A55: LDA $030D | |
L9A58: SEC | |
L9A59: SBC $0400,X | |
L9A5C: CMP #$40 | |
L9A5E: BCS $9A83 | |
L9A60: LDA #$7F | |
L9A62: STA $6AFE,X | |
L9A65: BNE $9A83 | |
L9A67: LDA $0402,X | |
L9A6A: BMI $9A83 | |
L9A6C: LDA #$00 | |
L9A6E: STA $0402,X | |
L9A71: STA $0406,X | |
L9A74: STA $6AFE,X | |
L9A77: LDA $0405,X | |
L9A7A: AND #$01 | |
L9A7C: TAY | |
L9A7D: LDA $9AB2,Y | |
L9A80: STA $0403,X | |
L9A83: LDA $0405,X | |
L9A86: ASL | |
L9A87: BMI $9AA7 | |
L9A89: LDA $6AF4,X | |
L9A8C: CMP #$02 | |
L9A8E: BNE $9AA7 | |
L9A90: JSR $8036 | |
L9A93: PHA | |
L9A94: JSR $8039 | |
L9A97: STA $05 | |
L9A99: PLA | |
L9A9A: STA $04 | |
L9A9C: JSR $9BBC | |
L9A9F: JSR $8027 | |
L9AA2: BCC $9AAC | |
L9AA4: JSR $9BAA | |
L9AA7: LDA #$03 | |
L9AA9: JMP $8003 | |
L9AAC: LDA #$00 | |
L9AAE: STA $6AF4,X | |
L9AB1: RTS | |
| |
L9AB2: PHP | |
L9AB3: SED | |
L9AB4: LDA $6AF4,X | |
L9AB7: CMP #$03 | |
L9AB9: BCC $9AD4 | |
L9ABB: BEQ $9AC1 | |
L9ABD: CMP #$05 | |
L9ABF: BNE $9ADD | |
L9AC1: LDA #$00 | |
L9AC3: STA $6B04 | |
L9AC6: STA $6B14 | |
L9AC9: STA $6B24 | |
L9ACC: STA $6B34 | |
L9ACF: STA $6B44 | |
L9AD2: BEQ $9ADD | |
L9AD4: JSR $9B2F | |
L9AD7: JSR $9BE0 | |
L9ADA: JSR $9C19 | |
L9ADD: LDA #$0A | |
L9ADF: STA $00 | |
L9AE1: JMP $9930 | |
L9AE4: LDA $0405,X | |
L9AE7: AND #$02 | |
L9AE9: BEQ $9AF2 | |
L9AEB: LDA $6AF4,X | |
L9AEE: CMP #$03 | |
L9AF0: BNE $9AF9 | |
L9AF2: LDA #$00 | |
L9AF4: STA $6AF4,X | |
L9AF7: BEQ $9B24 | |
L9AF9: LDA $0405,X | |
L9AFC: ASL | |
L9AFD: BMI $9B24 | |
L9AFF: LDA $6AF4,X | |
L9B02: CMP #$02 | |
L9B04: BNE $9B24 | |
L9B06: JSR $802D | |
L9B09: LDX $4B | |
L9B0B: LDA $00 | |
L9B0D: STA $0402,X | |
L9B10: JSR $8030 | |
L9B13: LDX $4B | |
L9B15: LDA $00 | |
L9B17: STA $0403,X | |
L9B1A: JSR $8033 | |
L9B1D: BCS $9B24 | |
L9B1F: LDA #$03 | |
L9B21: STA $6AF4,X | |
L9B24: LDA #$01 | |
L9B26: JSR $800C | |
L9B29: JMP $8006 | |
L9B2C: JMP $9AE4 | |
L9B2F: LDX #$50 | |
L9B31: JSR $9B3C | |
L9B34: TXA | |
L9B35: SEC | |
L9B36: SBC #$10 | |
L9B38: TAX | |
L9B39: BNE $9B31 | |
L9B3B: RTS | |
| |
L9B3C: LDY $6AF4,X | |
L9B3F: BEQ $9B67 | |
L9B41: LDA $6B02,X | |
L9B44: CMP #$0A | |
L9B46: BEQ $9B4C | |
L9B48: CMP #$09 | |
L9B4A: BNE $9BBB | |
L9B4C: LDA $0405,X | |
L9B4F: AND #$02 | |
L9B51: BEQ $9B67 | |
L9B53: DEY | |
L9B54: BEQ $9B72 | |
L9B56: CPY #$02 | |
L9B58: BEQ $9B67 | |
L9B5A: CPY #$03 | |
L9B5C: BNE $9BBB | |
L9B5E: LDA $040C,X | |
L9B61: CMP #$01 | |
L9B63: BNE $9BBB | |
L9B65: BEQ $9B72 | |
L9B67: LDA #$00 | |
L9B69: STA $6AF4,X | |
L9B6C: STA $040F,X | |
L9B6F: JSR $802A | |
L9B72: LDA $0405 | |
L9B75: STA $0405,X | |
L9B78: LSR | |
L9B79: PHP | |
L9B7A: TXA | |
L9B7B: LSR | |
L9B7C: LSR | |
L9B7D: LSR | |
L9B7E: LSR | |
L9B7F: TAY | |
L9B80: LDA $9BCB,Y | |
L9B83: STA $04 | |
L9B85: LDA $9BDA,Y | |
L9B88: STA $6B02,X | |
L9B8B: TYA | |
L9B8C: PLP | |
L9B8D: ROL | |
L9B8E: TAY | |
L9B8F: LDA $9BCF,Y | |
L9B92: STA $05 | |
L9B94: TXA | |
L9B95: PHA | |
L9B96: LDX #$00 | |
L9B98: JSR $9BBC | |
L9B9B: PLA | |
L9B9C: TAX | |
L9B9D: JSR $8027 | |
L9BA0: BCC $9BBB | |
L9BA2: LDA $6AF4,X | |
L9BA5: BNE $9BAA | |
L9BA7: INC $6AF4,X | |
L9BAA: LDA $08 | |
L9BAC: STA $0400,X | |
L9BAF: LDA $09 | |
L9BB1: STA $0401,X | |
L9BB4: LDA $0B | |
L9BB6: AND #$01 | |
L9BB8: STA $6AFB,X | |
L9BBB: RTS | |
| |
L9BBC: LDA $0400,X | |
L9BBF: STA $08 | |
L9BC1: LDA $0401,X | |
L9BC4: STA $09 | |
L9BC6: LDA $6AFB,X | |
L9BC9: STA $0B | |
L9BCB: RTS | |
| |
L9BCC: .byte $F5, $FD, $05, $F6, $FE, $0A, $F6, $0C, $F4, $0E, $F2, $F8, $08, $F4, $0C, $09 | |
L9BDC: .byte $09, $09, $0A, $0A | |
| |
L9BE0: LDY $7E | |
L9BE2: BNE $9BE6 | |
L9BE4: LDY #$80 | |
L9BE6: LDA $2D | |
L9BE8: AND #$02 | |
L9BEA: BNE $9C18 | |
L9BEC: DEY | |
L9BED: STY $7E | |
L9BEF: TYA | |
L9BF0: ASL | |
L9BF1: BMI $9C18 | |
L9BF3: AND #$0F | |
L9BF5: CMP #$0A | |
L9BF7: BNE $9C18 | |
L9BF9: LDA #$01 | |
L9BFB: LDX #$10 | |
L9BFD: CMP $6AF4,X | |
L9C00: BEQ $9C13 | |
L9C02: LDX #$20 | |
L9C04: CMP $6AF4,X | |
L9C07: BEQ $9C13 | |
L9C09: LDX #$30 | |
L9C0B: CMP $6AF4,X | |
L9C0E: BEQ $9C13 | |
L9C10: INC $7E | |
L9C12: RTS | |
| |
L9C13: LDA #$08 | |
L9C15: STA $0409,X | |
L9C18: RTS | |
| |
L9C19: LDY $7F | |
L9C1B: BNE $9C1F | |
L9C1D: LDY #$60 | |
L9C1F: LDA $2D | |
L9C21: AND #$02 | |
L9C23: BNE $9C48 | |
L9C25: DEY | |
L9C26: STY $7F | |
L9C28: TYA | |
L9C29: ASL | |
L9C2A: BMI $9C48 | |
L9C2C: AND #$0F | |
L9C2E: BNE $9C48 | |
L9C30: LDA #$01 | |
L9C32: LDX #$40 | |
L9C34: CMP $6AF4,X | |
L9C37: BEQ $9C43 | |
L9C39: LDX #$50 | |
L9C3B: CMP $6AF4,X | |
L9C3E: BEQ $9C43 | |
L9C40: INC $7F | |
L9C42: RTS | |
| |
L9C43: LDA #$08 | |
L9C45: STA $0409,X | |
L9C48: RTS | |
| |
L9C49: .byte $60 | |
| |
L9C4A: .byte $22, $FF, $FF, $FF, $FF | |
| |
L9C4F: .byte $22, $80, $81, $82, $83 | |
| |
L9C54: .byte $22, $84, $85, $86, $87 | |
| |
L9C59: .byte $22, $88, $89, $8A, $8B | |
| |
L9C5E: .byte $22, $8C, $8D, $8E, $8F | |
| |
L9C63: .byte $22, $94, $95, $96, $97 | |
| |
L9C68: .byte $22, $9C, $9D, $9D, $9C | |
| |
L9C6D: .byte $22, $9E, $9F, $9F, $9E | |
| |
L9C72: .byte $22, $90, $91, $92, $93 | |
| |
L9C77: .byte $22, $70, $71, $72, $73 | |
| |
L9C7C: .byte $22, $74, $75, $76, $77 | |
| |
L9C81: .byte $22, $78, $79, $7A, $7B | |
| |
;-----------------------------------[ Enemy animation data tables ]---------------------------------- | |
| |
EnemyAnimIndexTbl: | |
L9C86: .byte $00, $01, $FF | |
| |
L9C89: .byte $02, $FF | |
| |
L9C8B: .byte $19, $1A, $FF | |
| |
L9C8E: .byte $1A, $1B, $FF | |
| |
L9C91: .byte $1C, $1D, $FF | |
| |
L9C94: .byte $1D, $1E, $FF | |
| |
L9C97: .byte $22, $23, $24, $FF | |
| |
L9C9B: .byte $1F, $20, $21, $FF | |
| |
L9C9F: .byte $22, $FF | |
| |
L9CA1: .byte $1F, $FF | |
| |
L9CA3: .byte $23, $04, $FF | |
| |
L9CA6: .byte $20, $03, $FF | |
| |
L9CA9: .byte $27, $28, $29, $FF | |
| |
L9CAD: .byte $37, $FF | |
| |
L9CAF: .byte $38, $FF | |
| |
L9CB1: .byte $39, $FF | |
| |
L9CB3: .byte $3A, $FF | |
| |
L9CB5: .byte $3B, $FF | |
| |
L9CB7: .byte $3C, $FF | |
| |
L9CB9: .byte $3D, $FF | |
| |
L9CBB: .byte $58, $59, $FF | |
| |
L9CBE: .byte $5A, $5B, $FF | |
| |
L9CC1: .byte $5C, $5D, $FF | |
| |
L9CC4: .byte $5E, $5F, $FF | |
| |
L9CC7: .byte $60, $FF | |
| |
L9CC9: .byte $61, $F7, $62, $F7, $FF | |
| |
L9CCE: .byte $66, $67, $FF | |
| |
L9CD1: .byte $69, $6A, $FF | |
| |
L9CD4: .byte $68, $FF | |
| |
L9CD6: .byte $6B, $FF | |
| |
L9CD8: .byte $66, $FF | |
| |
L9CDA: .byte $69, $FF | |
| |
L9CDC: .byte $6C, $FF | |
| |
L9CDE: .byte $6D, $FF | |
| |
L9CE0: .byte $6F, $70, $71, $6E, $FF | |
| |
L9CE5: .byte $73, $74, $75, $72, $FF | |
| |
L9CEA: .byte $8F, $90, $FF | |
| |
L9CED: .byte $91, $92, $FF | |
| |
L9CF0: .byte $93, $94, $FF | |
| |
L9CF3: .byte $95, $FF | |
| |
L9CF5: .byte $96, $FF | |
| |
;----------------------------[ Enemy sprite drawing pointer tables ]--------------------------------- | |
| |
EnemyFramePtrTbl1: | |
L9CF7: .word $9ED9, $9EDE, $9EE3, $9EE8, $9EE8, $9EE8, $9EE8, $9EE8 | |
L9D07: .word $9EE8, $9EE8, $9EE8, $9EE8, $9EE8, $9EE8, $9EE8, $9EE8 | |
L9D17: .word $9EE8, $9EE8, $9EE8, $9EE8, $9EE8, $9EE8, $9EE8, $9EE8 | |
L9D27: .word $9EE8, $9EE8, $9EF6, $9F04, $9F10, $9F1E, $9F2C, $9F38 | |
L9D37: .word $9F41, $9F4B, $9F55, $9F5E, $9F68, $9F72, $9F72, $9F72 | |
L9D47: .word $9F80, $9F87, $9F90, $9F90, $9F90, $9F90, $9F90, $9F90 | |
L9D57: .word $9F90, $9F90, $9F90, $9F90, $9F90, $9F90, $9F90, $9F90 | |
L9D67: .word $9FA4, $9FB8, $9FC3, $9FCE, $9FD7, $9FE0, $9FEB, $9FEB | |
L9D77: .word $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB | |
L9D87: .word $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB | |
L9D97: .word $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB, $9FEB | |
L9DA7: .word $9FEB, $9FF3, $9FFB, $A003, $A00B, $A013, $A01B, $A023 | |
L9DB7: .word $A02B, $A033, $A041, $A05B, $A05B, $A05B, $A05B, $A063 | |
L9BC7: .word $A06B, $A073, $A07B, $A083, $A08B, $A093, $A09B, $A0A3 | |
L9BD7: .word $A0AB, $A0B3, $A0BB, $A0C3, $A0CB, $A0D3, $A0DB, $A0DB | |
L9BE7: .word $A0DB, $A0DB, $A0DB, $A0DB, $A0DB, $A0DB, $A0DB, $A0DB | |
| |
EnemyFramePtrTbl2: | |
L9DF7: .word $A0DB, $A0E3, $A0E8, $A0E8, $A0E8, $A0E8, $A0E8, $A0E8 | |
L9E07: .word $A0E8, $A0E8, $A0ED, $A0ED, $A0ED, $A0ED, $A0ED, $A0ED | |
L9E17: .word $A0F7, $A101, $A111, $A121, $A131, $A141, $A14B | |
| |
EnemyPlacePtrTbl: | |
L9E25: .word $9E45, $9E47, $9E5F, $9E77, $9E77, $9E77, $9E87, $9E93 | |
L9E35: .word $9E9B, $9EA7, $9EA7, $9EC7, $9ED5, $9ED5, $9ED5, $9ED5 | |
| |
;------------------------------[ Enemy sprite placement data tables ]-------------------------------- | |
| |
L9E45: .byte $FC, $FC | |
| |
L9E47: .byte $80, $80, $81, $81, $82, $82, $83, $83, $84, $84, $85, $85, $F4, $F8, $F4, $00 | |
L9E57: .byte $FC, $F8, $FC, $00, $04, $F8, $04, $00 | |
| |
L9E5F: .byte $F0, $F4, $F0, $FC, $F0, $04, $F8, $F4, $F8, $FC, $F8, $04, $00, $F4, $00, $FC | |
L9E6F: .byte $00, $04, $08, $F4, $08, $FC, $08, $04 | |
| |
L9E77: .byte $F8, $F4, $00, $F4, $F8, $FC, $00, $FC, $F4, $FC, $FC, $FC, $F8, $04, $00, $04 | |
| |
L9E87: .byte $02, $F4, $0A, $F4, $F8, $FC, $00, $FC, $02, $04, $0A, $04 | |
| |
L9E93: .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00 | |
| |
L9E9B: .byte $F4, $FC, $FC, $FC, $04, $FC, $FC, $04, $04, $04, $0C, $FC | |
| |
L9EA7: .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00, $F0, $00, $F0, $08, $F8, $08, $F0, $F0 | |
L9EB7: .byte $F0, $F8, $F8, $F0, $00, $F0, $08, $F0, $08, $F8, $00, $08, $08, $00, $08, $08 | |
| |
L9EC7: .byte $F8, $FC, $00, $F8, $F4, $F4, $FC, $F4, $00, $00, $F4, $04, $FC, $04 | |
| |
L9ED5: .byte $FC, $F8, $FC, $00 | |
| |
;Enemy frame drawing data. | |
| |
L9ED9: .byte $00, $02, $02, $14, $FF | |
| |
L9EDE: .byte $00, $02, $02, $24, $FF | |
| |
L9EE3: .byte $00, $00, $00, $04, $FF | |
| |
L9EE8: .byte $25, $08, $0A, $E2, $F2, $E3, $F3, $FE, $FE, $FD, $62, $E2, $F2, $FF | |
| |
L9EF6: .byte $25, $08, $0A, $E4, $F2, $FE, $FE, $E3, $F3, $FD, $62, $E4, $F2, $FF | |
| |
L9F04: .byte $26, $08, $0A, $F4, $F2, $E3, $F3, $FD, $62, $F4, $F2, $FF | |
| |
L9F10: .byte $A5, $08, $0A, $E2, $F2, $E3, $F3, $FE, $FE, $FD, $E2, $E2, $F2, $FF | |
| |
L9F1E: .byte $A5, $08, $0A, $E4, $F2, $FE, $FE, $E3, $F3, $FD, $E2, $E4, $F2, $FF | |
| |
L9F2C: .byte $A6, $08, $0A, $F4, $F2, $E3, $F3, $FD, $E2, $F4, $F2, $FF | |
| |
L9F38: .byte $27, $06, $08, $FC, $04, $00, $C0, $C1, $FF | |
| |
L9F41: .byte $27, $06, $08, $E0, $E1, $FD, $A2, $E0, $E1, $FF | |
| |
L9F4B: .byte $27, $06, $08, $F0, $F1, $FD, $A2, $F0, $F1, $FF | |
| |
L9F55: .byte $67, $06, $08, $FC, $04, $00, $C0, $C1, $FF | |
| |
L9F5E: .byte $67, $06, $08, $E0, $E1, $FD, $E2, $E0, $E1, $FF | |
| |
L9F68: .byte $67, $06, $08, $F0, $F1, $FD, $E2, $F0, $F1, $FF | |
| |
L9F72: .byte $28, $0C, $08, $CE, $FC, $00, $FC, $DE, $EE, $DF, $FD, $62, $EE, $FF | |
| |
L9F80: .byte $28, $0C, $08, $CE, $CF, $EF, $FF | |
| |
L9F87: .byte $28, $0C, $08, $CE, $FD, $62, $CF, $EF, $FF | |
| |
L9F90: .byte $21, $00, $00, $FC, $08, $FC, $E2, $FC, $00, $08, $E2, $FC, $00, $F8, $F2, $FC | |
L9FA0: .byte $00, $08, $F2, $FF | |
| |
L9FA4: .byte $21, $00, $00, $FC, $00, $FC, $F2, $FC, $00, $08, $F2, $FC, $00, $F8, $E2, $FC | |
L9FB4: .byte $00, $08, $E2, $FF | |
| |
L9FB8: .byte $21, $00, $00, $FC, $04, $00, $F1, $F0, $F1, $F0, $FF | |
| |
L9FC3: .byte $21, $00, $00, $FC, $04, $00, $F0, $F1, $F0, $F1, $FF | |
| |
L9FCE: .byte $21, $00, $00, $FC, $08, $00, $D1, $D0, $FF | |
| |
L9FD7: .byte $21, $00, $00, $FC, $08, $00, $D0, $D1, $FF | |
| |
L9FE0: .byte $21, $00, $00, $FC, $08, $00, $DE, $DF, $EE, $EE, $FF | |
| |
L9FEB: .byte $27, $08, $08, $CC, $CD, $DC, $DD, $FF | |
| |
L9FF3: .byte $67, $08, $08, $CC, $CD, $DC, $DD, $FF | |
| |
L9FFB: .byte $27, $08, $08, $CA, $CB, $DA, $DB, $FF | |
| |
LA003: .byte $A7, $08, $08, $CA, $CB, $DA, $DB, $FF | |
| |
LA00B: .byte $A7, $08, $08, $CC, $CD, $DC, $DD, $FF | |
| |
LA013: .byte $E7, $08, $08, $CC, $CD, $DC, $DD, $FF | |
| |
LA01B: .byte $67, $08, $08, $CA, $CB, $DA, $DB, $FF | |
| |
LA023: .byte $E7, $08, $08, $CA, $CB, $DA, $DB, $FF | |
| |
LA02B: .byte $21, $00, $00, $CC, $CD, $DC, $DD, $FF | |
| |
LA033: .byte $0A, $00, $00, $75, $FD, $60, $75, $FD, $A0, $75, $FD, $E0, $75, $FF | |
| |
LA041: .byte $0A, $00, $00, $FE, $FE, $FE, $FE, $3D, $3E, $4E, $FD, $60, $3E, $3D, $4E, $FD | |
LA051: .byte $E0, $4E, $3E, $3D, $FD, $A0, $4E, $3D, $3E, $FF | |
| |
LA05B: .byte $2A, $08, $08, $C2, $C3, $D2, $D3, $FF | |
| |
LA063: .byte $2A, $08, $08, $C2, $C4, $D2, $D4, $FF | |
| |
LA06B: .byte $21, $08, $08, $C2, $C4, $D2, $D4, $FF | |
| |
LA073: .byte $6A, $08, $08, $C2, $C3, $D2, $D3, $FF | |
| |
LA07B: .byte $6A, $08, $08, $C2, $C4, $D2, $D4, $FF | |
| |
LA083: .byte $61, $08, $08, $C2, $C4, $D2, $D4, $FF | |
| |
LA08B: .byte $20, $02, $04, $FC, $FF | |
| |
LA090: .byte $00, $F8, $FF | |
| |
LA093: .byte $60, $02, $04, $FC, $FF | |
| |
LA098: .byte $00, $F8, $FF | |
| |
LA09B: .byte $20, $02, $02, $FC, $FE, $00, $D9, $FF | |
| |
LA0A3: .byte $E0, $02, $02, $FC, $00, $02, $D8, $FF | |
| |
LA0AB: .byte $E0, $02, $02, $FC, $02, $00, $D9, $FF | |
| |
LA0B3: .byte $20, $02, $02, $FC, $00, $FE, $D8, $FF | |
| |
LA0BB: .byte $60, $02, $02, $FC, $FE, $00, $D9, $FF | |
| |
LA0C3: .byte $A0, $02, $02, $FC, $00, $FE, $D8, $FF | |
| |
LA0CB: .byte $A0, $02, $02, $FC, $02, $00, $D9, $FF | |
| |
LA0D3: .byte $60, $02, $02, $FC, $00, $02, $D8, $FF | |
| |
LA0DB: .byte $06, $08, $04, $FE, $FE, $14, $24, $FF | |
| |
LA0E3: .byte $00, $04, $04, $8A, $FF | |
| |
LA0E8: .byte $00, $04, $04, $8A, $FF | |
| |
LA0ED: .byte $3F, $04, $08, $FD, $03, $EC, $FD, $43, $EC, $FF | |
| |
LA0F7: .byte $3F, $04, $08, $FD, $03, $ED, $FD, $43, $ED, $FF | |
| |
LA101: .byte $22, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $F5, $F6, $F7, $FF | |
| |
LA111: .byte $22, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $E8, $E9, $F9, $FF | |
| |
LA121: .byte $62, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $F5, $F6, $F7, $FF | |
| |
LA131: .byte $62, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $E8, $E9, $F9, $FF | |
| |
LA141: .byte $21, $00, $00, $C5, $C7, $D5, $D7, $E5, $E7, $FF | |
| |
LA14B: .byte $21, $00, $00, $C7, $C5, $D7, $D5, $E7, $E5, $FF | |
| |
;----------------------------------------[ Palette data ]-------------------------------------------- | |
| |
Palette00: | |
LA155: .byte $3F ;Upper byte of PPU palette adress. | |
LA156: .byte $00 ;Lower byte of PPU palette adress. | |
LA157: .byte $20 ;Palette data length. | |
;The following values are written to the background palette: | |
LA158: .byte $0F, $20, $10, $00, $0F, $28, $19, $1A, $0F, $28, $16, $04, $0F, $23, $11, $02 | |
;The following values are written to the sprite palette: | |
LA168: .byte $0F, $16, $19, $27, $0F, $12, $30, $21, $0F, $27, $1B, $36, $0F, $17, $22, $31 | |
| |
LA178: .byte $00 ;End Palette00 info. | |
| |
Palette01: | |
LA179: .byte $3F ;Upper byte of PPU palette adress. | |
LA17A: .byte $12 ;Lower byte of PPU palette adress. | |
LA17B: .byte $02 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA17C: .byte $19, $27 | |
| |
LA17E: .byte $00 ;End Palette01 info. | |
| |
Palette03: | |
LA17F: .byte $3F ;Upper byte of PPU palette adress. | |
LA180: .byte $12 ;Lower byte of PPU palette adress. | |
LA181: .byte $02 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA182: .byte $2C, $27 | |
| |
LA184: .byte $00 ;End Palette03 info. | |
| |
Palette02: | |
LA185: .byte $3F ;Upper byte of PPU palette adress. | |
LA186: .byte $12 ;Lower byte of PPU palette adress. | |
LA187: .byte $02 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA188: .byte $19, $35 | |
| |
LA18A: .byte $00 ;End Palette02 info. | |
| |
Palette04: | |
LA18B: .byte $3F ;Upper byte of PPU palette adress. | |
LA18C: .byte $12 ;Lower byte of PPU palette adress. | |
LA18D: .byte $02 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA18E: .byte $2C, $24 | |
| |
LA190: .byte $00 ;End Palette04 info. | |
| |
Palette05: | |
LA191: .byte $3F ;Upper byte of PPU palette adress. | |
LA192: .byte $11 ;Lower byte of PPU palette adress. | |
LA193: .byte $03 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA194: .byte $04, $09, $07 | |
| |
LA196: .byte $00 ;End Palette05 info. | |
| |
Palette06: | |
La198: .byte $3F ;Upper byte of PPU palette adress. | |
LA199: .byte $11 ;Lower byte of PPU palette adress. | |
LA19A: .byte $03 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA19B: .byte $05, $09, $17 | |
| |
LA19E: .byte $00 ;End Palette06 info. | |
| |
Palette07: | |
LA19F: .byte $3F ;Upper byte of PPU palette adress. | |
LA1A0: .byte $11 ;Lower byte of PPU palette adress. | |
LA1A1: .byte $03 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA1A2: .byte $06, $0A, $26 | |
| |
LA1A5: .byte $00 ;End Palette07 info. | |
| |
Palette08: | |
LA1A6: .byte $3F ;Upper byte of PPU palette adress. | |
LA1A7: .byte $11 ;Lower byte of PPU palette adress. | |
LA1A8: .byte $03 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA1A9: .byte $16, $19, $27 | |
| |
LA1AC: .byte $00 ;End Palette08 info. | |
| |
Palette09: | |
LA1AD: .byte $3F ;Upper byte of PPU palette adress. | |
LA1AE: .byte $00 ;Lower byte of PPU palette adress. | |
LA1AF: .byte $04 ;Palette data length. | |
;The following values are written to the background palette: | |
LA1B0: .byte $0F, $30, $30, $21 | |
| |
LA1B4: .byte $00 ;End Palette09 info. | |
| |
Palette0A: | |
LA1B5: .byte $3F ;Upper byte of PPU palette adress. | |
LA1B6: .byte $10 ;Lower byte of PPU palette adress. | |
LA1B7: .byte $04 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA1B8: .byte $0F, $15, $34, $17 | |
| |
LA1BC: .byte $00 ;End Palette0A info. | |
| |
Palette0B: | |
LA1BD: .byte $3F ;Upper byte of PPU palette adress. | |
LA1BE: .byte $10 ;Lower byte of PPU palette adress. | |
LA1BF: .byte $04 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA1C0: .byte $0F, $15, $34, $19 | |
| |
LA1C4: .byte $00 ;End Palette0B info. | |
| |
Palette0C: | |
LA1C5: .byte $3F ;Upper byte of PPU palette adress. | |
LA1C6: .byte $10 ;Lower byte of PPU palette adress. | |
LA1C7: .byte $04 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA1C8: .byte $0F, $15, $34, $28 | |
| |
LA1CC: .byte $00 ;End Palette0C info. | |
| |
Palette0D: | |
LA1CD: .byte $3F ;Upper byte of PPU palette adress. | |
LA1CE: .byte $10 ;Lower byte of PPU palette adress. | |
LA1CF: .byte $04 ;Palette data length. | |
;The following values are written to the sprite palette: | |
LA1D0: .byte $0F, $15, $34, $29 | |
| |
LA1D4: .byte $00 ;End Palette0D info. | |
| |
| |
;----------------------------[ Room and structure pointer tables ]----------------------------------- | |
| |
RmPtrTbl: | |
LA1D5: .word $A2B7, $A2C5, $A2CD, $A308, $A345, $A388, $A3B8, $A401 | |
LA1E5: .word $A442, $A47E, $A4AD, $A4E2, $A514, $A558, $A590, $A5BF | |
LA1F5: .word $A5E8, $A647, $A647, $A683, $A6B5, $A6D9, $A713, $A745 | |
LA205: .word $A780, $A7B2, $A7F6, $A83F, $A8A3, $A8C7, $A923, $A94F | |
LA215: .word $A972, $A990, $A9BE, $A9FE, $AA33 | |
| |
StrctPtrTbl: | |
LA21F: .word $AA6B, $AA7E, $AA97, $AAB0, $AAB7, $AABE, $AAC2, $AAD2 | |
LA22F: .word $AAE2, $AAE7, $AAEC, $AAEF, $AAF2, $AAFD, $AB03, $AB08 | |
LA23F: .word $AB11, $AB26, $AB29, $AB3C, $AB51, $AB55, $AB68, $AB75 | |
LA24F: .word $AB88, $AB9B, $ABB0, $ABBA, $ABBD, $ABC4, $ABE0, $ABE9 | |
LA25F: .word $ABFE, $AC01, $AC0A, $AC0F, $AC14, $AC1E, $AC27 | |
| |
;-----------------------------------[ Special items table ]----------------------------------------- | |
| |
;The way the bytes work int the special items table is as follows: | |
;Long entry(one with a data word in it): | |
;Byte 0=Y coordinate of room on the world map. | |
;Word 0=Address of next entry in the table that has a different Y coordinate.--> | |
; $FFFF=No more items with different Y coordinates. | |
;Byte 1=X coordinate of room in the world map. | |
;Byte 2=byte offset-1 of next special item in the table that has the same--> | |
; Y coordinate(short entry). $FF=No more items with different X--> | |
; coordinates until next long entry. | |
;Byte 3=Item type. See list below for special item types. | |
;Bytes 4 to end of entry(ends with #$00)=Data bytes for special item(s).--> | |
; It is possible to have multiple special items in one room. | |
;Short entry(one without a data word in it): | |
;Byte 0=X coordinate of room in the world map(Y coordinate is the same--> | |
; as the last long item entry in the table). | |
;Byte 1=byte offset-1 of next special item in the table that has the same--> | |
; Y coordinate(short entry). $FF=No more items with different X--> | |
; coordinates until next long entry. | |
;Byte 2=Item type. See list below for special item types. | |
;Bytes 3 to end of entry(ends with #$00)=Data bytes for special item(s).--> | |
; It is possible to have multiple special items in one room. | |
; | |
;Special item types: | |
;#$01=Squeept. | |
;#$02=Power up. | |
;#$03=Mellows, Memus or Melias. | |
;#$04=Elevator. | |
;#$05=Mother brain room cannon. | |
;#$06=Mother brain. | |
;#$07=Zeebetite. | |
;#$08=Rinka. | |
;#$09=Door. | |
;#$0A=Palette change room. | |
| |
SpecItmsTbl: | |
| |
;Elevator from Brinstar. | |
LA26D: .byte $12 | |
LA26E: .word $A275 | |
LA270: .byte $07, $FF, $04, $81, $00 | |
| |
;Elevator to Brinstar. | |
LA275: .byte $14 | |
LA276: .word $A27D | |
LA278: .byte $07, $FF, $04, $82, $00 | |
| |
;Missiles. | |
LA27D: .byte $15 | |
LA27E: .word $A28C | |
LA27F: .byte $04, $06, $02, $09, $47, $00 | |
| |
;Missiles. | |
LA286: .byte $09, $FF, $02, $09, $47, $00 | |
| |
;Energy tank. | |
LA28C: .byte $16 | |
LA28D: .word $A295 | |
LA28F: .byte $0A, $FF, $02, $08, $66, $00 | |
| |
;Missiles. | |
LA295: .byte $19 | |
LA296: .word $A29E | |
LA298: .byte $0A, $FF, $02, $09, $47, $00 | |
| |
;Missiles. | |
LA29E: .byte $1B | |
LA29F: .word $A2A7 | |
LA2A1: .byte $05, $FF, $02, $09, $47, $00 | |
| |
;Memus. | |
LA2A7: .byte $1C | |
LA2A8: .word $A2AE | |
LA2A9: .byte $07, $FF, $03, $00 | |
| |
;Energy tank. | |
LA2AE: .byte $1D | |
LA2AF: .word $FFFF | |
LA2B1: .byte $08, $FF, $02, $08, $BE, $00 | |
| |
;-----------------------------------------[ Room definitions ]--------------------------------------- | |
| |
;The first byte of the room definitions is attribute table data and is used to set the base color of | |
;the room. The object data is grouped into 3 byte segments and represents a structure in the room. | |
;The first byte of the structure data has the format yyyyxxxx and contains the y, x location of the | |
;structure in the room(measured in tiles). The second byte is an index into the StrctPtrTbl and | |
;identifies which structure to use. The third byte is an attribute table byte and determines the | |
;color of the structure. Most of the time, this byte will have the same value as the attribute byte | |
;for the base color of the room. Having a room base color byte reduces the calculations required to | |
;find the proper color for each structure as the structure attribute byte is skipped if it is the same | |
;as the room attribute byte. #$FD marks the end of the room objects portion of the room definition. | |
;Using the byte #$FE can be used as an empty place holder in the room data. For example, if you | |
;wanted to remove a structure from a room, simply replace the three bytes associated with the structure | |
;with #$FE. The next portion of the room definition describes the enemies and doors in the room. The | |
;number of data bytes and their functions vary depending on what type of item is being loaded. | |
| |
;Room #$00 | |
LA2B7: .byte $02 ;Attribute table data. | |
;Room object data: | |
LA2B8: .byte $40, $01, $03, $48, $01, $03, $50, $04, $02, $5F, $04, $02, $FF | |
| |
;Room #$01 | |
LA2C5: .byte $02 ;Attribute table data. | |
;Room object data: | |
LA2C6: .byte $07, $02, $02, $87, $02, $02, $FF | |
| |
;Room #$02 | |
LA2CD: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA2CE: .byte $00, $10, $00, $04, $10, $00, $08, $10, $00, $0C, $10, $00, $40, $06, $00, $42 | |
LA2DE: .byte $08, $01, $4E, $06, $00, $6D, $09, $01, $75, $0C, $00, $7A, $0C, $00, $90, $06 | |
LA2EE: .byte $00, $92, $0C, $00, $96, $0D, $00, $9D, $0C, $00, $9E, $06, $00, $E0, $06, $00 | |
LA2FE: .byte $E1, $0D, $00, $EB, $0D, $00, $EE, $06, $00, $FF | |
| |
;Room #$03 | |
LA308: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA309: .byte $00, $06, $00, $0A, $0D, $00, $0E, $06, $00, $22, $08, $01, $2D, $09, $01, $45 | |
LA319: .byte $0D, $00, $50, $03, $02, $5F, $03, $02, $80, $10, $00, $8A, $06, $00, $8C, $10 | |
LA329: .byte $00, $A4, $08, $01, $C0, $10, $00, $C9, $0D, $00, $CC, $10, $00, $DB, $09, $01 | |
LA339: .byte $E1, $10, $00, $FD | |
;Room enemy/door data: | |
LA33D: .byte $02, $A0, $02, $B1, $31, $85, $37, $FF | |
| |
;Room #$04 | |
LA345: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA346: .byte $00, $06, $00, $07, $06, $00, $0B, $10, $00, $0E, $06, $00, $22, $08, $01, $2A | |
LA356: .byte $09, $01, $35, $0D, $00, $50, $03, $02, $57, $06, $00, $5F, $03, $02, $80, $0D | |
LA366: .byte $00, $8C, $0D, $00, $8E, $06, $00, $90, $06, $00, $92, $08, $01, $BE, $06, $00 | |
LA376: .byte $CD, $09, $01, $D0, $06, $00, $FD | |
;Room enemy/door data: | |
LA37D: .byte $02, $A0, $02, $B1, $41, $85, $25, $21, $83, $C8, $FF | |
| |
;Room #$05 | |
LA388: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA389: .byte $00, $10, $00, $0C, $10, $00, $14, $08, $01, $40, $10, $00, $4C, $10, $00, $6B | |
LA399: .byte $09, $01, $7C, $10, $00, $80, $10, $00, $94, $08, $01, $BC, $10, $00, $C0, $10 | |
LA3A9: .byte $00, $DB, $09, $01, $FD | |
;Room enemy/door data: | |
LA3AE: .byte $51, $83, $57, $01, $03, $95, $11, $03, $CA, $FF | |
| |
;Room #$06 | |
LA3B8: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA3B9: .byte $00, $06, $00, $0E, $06, $00, $12, $08, $01, $17, $0E, $00, $1A, $0D, $00, $27 | |
LA3C9: .byte $0C, $00, $31, $0E, $00, $36, $11, $00, $39, $07, $00, $50, $03, $02, $59, $0E | |
LA3D9: .byte $00, $5F, $03, $02, $80, $10, $00, $84, $10, $00, $88, $10, $00, $8C, $10, $00 | |
LA3E9: .byte $C0, $10, $00, $C4, $10, $00, $C8, $10, $00, $CC, $10, $00, $FD | |
;Room enemy/door data: | |
LA3F6: .byte $02, $A1, $02, $B1, $01, $85, $2A, $51, $85, $26, $FF | |
| |
;Room #$07 | |
LA401: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA402: .byte $00, $10, $00, $0A, $10, $00, $0E, $07, $00, $24, $08, $01, $27, $0E, $00, $40 | |
LA412: .byte $07, $00, $5F, $03, $02, $62, $10, $00, $8B, $0E, $00, $8E, $07, $00, $90, $07 | |
LA422: .byte $00, $9D, $09, $01, $B0, $07, $00, $B2, $10, $00, $B6, $0D, $00, $CE, $07, $00 | |
LA432: .byte $D6, $08, $01, $FD | |
;Room enemy/door data: | |
LA436: .byte $02, $A1, $01, $85, $17, $21, $85, $A8, $31, $03, $87, $FF | |
| |
;Room #$08 | |
LA442: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA443: .byte $00, $10, $00, $03, $10, $00, $0A, $10, $00, $0C, $10, $00, $29, $09, $01, $35 | |
LA453: .byte $0E, $00, $40, $10, $00, $44, $08, $01, $4C, $10, $00, $79, $0E, $00, $80, $10 | |
LA463: .byte $00, $8C, $10, $00, $AB, $09, $01, $B0, $10, $00, $B4, $0D, $00, $CC, $10, $00 | |
LA473: .byte $D4, $08, $01, $FD | |
;Room enemy/door data: | |
LA477: .byte $11, $85, $6A, $41, $85, $A6, $FF | |
| |
;Room #$09 | |
LA47E: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA47F: .byte $00, $07, $00, $0D, $09, $01, $0E, $07, $00, $42, $08, $01, $50, $07, $00, $5F | |
LA48F: .byte $03, $02, $8B, $0E, $00, $8E, $07, $00, $9D, $09, $01, $A0, $07, $00, $A6, $0E | |
LA49F: .byte $00, $DE, $07, $00, $FD | |
;Room enemy/door data: | |
LA4A4: .byte $02, $A1, $21, $85, $97, $31, $03, $83, $FF | |
| |
;Room #$0A | |
LA4AD: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA4AE: .byte $00, $07, $00, $0E, $07, $00, $12, $08, $01, $50, $07, $00, $5F, $03, $02, $72 | |
LA4BE: .byte $08, $01, $87, $0E, $00, $8B, $0E, $00, $8E, $07, $00, $A0, $10, $00, $AD, $09 | |
LA4CE: .byte $01, $CC, $10, $00, $D4, $00, $02, $E0, $10, $00, $FD | |
;Room enemy/door data: | |
LA4D9: .byte $02, $A1, $01, $85, $78, $11, $03, $28, $FF | |
| |
;Room #$0B | |
LA4E2: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA4E3: .byte $00, $10, $00, $04, $10, $00, $08, $10, $00, $0C, $10, $00, $40, $10, $00, $44 | |
LA4F3: .byte $10, $00, $48, $10, $00, $4C, $10, $00, $80, $10, $00, $84, $10, $00, $88, $10 | |
LA503: .byte $00, $8C, $10, $00, $B0, $10, $00, $B4, $10, $00, $B8, $10, $00, $BC, $10, $00 | |
LA513: .byte $FF | |
| |
;Room #$0C | |
LA514: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA515: .byte $00, $07, $00, $0A, $11, $00, $0E, $07, $00, $25, $11, $00, $32, $08, $01, $49 | |
LA525: .byte $11, $00, $50, $03, $02, $5D, $09, $01, $5E, $07, $00, $80, $07, $00, $82, $11 | |
LA535: .byte $00, $86, $11, $00, $9C, $11, $00, $AE, $07, $00, $BD, $09, $01, $C2, $08, $01 | |
LA545: .byte $C8, $11, $00, $D0, $07, $00, $D4, $11, $00, $FD | |
;Room enemy/door data: | |
LA54F: .byte $02, $B1, $51, $85, $39, $41, $05, $C4, $FF | |
| |
;Room #$0D | |
LA558: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA559: .byte $00, $07, $00, $0A, $0F, $02, $0E, $07, $00, $1D, $09, $01, $4A, $0F, $02, $50 | |
LA569: .byte $03, $02, $5E, $07, $00, $80, $07, $00, $86, $0F, $02, $8A, $0F, $02, $8C, $11 | |
LA579: .byte $00, $9D, $09, $01, $A2, $11, $00, $AE, $07, $00, $C2, $08, $01, $CA, $0F, $02 | |
LA589: .byte $D0, $07, $00, $FD | |
;Room enemy/door data: | |
LA58D: .byte $02, $B1, $FF | |
| |
;Room #$0E | |
LA590: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA591: .byte $00, $07, $00, $0A, $0F, $02, $0E, $07, $00, $2D, $09, $01, $32, $08, $01, $4A | |
LA5A1: .byte $0F, $02, $50, $07, $00, $5E, $07, $00, $78, $11, $00, $8A, $0F, $02, $92, $08 | |
LA5B1: .byte $01, $A0, $07, $00, $AE, $07, $00, $BD, $09, $01, $CA, $0F, $02, $FF | |
| |
;Room #$0F | |
LA5BF: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA5C0: .byte $00, $1D, $01, $08, $1D, $01, $1E, $1F, $01, $5F, $03, $02, $8C, $1F, $01, $9B | |
LA5D0: .byte $09, $01, $C9, $1D, $01, $D0, $1F, $01, $D4, $00, $02, $FD | |
;Room enemy/door data: | |
LA5DC: .byte $02, $A1, $41, $84, $31, $57, $87, $D5, $07, $87, $D8, $FF | |
| |
;Room #$10 | |
LA5E8: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA5E9: .byte $00, $12, $00, $08, $12, $00, $57, $0C, $00, $75, $0C, $00, $79, $0C, $00, $93 | |
LA5F9: .byte $0C, $00, $9B, $0C, $00, $B1, $0C, $00, $BD, $0C, $00, $CF, $0C, $00, $D0, $00 | |
LA609: .byte $02, $D8, $00, $02, $FD | |
;Room enemy/door data: | |
LA60E: .byte $41, $81, $2D, $27, $07, $D4, $17, $87, $DA, $FF | |
| |
;Room #$11 (not used). | |
LA618: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA619: .byte $00, $07, $00, $02, $08, $01, $0E, $07, $00, $2D, $09, $01, $32, $0E, $00, $50 | |
LA629: .byte $03, $02, $5F, $03, $02, $80, $10, $00, $84, $10, $00, $88, $10, $00, $8C, $10 | |
LA639: .byte $00, $C0, $10, $00, $C4, $10, $00, $C8, $10, $00, $CC, $10, $00, $FF | |
| |
;Room #$12 | |
LA647: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA648: .byte $00, $12, $00, $08, $12, $00, $24, $11, $00, $37, $0C, $00, $45, $0C, $00, $48 | |
LA658: .byte $0E, $00, $57, $0C, $00, $63, $0C, $00, $65, $0C, $00, $9B, $0E, $00, $A2, $11 | |
LA668: .byte $00, $C0, $13, $03, $C5, $0E, $00, $C9, $0C, $00, $CC, $13, $03, $D4, $00, $02 | |
LA678: .byte $FD | |
;Room enemy/door data: | |
LA679: .byte $21, $85, $39, $31, $85, $8C, $41, $85, $B6, $FF | |
| |
;Room #$13 | |
LA683: .byte $03 ;Attribute table data. | |
;Room object data: | |
LA684: .byte $00, $15, $03, $08, $15, $03, $10, $16, $03, $50, $03, $02, $68, $14, $03, $80 | |
LA694: .byte $16, $03, $93, $14, $03, $AB, $14, $03, $BF, $14, $03, $C0, $16, $03, $D2, $00 | |
LA6A4: .byte $02, $DA, $00, $02, $FD | |
;Room enemy/door data: | |
LA6A9: .byte $02, $B0, $21, $81, $27, $41, $85, $84, $37, $87, $DD, $FF | |
| |
;Room #$14 | |
LA6B5: .byte $03 ;Attribute table data. | |
;Room object data: | |
LA6B6: .byte $00, $15, $03, $08, $15, $03, $8A, $14, $03, $A4, $14, $03, $AF, $14, $03, $D0 | |
LA6C6: .byte $00, $02, $D8, $00, $02, $FD | |
;Room enemy/door data: | |
LA6CC: .byte $37, $87, $D1, $47, $87, $D7, $57, $87, $DC, $01, $85, $95, $FF | |
| |
;Room #$15 | |
LA6D9: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA6DA: .byte $00, $1D, $01, $08, $1D, $01, $20, $1D, $01, $28, $1D, $01, $50, $03, $02, $5F | |
LA6EA: .byte $03, $02, $80, $1D, $01, $87, $20, $01, $88, $1D, $01, $97, $21, $01, $B0, $1D | |
LA6FA: .byte $01, $B7, $21, $01, $B8, $1D, $01, $C0, $1D, $01, $C7, $21, $01, $C8, $1D, $01 | |
LA70A: .byte $FD | |
;Room enemy/door data: | |
LA70B: .byte $02, $A1, $02, $B1, $01, $80, $68, $FF | |
| |
;Room #$16 | |
LA713: .byte $03 ;Attribute table data. | |
;Room object data: | |
LA714: .byte $00, $15, $03, $08, $15, $03, $1E, $16, $03, $5F, $03, $02, $61, $14, $03, $85 | |
LA724: .byte $14, $03, $8C, $15, $03, $8E, $16, $03, $BA, $14, $03, $CE, $16, $03, $D0, $00 | |
LA734: .byte $02, $D6, $00, $02, $FD | |
;Room enemy/door data: | |
LA739: .byte $02, $A1, $07, $87, $D3, $17, $07, $D8, $21, $81, $27, $FF | |
| |
;Room #$17 | |
LA745: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA746: .byte $00, $17, $03, $08, $17, $03, $10, $19, $03, $24, $18, $03, $36, $0C, $00, $3B | |
LA756: .byte $0C, $00, $50, $03, $02, $80, $19, $03, $AE, $0C, $00, $C0, $19, $03, $D4, $18 | |
LA766: .byte $03, $D8, $00, $02, $D9, $18, $03, $DB, $05, $02, $DF, $00, $02, $FD, $02, $B1 | |
LA776: .byte $41, $80, $C5, $57, $87, $DC, $31, $04, $48, $FF | |
| |
;Room #$18 | |
LA780: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA781: .byte $00, $17, $03, $08, $17, $03, $1C, $19, $03, $20, $19, $03, $5F, $03, $02, $8C | |
LA791: .byte $19, $03, $CC, $19, $03, $D0, $18, $03, $D3, $00, $02, $D4, $18, $03, $D5, $05 | |
LA7A1: .byte $02, $FD | |
;Room enemy/door data: | |
LA7A3: .byte $02, $A1, $37, $87, $D6, $21, $84, $62, $11, $84, $25, $01, $84, $29, $FF | |
| |
;Room #$19 | |
LA7B2: .byte $03 ;Attribute table data. | |
;Room object data: | |
LA7B3: .byte $00, $19, $03, $04, $19, $03, $08, $19, $03, $0C, $19, $03, $40, $19, $03, $44 | |
LA7C3: .byte $19, $03, $48, $19, $03, $4C, $19, $03, $70, $19, $03, $74, $19, $03, $78, $19 | |
LA7D3: .byte $03, $7C, $19, $03, $90, $1A, $03, $94, $1A, $03, $98, $1A, $03, $9C, $1A, $03 | |
LA7E3: .byte $B0, $1A, $03, $B8, $1A, $03, $C0, $19, $03, $C4, $19, $03, $C8, $19, $03, $CC | |
LA7F3: .byte $19, $03, $FF | |
| |
;Room #$1A | |
LA7F6: .byte $03 ;Attribute table data. | |
;Room object data: | |
LA7F7: .byte $00, $13, $03, $04, $13, $03, $08, $13, $03, $0C, $13, $03, $10, $13, $03, $14 | |
LA807: .byte $13, $03, $18, $13, $03, $1C, $13, $03, $50, $03, $02, $5F, $03, $02, $80, $13 | |
LA817: .byte $03, $81, $1B, $03, $84, $13, $03, $88, $13, $03, $8C, $13, $03, $91, $1C, $03 | |
LA827: .byte $C0, $13, $03, $C1, $1C, $03, $C4, $13, $03, $C8, $13, $03, $CC, $13, $03, $FD | |
;Room enemy/door data: | |
LA837: .byte $02, $A0, $02, $B1, $31, $81, $68, $FF | |
| |
;Room #$1B | |
LA83F: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA840: .byte $00, $1F, $01, $04, $1D, $01, $07, $21, $01, $0C, $1F, $01, $10, $0C, $00, $14 | |
LA850: .byte $1F, $01, $17, $21, $01, $18, $1F, $01, $1F, $0C, $00, $25, $0B, $02, $2A, $0B | |
LA860: .byte $02, $41, $22, $00, $4C, $23, $00, $50, $03, $02, $54, $22, $00, $59, $23, $00 | |
LA870: .byte $5F, $03, $02, $80, $07, $00, $82, $14, $03, $84, $14, $03, $86, $14, $03, $88 | |
LA880: .byte $14, $03, $8A, $14, $03, $8C, $14, $03, $8E, $07, $00, $92, $16, $03, $9C, $16 | |
LA890: .byte $03, $D0, $12, $00, $D4, $00, $02, $DC, $12, $00, $FD | |
;Room enemy/door data: | |
LA89B: .byte $02, $A1, $02, $B0, $27, $07, $D9, $FF | |
| |
;Room #$1C | |
LA8A3: .byte $03 ;Attribute table data. | |
;Room object data: | |
LA8A4: .byte $00, $17, $03, $08, $17, $03, $B0, $18, $03, $B6, $05, $02, $B8, $18, $03, $D0 | |
LA8B4: .byte $18, $03, $D8, $18, $03, $FD | |
;Room enemy/door data: | |
LA8BA: .byte $37, $87, $B7, $01, $80, $45, $11, $00, $3B, $21, $81, $9A, $FF | |
| |
;Room #$1D | |
LA8C7: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA8C8: .byte $00, $15, $03, $08, $15, $03, $10, $24, $03, $13, $0B, $02, $18, $24, $03, $1C | |
LA8D8: .byte $0B, $02, $1F, $25, $03, $20, $25, $03, $22, $22, $00, $2B, $23, $00, $5F, $03 | |
LA8E8: .byte $02, $60, $25, $03, $8E, $25, $03, $8F, $13, $03, $A0, $25, $03, $A2, $11, $00 | |
LA8F8: .byte $AC, $11, $00, $B3, $12, $00, $BB, $0C, $00, $BE, $1B, $03, $C3, $24, $03, $CE | |
LA908: .byte $12, $00, $D1, $00, $02, $D3, $24, $03, $DC, $00, $02, $DE, $12, $00, $E0, $25 | |
LA918: .byte $03, $E3, $15, $03, $FD | |
;Room enemy/door data: | |
LA91D: .byte $02, $A0, $01, $48, $95, $FF | |
| |
;Room #$1E | |
LA923: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA924: .byte $00, $1E, $01, $02, $1D, $01, $08, $1D, $01, $1F, $1F, $01, $40, $1E, $01, $5F | |
LA934: .byte $03, $02, $77, $0C, $00, $80, $1E, $01, $87, $1E, $01, $8D, $1F, $01, $C0, $1D | |
LA944: .byte $01, $C8, $1D, $01, $FD | |
;Room enemy/door data: | |
LA949: .byte $02, $A1, $11, $81, $35, $FF | |
| |
;Room #$1F | |
LA94F: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA950: .byte $00, $1D, $01, $08, $1D, $01, $10, $1E, $01, $50, $03, $02, $80, $1F, $01, $C0 | |
LA960: .byte $1D, $01, $C8, $1D, $01, $CC, $05, $02, $FD | |
;Room enemy/door data: | |
LA969: .byte $02, $B1, $01, $88, $AB, $17, $07, $CD, $FF | |
| |
;Room #$20 | |
LA972: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA973: .byte $00, $1D, $01, $08, $1D, $01, $78, $0C, $00, $88, $21, $01, $C0, $1D, $01, $C8 | |
LA983: .byte $1D, $01, $CD, $05, $02, $FD | |
;Room enemy/door data: | |
LA989: .byte $27, $87, $CE, $41, $80, $BC, $FF | |
| |
;Room #$21 | |
LA990: .byte $01 ;Attribute table data. | |
;Room object data: | |
LA991: .byte $00, $1D, $01, $08, $1D, $01, $20, $1D, $01, $28, $1D, $01, $50, $03, $02, $5F | |
LA9A1: .byte $03, $02, $80, $1D, $01, $88, $1D, $01, $B0, $1D, $01, $B8, $1D, $01, $C0, $1D | |
LA9B1: .byte $01, $C8, $1D, $01, $FD | |
;Room enemy/door data: | |
LA9B6: .byte $02, $A1, $02, $B1, $21, $81, $68, $FF | |
| |
;Room #$22 | |
LA9BE: .byte $03 ;Attribute table data. | |
;Room object data: | |
LA9BF: .byte $00, $13, $03, $04, $13, $03, $08, $13, $03, $0C, $13, $03, $10, $13, $03, $14 | |
LA9CF: .byte $13, $03, $18, $13, $03, $1C, $13, $03, $50, $03, $02, $5F, $03, $02, $80, $13 | |
LA9DF: .byte $03, $84, $13, $03, $88, $13, $03, $8C, $13, $03, $C0, $13, $03, $C4, $13, $03 | |
LA9EF: .byte $C8, $13, $03, $CC, $13, $03, $FD | |
;Room enemy/door data: | |
LA9F6: .byte $02, $A1, $02, $B1, $41, $81, $68, $FF | |
| |
;Room #$23 | |
LA9FE: .byte $00 ;Attribute table data. | |
;Room object data: | |
LA9FF: .byte $00, $10, $00, $0E, $06, $00, $16, $0D, $00, $2D, $09, $01, $34, $08, $01, $40 | |
LAA0F: .byte $10, $00, $4B, $0E, $00, $5F, $03, $02, $80, $10, $00, $84, $10, $00, $88, $10 | |
LAA1F: .byte $00, $8C, $10, $00, $C0, $10, $00, $CC, $10, $00, $D4, $00, $02, $FD | |
;Room enemy/door data: | |
LAA2D: .byte $02, $A1, $01, $03, $38, $FF | |
| |
;Room #$24 | |
LAA33: .byte $00 ;Attribute table data. | |
;Room object data: | |
LAA34: .byte $00, $07, $00, $0E, $07, $00, $19, $11, $00, $1D, $09, $01, $32, $08, $01, $4C | |
LAA44: .byte $11, $00, $50, $03, $02, $5E, $07, $00, $80, $10, $00, $84, $10, $00, $88, $10 | |
LAA54: .byte $00, $8C, $10, $00, $C0, $10, $00, $CC, $10, $00, $FD | |
;Room enemy/door data: | |
LAA5F: .byte $02, $B1, $41, $80, $75, $51, $00, $7A, $01, $83, $45, $FF | |
| |
;---------------------------------------[ Structure definitions ]------------------------------------ | |
| |
;The first byte of the structure definition states how many macros are in the first row of the | |
;structure. The the number of bytes after the macro number byte is equal to the value of the macro | |
;number byte and those bytes define what each macro in the row are. For example, if the macro number | |
;byte is #$08, the next 8 bytes represent 8 macros. The macro description bytes are the macro numbers | |
;and are multiplied by 4 to find the index to the desired macro in MacroDefs. Any further bytes in | |
;the structure definition represent the next rows. #$FF marks the end of the structure definition. | |
| |
;Structure #$00 | |
LAA6B: .byte $08, $01, $01, $01, $01, $01, $01, $01, $01, $08, $00, $00, $00, $00, $00, $00 | |
LAA7B: .byte $00, $00, $FF | |
| |
;Structure #$01 | |
LAA7E: .byte $08, $02, $02, $02, $02, $02, $02, $02, $02, $01, $1C, $01, $1C, $01, $1C, $08 | |
LAA8E: .byte $02, $02, $02, $02, $02, $02, $02, $02, $FF | |
| |
;Structure #$02 | |
LAA97: .byte $02, $04, $05, $02, $04, $05, $02, $04, $05, $02, $04, $05, $02, $04, $05, $02 | |
LAAA7: .byte $04, $05, $02, $04, $05, $02, $04, $05, $FF | |
| |
;Structure #$03 | |
LAAB0: .byte $01, $06, $01, $06, $01, $06, $FF | |
| |
;Structure #$04 | |
LAAB7: .byte $01, $07, $01, $07, $01, $07, $FF | |
| |
;Structure #$05 | |
LAABE: .byte $02, $14, $15, $FF | |
| |
;Structure #$06 | |
LAAC2: .byte $02, $17, $17, $02, $17, $1B, $02, $17, $1B, $02, $1B, $17, $02, $17, $17, $FF | |
| |
;Structure #$07 | |
LAAD2: .byte $02, $1A, $17, $02, $17, $17, $02, $1B, $1A, $02, $17, $17, $02, $1A, $1B, $FF | |
| |
;Structure #$08 | |
LAAE2: .byte $01, $18, $01, $18, $FF | |
| |
;Structure #$09 | |
LAAE7: .byte $01, $19, $01, $19, $FF | |
| |
;Structure #$0A | |
LAAEC: .byte $01, $09, $FF | |
| |
;Structure #$0B | |
LAAEF: .byte $01, $0A, $FF | |
| |
;Structure #$0C | |
LAAF2: .byte $01, $1E, $01, $1A, $01, $1A, $01, $1A, $01, $1E, $FF | |
| |
;Structure #$0D | |
LAAFD: .byte $04, $17, $17, $17, $17, $FF | |
| |
;Structure #$0E | |
LAB03: .byte $03, $17, $1D, $17, $FF | |
| |
;Structure #$0F | |
LAB08: .byte $01, $0B, $01, $0B, $01, $0B, $01, $0B, $FF | |
| |
;Structure #$10 | |
LAB11: .byte $04, $17, $17, $1B, $17, $04, $1B, $17, $17, $17, $04, $1B, $17, $1B, $1B, $04 | |
LAB21: .byte $17, $1B, $17, $17, $FF | |
| |
;Structure #$11 | |
LAB26: .byte $01, $17, $FF | |
| |
;Structure #$12 | |
LAB29: .byte $08, $1E, $1E, $1E, $1E, $1E, $1E, $1E, $1E, $08, $1E, $1E, $1E, $1E, $1E, $1E | |
LAB39: .byte $1E, $1E, $FF | |
| |
;Structure #$13 | |
LAB3C: .byte $04, $0F, $0F, $0F, $0F, $04, $0F, $0F, $0F, $0F, $04, $0F, $0F, $0F, $0F, $04 | |
LAB4C: .byte $0F, $0F, $0F, $0F, $FF | |
| |
;Structure #$14 | |
LAB51: .byte $02, $12, $12, $FF | |
| |
;Structure #$15 | |
LAB55: .byte $08, $10, $10, $10, $10, $10, $10, $10, $10, $08, $10, $10, $10, $10, $10, $10 | |
LAB65: .byte $10, $10, $FF | |
| |
;Structure #$16 | |
LAB68: .byte $02, $10, $10, $02, $10, $10, $02, $10, $10, $02, $10, $10, $FF | |
| |
;Structure #$17 | |
LAB75: .byte $08, $13, $0E, $13, $0E, $0E, $13, $0E, $0E, $08, $0E, $0E, $13, $13, $0E, $0E | |
LAB85: .byte $13, $13, $FF | |
| |
;Structure #$18 | |
LAB88: .byte $08, $11, $11, $11, $11, $11, $11, $11, $11, $08, $11, $11, $11, $11, $11, $11 | |
LAB98: .byte $11, $11, $FF | |
| |
;Structure #$19 | |
LAB9B: .byte $04, $11, $11, $11, $11, $04, $11, $11, $11, $11, $04, $11, $11, $11, $11, $04 | |
LABAB: .byte $11, $11, $11, $11, $FF | |
| |
;Structure #$1A | |
LABB0: .byte $08, $20, $22, $22, $22, $22, $22, $22, $22, $FF | |
| |
;Structure #$1B | |
LABBA: .byte $01, $1F, $FF | |
| |
;Structure #$1C | |
LABBD: .byte $01, $21, $01, $21, $01, $21, $FF | |
| |
;Structure #$1D | |
LABC4: .byte $08, $23, $23, $23, $23, $23, $23, $23, $23, $08, $23, $24, $24, $24, $24, $24 | |
LABD4: .byte $24, $23, $08, $23, $23, $23, $23, $23, $23, $23, $23, $FF | |
| |
;Structure #$1E | |
LABE0: .byte $01, $23, $01, $23, $01, $23, $01, $23, $FF | |
| |
;Structure #$1F | |
LABE9: .byte $04, $23, $23, $23, $23, $04, $23, $24, $24, $23, $04, $23, $24, $24, $23, $04 | |
LABF9: .byte $23, $23, $23, $23, $FF | |
| |
;Structure #$20 | |
LABFE: .byte $01, $25, $FF | |
| |
;Structure #$21 | |
LAC01: .byte $01, $26, $01, $26, $01, $26, $01, $26, $FF | |
| |
;Structure #$22 | |
LAC0A: .byte $03, $27, $27, $27, $FF | |
| |
;Structure #$23 | |
LAC0F: .byte $03, $28, $28, $28, $FF | |
| |
;Structure #$24 | |
LAC14: .byte $08, $13, $13, $13, $13, $13, $13, $13, $13, $FF | |
| |
;Structure #$25 | |
LAC1E: .byte $01, $13, $01, $13, $01, $13, $01, $13, $FF | |
| |
;Structure #$26 | |
LAC27: .byte $04, $0C, $0C, $0C, $0C, $04, $0D, $0D, $0D, $0D, $FF | |
| |
| |
;----------------------------------------[ Macro definitions ]--------------------------------------- | |
| |
;The macro definitions are simply index numbers into the pattern tables that represent the 4 quadrants | |
;of the macro definition. The bytes correspond to the following position in order: lower right tile, | |
;lower left tile, upper right tile, upper left tile. | |
| |
MacroDefs: | |
| |
LAC32: .byte $F1, $F1, $F1, $F1 | |
LAC36: .byte $FF, $FF, $F0, $F0 | |
LAC3A: .byte $64, $64, $64, $64 | |
LAC3E: .byte $FF, $FF, $64, $64 | |
LAC42: .byte $A4, $FF, $A4, $FF | |
LAC46: .byte $FF, $A5, $FF, $A5 | |
LAC4A: .byte $A0, $A0, $A0, $A0 | |
LAC4E: .byte $A1, $A1, $A1, $A1 | |
LAC52: .byte $4F, $4F, $4F, $4F | |
LAC56: .byte $84, $85, $86, $87 | |
LAC5A: .byte $88, $89, $8A, $8B | |
LAC5E: .byte $80, $81, $82, $83 | |
LAC62: .byte $FF, $FF, $BA, $BA | |
LAC66: .byte $BB, $BB, $BB, $BB | |
LAC6A: .byte $10, $11, $12, $13 | |
LAC6E: .byte $04, $05, $06, $07 | |
LAC72: .byte $14, $15, $16, $17 | |
LAC76: .byte $1C, $1D, $1E, $1F | |
LAC7A: .byte $09, $09, $09, $09 | |
LAC7E: .byte $0C, $0D, $0E, $0F | |
LAC82: .byte $FF, $FF, $59, $5A | |
LAC86: .byte $FF, $FF, $5A, $5B | |
LAC8A: .byte $51, $52, $53, $54 | |
LAC8E: .byte $55, $56, $57, $58 | |
LAC92: .byte $EC, $FF, $ED, $FF | |
LAC96: .byte $FF, $EE, $FF, $EF | |
LAC9A: .byte $45, $46, $45, $46 | |
LAC9E: .byte $4B, $4C, $4D, $50 | |
LACA2: .byte $FF, $FF, $FF, $FF | |
LACA6: .byte $47, $48, $47, $48 | |
LACAA: .byte $08, $08, $08, $08 | |
LACAE: .byte $70, $71, $72, $73 | |
LACB2: .byte $74, $75, $76, $77 | |
LACB6: .byte $E0, $E1, $E2, $E3 | |
LACBA: .byte $E4, $E5, $E6, $E7 | |
LACBE: .byte $20, $21, $22, $23 | |
LACC2: .byte $25, $25, $24, $24 | |
LACC6: .byte $78, $79, $7A, $7B | |
LACCA: .byte $E8, $E9, $EA, $EB | |
LACCE: .byte $26, $27, $28, $29 | |
LACD2: .byte $2A, $2B, $2C, $2D | |
| |
;Not used. | |
LACD6: .byte $0D, $1E, $07, $21, $1D, $0D, $0D, $0D, $1E, $21, $07, $21, $21, $15, $14, $15 | |
LACE6: .byte $21, $21, $07, $0D, $21, $16, $10, $16, $21, $0D, $07, $1F, $0D, $20, $10, $1F | |
LACF6: .byte $0D, $20, $FF, $08, $22, $22, $0D, $22, $22, $1E, $1C, $1D, $08, $1C, $1C, $21 | |
LAD06: .byte $1C, $1C, $21, $1C, $21, $08, $1C, $1C, $0C, $1C, $1C, $1F, $0D, $20, $07, $1C | |
LAD16: .byte $1C, $21, $1C, $1C, $1C, $14, $04, $1C, $14, $0D, $14, $03, $1C, $1C, $15, $FF | |
LAD26: .byte $02, $01, $01, $02, $00, $00, $FF, $01, $16, $01, $21, $01, $21, $01, $0C, $01 | |
LAD36: .byte $21, $01, $0D, $01, $21, $FF, $01, $0C, $FF, $07, $22, $22, $22, $22, $22, $22 | |
LAD46: .byte $22, $FF, $05, $0B, $1D, $22, $0D, $22, $04, $11, $21, $11, $21, $04, $11, $21 | |
LAD56: .byte $11, $0D, $03, $11, $21, $11, $03, $23, $23, $23, $FF, $03, $19, $1B, $1A, $FF | |
LAD66: .byte $01, $34, $01, $34, $FF, $08, $1D, $22, $17, $0D, $1E, $0D, $17, $0D, $08, $0D | |
LAD76: .byte $22, $17, $20, $21, $14, $0D, $11, $08, $21, $1D, $22, $17, $20, $10, $10, $21 | |
LAD86: .byte $08, $21, $1F, $17, $0D, $22, $0D, $1E, $11, $08, $0D, $14, $10, $1F, $22, $22 | |
LAD96: .byte $20, $11, $FF, $08, $17, $17, $0D, $17, $17, $0D, $17, $17, $08, $0D, $17, $17 | |
LADA6: .byte $17, $17, $17, $17, $0D, $FF, $08, $18, $1D, $17, $1E, $1D, $17, $17, $1E, $08 | |
LADB6: .byte $18, $21, $1C, $21, $21, $1C, $1C, $21, $08, $0D, $20, $1C, $1F, $20, $1C, $1C | |
LADC6: .byte $1F, $FF, $04, $0D, $0D, $0D, $0D, $04, $18, $18, $18, $18, $04, $18, $18, $18 | |
LADD6: .byte $18, $04, $18, $18, $18, $18, $FF, $07, $0A, $0A, $0A, $0A, $0A, $0A, $0A, $07 | |
LADE6: .byte $0D, $17, $17, $17, $17, $17, $0D, $07, $18, $0A, $10, $0A, $0A, $10, $18, $07 | |
LADF6: .byte $0D, $17, $17, $17, $17, $17, $0D, $FF, $01, $0A, $01, $0A, $01, $0A, $01, $0A | |
LAE06: .byte $01, $0A, $01, $0A, $01, $0A, $01, $0A, $FF, $01, $0D, $01, $18, $01, $18, $01 | |
LAE16: .byte $18, $01, $18, $FF, $02, $19, $1A, $FF, $01, $0D, $FF, $04, $14, $1C, $1C, $14 | |
LAE26: .byte $04, $0A, $0A, $0A, $0A, $FF, $08, $0D, $22, $22, $22, $22, $22, $22, $0D, $FF | |
LAE36: .byte $08, $0E, $0E, $0E, $0E, $0E, $0E, $0E, $0E, $08, $0E, $10, $0E, $0E, $10, $10 | |
LAE46: .byte $0E, $10, $FF, $A7, $A7, $A7, $A7, $FF, $FF, $A6, $A6, $A2, $A2, $FF, $FF, $FF | |
LAE56: .byte $FF, $A3, $A3, $A4, $FF, $A4, $FF, $FF, $A5, $FF, $A5, $FF, $79, $FF, $7E, $4F | |
LAE66: .byte $4F, $4F, $4F, $A0, $A0, $A0, $A0, $A1, $A1, $A1, $A1, $04, $05, $06, $07, $10 | |
LAE76: .byte $11, $12, $13, $00, $01, $02, $03, $08, $08, $08, $08, $18, $19, $1A, $1B, $1C | |
LAE86: .byte $1D, $1E, $1F, $0C, $0D, $0E, $0F, $09, $09, $09, $09, $7A, $7B, $7F, $5A, $2A | |
LAE96: .byte $2C, $FF, $FF, $14, $15, $16, $17, $20, $21, $22, $23, $24, $25, $20, $21, $28 | |
LAEA6: .byte $28, $29, $29, $26, $27, $26, $27, $2A, $2B, $FF, $FF, $2B, $2C, $FF, $FF, $2B | |
LAEB6: .byte $2B, $FF, $FF, $FF, $FF, $FF, $FF, $31, $32, $33, $34, $35, $36, $37, $38, $3D | |
LAEC6: .byte $3E, $3F, $40, $41, $42, $43, $44, $39, $3A, $39, $3A, $3B, $3B, $3C, $3C, $0B | |
LAED6: .byte $0B, $2D, $2E, $2F, $30, $0B, $0B, $50, $51, $52, $53, $54, $55, $54, $55, $56 | |
LAEE6: .byte $57, $58, $59, $FF, $FF, $FF, $5E, $5B, $5C, $5F, $60, $FF, $FF, $61, $FF, $5D | |
LAEF6: .byte $62, $67, $68, $63, $64, $69, $6A, $65, $66, $6B, $6C, $6D, $6E, $73, $74, $6F | |
LAF06: .byte $70, $75, $76, $71, $72, $77, $78, $45, $46, $47, $48, $FF, $98, $FF, $98, $49 | |
LAF16: .byte $4A, $4B, $4C, $90, $91, $90, $91, $7C, $7D, $4D, $FF, $1C, $1D, $1E, $17, $18 | |
LAF26: .byte $19, $1A, $1F, $20, $21, $22, $60, $61, $62, $63, $0E, $0F, $FF, $FF, $0C, $0D | |
LAF36: .byte $0D, $0D, $10, $0D, $FF, $10, $10, $FF, $FF, $FF, $FF, $FF, $FF, $30, $FF, $33 | |
LAF46: .byte $FF, $36, $FF, $39, $FF, $3D, $FF, $FF, $31, $32, $34, $35, $37, $38, $3A, $3B | |
LAF56: .byte $3E, $3F, $3C, $41, $40, $42, $84, $85, $86, $87, $80, $81, $82, $83, $88, $89 | |
LAF66: .byte $8A, $8B, $45, $46, $45, $46, $47, $48, $48, $47, $5C, $5D, $5E, $5F, $B8, $B8 | |
LAF76: .byte $B9, $B9, $74, $75, $75, $74, $C1, $13, $13, $13, $36, $BE, $BC, $BD, $BF, $14 | |
LAF86: .byte $15, $14, $C0, $14, $C0, $16, $FF, $C1, $FF, $FF, $C2, $14, $FF, $FF, $30, $13 | |
LAF96: .byte $BC, $BD, $13, $14, $15, $16, $D7, $D7, $D7, $D7, $76, $76, $76, $76, $FF, $FF | |
LAFA6: .byte $BA, $BA, $BB, $BB, $BB, $BB, $00, $01, $02, $03, $04, $05, $06, $07, $FF, $FF | |
LAFB6: .byte $08, $09, $FF, $FF, $09, $0A, $55, $56, $57, $58, $90, $91, $92, $93, $4B, $4C | |
LAFC6: .byte $4D, $50, $51, $52, $53, $54, $70, $71, $72, $73, $8C, $8D, $8E, $8F, $11, $12 | |
LAFD6: .byte $FF, $11, $11, $12, $12, $11, $11, $12, $12, $FF, $C3, $C4, $C5, $C6, $30, $00 | |
LAFE6: .byte $BC, $BD, $CD, $CE, $CF, $D0, $D1, $D2, $D3, $D4, $90, $91, $92, $93, $20, $20 | |
LAFF6: .byte $20, $20, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0 | |
| |
;------------------------------------------[ Area music data ]--------------------------------------- | |
| |
;There are 3 control bytes associated with the music data and the rest are musical note indexes. | |
;If the byte has the binary format 1011xxxx ($Bx), then the byte is an index into the corresponding | |
;musical notes table and is used to set the note length until it is set by another note length | |
;byte. The lower 4 bits are the index into the note length table. Another control byte is the loop | |
;and counter btye. The loop and counter byte has the format 11xxxxxx. Bits 0 thru 6 contain the | |
;number of times to loop. The third control byte is #$FF. This control byte marks the end of a loop | |
;and decrements the loop counter. If #$00 is found in the music data, the music has reached the end. | |
;A #$00 in any of the different music channel data segments will mark the end of the music. The | |
;remaining bytes are indexes into the MusicNotesTbl and should only be even numbers as there are 2 | |
;bytes of data per musical note. | |
| |
RidleyTriangleIndexData: | |
LB000: .byte $B6 ;1 3/16 seconds | |
LB001: .byte $20 ;E3 | |
LB002: .byte $B2 ;3/8 seconds | |
LB003: .byte $28 ;Ab3 | |
LB004: .byte $B3 ;3/4 seconds | |
LB005: .byte $2C ;A#3 | |
LB006: .byte $34 ;D4 | |
LB007: .byte $B4 ;1 1/2 seconds | |
LB008: .byte $30 ;C4 | |
LB009: .byte $30 ;C4 | |
LB00A: .byte $B3 ;3/4 seconds | |
LB00B: .byte $3C ;F#4 | |
LB00C: .byte $38 ;E4 | |
LB00D: .byte $30 ;C4 | |
LB00E: .byte $28 ;Ab3 | |
LB00F: .byte $B4 ;1 1/2 seconds | |
LB010: .byte $24 ;F#3 | |
LB011: .byte $24 ;F#3 | |
LB012: .byte $1E ;D#3 | |
LB013: .byte $B3 ;3/4 seconds | |
LB014: .byte $2A ;A3 | |
LB015: .byte $26 ;G3 | |
LB016: .byte $B4 ;1 1/2 seconds | |
LB017: .byte $2E ;B3 | |
LB018: .byte $2E ;B3 | |
LB019: .byte $B3 ;3/4 seconds | |
LB01A: .byte $32 ;C#4 | |
LB01B: .byte $36 ;D#4 | |
LB01C: .byte $2E ;B3 | |
LB01D: .byte $32 ;C#4 | |
LB01E: .byte $B4 ;1 1/2 seconds | |
LB01F: .byte $2A ;A3 | |
LB020: .byte $2A ;A3 | |
LB021: .byte $00 ;End Ridley area music. | |
| |
RidleySQ1IndexData: | |
LB022: .byte $BA ;3/64 seconds | |
LB023: .byte $02 ;No sound | |
LB024: .byte $D0 ; | |
LB025: .byte $B1 ;3/16 seconds + | |
LB026: .byte $3C ;F#4 | | |
LB027: .byte $40 ;Ab4 | Repeat 16 times | |
LB028: .byte $44 ;A#4 | | |
LB029: .byte $40 ;Ab4 + | |
LB02A: .byte $FF ; | |
LB02B: .byte $D0 ; | |
LB02C: .byte $42 ;A4 + | |
LB02D: .byte $46 ;B4 | Repeat 16 times | |
LB02E: .byte $4A ;C#5 | | |
LB02F: .byte $46 ;B4 + | |
LB030: .byte $FF ; | |
| |
RidleySQ2IndexData: | |
LB031: .byte $D0 ; | |
LB032: .byte $B1 ;3/16 seconds + | |
LB033: .byte $44 ;A#4 | | |
LB034: .byte $48 ;C5 | Repeat 16 times | |
LB035: .byte $4C ;D5 | | |
LB036: .byte $48 ;C5 + | |
LB037: .byte $FF ; | |
LB038: .byte $D0 ; | |
LB039: .byte $4A ;C#5 + | |
LB03A: .byte $4E ;D#5 | Repeat 16 times | |
LB03B: .byte $52 ;F5 | | |
LB03C: .byte $4E ;D#5 + | |
LB03D: .byte $FF ; | |
LB03E: .byte $00 ;End Ridley area music. | |
| |
KraidSQ1IndexData: | |
LB03F: .byte $B8 ;11/64 seconds | |
LB040: .byte $02 ;No sound | |
| |
;SQ1 music data runs down into the SQ2 music data. | |
KraidSQ2IndexData: | |
LB041: .byte $C4 ; | |
LB042: .byte $B3 ;1/2 seconds + | |
LB043: .byte $38 ;E4 | | |
LB044: .byte $B2 ;1/4 seconds | | |
LB045: .byte $2E ;B3 | | |
LB046: .byte $B3 ;1/2 seconds | | |
LB047: .byte $42 ;A4 | | |
LB048: .byte $B2 ;1/4 seconds | | |
LB049: .byte $30 ;C4 | Repeat 4 times | |
LB04A: .byte $B3 ;1/2 seconds | | |
LB04B: .byte $3C ;F#4 | | |
LB04C: .byte $B2 ;1/4 seconds | | |
LB04D: .byte $34 ;D4 | | |
LB04E: .byte $B3 ;1/2 seconds | | |
LB04F: .byte $2E ;B3 | | |
LB050: .byte $B2 ;1/4 seconds | | |
LB051: .byte $2C ;A#3 + | |
LB052: .byte $FF ; | |
LB053: .byte $C2 ; | |
LB054: .byte $B3 ;1/2 seconds + | |
LB055: .byte $3E ;G4 | | |
LB056: .byte $B2 ;1/4 seconds | | |
LB057: .byte $34 ;D4 | | |
LB058: .byte $B3 ;1/2 seconds | | |
LB059: .byte $38 ;E4 | | |
LB05A: .byte $B2 ;1/4 seconds | | |
LB05B: .byte $2E ;B3 | Repeat 2 times | |
LB05C: .byte $B3 ;1/2 seconds | | |
LB05D: .byte $3C ;F#4 | | |
LB05E: .byte $B2 ;1/4 seconds | | |
LB05F: .byte $34 ;D4 | | |
LB060: .byte $B3 ;1/2 seconds | | |
LB061: .byte $42 ;A4 | | |
LB062: .byte $B2 ;1/4 seconds | | |
LB063: .byte $38 ;E4 + | |
LB064: .byte $FF ; | |
LB065: .byte $C4 ; | |
LB066: .byte $B1 ;1/8 seconds + | |
LB067: .byte $3E ;G4 | | |
LB068: .byte $2E ;B3 | | |
LB069: .byte $3E ;G4 | | |
LB06A: .byte $2E ;B3 | | |
LB06B: .byte $3E ;G4 | | |
LB06C: .byte $2E ;B3 | | |
LB06D: .byte $44 ;A#4 | | |
LB06E: .byte $38 ;E4 | | |
LB06F: .byte $44 ;A#4 | | |
LB070: .byte $38 ;E4 | | |
LB071: .byte $44 ;A#4 | Repeat 4 times | |
LB072: .byte $38 ;E4 | | |
LB073: .byte $42 ;A4 | | |
LB074: .byte $30 ;C4 | | |
LB075: .byte $42 ;A4 | | |
LB076: .byte $30 ;C4 | | |
LB077: .byte $42 ;A4 | | |
LB078: .byte $30 ;C4 | | |
LB079: .byte $42 ;A4 | | |
LB07A: .byte $36 ;D#4 | | |
LB07B: .byte $3C ;F#4 | | |
LB07C: .byte $36 ;D#4 | | |
LB07D: .byte $46 ;B4 | | |
LB07E: .byte $36 ;D#4 + | |
LB07F: .byte $FF ; | |
LB080: .byte $C2 ; | |
LB081: .byte $3C ;F#4 + | |
LB082: .byte $3E ;G4 | | |
LB083: .byte $42 ;A4 | | |
LB084: .byte $46 ;B4 | | |
LB085: .byte $4C ;D5 | | |
LB086: .byte $46 ;B4 | | |
LB087: .byte $54 ;F#5 | | |
LB088: .byte $4C ;D5 | | |
LB089: .byte $42 ;A4 | | |
LB08A: .byte $3E ;G4 | | |
LB08B: .byte $3C ;F#4 | Repeat 2 times | |
LB08C: .byte $46 ;B4 | | |
LB08D: .byte $5A ;A5 | | |
LB08E: .byte $54 ;F#5 | | |
LB08F: .byte $4C ;D5 | | |
LB090: .byte $42 ;A4 | | |
LB091: .byte $3E ;G4 | | |
LB092: .byte $3C ;F#4 | | |
LB093: .byte $38 ;E4 | | |
LB094: .byte $3E ;G4 | | |
LB095: .byte $42 ;A4 | | |
LB096: .byte $4C ;D5 | | |
LB097: .byte $50 ;E5 | | |
LB098: .byte $02 ;No sound + | |
LB099: .byte $FF ; | |
LB09A: .byte $C4 ; | |
LB09B: .byte $B1 ;1/8 seconds + | |
LB09C: .byte $5A ;A5 | | |
LB09D: .byte $02 ;No sound | | |
LB09E: .byte $56 ;G5 | | |
LB09F: .byte $02 ;No sound | | |
LB0A0: .byte $54 ;F#5 | | |
LB0A1: .byte $02 ;No sound | Repeat 4 times | |
LB0A2: .byte $50 ;E5 | | |
LB0A3: .byte $02 ;No sound | | |
LB0A4: .byte $54 ;F#5 | | |
LB0A5: .byte $02 ;No sound | | |
LB0A6: .byte $56 ;G5 | | |
LB0A7: .byte $02 ;No sound + | |
LB0A8: .byte $FF ; | |
LB0A9: .byte $00 ;End Kraid area music. | |
| |
KraidTriangleIndexData: | |
LB0AA: .byte $D0 ; | |
LB0AB: .byte $B2 ;1/4 seconds + | |
LB0AC: .byte $20 ;E3 | Repeat 16 times | |
LB0AD: .byte $B3 ;1/2 seconds | | |
LB0AE: .byte $38 ;E4 + | |
LB0AF: .byte $FF ; | |
LB0B0: .byte $C2 ; | |
LB0B1: .byte $B2 ;1/4 seconds + | |
LB0B2: .byte $18 ;C3 | | |
LB0B3: .byte $B3 ;1/2 seconds | | |
LB0B4: .byte $30 ;C4 | | |
LB0B5: .byte $B2 ;1/4 seconds | | |
LB0B6: .byte $18 ;C3 | | |
LB0B7: .byte $B3 ;1/2 seconds | | |
LB0B8: .byte $30 ;C4 | Repeat 2 times | |
LB0B9: .byte $B2 ;1/4 seconds | | |
LB0BA: .byte $1C ;D3 | | |
LB0BB: .byte $B3 ;1/2 seconds | | |
LB0BC: .byte $34 ;D4 | | |
LB0BD: .byte $B2 ;1/4 seconds | | |
LB0BE: .byte $1C ;D3 | | |
LB0BF: .byte $B3 ;1/2 seconds | | |
LB0C0: .byte $34 ;D4 + | |
LB0C1: .byte $FF ; | |
LB0C2: .byte $C4 ; | |
LB0C3: .byte $B2 ;1/4 seconds + | |
LB0C4: .byte $20 ;E3 | | |
LB0C5: .byte $38 ;E4 | | |
LB0C6: .byte $50 ;E5 | | |
LB0C7: .byte $24 ;F#3 | | |
LB0C8: .byte $3C ;F#4 | Repeat 4 times | |
LB0C9: .byte $54 ;F#5 | | |
LB0CA: .byte $22 ;F3 | | |
LB0CB: .byte $3A ;F4 | | |
LB0CC: .byte $52 ;F5 | | |
LB0CD: .byte $16 ;B2 | | |
LB0CE: .byte $2E ;B3 | | |
LB0CF: .byte $46 ;B4 + | |
LB0D0: .byte $FF ; | |
LB0D1: .byte $C2 ; | |
LB0D2: .byte $B3 ;1/2 seconds + | |
LB0D3: .byte $20 ;E3 | | |
LB0D4: .byte $B2 ;1/4 seconds | | |
LB0D5: .byte $2E ;B3 | | |
LB0D6: .byte $B3 ;1/2 seconds | | |
LB0D7: .byte $30 ;C4 | | |
LB0D8: .byte $B2 ;1/4 seconds | | |
LB0D9: .byte $2E ;B3 | Repeat 2 times | |
LB0DA: .byte $B3 ;1/2 seconds | | |
LB0DB: .byte $18 ;C3 | | |
LB0DC: .byte $B2 ;1/4 seconds | | |
LB0DD: .byte $26 ;G3 | | |
LB0DE: .byte $B3 ;1/2 seconds | | |
LB0DF: .byte $2A ;A3 | | |
LB0E0: .byte $B2 ;1/4 seconds | | |
LB0E1: .byte $2E ;B3 + | |
LB0E2: .byte $FF ; | |
LB0E3: .byte $C8 ; | |
LB0E4: .byte $B4 ;1 second + Repeat 8 times | |
LB0E5: .byte $08 ;E2 + | |
LB0E6: .byte $FF ; | |
| |
;Not used. | |
LB0E7: .byte $2A, $2A, $2A, $B9, $2A, $2A, $2A, $B2, $2A, $2A, $2A, $2A, $2A, $B9, $2A, $12 | |
LB0F7: .byte $2A, $B2, $26, $B9, $0E, $26, $26, $B2, $26, $B9, $0E, $26, $26, $B2, $22, $B9 | |
LB107: .byte $0A, $22, $22, $B2, $22, $B9, $0A, $22, $22, $B2, $20, $20, $B9, $20, $20, $20 | |
LB117: .byte $B2, $20, $B9, $34, $30, $34, $38, $34, $38, $3A, $38, $3A, $3E, $3A, $3E, $FF | |
LB127: .byte $C2, $B2, $18, $30, $18, $30, $18, $30, $18, $30, $22, $22, $B1, $22, $22, $B2 | |
LB137: .byte $22, $20, $1C, $18, $16, $14, $14, $14, $2C, $2A, $2A, $B9, $2A, $2A, $2A, $B2 | |
LB147: .byte $2A, $28, $28, $B9, $28, $28, $28, $B2, $28, $26, $26, $B9, $26, $26, $3E, $26 | |
LB157: .byte $26, $3E, $FF, $F0, $B2, $01, $04, $01, $04, $FF, $E0, $BA, $2A, $1A, $02, $3A | |
LB167: .byte $40, $02, $1C, $2E, $38, $2C, $3C, $38, $02, $40, $44, $46, $02, $1E, $02, $2C | |
LB177: .byte $38, $46, $26, $02, $3A, $20, $02, $28, $2E, $02, $18, $44, $02, $46, $48, $4A | |
LB187: .byte $4C, $02, $18, $1E, $FF, $B8, $02, $C8, $B0, $0A, $0C, $FF, $C8, $0E, $0C, $FF | |
LB197: .byte $C8, $10, $0E, $FF, $C8, $0E, $0C, $FF, $00, $2B, $3B, $1B, $5A, $D0, $D1, $C3 | |
LB1A7: .byte $C3, $3B, $3B, $9B, $DA, $D0, $D0, $C0, $C0, $2C, $23, $20, $20, $30, $98, $CF | |
LB1B7: .byte $C7, $00, $00, $00, $00, $00, $00, $00, $30, $1F, $80, $C0, $C0, $60, $70, $FC | |
LB1C7: .byte $C0, $00, $00, $00, $00, $00, $00, $00, $00, $01, $00, $00, $00, $00, $00, $00 | |
LB1D7: .byte $00, $80, $80, $C0, $78, $4C, $C7, $80, $80, $C4, $A5, $45, $0B, $1B, $03, $03 | |
LB1E7: .byte $00, $3A, $13, $31, $63, $C3, $83, $03, $04, $E6, $E6, $C4, $8E, $1C, $3C, $18 | |
LB1F7: .byte $30, $E8, $E8, $C8, $90, $60, $00, $00, $00 | |
| |
;------------------------------------------[ Sound Engine ]------------------------------------------ | |
| |
;SFXdata. The top four entries are used by the noise music player for drum beats. | |
LB200: .byte $00 ;Base for drum beat music data. | |
| |
DrumBeat00SFXData: | |
LB201: .byte $10, $01, $18 ;Noise channel music data #$01. | |
DrumBeat01SFXData: | |
LB204: .byte $00, $01, $38 ;Noise channel music data #$04. | |
DrumBeat02SFXData: | |
LB207: .byte $01, $02, $40 ;Noise channel music data #$07. | |
DrumBeat03SFXData: | |
LB20A: .byte $00, $09, $58 ;Noise channel music data #$0A. | |
GamePausedSFXData: | |
LB20D: .byte $80, $7F, $80, $48 | |
ScrewAttSFXData: | |
LB211: .byte $35, $7F, $00, $B0 | |
MissileLaunchSFXData: | |
LB215: .byte $19, $7F, $0E, $A0 | |
BombExplodeSFXData: | |
LB219: .byte $0D, $7F, $0F, $08 | |
SamusWalkSFXData: | |
LB21D: .byte $16, $7F, $0B, $18 | |
SpitFlameSFXData: | |
LB221: .byte $13, $7F, $0E, $F8 | |
SamusHitSQ1SQ2SFXData: | |
LC225: .byte $C1, $89, $02, $0F | |
BossHitSQ2SFXData: | |
LB229: .byte $34, $BA, $E0, $05 | |
BossHitSQ1SFXData: | |
LB22D: .byte $34, $BB, $CE, $05 | |
IncorrectPasswordSQ1SFXData: | |
LB231: .byte $B6, $7F, $00, $C2 | |
IncorrectPasswordSQ2SFXData: | |
LB235: .byte $B6, $7F, $04, $C2 | |
TimeBombTickSFXData: | |
LB239: .byte $17, $7F, $66, $89 | |
EnergyPickupSFXData: | |
LB23D: .byte $89, $7F, $67, $18 | |
MissilePickupSFXData: | |
LB241: .byte $8B, $7F, $FD, $28 | |
MetalSFXData: | |
LB245: .byte $02, $7F, $A8, $F8 | |
LongRangeShotSFXData: | |
LB249: .byte $D7, $83, $58, $F8 | |
ShortRangeShotSFXData: | |
LB24D: .byte $D6, $82, $58, $F8 | |
JumpSFXData: | |
LB251: .byte $95, $8C, $40, $B9 | |
EnemyHitSFXData: | |
LB255: .byte $1D, $9A, $20, $8F | |
BugOutOFHoleSFXData: | |
LB259: .byte $16, $8D, $E0, $42 | |
WaveBeamSFXData: | |
LB25D: .byte $19, $7F, $6F, $40 | |
IceBeamSFXData: | |
LB261: .byte $18, $7F, $80, $40 | |
BombLaunch1SFXData: | |
LB265: .byte $07, $7F, $40, $28 | |
BombLaunch2SFXData: | |
LB269: .byte $07, $7F, $45, $28 | |
SamusToBallSFXData: | |
LB26D: .byte $7F, $7F, $DD, $3B | |
MetroidHitSFXData: | |
LB26E: .byte $7F, $7F, $FF, $98 | |
SamusDieSFXData: | |
LB275: .byte $7F, $7F, $40, $08 | |
SamusBeepSFXData: | |
LB279: .byte $09, $7F, $30, $48 | |
BigEnemyHitSFXData: | |
LB27D: .byte $03, $7F, $42, $18 | |
StatueRaiseSFXData: | |
LB281: .byte $03, $7F, $11, $09 | |
DoorSFXData: | |
LB285: .byte $7F, $7F, $30, $B2 | |
| |
;The following table is used by the CheckSFXFlag routine. The first two bytes of each row | |
;are the address of the pointer table used for handling SFX and music routines for set flags. | |
;The second pair of bytes is the address of the routine to next jump to if no SFX or music | |
;flags were found. The final byte represents what type of channel is currently being | |
;processed: 0=Noise, 1=SQ1, 3=Triangle, 4=Multiple channels. | |
| |
ChooseNextSFXRoutineTbl: | |
| |
LB289: .word $B2BB, $B322 ;Noise init SFX (1st). | |
LB28D: .byte $00 | |
| |
LB28E: .word $B2CB, $B4EE ;Noise continue SFX (2nd). | |
LB292: .byte $00 | |
| |
LB293: .word $B2DB, $B330 ;SQ1 init SFX (5th). | |
LB297: .byte $01 | |
| |
LB298: .word $B2EB, $B4EE ;SQ2 continue SFX (6th). | |
LB29C: .byte $01 | |
| |
LB29D: .word $B2FB, $B344 ;Triangle init SFX (7th). | |
LB2A1: .byte $03 | |
| |
LB2A2: .word $B30B, $B4EE ;Triangle continue SFX (8th). | |
LB2A6: .byte $03 | |
| |
LB2A7: .word $BC06, $B35C ;Multi init SFX (3rd). | |
LB2AB: .byte $04 | |
| |
LB2AC: .word $BC16, $B364 ;Multi continue SFX (4th). | |
LB2B0: .byte $04 | |
| |
LB2B1: .word $BC26, $BC4B ;temp flag Music (10th). | |
LB2B5: .byte $00 | |
| |
LB2B6: .word $BC26, $BC3D ;Music (9th). | |
LB2BA: .byte $00 | |
| |
;The tables below contain addresses for SFX handling routines. | |
| |
;Noise Init SFX handling routine addresses: | |
LB2BB: .word $B4EE ;No sound. | |
LB2BD: .word $B52B ;Screw attack init SFX. | |
LB2BF: .word $B56E ;Missile launch init SFX. | |
LB2C1: .word $B583 ;Bomb explode init SFX. | |
LB2C3: .word $B598 ;Samus walk init SFX. | |
LB2C5: .word $B50F ;Spit flame init SFX. | |
LB2C7: .word $B4EE ;No sound. | |
LB2C9: .word $B4EE ;No sound. | |
| |
;Noise Continue SFX handling routine addresses: | |
| |
LB2CB: .word $B4EE ;No sound. | |
LB2CD: .word $B539 ;Screw attack continue SFX. | |
LB2CF: .word $B57B ;Missile launch continue SFX. | |
LB2D1: .word $B58A ;Bomb explode continue SFX. | |
LB2D3: .word $B58A ;Samus walk continue SFX. | |
LB2D5: .word $B516 ;Spit flame continue SFX. | |
LB2D7: .word $B4EE ;No sound. | |
LB2D9: .word $B4EE ;No sound. | |
| |
;SQ1 Init SFX handling routine addresses: | |
| |
LB2DB: .word $B6CD ;Missile pickup init SFX. | |
LB2DD: .word $B6E7 ;Energy pickup init SFX. | |
LB2DF: .word $B735 ;Metal init SFX. | |
LB2E1: .word $B716 ;Bullet fire init SFX. | |
LB2E3: .word $B73C ;Bird out of hole init SFX. | |
LB2E5: .word $B710 ;Enemy hit init SFX. | |
LB2E7: .word $B703 ;Samus jump init SFX. | |
LB2E9: .word $B77A ;Wave beam init SFX. | |
| |
;SQ1 Continue SFX handling routine addresses: | |
| |
LB2EB: .word $B6B0 ;Missile pickup continue SFX. | |
LB2ED: .word $B6D3 ;Energy pickup continue SFX. | |
LB2EF: .word $B6ED ;Metal continue SFX. | |
LB2F1: .word $B74F ;Bullet fire continue SFX. | |
LB2F3: .word $B6ED ;Bird out of hole continue SFX. | |
LB2F5: .word $B6ED ;Enemy hit continue SFX. | |
LB2F7: .word $B6ED ;Samus jump continue SFX. | |
LB2F9: .word $B781 ;Wave beam continue SFX. | |
| |
;Triangle init handling routine addresses: | |
| |
LB2FB: .word $B8D2 ;Samus die init SFX. | |
LB2FD: .word $B7AC ;Door open close init SFX. | |
LB2FF: .word $B8A7 ;Metroid hit init SFX. | |
LB301: .word $B921 ;Statue raise init SFX. | |
LB303: .word $B7D9 ;Beep init SFX. | |
LB305: .word $B7EF ;Big enemy hit init SFX. | |
LB307: .word $B834 ;Samus to ball init SFX. | |
LB309: .word $B878 ;Bomb launch init SFX. | |
| |
;Triangle continue handling routine addresses: | |
| |
LB30B: .word $B8ED ;Samus die continue SFX. | |
LB30E: .word $B7CB ;Door open close continue SFX. | |
LB30F: .word $B8B1 ;Metroid hit continue SFX. | |
LB311: .word $B940 ;Statue raise continue SFX. | |
LB313: .word $B7E7 ;Beep continue SFX. | |
LB315: .word $B80E ;Big enemy hit continue SFX. | |
LB317: .word $B84F ;Samus to ball continue SFX. | |
LB319: .word $B87F ;Bomb launch continue SFX. | |
| |
LoadNoiseSFXInitFlags: | |
LB31B: LDA NoiseSFXFlag ;Load A with Noise init SFX flags, (1st SFX cycle). | |
LB31E: LDX #$89 ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB320: BNE GotoSFXCheckFlags ;Branch always. | |
| |
LoadNoiseSFXContFlags: | |
LB322: LDA NoiseContSFX ;Load A with Noise continue flags, (2nd SFX cycle). | |
LB325: LDX #$8E ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB327: BNE GotoSFXCheckFlags ;Branch always. | |
| |
LoadSQ1SFXInitFlags: | |
LB329: LDA SQ1SFXFlag ;Load A with SQ1 init flags, (5th SFX cycle). | |
LB32C: LDX #$93 ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB32E: BNE GotoSFXCheckFlags ;Branch always. | |
| |
LoadSQ1SFXContFlags: | |
LB330: LDA SQ1ContSFX ;Load A with SQ1 continue flags, (6th SFX cycle). | |
LB333: LDX #$98 ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB335: BNE GotoSFXCheckFlags ;Branch always. | |
| |
GotoSFXCheckFlags: | |
LB337: JSR CheckSFXFlag ;($B4BD)Checks to see if SFX flags set. | |
LB33A: JMP ($00E2) ;if no flag found, Jump to next SFX cycle,--> | |
;else jump to specific SFX handling routine. | |
LoadSTriangleSFXInitFlags: | |
LB33D: LDA TriangleSFXFlag ;Load A with Triangle init flags, (7th SFX cycle). | |
LB340: LDX #$9D ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB342: BNE GotoSFXCheckFlags ;Brach always. | |
| |
LoadTriangleSFXContFlags: | |
LB344: LDA TriangleContSFX ;Load A with Triangle continue flags, (8th SFX cycle). | |
LB347: LDX #$A2 ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB349: BNE GotoSFXCheckFlags ;Branch always. | |
| |
LoadMultiSFXInitFlags: | |
LB34B: LDA MultiSFXFlag ;Load A with Multi init flags, (3rd SFX cycle). | |
LB34E: LDX #$A7 ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB350: JSR CheckSFXFlag ;($B4BD)Checks to see if SFX or music flags set. | |
LB353: JSR FindMusicInitIndex ;($BC53)Find bit containing music init flag. | |
LB356: JSR Add8 ;($BC64)Add 8 to MusicInitIndex. | |
LB359: JMP ($00E2) ;If no flag found, Jump to next SFX cycle,--> | |
;else jump to specific SFX handling subroutine. | |
LoadMultiSFXContFlags: | |
LB35C: LDA MultiContSFX ;Load A with $68C flags (4th SFX cycle). | |
LB35F: LDX #$AC ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LB361: JMP GotoSFXCheckFlags ;($B337)Checks to see if SFX or music flags set. | |
| |
LoadSQ1Flags: | |
LB364: JSR LoadSQ1SFXInitFlags ;($B329)Check for SQ1 init flags. | |
LB367: RTS ; | |
| |
LoadSQ1ChannelSFX: ;Used to determine which sound registers to change--> | |
LB368: LDA #$00 ;($4000 - $4003) - SQ1. | |
LB36A: BEQ + ;Branch always. | |
| |
LoadTriangleChannelSFX: ;Used to determine which sound registers to change--> | |
LB36C: LDA #$08 ;($4008 - $400B) - Triangle. | |
LB36E: BNE + ;Branch always. | |
| |
LoadNoiseChannelSFX: ;Used to determine which sound registers to change--> | |
LB370: LDA #$0C ;($400C - $400F) - Noise. | |
LB372: BNE + ;Branch always. | |
| |
LoadSQ2ChannelSFX: ;Used to determine which sound registers to change--> | |
LB374: LDA #$04 ;($4004 - $4007) - SQ2. | |
| |
LoadSFXData: | |
LB376:* STA $E0 ;Lower address byte of desired APU control register. | |
LB378: LDA #$40 ; | |
LB37A: STA $E1 ;Upper address byte of desired APU control register. | |
LB37C: STY $E2 ;Lower address byte of data to load into sound channel. | |
LB37E: LDA #$B2 ; | |
LB380: STA $E3 ;Upper address byte of data to load into sound channel. | |
LB382: LDY #$00 ;Starting index for loading four byte sound data. | |
| |
LoadSFXRegisters: | |
LB384:* LDA ($E2),Y ;Load A with SFX data byte. | |
LB386: STA ($E0),Y ;Store A in SFX register. | |
LB388: INY ; | |
LB389: TYA ;The four registers associated with each sound--> | |
LB38A: CMP #$04 ;channel are loaded one after the other (the loop--> | |
LB38C: BNE - ;repeats four times). | |
LB38E: RTS ; | |
| |
PauseSFX: | |
LB38F:* INC SFXPaused ;SFXPaused=#$01 | |
LB392: JSR ClearSounds ;($B43E)Clear sound registers of data. | |
LB395: STA PauseSFXStatus ;PauseSFXStatus=#$00 | |
LB398: RTS ; | |
| |
LB399:* LDA SFXPaused ;Has SFXPaused been set? if not, branch | |
LB39C: BEQ -- ; | |
LB39E: LDA PauseSFXStatus ;For the first #$12 frames after the game has been--> | |
LB3A1: CMP #$12 ;paused, play GamePaused SFX. If paused for #$12--> | |
LB3A3: BEQ ++ ;frames or more, branch to exit. | |
LB3A5: AND #$03 ; | |
LB3A7: CMP #$03 ;Every fourth frame, repeat GamePaused SFX | |
LB3A9: BNE + ; | |
LB3AB: LDY #$0D ;Lower address byte of GamePaused SFX data(Base=$B200) | |
LB3AD: JSR LoadSQ1ChannelSFX ;($B368) Load GamePaused SFX data. | |
LB3B0:* INC PauseSFXStatus ; | |
LB3B3:* RTS ; | |
| |
;----------------------------------[ Sound Engine Entry Point ]----------------------------------- | |
;NOTES: | |
;SFX take priority over music. | |
; | |
;There are 10 SFX cycles run every time the sound engine subroutine is called. The cycles | |
;search for set sound flags in the following registers in order: | |
;$680, $688, $684, $68C, $681, $689, $683, $68B, $65D, $685 | |
; | |
;The sound channels are assigned SFX numbers. Those SFX numbers are: | |
;Noise=0, sq1=1, sq2=2, triangle=3, Multi=4 | |
;The sound channels are assigned music numbers. Those music numbers are: | |
;SQ1=0, SQ2=1, Triangle=2, Noise=3 | |
| |
SoundEngine: | |
LB3B4: LDA #$C0 ;Set APU to 5 frame cycle, disable frame interrupt. | |
LB3B6: STA APUCommonCntrl1 ; | |
LB3B9: LDA NoiseSFXFlag ;is bit zero is set in NoiseSFXFlag(Silence--> | |
LB3BC: LSR ;music)? If yes, branch. | |
LB3BD: BCS ++ ; | |
LB3BF: LDA MainRoutine ; | |
LB3C1: CMP #$05 ;Is game paused? If yes, branch. | |
LB3C3: BEQ --- ; | |
LB3C5: LDA #$00 ;Clear SFXPaused when game is running. | |
LB3C7: STA SFXPaused ; | |
LB3CA: JSR LoadNoiseSFXInitFlags ;($B31B)Check noise SFX flags. | |
LB3CD: JSR LoadMultiSFXInitFlags ;($B34B)Check multichannel SFX flags. | |
LB3D0: JSR LoadSTriangleSFXInitFlags ;($B33D)Check triangle SFX flags. | |
LB3D3: JSR LoadMusicTempFlags ;($BC36)Check music flags. | |
| |
ClearSFXFlags: | |
LB3D6:* LDA #$00 ; | |
LB3D8: STA NoiseSFXFlag ; | |
LB3DB: STA SQ1SFXFlag ; | |
LB3DE: STA SQ2SFXFlag ;Clear all SFX flags. | |
LB3E1: STA TriangleSFXFlag ; | |
LB3E4: STA MultiSFXFlag ; | |
LB3E7: STA MusicInitFlag ; | |
LB3EA: RTS ; | |
| |
LB3EB:* JSR InitializeSoundAddresses ;($B404)Prepare to start playing music. | |
LB3EE: BEQ -- ;Branch always. | |
| |
CheckRepeatMusic: | |
LB3F0: LDA MusicRepeat ; | |
LB3F3: BEQ + ;If music is supposed to repeat, reset music,--> | |
LB3F5: LDA CurrentMusic ;flags else branch to exit. | |
LB3F8: STA CurrentMusicRepeat ; | |
LB3FB: RTS ; | |
| |
CheckMusicFlags: | |
LB3FC: LDA CurrentMusic ;Loads A with current music flags and compares it--> | |
LB3FF: CMP CurrentSFXFlags ;with current SFX flags. If both are equal,--> | |
LB402: BEQ ++ ;just clear music counters, else clear everything. | |
| |
InitializeSoundAddresses: ; | |
LB404:* JSR ClearMusicAndSFXAddresses ;($B41D)Jumps to all subroutines needed to reset--> | |
LB407: JSR ClearSounds ;($B43E)all sound addresses in order to start--> | |
LB40A:* JSR ClearSpecialAddresses ;($B40E)playing music. | |
LB40D: RTS ; | |
| |
ClearSpecialAddresses: | |
LB40E: LDA #$00 ; | |
LB410: STA TriangleCounterCntrl ;Clears addresses used for repeating music,--> | |
LB413: STA SFXPaused ;pausing music and controlling triangle length. | |
LB416: STA CurrentMusicRepeat ; | |
LB419: STA MusicRepeat ; | |
LB41C: RTS ; | |
| |
ClearMusicAndSFXAddresses: ; | |
LB41D: LDA #$00 ; | |
LB41F: STA SQ1InUse ; | |
LB422: STA SQ2InUse ; | |
LB425: STA TriangleInUse ; | |
LB428: STA WriteMultiChannelData ; | |
LB42B: STA NoiseContSFX ;Clears any SFX or music--> | |
LB42E: STA SQ1ContSFX ;currently being played. | |
LB431: STA SQ2ContSFX ; | |
LB434: STA TriangleContSFX ; | |
LB437: STA MultiContSFX ; | |
LB43A: STA CurrentMusic ; | |
LB43D: RTS ; | |
| |
ClearSounds: ; | |
LB43E: LDA #$10 ; | |
LB440: STA SQ1Cntrl0 ; | |
LB443: STA SQ2Cntrl0 ; | |
LB446: STA NoiseCntrl0 ;Clears all sounds that might be in--> | |
LB449: LDA #$00 ;The sound channel registers. | |
LB44B: STA TriangleCntrl0 ; | |
LB44E: STA DMCCntrl1 ; | |
LB451: RTS ; | |
| |
SelectSFXRoutine: | |
LB452: LDX ChannelType ; | |
LB455: STA NoiseSFXLength,X ;Stores frame length of SFX in corresponding address. | |
LB458: TXA ; | |
LB459: BEQ ++ ;Branch if SFX uses noise channel. | |
LB45B: CMP #$01 ; | |
LB45D: BEQ + ;Branch if SFX uses SQ1 channel. | |
LB45F: CMP #$02 ; | |
LB461: BEQ MusicBranch00 ;Branch if SFX uses SQ2 channel. | |
LB463: CMP #$03 ; | |
LB465: BEQ MusicBranch01 ;Branch if SFX uses triangle wave. | |
LB467: RTS ;Exit if SFX routine uses no channels. | |
| |
LB468:* JSR LoadSQ1ChannelSFX ;($B368)Prepare to load SQ1 channel with data. | |
LB46B: BEQ ++ ;Branch always. | |
MusicBranch00: ; | |
LB46D: JSR LoadSQ2ChannelSFX ;($B374)Prepare to load SQ2 channel with data. | |
LB470: BEQ ++ ;Branch always. | |
MusicBranch01: ; | |
LB472: JSR LoadTriangleChannelSFX ;($B36C)Prepare to load triangle channel with data. | |
LB475: BEQ ++ ;Branch always. | |
LB477:* JSR LoadNoiseChannelSFX ;($B370)Prepare to load noise channel with data. | |
LB47A:* JSR UpdateContFlags ;($B493)Set continuation flags for this SFX. | |
LB47D: TXA ; | |
LB47E: STA NoiseInUse,X ;Indicate sound channel is in use. | |
LB481: LDA #$00 ; | |
LB483: STA ThisNoiseFrame,X ; | |
LB486: STA NoiseSFXData,X ;Clears all the following addresses before going--> | |
LB489: STA MultiSFXData,X ;to the proper SFX handling routine. | |
LB48C: STA ScrewAttackSFXData,X ; | |
LB48F: STA WriteMultiChannelData ; | |
LB492: RTS ; | |
| |
UpdateContFlags: | |
LB493:* LDX ChannelType ;Loads X register with sound channel just changed. | |
LB496: LDA NoiseContSFX,X ;Clear existing continuation SFX--> | |
LB499: AND #$00 ;flags for that channel. | |
LB49B: ORA CurrentSFXFlags ;Load new continuation flags. | |
LB49E: STA NoiseContSFX,X ;Save results. | |
LB4A1: RTS ; | |
| |
ClearCurrentSFXFlags: | |
LB4A2: LDA #$00 ;Once SFX has completed, this block clears the--> | |
LB4A4: STA CurrentSFXFlags ;SFX flag from the current flag register. | |
LB4A7: BEQ - ; | |
| |
IncrementSFXFrame: | |
LB4A9: LDX ChannelType ;Load SFX channel number. | |
LB4AC: INC ThisNoiseFrame,X ;increment current frame to play on given channel. | |
LB4AF: LDA ThisNoiseFrame,X ;Load current frame to play on given channel. | |
LB4B2: CMP NoiseSFXLength,X ;Check to see if current frame is last frame to play. | |
LB4B5: BNE + ; | |
LB4B7: LDA #$00 ;If current frame is last frame,--> | |
LB4B9: STA ThisNoiseFrame,X ;reset current frame to 0. | |
LB4BC:* RTS ; | |
| |
;The CheckSFXFlag routine loads E0 thru E3 with the below values: | |
;1st SFX cycle $E0=#$BB, $E1=#$B2, $E2=#$22, $E3=#$B3. Base address=$B289 | |
;2nd SFX cycle $E0=#$CB, $E1=#$B2, $E2=#$EE, $E3=#$B4. Base address=$B28E | |
;3rd SFX cycle $E0=#$06, $E1=#$BC, $E2=#$5C, $E3=#$B3. Base address=$B2A7 | |
;4th SFX cycle $E0=#$16, $E1=#$BC, $E2=#$64, $E3=#$B3. Base address=$B2AC | |
;5th SFX cycle $E0=#$DB, $E1=#$B2, $E2=#$30, $E3=#$B3. Base address=$B293 | |
;6th SFX cycle $E0=#$EB, $E1=#$B2, $E2=#$EE, $E3=#$B4. Base address=$B298 | |
;7th SFX cycle $E0=#$FB, $E1=#$B2, $E2=#$44, $E3=#$B3. Base address=$B29D | |
;8th SFX cycle $E0=#$0B, $E1=#$B3, $E2=#$EE, $E3=#$B4. Base address=$B2A2 | |
;9th SFX cycle $E0=#$26, $E1=#$BC, $E2=#$3D, $E3=#$BC. Base address=$B2B6 | |
;10th SFX cycle $E0=#$26, $E1=#$BC, $E2=#$4B, $E3=#$BC. Base address=$B2B1 | |
| |
CheckSFXFlag: | |
LB4BD: STA CurrentSFXFlags ;Store any set flags in $064D. | |
LB4C0: STX $E4 ; | |
LB4C2: LDY #$B2 ; | |
LB4C4: STY $E5 ; | |
LB4C6: LDY #$00 ;Y=0 for counting loop ahead. | |
LB4C8:* LDA ($E4),Y ; | |
LB4CA: STA $00E0,Y ;See table above for values loaded into $E0--> | |
LB4CD: INY ;thru $E3 during this loop. | |
LB4CE: TYA ; | |
LB4CF: CMP #$04 ;Loop repeats four times to load the values. | |
LB4D1: BNE - ; | |
LB4D3: LDA ($E4),Y ; | |
LB4D5: STA ChannelType ;#$00=SQ1,#$01=SQ2,#$02=Triangle,#$03=Noise | |
LB4D8: LDY #$00 ;Set y to 0 for counting loop ahead. | |
LB4DA: LDA CurrentSFXFlags ; | |
LB4DD: PHA ;Push current SFX flags on stack. | |
LB4DE:* ASL CurrentSFXFlags ; | |
LB4E1: BCS + ;This portion of the routine loops a maximum of--> | |
LB4E3: INY ;eight times looking for any SFX flags that have--> | |
LB4E4: INY ;been set in the current SFX cycle. If a flag--> | |
LB4E5: TYA ;is found, Branch to SFXFlagFound for further--> | |
LB4E6: CMP #$10 ;processing, if no flags are set, continue to--> | |
LB4E8: BNE - ;next SFX cycle. | |
| |
RestoreSFXFlags: | |
LB4EA: PLA ; | |
LB4EB: STA CurrentSFXFlags ;Restore original data in CurrentSFXFlags. | |
LB4EE: RTS ; | |
| |
SFXFlagFound: ; | |
LB4EF:* LDA ($E0),Y ;This routine stores the starting address of the--> | |
LB4F1: STA $E2 ;specific SFX handling routine for the SFX flag--> | |
LB4F3: INY ;found. The address is stored in registers--> | |
LB4F4: LDA ($E0),Y ;$E2 and $E3. | |
LB4F6: STA $E3 ; | |
LB4F8: JMP RestoreSFXFlags ;($B4EA)Restore original data in CurrentSFXFlags. | |
| |
;-----------------------------------[ SFX Handling Routines ]--------------------------------------- | |
| |
;The following table is used by the SpitFlamesSFXContinue routine to change the volume--> | |
;on the SFX. It starts out quiet, then becomes louder then goes quiet again. | |
SpitFlamesTbl: | |
LB4FB: .byte $12, $13, $14, $15, $16, $17, $18, $19, $1A, $1B, $1C, $1D, $1B, $1A, $19, $17 | |
LB50B: .byte $16, $15, $14, $12 | |
| |
SpitFlameSFXStart: | |
LB50F: LDA #$14 ;Number of frames to play sound before a change. | |
LB511: LDY #$21 ;Lower byte of sound data start address(base=$B200). | |
LB513: JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
SpitFlameSFXContinue: | |
LB516: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB519: BNE + ;If more frames to process, branch. | |
LB51B: JMP EndNoiseSFX ;($B58F)End SFX. | |
LB51E:* LDY NoiseSFXData ; | |
LB521: LDA $B4FB,Y ;Load data from table above and store in NoiseCntrl0. | |
LB524: STA NoiseCntrl0 ; | |
LB527: INC NoiseSFXData ;Increment to next entry in data table. | |
LB52A: RTS | |
| |
ScrewAttackSFXStart: | |
LB52B: LDA #$05 ;Number of frames to play sound before a change. | |
LB52D: LDY #$11 ;Lower byte of sound data start address(base=$B200). | |
LB52F: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. | |
LB532: LDA $B213 ;#$00. | |
LB535: STA NoiseSFXData ;Clear NoiseSFXData. | |
LB538:* RTS ; | |
| |
ScrewAttackSFXContinue: | |
LB539: LDA ScrewAttackSFXData ;Prevents period index from being incremented until--> | |
LB53C: CMP #$02 ;after the tenth frame of the SFX. | |
LB53E: BEQ + ;Branch if not ready to increment. | |
LB540: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB543: BNE - ; | |
LB545: INC ScrewAttackSFXData ;Increment every fifth frame. | |
LB548: RTS ; | |
| |
LB549:* JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB54C: BNE IncrementPeriodIndex ;Start increasing period index after first ten frames. | |
LB54E: DEC NoiseSFXData ; | |
LB551: DEC NoiseSFXData ;Decrement NoiseSFXData by three every fifth frame. | |
LB554: DEC NoiseSFXData ; | |
LB557: INC MultiSFXData ;Increment MultiSFXData. When it is equal to #$0F--> | |
LB55A: LDA MultiSFXData ;end screw attack SFX. MultiSFXData does not--> | |
LB55D: CMP #$0F ;appear to be linked to multi SFX channels in--> | |
LB55F: BNE -- ;this routine. | |
LB561: JMP EndNoiseSFX ;($B58F)End SFX. | |
| |
IncrementPeriodIndex: | |
LB564: INC NoiseSFXData ;Incrementing the period index has the effect of--> | |
LB567: LDA NoiseSFXData ;lowering the frequency of the noise SFX. | |
LB56A: STA NoiseCntrl2 ; | |
LB56D: RTS ; | |
| |
MissileLaunchSFXStart: | |
LB56E: LDA #$18 ;Number of frames to play sound before a change. | |
LB570: LDY #$15 ;Lower byte of sound data start address(base=$B200). | |
LB572: JSR GotoSelectSFXRoutine ;($B587)Prepare to setup registers for SFX. | |
LB575: LDA #$0A ; | |
LB577: STA NoiseSFXData ;Start increment index for noise channel at #$0A. | |
LB57A: RTS ; | |
| |
MissileLaunchSFXContine: | |
LB57B: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB57E: BNE IncrementPeriodIndex ; | |
LB580: JMP EndNoiseSFX ;($B58F)End SFX. | |
| |
BombExplodeSFXStart: | |
LB583: LDA #$30 ;Number of frames to play sound before a change. | |
LB585: LDY #$19 ;Lower byte of sound data start address(base=$B200). | |
| |
GotoSelectSFXRoutine: | |
LB587:* JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
;The following routine is used to continue BombExplode and SamusWalk SFX. | |
| |
NoiseSFXContinue: | |
LB58A: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB58D: BNE MusicBranch02 ;If more frames to process, branch to exit. | |
| |
EndNoiseSFX: | |
LB58F: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags. | |
LB592: LDA #$10 ; | |
LB594: STA NoiseCntrl0 ;disable envelope generator(sound off). | |
| |
MusicBranch02: | |
LB597: RTS ;Exit for multiple routines. | |
| |
SamusWalkSFXStart: | |
LB598: LDA NoiseContSFX ;If MissileLaunch, SamusWalk or SpitFire SFX are--> | |
LB59B: AND #$34 ;already being played, branch to exit. | |
LB59D: BNE MusicBranch02 ; | |
LB59F: LDA #$03 ;Number of frames to play sound before a change. | |
LB5A1: LDY #$1D ;Lower byte of sound data start address(base=$B200). | |
LB5A3: BNE - ;Branch always. | |
| |
MultiSFXInit: | |
LB5A5: STA MultiSFXLength ; | |
LB5A8: JSR LoadSQ2ChannelSFX ;($B374)Set SQ2 SFX data. | |
LB5AB: JSR UpdateContFlags ;($B493)Set continue SFX flag. | |
LB5AE: LDA #$01 ; | |
LB5B0: STA SQ1InUse ;Disable music from using SQ1 and SQ2 while--> | |
LB5B3: LDA #$02 ;SFX are playing. | |
LB5B5: STA SQ2InUse ; | |
LB5B8: LDA #$00 ; | |
LB5BA: STA SQ1ContSFX ; | |
LB5BD: STA SQ1SFXData ; | |
LB5C0: STA SQ1SQ2SFXData ;Clear all listed memory addresses. | |
LB5C3: STA SQ1SFXPeriodLow ; | |
LB5C6: STA ThisMultiFrame ; | |
LB5C9: STA WriteMultiChannelData ; | |
LB5CC: RTS ; | |
| |
EndMultiSFX: | |
LB5CD: LDA #$10 ; | |
LB5CF: STA SQ1Cntrl0 ;Disable SQ1 envelope generator(sound off). | |
LB5D2: STA SQ2Cntrl0 ;Disable SQ2 envelope generator(sound off). | |
LB5D5: LDA #$7F ; | |
LB5D7: STA SQ1Cntrl1 ;Disable SQ1 sweep. | |
LB5DA: STA SQ2Cntrl1 ;Disable SQ2 sweep. | |
LB5DD: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags. | |
LB5E0: LDA #$00 ; | |
LB5E2: STA SQ1InUse ; | |
LB5E5: STA SQ2InUse ;Allows music player to use SQ1 and SQ2 channels. | |
LB5E8: INC WriteMultiChannelData ; | |
LB5EB: RTS ; | |
| |
BossHitSFXStart: | |
LB5EC: LDY #$2D ;Low byte of SQ1 sound data start address(base=$B200). | |
LB5EE: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. | |
LB5F1: LDY #$29 ;Low byte of SQ2 sound data start address(base=$B200). | |
LB5F3: JMP MultiSFXInit ;($B5A5)Initiate multi channel SFX. | |
| |
BossHitSFXContinue: | |
LB5F6: INC SQ1SFXData ;Increment index to data in table below. | |
LB5F9: LDY SQ1SFXData ; | |
LB5FC: LDA $B63C,Y ; | |
LB5FF: STA SQ1Cntrl0 ;Load SQ1Cntrl0 and SQ2Cntrl0 from table below. | |
LB602: STA SQ2Cntrl0 ; | |
LB605: LDA SQ1SFXData ; | |
LB608: CMP #$14 ;After #$14 frames, end SFX. | |
LB60A: BEQ ++ ; | |
LB60C: CMP #$06 ;After six or more frames of SFX, branch. | |
LB60E: BCC + ; | |
LB610: LDA RandomNumber1 ; | |
LB612: ORA #$10 ;Set bit 5. | |
LB614: AND #$7F ;Randomly set bits 7, 3, 2, 1 and 0. | |
LB616: STA SQ1SFXPeriodLow ;Store in SQ1 period low. | |
LB619: ROL ; | |
LB61A: STA SQ1SQ2SFXData ; | |
LB61D: JMP WriteSQ1SQ2PeriodLow ;($B62C)Write period low data to SQ1 and SQ2. | |
LB620:* INC SQ1SQ2SFXData ; | |
LB623: INC SQ1SQ2SFXData ;Increment SQ1 and SQ2 period low by two. | |
LB626: INC SQ1SFXPeriodLow ; | |
LB629: INC SQ1SFXPeriodLow ; | |
| |
WriteSQ1SQ2PeriodLow: | |
LB62C: LDA SQ1SQ2SFXData ; | |
LB62F: STA SQ2Cntrl2 ;Write new SQ1 and SQ2 period lows to SQ1 and SQ2--> | |
LB632: LDA SQ1SFXPeriodLow ;channels. | |
LB635: STA SQ1Cntrl2 ; | |
LB638: RTS ; | |
| |
LB639:* JMP EndMultiSFX ;($B5CD)End SFX. | |
| |
BossHitSFXDataTbl: | |
LB63C: .byte $38, $3D, $3F, $3F, $3F, $3F, $3F, $3D, $3B, $39, $3B, $3D, $3F, $3D, $3B, $39 | |
LB64C: .byte $3B, $3D, $3F, $39 | |
| |
SamusHitSFXContinue: | |
LB650: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB653: BNE + ;If more SFX frames to process, branch. | |
LB655: JMP EndMultiSFX ;($B5CD)End SFX. | |
LB658:* LDY #$25 ;Low byte of SQ1 sound data start address(base=$B200). | |
LB65A: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. | |
LB65D: LDA RandomNumber1 ; | |
LB65F: AND #$0F ;Randomly set last four bits of SQ1 period low. | |
LB661: STA SQ1Cntrl2 ; | |
LB664: LDY #$25 ;Low byte of SQ2 sound data start address(base=$B200). | |
LB666: JSR LoadSQ2ChannelSFX ;($B374)Set SQ2 SFX data. | |
LB669: LDA RandomNumber1 ; | |
LB66B: LSR ;Multiply random number by 4. | |
LB66C: LSR ; | |
LB66D: AND #$0F ; | |
LB66F: STA SQ2Cntrl2 ;Randomly set bits 2 and 3 of SQ2 period low. | |
LB672: RTS ; | |
| |
SamusHitSFXStart: | |
LB673: LDY #$25 ;Low byte of SQ1 sound data start address(base=$B200). | |
LB675: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. | |
LB678: LDA RandomNumber1 ; | |
LB67A: AND #$0F ;Randomly set last four bits of SQ1 period low. | |
LB67C: STA SQ1Cntrl2 ; | |
LB67F: CLC ; | |
LB680: LDA RandomNumber1 ;Randomly set last three bits of SQ2 period low+1. | |
LB682: AND #$03 ; | |
LB684: ADC #$01 ;Number of frames to play sound before a change. | |
LB686: LDY #$25 ;Low byte of SQ2 sound data start address(base=$B200). | |
LB688: JSR MultiSFXInit ;($B5A5)Initiate multi channel SFX. | |
LB68B: LDA RandomNumber1 ; | |
LB68D: LSR ;Multiply random number by 4. | |
LB68E: LSR ; | |
LB68F: AND #$0F ; | |
LB691: STA SQ2Cntrl2 ;Randomly set bits 2 and 3 of SQ2 period low. | |
LB694:* RTS ; | |
| |
IncorrectPasswordSFXStart: | |
LB695: LDY #$31 ;Low byte of SQ1 sound data start address(base=$B200). | |
LB697: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. | |
LB69A: LDA #$20 ;Number of frames to play sound before a change. | |
LB69C: LDY #$35 ;Low byte of SQ2 sound data start address(base=$B200). | |
LB69E: JMP MultiSFXInit ;($B5A5)Initiate multi channel SFX. | |
| |
IncorrectPasswordSFXContinue: | |
LB6A1: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB6A4: BNE - ;If more frames to process, branch to exit. | |
LB6A6: JMP EndMultiSFX ;($B5CD)End SFX. | |
| |
;The following table is used by the below routine to load SQ1Cntrl2 data in the--> | |
;MissilePickupSFXContinue routine. | |
| |
MissilePickupSFXTbl: | |
LB6A9: .byte $BD, $8D, $7E, $5E, $46, $3E, $00 | |
| |
MissilePickupSFXContinue: | |
LB6B0: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB6B3: BNE MusicBranch03 ;If more frames to process, branch to exit. | |
LB6B5: LDY SQ1SFXData ; | |
LB6B8: LDA MissilePickupSFXTbl,Y ;Load SFX data from table above. | |
LB6BB: BNE + ; | |
LB6BD: JMP EndSQ1SFX ;($B6F2)SFX completed. | |
LB6C0:* STA SQ1Cntrl2 ; | |
LB6C3: LDA $B244 ;#$28. | |
LB6C6: STA SQ1Cntrl3 ;load SQ1Cntrl3 with #$28. | |
LB6C9: INC SQ1SFXData ;Increment index to data table above every 5 frames. | |
| |
MusicBranch03: | |
LB6CC: RTS ;Exit from multiple routines. | |
| |
MissilePickupSFXStart: | |
LB6CD: LDA #$05 ;Number of frames to play sound before a change. | |
LB6CF: LDY #$41 ;Lower byte of sound data start address(base=$B200). | |
LB6D1: BNE +++ ;Branch always. | |
| |
EnergyPickupSFXContinue: | |
LB6D3: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB6D6: BNE MusicBranch03 ;If more frames to process, branch to exit. | |
LB6D8: INC SQ1SFXData ; | |
LB6DB: LDA SQ1SFXData ;Every six frames, reload SFX info. Does it--> | |
LB6DE: CMP #$03 ;three times for a total of 18 frames. | |
LB6E0: BEQ + ; | |
LB6E2: LDY #$3D ; | |
LB6E4: JMP LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. | |
| |
EnergyPickupSFXStart: | |
LB6E7: LDA #$06 ;Number of frames to play sound before a change. | |
LB6E9: LDY #$3D ;Lower byte of sound data start address(base=$B200). | |
LB6EB: BNE +++ ;Branch always. | |
| |
;The following continue routine is used by the metal, bird out of hole, | |
;enemy hit and the Samus jump SFXs. | |
| |
SQ1SFXContinue: | |
LB6ED: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB6F0: BNE MusicBranch03 ; | |
| |
EndSQ1SFX: | |
LB6F2:* LDA #$10 ; | |
LB6F4: STA SQ1Cntrl0 ;Disable envelope generator(sound off). | |
LB6F7: LDA #$00 ; | |
LB6F9: STA SQ1InUse ;Allows music to use SQ1 channel. | |
LB6FC: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags. | |
LB6FF: INC WriteMultiChannelData ;Allows music routines to load SQ1 and SQ2 music. | |
LB702: RTS ; | |
| |
SamusJumpSFXStart: | |
LB703: LDA CurrentMusic ;If escape music is playing, exit without playing--> | |
LB706: CMP #$04 ;Samus jump SFX. | |
LB708: BEQ MusicBranch03 ; | |
LB70A: LDA #$0C ;Number of frames to play sound before a change. | |
LB70C: LDY #$51 ;Lower byte of sound data start address(base=$B200). | |
LB70E: BNE SelectSFX1 ;Branch always. | |
| |
EnemyHitSFXStart: | |
LB710: LDA #$08 ;Number of frames to play sound before a change. | |
LB712: LDY #$55 ;Lower byte of sound data start address(base=$B200). | |
LB714: BNE SelectSFX1 ;Branch always. | |
| |
BulletFireSFXStart: | |
LB716: LDA HasBeamSFX ; | |
LB719: LSR ;If Samus has ice beam, branch. | |
LB71A: BCS +++++ ; | |
LB71C: LDA SQ1ContSFX ;If MissilePickup, EnergyPickup, BirdOutOfHole--> | |
LB71F: AND #$CC ;or EnemyHit SFX already playing, branch to exit. | |
LB721: BNE MusicBranch03 ; | |
LB723: LDA HasBeamSFX ; | |
LB726: ASL ;If Samus has long beam, branch. | |
LB727: BCS + ; | |
LB729: LDA #$03 ;Number of frames to play sound before a change. | |
LB72B: LDY #$4D ;Lower byte of sound data start address(base=$B200). | |
LB72D: BNE SelectSFX1 ;Branch always (Plays ShortBeamSFX). | |
| |
HasLongBeamSFXStart: | |
LB72F:* LDA #$07 ;Number of frames to play sound before a change. | |
LB731: LDY #$49 ;Lower byte of sound data start address(base=$B200). | |
LB733: BNE SelectSFX1 ;Branch always. | |
| |
MetalSFXStart: | |
LB735: LDA #$0B ;Number of frames to play sound before a change. | |
LB737: LDY #$45 ;Lower byte of sound data start address(base=$B200). | |
| |
SelectSFX1: | |
LB739:* JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
BirdOutOfHoleSFXStart: | |
LB73C: LDA CurrentMusic ;If escape music is playing, use this SFX to make--> | |
LB73F: CMP #$04 ;the bomb ticking sound, else play regular SFX. | |
LB741: BEQ + ; | |
LB743: LDA #$16 ;Number of frames to play sound before a change. | |
LB745: LDY #$59 ;Lower byte of sound data start address(base=$B200). | |
LB747: BNE SelectSFX1 ;Branch always. | |
LB749:* LDA #$07 ;Number of frames to play sound before a change. | |
LB74B: LDY #$39 ;Lower byte of sound data start address(base=$B200). | |
LB74D: BNE SelectSFX1 ;Branch always. | |
| |
BulletFireSFXContinue: | |
LB74F: LDA HasBeamSFX ; | |
LB752: LSR ;If Samus has ice beam, branch. | |
LB753: BCS +++ ; | |
LB755: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB758: BNE + ;If more frames to process, branch to exit. | |
LB75A: JMP EndSQ1SFX ;($B6F2)If SFX finished, jump. | |
LB75D:* RTS ; | |
| |
HasIceBeamSFXStart: | |
LB75E:* LDA #$07 ;Number of frames to play sound before a change. | |
LB760: LDY #$61 ;Lower byte of sound data start address(base=$B200). | |
LB762: JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
HasIceBeamSFXContinue: | |
LB765:* JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB768: BNE + ;If more frames to process, branch. | |
LB76A: JMP EndSQ1SFX ;($B6F2)If SFX finished, jump. | |
LB76D:* LDA SQ1SFXData ; | |
LB770: AND #$01 ;Determine index for IceBeamSFXDataTbl below. | |
LB772: TAY ; | |
LB773: LDA IceBeamSFXDataTbl,Y ;Loads A with value from IceBeamSFXDataTbl below. | |
LB776: BNE ++ ; | |
| |
IceBeamSFXDataTbl: | |
LB778: .byte $93 ;Ice beam SFX period low data. | |
LB779: .byte $81 ; | |
| |
WaveBeamSFXStart: | |
LB77A: LDA #$08 ;Number of frames to play sound before a change. | |
LB77C: LDY #$5D ;Lower byte of sound data start address(base=$B200). | |
LB77E: JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
WaveBeamSFXContinue: | |
LB781: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB784: BNE + ;If more frames to process, branch. | |
LB786: LDY SQ1SQ2SFXData ; | |
LB789: INC SQ1SQ2SFXData ;Load wave beam SFXDisable/enable envelope length--> | |
LB78C: LDA WaveBeamSFXDisLngthTbl,Y ;data from WaveBeamSFXDisableLengthTbl. | |
LB78F: STA SQ1Cntrl0 ; | |
LB792: BNE MusicBranch10 ;If at end of WaveBeamSFXDisableLengthTbl, end SFX. | |
LB794: JMP EndSQ1SFX ;($B6F2)If SFX finished, jump. | |
LB797:* LDA SQ1SFXData | |
LB79A: AND #$01 ; | |
LB79C: TAY ;Load wave beam SFX period low data from--> | |
LB79D: LDA WaveBeamSFXPeriodLowTbl,Y ;WaveBeamSFXPeriodLowTbl. | |
| |
LoadSQ1PeriodLow: | |
LB7A0:* STA SQ1Cntrl2 ;Change the period low data for SQ1 channel. | |
LB7A3: INC SQ1SFXData ; | |
| |
MusicBranch10: | |
LB7A6: RTS ;Exit for multiple routines. | |
| |
WaveBeamSFXPeriodLowTbl: | |
LB7A7: .byte $58 ;Wave beam SFX period low data. | |
LB7A8: .byte $6F ; | |
| |
WaveBeamSFXDisLngthTbl: | |
LB7A9: .byte $93 ; | |
LB7AA: .byte $91 ;Wave beam SFX Disable/enable envelope length data. | |
LB7AB: .byte $00 ; | |
| |
DoorOpenCloseSFXStart: | |
LB7AC: LDA $B287 ;#$30. | |
LB7AF: STA TrianglePeriodLow ;Set triangle period low data byte. | |
LB7B2: LDA $B288 ;#$B2. | |
LB7B5: AND #$07 ;Set triangle period high data byte. | |
LB7B7: STA TrianglePeriodHigh ;#$B7. | |
LB7BA: LDA #$0F ; | |
LB7BC: STA TriangleChangeLow ;Change triangle channel period low every frame by #$0F. | |
LB7BF: LDA #$00 ; | |
LB7C1: STA TriangleChangeHigh ;No change in triangle channel period high. | |
LB7C4: LDA #$1F ;Number of frames to play sound before a change. | |
LB7C6: LDY #$85 ;Lower byte of sound data start address(base=$B200). | |
LB7C8: JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
DoorOpenCloseSFXContinue: | |
LB7CB: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB7CE: BNE + ; | |
LB7D0: JMP EndTriangleSFX ;($B896)End SFX. | |
LB7D3:* JSR DecreaseTrianglePeriods ;($B98C)Decrease periods. | |
LB7D6: JMP WriteTrianglePeriods ;($B869)Save new periods. | |
| |
BeepSFXStart: | |
LB7D9: LDA TriangleContSFX ;If BombLaunchSFX is already playing, branch--> | |
LB7DC: AND #$80 ;without playing BeepSFX. | |
LB7DE: BNE MusicBranch10 ; | |
LB7E0: LDA #$03 ;Number of frames to play sound before a change. | |
LB7E2: LDY #$79 ;Lower byte of sound data start address(base=$B200). | |
LB7E4: JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
BeepSFXContinue: | |
LB7E7: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB7EA: BNE MusicBranch10 ;If more frames to process, branch to exit. | |
LB7EC: JMP EndTriangleSFX ;($B896)End SFX. | |
| |
BigEnemyHitSFXStart: | |
LB7EF: LDA #$12 ;Increase triangle low period by #$12 every frame. | |
LB7F1: STA TriangleChangeLow ; | |
LB7F4: LDA #$00 ; | |
LB7F6: STA TriangleChangeHigh ;Does not change triangle period high. | |
LB7F9: LDA $B27F ;#$42. | |
LB7FC: STA TrianglePeriodLow ;Save new triangle period low data. | |
LB7FF: LDA $B280 ;#$18. | |
LB802: AND #$07 ;#$1F. | |
LB804: STA TrianglePeriodHigh ;Save new triangle period high data. | |
LB807: LDA #$0A ;Number of frames to play sound before a change. | |
LB809: LDY #$7D ;Lower byte of sound data start address(base=$B200). | |
LB80B: JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
BigEnemyHitSFXContinue: | |
LB80E: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB811: BNE + ;If more frames to process, branch | |
LB813: JMP EndTriangleSFX ;($B896)End SFX | |
LB816:* JSR IncreaseTrianglePeriods ;($B978)Increase periods. | |
LB819: LDA RandomNumber1 ; | |
LB81B: AND #$3C ; | |
LB81D: STA TriangleSFXData ; | |
LB820: LDA TrianglePeriodLow ;Randomly set or clear bits 2, 3, 4 and 5 in--> | |
LB823: AND #$C3 ;triangle channel period low. | |
LB825: ORA TriangleSFXData ; | |
LB828: STA TriangleCntrl2 ; | |
LB82B: LDA TrianglePeriodHigh ; | |
LB82E: ORA #$40 ;Set 4th bit in triangle channel period high. | |
LB830: STA TriangleCntrl3 ; | |
LB833: RTS ; | |
| |
SamusToBallSFXStart: | |
LB834: LDA #$08 ;Number of frames to play sound before a change. | |
LB836: LDY #$6D ;Lower byte of sound data start address(base=$B200). | |
LB838: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. | |
LB83B: LDA #$05 ; | |
LB83D: STA PercentDifference ;Stores percent difference. In this case 5 = 1/5 = 20%. | |
LB840: LDA $B26F ;#$DD. | |
LB843: STA TrianglePeriodLow ;Save new triangle period low data. | |
LB846: LDA $B270 ;#$3B. | |
LB849: AND #$07 ;#$02. | |
LB84B: STA TrianglePeriodHigh ;Save new triangle period high data. | |
LB84E: RTS ; | |
| |
SamusToBallSFXContinue: | |
LB84F: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB852: BNE + ;If more frames to process, branch. | |
LB854: JMP EndTriangleSFX ;($B896)End SFX. | |
LB857:* JSR DivideTrianglePeriods ;($B9A0)reduces triangle period low by 20% each frame. | |
LB85A: LDA TriangleLowPercentage ; | |
LB85D: STA TriangleChangeLow ;Store new values to change triangle periods. | |
LB860: LDA TriangleHighPercentage ; | |
LB863: STA TriangleChangeHigh ; | |
LB866: JSR DecreaseTrianglePeriods ;($B98C)Decrease periods. | |
| |
WriteTrianglePeriods: | |
LB869: LDA TrianglePeriodLow ;Write TrianglePeriodLow to triangle channel. | |
LB86C: STA TriangleCntrl2 ; | |
LB86F: LDA TrianglePeriodHigh ; | |
LB872: ORA #$08 ;Write TrianglePeriodHigh to triangle channel. | |
LB874: STA TriangleCntrl3 ; | |
LB877: RTS ; | |
| |
BombLaunchSFXStart: | |
LB878: LDA #$04 ;Number of frames to play sound before a change. | |
LB87A: LDY #$65 ;Lower byte of sound data start address(base=$B200). | |
LB87C: JMP SelectSFXRoutine ;($B452)Setup registers for SFX. | |
| |
BombLaunchSFXContinue: | |
LB87F: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB882: BNE MusicBranch04 ;If more frames to process, branch to exit. | |
LB884: INC TriangleSFXData ; | |
LB887: LDA TriangleSFXData ;After four frames, load second part of SFX. | |
LB88A: CMP #$02 ; | |
LB88C: BNE + ; | |
LB88E: JMP EndTriangleSFX ;($B896)End SFX. | |
LB891:* LDY #$69 ;Lower byte of sound data start address(base=$B200). | |
LB893: JMP LoadTriangleChannelSFX ;($B36C)Prepare to load triangle channel with data. | |
| |
EndTriangleSFX: | |
LB896: LDA #$00 ; | |
LB898: STA TriangleCntrl0 ;clear TriangleCntr0(sound off). | |
LB89B: STA TriangleInUse ;Allows music to use triangle channel. | |
LB89E: LDA #$18 ; | |
LB8A0: STA TriangleCntrl3 ;Set length index to #$03. | |
LB8A3: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags. | |
| |
MusicBranch04: | |
LB8A6: RTS ;Exit from for multiple routines. | |
| |
MetroidHitSFXStart: | |
LB8A7: LDA #$03 ;Number of frames to play sound before a change. | |
LB8A9: LDY #$71 ;Lower byte of sound data start address(base=$B200). | |
LB8AB: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. | |
LB8AE: JMP RndTrianglePeriods ;($B8C3)MetroidHit SFX has several different sounds. | |
| |
MetroiHitSFXContinue: | |
LB8B1: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB8B4: BEQ + ; | |
LB8B6: INC TriangleSFXData ; | |
LB8B9: LDA TriangleSFXData ;Randomize triangle periods nine times throughout--> | |
LB8BC: CMP #$09 ;the course of the SFX. | |
LB8BE: BNE MusicBranch04 ;If SFX not done, branch. | |
LB8C0: JMP EndTriangleSFX ;($B896)End SFX. | |
| |
RndTrianglePeriods: | |
LB8C3:* LDA RandomNumber1 ;Randomly set or reset bits 7, 4, 2 and 1 of--> | |
LB8C5: ORA #$6C ;triangle channel period low. | |
LB8C7: STA TriangleCntrl2 ; | |
LB8CA: AND #$01 ; | |
LB8CC: ORA #$F8 ;Randomly set or reset last bit of triangle--> | |
LB8CE: STA TriangleCntrl3 ;channel period high. | |
LB8D1: RTS ; | |
| |
SamusDieSFXStart: | |
LB8D2: JSR InitializeSoundAddresses ;($B404)Clear all sound addresses. | |
LB8D5: LDA #$0E ;Number of frames to play sound before a change. | |
LB8D7: LDY #$75 ;Lower byte of sound data start address(base=$B200). | |
LB8D9: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. | |
LB8DC: LDA #$15 ;Decrease triangle SFX periods by 4.8% every frame. | |
LB8DE: STA PercentDifference ; | |
LB8E1: LDA $B277 ;#$40. | |
LB8E4: STA TrianglePeriodLow ; | |
LB8E7: LDA #$00 ;Initial values of triangle periods. | |
LB8E9: STA TrianglePeriodHigh ; | |
LB8EC:* RTS ; | |
| |
SamusDieSFXContinue: | |
LB8ED: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB8F0: BNE + ; | |
LB8F2: LDA #$20 ;Store change in triangle period low. | |
LB8F4: STA TriangleChangeLow ; | |
LB8F7: LDA #$00 ; | |
LB8F9: STA TriangleChangeHigh ;No change in triangle period high. | |
LB8FC: JSR DecreaseTrianglePeriods ;($B98C)Decrease periods. | |
LB8FF: INC TriangleSFXData ; | |
LB902: LDA TriangleSFXData ; | |
LB905: CMP #$06 ; | |
LB907: BNE - ;If more frames to process, branch to exit. | |
LB909: JMP EndTriangleSFX ;($B896)End SFX. | |
LB90C:* JSR DivideTrianglePeriods ;($B9A0)reduces triangle period low. | |
LB90F: LDA TriangleLowPercentage ; | |
LB912: STA TriangleChangeLow ;Update triangle periods. | |
LB915: LDA TriangleHighPercentage ; | |
LB918: STA TriangleChangeHigh ; | |
LB91B: JSR IncreaseTrianglePeriods ;($B978)Increase periods. | |
LB91E: JMP WriteTrianglePeriods ;($B869)Save new periods. | |
| |
StatueRaiseSFXStart: | |
LB921: LDA $B283 ;#$11. | |
LB924: STA TrianglePeriodLow ;Save period low data. | |
LB927: LDA $B284 ;#$09. | |
LB92A: AND #$07 ; | |
LB92C: STA TrianglePeriodHigh ;Store last three bits in $B284. | |
LB92F: LDA #$00 ; | |
LB931: STA TriangleChangeHigh ;No change in Triangle period high. | |
LB934: LDA #$0B ; | |
LB936: STA TriangleChangeLow ; | |
LB939: LDA #$06 ;Number of frames to play sound before a change. | |
LB93B: LDY #$81 ;Lower byte of sound data start address(base=$B200). | |
LB93D: JMP SelectSFXroutine ;($B452)Setup registers for SFX. | |
| |
StatueRaiseSFXContinue: | |
LB940: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. | |
LB943: BNE ++ ; | |
LB945: INC TriangleSFXData ;Increment TriangleSFXData every 6 frames. | |
LB948: LDA TriangleSFXData ; | |
LB94B: CMP #$09 ;When TriangleSFXData = #$09, end SFX. | |
LB94D: BNE + ; | |
LB94F: JMP EndTriangleSFX ;($B896)End SFX. | |
LB952:* LDA TriangleChangeLow ; | |
LB955: PHA ;Save triangle periods. | |
LB956: LDA TriangleChangeHigh ; | |
LB959: PHA ; | |
LB95A: LDA #$25 ; | |
LB95C: STA TriangleChangeLow ; | |
LB95F: LDA #$00 ;No change in triangle period high. | |
LB961: STA TriangleChangeHigh ; | |
LB964: JSR IncreaseTrianglePeriods ;($B978)Increase periods. | |
LB967: PLA ; | |
LB968: STA TriangleChangeHigh ;Restore triangle periods. | |
LB96B: PLA ; | |
LB96C: STA TriangleChangeLow ; | |
LB96F: JMP WriteTrianglePeriods ;($B869)Save new periods. | |
LB972:* JSR DecreaseTrianglePeriods ;($B98C)Decrease periods. | |
LB975: JMP WriteTrianglePeriods ;($B869)Save new periods. | |
| |
IncreaseTrianglePeriods: | |
LB978: CLC | |
LB979: LDA TrianglePeriodLow ; | |
LB97C: ADC TriangleChangeLow ;Calculate new TrianglePeriodLow. | |
LB97F: STA TrianglePeriodLow ; | |
LB982: LDA TrianglePeriodHigh ; | |
LB985: ADC TriangleChangeHigh ;Calculate new TrianglePeriodHigh. | |
LB988: STA TrianglePeriodHigh ; | |
LB98B: RTS ; | |
| |
DecreaseTrianglePeriods: | |
LB98C: SEC | |
LB98D: LDA TrianglePeriodLow ; | |
LB990: SBC TriangleChangeLow ;Calculate new TrianglePeriodLow. | |
LB993: STA TrianglePeriodLow ; | |
LB996: LDA TrianglePeriodHigh ; | |
LB999: SBC TriangleChangeHigh ;Calculate new TrianglePeriodHigh. | |
LB99C: STA TrianglePeriodHigh ; | |
LB99F: RTS ; | |
| |
DivideTrianglePeriods: | |
LB9A0: LDA TrianglePeriodLow ; | |
LB9A3: PHA ;Store TrianglePeriodLow and TrianglePeriodHigh. | |
LB9A4: LDA TrianglePeriodHigh ; | |
LB9A7: PHA ; | |
LB9A8: LDA #$00 ; | |
LB9AA: STA DivideData ; | |
LB9AD: LDX #$10 ; | |
LB9AF: ROL TrianglePeriodLow ; | |
LB9B2: ROL TrianglePeriodHigh ; | |
LB9B5:* ROL DivideData ;The following routine takes the triangle period--> | |
LB9B8: LDA DivideData ;high and triangle period low values and reduces--> | |
LB9BB: CMP PercentDifference ;them by a certain percent. The percent is--> | |
LB9BE: BCC + ;determined by the value stored in--> | |
LB9C0: SBC PercentDifference ;PercentDifference. If PercentDifference=#$05,--> | |
LB9C3: STA DivideData ;then the values will be reduced by 20%(1/5).--> | |
LB9C6:* ROL TrianglePeriodLow ;If PercentDifference=#$0A,Then the value will--> | |
LB9C9: ROL TrianglePeriodHigh ;be reduced by 10%(1/10), etc. This function is--> | |
LB9CC: DEX ;basically a software emulation of a sweep function. | |
LB9CD: BNE -- ; | |
LB9CF: LDA TrianglePeriodLow ; | |
LB9D2: STA TriangleLowPercentage ; | |
LB9D5: LDA TrianglePeriodHigh ; | |
LB9D8: STA TriangleHighPercentage ; | |
LB9DB: PLA ; | |
LB9DC: STA TrianglePeriodHigh ;Restore TrianglePerodLow and TrianglePeriodHigh. | |
LB9DF: PLA ; | |
LB9E0: STA TrianglePeriodLow ; | |
LB9E3: RTS ; | |
| |
;--------------------------------------[ End SFX routines ]------------------------------------- | |
| |
SetVolumeAndDisableSweep: | |
LB9E4: LDA #$7F ; | |
LB9E6: STA MusicSQ1Sweep ;Disable sweep generator on SQ1 and SQ2. | |
LB9E9: STA MusicSQ2Sweep ; | |
LB9EC: STX SQ1DutyEnvelope ;Store duty cycle and volume data for SQ1 and SQ2. | |
LB9EF: STY SQ2DutyEnvelope ; | |
LB9F2: RTS ; | |
| |
ResetVolumeIndex: | |
LB9F3: LDA SQ1MusicFrameCount ;If at the beginning of a new SQ1 note, set--> | |
LB9F6: CMP #$01 ;SQ1VolumeIndex = #$01. | |
LB9F8: BNE + ; | |
LB9FA: STA SQ1VolumeIndex ; | |
LB9FD:* LDA SQ2MusicFrameCount ; | |
LBA00: CMP #$01 ;If at the beginning of a new SQ2 note, set--> | |
LBA02: BNE + ;SQ2VolumeIndex = #$01. | |
LBA04: STA SQ2VolumeIndex ; | |
LBA07:* RTS ; | |
| |
LoadSQ1SQ2Periods: | |
LBA08: LDA WriteMultiChannelData ;If a Multi channel data does not need to be--> | |
LBA0B: BEQ + ;loaded, branch to exit. | |
LBA0D: LDA #$00 ; | |
LBA0F: STA WriteMultiChannelData ;Clear multi channel data write flag. | |
LBA12: LDA MusicSQ1Sweep ; | |
LBA15: STA SQ1Cntrl1 ; | |
LBA18: LDA MusicSQ1PeriodLow ; | |
LBA1B: STA SQ1Cntrl2 ;Loads SQ1 channel addresses $4001, $4002, $4003. | |
LBA1E: LDA MusicSQ1PeriodHigh ; | |
LBA21: STA SQ1Cntrl3 ; | |
LBA24: LDA MusicSQ2Sweep ; | |
LBA27: STA SQ2Cntrl1 ; | |
LBA2A: LDA MusicSQ2PeriodLow ; | |
LBA2D: STA SQ2Cntrl2 ;Loads SQ2 channel addresses $4005, $4006, $4007. | |
LBA30: LDA MusicSQ2PeriodHigh ; | |
LBA33: STA SQ2Cntrl3 ; | |
LBA36:* RTS ; | |
| |
LoadSQ1SQ2Channels: | |
LBA37: LDX #$00 ;Load SQ1 channel data. | |
LBA39: JSR WriteSQCntrl0 ;($BA41)Write Cntrl0 data. | |
LBA3C: INX ;Load SQ2 channel data. | |
LBA3D: JSR WriteSQCntrl0 ;($BA41)Write Cntrl0 data. | |
LBA40: RTS ; | |
| |
WriteSQCntrl0: | |
LBA41: LDA SQ1VolumeCntrl,X ;Load SQ channel volume data. If zero, branch to exit. | |
LBA44: BEQ +++++ ; | |
LBA46: STA VolumeCntrlAddress ; | |
LBA48: JSR LoadSQ1SQ2Periods ;($BA08)Load SQ1 and SQ2 control information. | |
LBA4B: LDA SQ1VolumeData,X ; | |
LBA4E: CMP #$10 ;If sound channel is not currently--> | |
LBA50: BEQ +++++++ ;playing sound, branch. | |
LBA52: LDY #$00 ; | |
LBA54:* DEC VolumeCntrlAddress ;Desired entry in VolumeCntrlAdressTbl. | |
LBA56: BEQ + ; | |
LBA58: INY ;*2(2 byte address to find voulume control data). | |
LBA59: INY ; | |
LBA5A: BNE - ;Keep decrementing until desired address is found. | |
LBA5C:* LDA VolumeCntrlAddressTbl,Y ;Base is $BCB0. | |
LBA5F: STA $EC ;Volume data address low byte. | |
LBA61: LDA VolumeCntrlAddressTbl+1,Y ;Base is $BCB1. | |
LBA64: STA $ED ;Volume data address high byte. | |
LBA66: LDY SQ1VolumeIndex,X ;Index to desired volume data. | |
LBA69: LDA ($EC),Y ;Load desired volume for current channel into--> | |
LBA6B: STA Cntrl0Data ;Cntrl0Data. | |
LBA6D: CMP #$FF ;If last entry in volume table is #$FF, restore--> | |
LBA6F: BEQ MusicBranch05 ;volume to its original level after done reading--> | |
LBA71: CMP #$F0 ;Volume data. If #$F0 is last entry, turn sound--> | |
LBA73: BEQ MusicBranch06 ;off on current channel until next note. | |
LBA75: LDA SQ1DutyEnvelope,X ;Remove duty cycle data For current channel and--> | |
LBA78: AND #$F0 ;add this frame of volume data and store results--> | |
LBA7A: ORA Cntrl0Data ;in Cntrl0Data. | |
LBA7C: TAY ; | |
LBA7D:* INC SQ1VolumeIndex,X ;Increment Index to volume data. | |
LBA80:* LDA SQ1InUse,X ;If SQ1 or SQ2(depends on loop iteration) in use,--> | |
LBA83: BNE + ;branch to exit, else write SQ(1 or 2)Cntrl0. | |
LBA85: TXA ; | |
LBA86: BEQ ++ ;If currently on SQ1, branch to write SQ1 data. | |
| |
WriteSQ2Cntrl0: ; | |
LBA88: STY SQ2Cntrl0 ;Write SQ2Cntrl0 data. | |
LBA8B:* RTS ; | |
| |
WriteSQ1Cntrl0: ; | |
LBA8C:* STY SQ1Cntrl0 ;Write SQ1Cntrl0 data. | |
LBA8F: RTS ; | |
| |
MusicBranch05: | |
LBA90: LDY SQ1DutyEnvelope,X ;Restore original volume of sound channel. | |
LBA93: BNE --- ;Branch always. | |
| |
MusicBranch06: | |
LBA95: LDY #$10 ;Disable envelope generator and set volume to 0. | |
LBA97: BNE --- ;Branch always. | |
LBA99:* LDY #$10 ;Disable envelope generator and set volume to 0. | |
LBA9B: BNE ----- ;Branch always. | |
| |
GotoCheckRepeatMusic: | |
LBA9D:* JSR CheckRepeatMusic ;($B3F0)Resets music flags if music repeats. | |
LBAA0: RTS ; | |
| |
GotoLoadSQ1SQ2Channels: | |
LBAA1:* JSR LoadSQ1SQ2Channels ;($BA37)Load SQ1 and SQ2 channel data. | |
LBAA4: RTS ; | |
| |
LoadCurrentMusicFrameData: | |
LBAA5: JSR ResetVolumeIndex ;($B9F3)Reset index if at the beginning of a new note. | |
LBAA8: LDA #$00 ; | |
LBAAA: TAX ;X = #$00. | |
LBAAB: STA ThisSoundChannel ;(#$00, #$04, #$08 or #$0C). | |
LBAAE: BEQ ++ ; | |
LBAB0:* TXA ; | |
LBAB1: LSR ; | |
LBAB2: TAX ;Increment to next sound channel(1,2 or 3). | |
; | |
IncrementToNextChannel: ; | |
LBAB3: INX ; | |
LBAB4: TXA ; | |
LBAB5: CMP #$04 ;If done with four sound channels, branch to load--> | |
LBAB7: BEQ -- ;sound channel SQ1 SQ2 data. | |
LBAB9: LDA ThisSoundChannel ;Add 4 to the least significant byte of the current--> | |
LBABC: CLC ;sound channel start address. This moves to next--> | |
LBABD: ADC #$04 ;sound channel address ranges to process. | |
LBABF: STA ThisSoundChannel ; | |
LBAC2:* TXA ; | |
LBAC3: ASL ;*2(two bytes for sound channel info base address). | |
LBAC4: TAX ; | |
LBAC5: LDA SQ1LowBaseByte,X ; | |
LBAC8: STA $E6 ;Load sound channel info base address into $E6--> | |
LBACA: LDA SQ1HighBaseByte,X ;and $E7. ($E6=low byte, $E7=high byte). | |
LBACD: STA $E7 ; | |
LBACF: LDA SQ1HighBaseByte,X ;If no data for this sound channel, branch--> | |
LBAD2: BEQ -- ;to find data for next sound channel. | |
LBAD4: TXA ; | |
LBAD5: LSR ;/2. Determine current sound channel (0,1,2 or3). | |
LBAD6: TAX ; | |
LBAD7: DEC SQ1MusicFrameCount,X ;Decrement the current sound channel frame count--> | |
LBADA: BNE IncrementToNextChannel ;If not zero, branch to check next channel, else--> | |
;load the next set of sound channel data. | |
LoadNextChannelIndexData: | |
LBADC: LDY SQ1MusicIndexIndex,X ;Load current channel index to music data index. | |
LBADF: INC SQ1MusicIndexIndex,X ;Increment current channel index to music data index. | |
LBAE2: LDA ($E6),Y ; | |
LBAE4: BEQ ---- ;Branch if music has reached the end. | |
LBAE6: TAY ;Transfer music data index to Y (base=$BE77) . | |
LBAE7: CMP #$FF ; | |
LBAE9: BEQ + ;At end of loop? If yes, branch. | |
LBAEB: AND #$C0 ; | |
LBAED: CMP #$C0 ;At beginnig of new loop? if yes, branch. | |
LBAEF: BEQ ++ ; | |
LBAF1: JMP LoadMusicChannel ;($BB1C)Load music data into channel. | |
| |
RepeatMusicLoop: | |
LBAF4:* LDA SQ1RepeatCounter,X ;If loop counter has reached zero, branch to exit. | |
LBAF7: BEQ ++ ; | |
LBAF9: DEC SQ1RepeatCounter,X ;Decrement loop counter. | |
LBAFC: LDA SQ1LoopIndex,X ;Load loop index for proper channel and store it in--> | |
LBAFF: STA SQ1MusicIndexIndex,X ;music index index address. | |
LBB02: BNE ++ ;Branch unless music has reached the end. | |
| |
StartNewMusicLoop: | |
LBB04:* TYA ; | |
LBB05: AND #$3F ;Remove last six bits of loop controller and save--> | |
LBB07: STA SQ1RepeatCounter,X ;in repeat counter addresses. # of times to loop. | |
LBB0A: DEC SQ1RepeatCounter,X ;Decrement loop counter. | |
LBB0D: LDA SQ1MusicIndexIndex,X ;Store location of loop start in loop index address. | |
LBB10: STA SQ1LoopIndex,X ; | |
LBB13:* JMP LoadNextChannelIndexData ;($BADC)Load next channel index data. | |
| |
LBB16:* JMP LoadNoiseChannelMusic ;($BBDE)Load data for noise channel music. | |
| |
LBB19:* JMP LoadTriangleCntrl0 ;($BBB7)Load Cntrl0 byte of triangle channel. | |
| |
LoadMusicChannel: | |
LBB1C: TYA ; | |
LBB1D: AND #$B0 ; | |
LBB1F: CMP #$B0 ;Is data byte music note length data? If not, branch. | |
LBB21: BNE + ; | |
LBB23: TYA ; | |
LBB24: AND #$0F ;Separate note length data. | |
LBB26: CLC ; | |
LBB27: ADC NoteLengthTblOffset ;Find proper note lengths table for current music. | |
LBB2A: TAY ; | |
LBB2B: LDA NoteLengths0Tbl,Y ;(Base is $BEF7)Load note length and store in--> | |
LBB2E: STA SQ1FrameCountInit,X ;frame count init address. | |
LBB31: TAY ;Y now contains note length. | |
LBB32: TXA ; | |
LBB33: CMP #$02 ;If loading Triangle channel data, branch. | |
LBB35: BEQ - ; | |
| |
LoadSoundDataIndexIndex: | |
LBB37: LDY SQ1MusicIndexIndex,X ;Load current index to sound data index. | |
LBB3A: INC SQ1MusicIndexIndex,X ;Increment music index index address. | |
LBB3D: LDA ($E6),Y ;Load index to sound channel music data. | |
LBB3F: TAY ; | |
LBB40:* TXA ; | |
LBB41: CMP #$03 ;If loading Noise channel data, branch. | |
LBB43: BEQ --- ; | |
LBB45: PHA ;Push music channel number on stack(0, 1 or 2). | |
LBB46: LDX ThisSoundChannel ; | |
LBB49: LDA MusicNotesTbl+1,Y ;(Base=$BE78)Load A with music channel period low data. | |
LBB4C: BEQ + ;If data is #$00, skip period high and low loading. | |
LBB4E: STA MusicSQ1PeriodLow,X ;Store period low data in proper period low address. | |
LBB51: LDA MusicNotesTbl,Y ;(Base=$BE77)Load A with music channel period high data. | |
LBB54: ORA #$08 ;Ensure minimum index length of 1. | |
LBB56: STA MusicSQ1PeriodHigh,X ;Store period high data in proper period high address. | |
LBB59:* TAY ; | |
LBB5A: PLA ;Pull stack and restore channel number to X. | |
LBB5B: TAX ; | |
LBB5C: TYA ; | |
LBB5D: BNE + ;If period information was present, branch. | |
| |
NoPeriodInformation: | |
LBB5F: LDA #$00 ;Turn off channel volume since no period data present. | |
LBB61: STA Cntrl0Data ; | |
LBB63: TXA ; | |
LBB64: CMP #$02 ;If loading triangle channel data, branch. | |
LBB66: BEQ ++ ; | |
LBB68: LDA #$10 ;Turn off volume and disable env. generator(SQ1,SQ2). | |
LBB6A: STA Cntrl0Data ; | |
LBB6C: BNE ++ ;Branch always. | |
| |
PeriodInformationFound: | |
LBB6E:* LDA SQ1DutyEnvelope,X ;Store channel duty cycle and volume info in $EA. | |
LBB71: STA Cntrl0Data ; | |
LBB73:* TXA ; | |
LBB74: DEC SQ1InUse,X ; | |
LBB77: CMP SQ1InUse,X ;If SQ1 or SQ2 are being used by SFX routines, branch. | |
LBB7A: BEQ +++ ; | |
LBB7C: INC SQ1InUse,X ;Restore not in use status of SQ1 or SQ2. | |
LBB7F: LDY ThisSoundChannel ; | |
LBB82: TXA ; | |
LBB83: CMP #$02 ;If loading triangle channel data, branch. | |
LBB85: BEQ + ; | |
LBB87: LDA SQ1VolumeCntrl,X ;If $062E or $062F has volume data, skip writing--> | |
LBB8A: BNE ++ ;Cntrl0Data to SQ1 or SQ2. | |
LBB8C:* LDA Cntrl0Data ; | |
LBB8E: STA SQ1Cntrl0,Y ;Write Cntrl0Data. | |
LBB91:* LDA Cntrl0Data ; | |
LBB93: STA SQ1VolumeData,X ;Store volume data index to volume data. | |
LBB96: LDA MusicSQ1PeriodLow,Y ; | |
LBB99: STA SQ1Cntrl2,Y ; | |
LBB9C: LDA MusicSQ1PeriodHigh,Y ;Write data to three sound channel addresses. | |
LBB9F: STA SQ1Cntrl3,Y ; | |
LBBA2: LDA MusicSQ1Sweep,X ; | |
LBBA5: STA SQ1Cntrl1,Y ; | |
| |
LoadNewMusicFrameCount: | |
LBBA8: LDA SQ1FrameCountInit,X ;Load new music frame count and store it in music--> | |
LBBAB: STA SQ1MusicFrameCount,X ;frame count address. | |
LBBAE: JMP IncrementToNextChannel ;($BAB3)Move to next sound channel. | |
| |
SQ1SQ2InUse: | |
LBBB1:* INC SQ1InUse,X ;Restore in use status of SQ1 or SQ1. | |
LBBB4: JMP LoadNewMusicFrameCount ;($BBA8)Load new music frame count. | |
| |
LoadTriangleCntrl0: | |
LBBB7: LDA TriangleCounterCntrl ; | |
LBBBA: AND #$0F ;If lower bits set, branch to play shorter note. | |
LBBBC: BNE ++ ; | |
LBBBE: LDA TriangleCounterCntrl ; | |
LBBC1: AND #$F0 ;If upper bits are set, branch to play longer note. | |
LBBC3: BNE + ; | |
LBBC5: TYA ; | |
LBBC6: JMP AddTriangleLength ;($BBCD)Calculate length to play note. | |
LBBC9:* LDA #$FF ;Disable length cntr(play until triangle data changes). | |
LBBCB: BNE + ;Branch always. | |
| |
AddTriangleLength: | |
LBBCD: CLC ; | |
LBBCE: ADC #$FF ;Add #$FF(Effectively subtracts 1 from A). | |
LBBD0: ASL ;*2. | |
LBBD1: ASL ;*2. | |
LBBD2: CMP #$3C ; | |
LBBD4: BCC + ;If result is greater than #$3C, store #$3C(highest--> | |
LBBD6: LDA #$3C ;triangle linear count allowed). | |
LBBD8:* STA TriLinearCount ; | |
LBBDB:* JMP LoadSoundDataIndexIndex ;($BB37)Load index to sound data index. | |
| |
LoadNoiseChannelMusic: | |
LBBDE: LDA NoiseContSFX ; | |
LBBE1: AND #$FC ;If playing any Noise SFX, branch to exit. | |
LBBE3: BNE + ; | |
LBBE5: LDA $B200,Y ; | |
LBBE8: STA NoiseCntrl0 ;Load noise channel with drum beat SFX starting--> | |
LBBEB: LDA $B201,Y ;at address B201. The possible values of Y are--> | |
LBBEE: STA NoiseCntrl2 ;#$01, #$04, #$07 or #$0A. | |
LBBF1: LDA $B202,Y ; | |
LBBF4: STA NoiseCntrl3 ; | |
LBBF7:* JMP LoadNewMusicFrameCount ;($BBA8)Load new music frame count. | |
| |
;The following table is used by the InitializeMusic routine to find the index for loading | |
;addresses $062B thru $0637. Base is $BD31. | |
| |
InitMusicIndexTbl: | |
LBBFA: .byte $41 ;Ridley area music. | |
LBBFB: .byte $8F ;Tourian music. | |
LBBFC: .byte $34 ;Item room music. | |
LBBFD: .byte $27 ;Kraid area music. | |
LBBFE: .byte $1A ;Norfair music. | |
LBBFF: .byte $0D ;Escape music. | |
LBC00: .byte $00 ;Mother brain music. | |
LBC01: .byte $82 ;Brinstar music. | |
LBC02: .byte $68 ;Fade in music. | |
LBC03: .byte $75 ;Power up music. | |
LBC04: .byte $4E ;End music. | |
LBC05: .byte $5B ;Intro music. | |
| |
;The tables below contain addresses for SFX and music handling routines. | |
;Multi channel Init SFX and music handling routine addresses: | |
| |
LBC06: .word $BC80 ;Fade in music. | |
LBC08: .word $BC7A ;Power up music. | |
LBC0A: .word $BC86 ;End game music. | |
LBC0C: .word $BC7A ;Intro music. | |
LBC0E: .word $B4EE ;No sound. | |
LBC10: .word $B673 ;Samus hit init SFX. | |
LBC12: .word $B5EC ;Boss hit init SFX. | |
LBC14: .word $B695 ;Incorrect password init SFX. | |
| |
;Multi channel continue SFX handling routine addresses: | |
| |
LBC16: .word $B4EE ;No sound. | |
LBC18: .word $B4EE ;No sound. | |
LBC1A: .word $B4EE ;No sound. | |
LBC1C: .word $B4EE ;No sound. | |
LBC1E: .word $B4EE ;No sound. | |
LBC20: .word $B650 ;Samus hit continue SFX. | |
LBC22: .word $B5F6 ;Boss hit continue SFX. | |
LBC24: .word $B6A1 ;Incorrect password continue SFX. | |
| |
;Music handling routine addresses: | |
| |
LBC26: .word $BC83 ;Ridley area music. | |
LBC28: .word $BC77 ;Tourian music. | |
LBC2A: .word $BC77 ;Item room music. | |
LBC2C: .word $BC77 ;Kraid area music. | |
LBC2E: .word $BC80 ;Norfair music. | |
LBC30: .word $BC7D ;Escape music. | |
LBC32: .word $BC77 ;Mother brain music. | |
LBC34: .word $BC80 ;Brinstar music. | |
| |
;-----------------------------------[ Entry point for music routines ]-------------------------------- | |
| |
LoadMusicTempFlags: | |
LBC36: LDA CurrentMusicRepeat ;Load A with temp music flags, (9th SFX cycle). | |
LBC39: LDX #$B6 ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LBC3B: BNE + ;Branch always. | |
| |
LoadMusicInitFlags: | |
LBC3D: LDA MusicInitFlag ;Load A with Music flags, (10th SFX cycle). | |
LBC40: LDX #$B1 ;Lower address byte in ChooseNextSFXRoutineTbl. | |
LBC42:* JSR CheckSFXFlag ;($B4BD)Checks to see if SFX or music flags set. | |
LBC45: JSR FindMusicInitIndex ;($BC53)Find bit containing music init flag. | |
LBC48: JMP ($00E2) ;If no flag found, Jump to next SFX cycle,--> | |
;else jump to specific SFX handling subroutine. | |
| |
ContinueMusic: ;11th and last SFX cycle. | |
LBC4B: LDA CurrentMusic ; | |
LBC4E: BEQ +++ ;Branch to exit of no music playing. | |
LBC50: JMP LoadCurrentMusicFrameData ;($BAA5)Load info for current frame of music data. | |
| |
;MusicInitIndex values correspond to the following music: | |
;#$00=Ridley area music, #$01=Tourian music, #$02=Item room music, #$03=Kraid area music, | |
;#$04=Norfair music, #$05=Escape music, #$06=Mother brain music, #$07=Brinstar music, | |
;#$08=Fade in music, #$09=Power up music, #$0A=End game music, #$0B=Intro music. | |
| |
FindMusicInitIndex: | |
LBC53: LDA #$FF ;Load MusicInitIndex with #$FF. | |
LBC55: STA MusicInitIndex ; | |
LBC58: LDA CurrentSFXFlags ; | |
LBC5B: BEQ ++ ;Branch to exit if no SFX flags set for Multi SFX. | |
LBC5D:* INC MusicInitIndex ; | |
LBC60: ASL ;Shift left until bit flag is in carry bit. | |
LBC61: BCC - ;Loop until SFX flag found. Store bit--> | |
LBC63:* RTS ;number of music in MusicInitIndex. | |
| |
;The following routine is used to add eight to the music index when looking for music flags | |
;in the MultiSFX address. | |
Add8: | |
LBC64: LDA MusicInitIndex ; | |
LBC67: CLC ; | |
LBC68: ADC #$08 ;Add #$08 to MusicInitIndex. | |
LBC6A: STA MusicInitIndex ; | |
LBC6D: RTS ; | |
| |
LBC6E: LDA CurrentMusic ; | |
LBC71: ORA #$F0 ;This code does not appear to be used in this page. | |
LBC73: STA CurrentMusic ; | |
LBC76:* RTS ; | |
| |
Music00Start: | |
LBC77: JMP Music00Init ;($BCAA)Initialize music 00. | |
| |
Music01Start: | |
LBC7A: JMP Music01Init ;($BCA4)Initialize music 01. | |
| |
Music02Start: | |
LBC7D: JMP Music02Init ;($BC9A)Initialize music 02. | |
| |
Msic03Start: | |
LBC80: JMP Music03Init ;($BC96)Initialize music 03. | |
| |
Music04Start: | |
LBC83: JMP Music04Init ;($BC89)Initialize music 04. | |
| |
Music05Start: | |
LBC86: JMP Music05Init ;($BC9E)Initialize music 05. | |
| |
Music04Init: | |
LBC89: LDA #$B3 ;Duty cycle and volume data for SQ1 and SQ2. | |
| |
XYMusicInit: | |
LBC8B:* TAX ;Duty cycle and volume data for SQ1. | |
LBC8C: TAY ;Duty cycle and volume data for SQ2. | |
| |
LBC8D:* JSR SetVolumeAndDisableSweep ;($B9E4)Set duty cycle and volume data for SQ1 and SQ2. | |
LBC90: JSR InitializeMusic ;($BF19)Setup music registers. | |
LBC93: JMP LoadCurrentMusicFrameData ;($BAA5)Load info for current frame of music data. | |
| |
Music03Init: | |
LBC96: LDA #$34 ;Duty cycle and volume data for SQ1 and SQ2. | |
LBC98: BNE -- ;Branch always | |
| |
Music02Init: | |
LBC9A: LDA #$F4 ;Duty cycle and volume data for SQ1 and SQ2. | |
LBC9C: BNE -- ;Branch always | |
| |
Music05Init: | |
LBC9E: LDX #$F5 ;Duty cycle and volume data for SQ1. | |
LBCA0: LDY #$F6 ;Duty cycle and volume data for SQ2. | |
LBCA2: BNE - ;Branch always | |
| |
Music01Init: | |
LBCA4: LDX #$B6 ;Duty cycle and volume data for SQ1. | |
LBCA6: LDY #$F6 ;Duty cycle and volume data for SQ2. | |
LBCA8: BNE - ;Branch always | |
| |
Music00Init: | |
LBCAA: LDX #$92 ;Duty cycle and volume data for SQ1. | |
LBCAC: LDY #$96 ;Duty cycle and volume data for SQ2. | |
LBCAE: BNE - ;Branch always | |
| |
;The following address table provides starting addresses of the volume data tables below: | |
VolumeCntrlAddressTbl: | |
LBCB0: .word $BCBA, $BCC5, $BCCF, $BCDA, $BD03 | |
| |
VolumeDataTbl1: | |
LBCBA: .byte $01, $02, $02, $03, $03, $04, $05, $06, $07, $08, $FF | |
| |
VolumeDataTbl2: | |
LBCC5: .byte $02, $04, $05, $06, $07, $08, $07, $06, $05, $FF | |
| |
VolumeDataTbl3: | |
LBCCF: .byte $00, $0D, $09, $07, $06, $05, $05, $05, $04, $04, $FF | |
| |
VolumeDataTbl4: | |
LBCDA: .byte $02, $06, $07, $07, $07, $06, $06, $06, $06, $05, $05, $05, $04, $04, $04, $03 | |
LBCEA: .byte $03, $03, $03, $02, $03, $03, $03, $03, $03, $02, $02, $02, $02, $02, $02, $02 | |
LBCFA: .byte $02, $02, $02, $01, $01, $01, $01, $01, $F0 | |
| |
VolumeDataTbl5: | |
LBD03: .byte $0A, $0A, $09, $08, $07, $06, $05, $04, $03, $02, $07, $07, $06, $05, $04, $04 | |
LBD13: .byte $03, $02, $02, $02, $05, $05, $05, $04, $03, $02, $02, $02, $01, $01, $04, $04 | |
LBD23: .byte $03, $02, $01, $02, $02, $01, $01, $01, $02, $02, $02, $01, $01, $F0 | |
| |
;The init music table loads addresses $062B thru $0637 with the initial data needed to play the | |
;selected music. The data for each entry in the table have the following format: | |
;.byte $xx, $xx, $xx, $xx, $xx : .word $xxxx, $xxxx, $xxxx, $xxxx. | |
;The first five bytes have the following functions: | |
;Byte 0=index to proper note length table. Will be either #$00, #$0B or #$17. | |
;Byte 1=Repeat music byte. #$00=no repeat, any other value and the music repeats. | |
;Byte 2=Controls length counter for triangle channel. | |
;Byte 3=Volume control byte for SQ1. | |
;Byte 4=Volume control byte for SQ2. | |
;Address 0=Base address of SQ1 music data. | |
;Address 1=Base address of SQ2 music data. | |
;Address 2=Base address of triangle music data. | |
;Address 3=Base address of noise music data. | |
| |
InitMusicTbl: | |
| |
;Mother brain music(not used this memory page). | |
LBD31: .byte $0B, $FF, $F5, $00, $00 | |
LBD36: .word $0100, $0300, $0500, $0000 | |
| |
;Escape music(not used this memory page). | |
LBD3E: .byte $0B, $FF, $00, $02, $02 | |
LBD43: .word $0100, $0300, $0500, $0700 | |
| |
;Norfair music(not used this memory page). | |
LBD4B: .byte $0B, $FF, $F0, $04, $04 | |
LBD50: .word $0100, $0300, $0500, $0700 | |
| |
;Kraid area music. | |
LBD58: .byte $00, $FF, $F0, $00, $00 | |
LBD5D: .word $B03F, $B041, $B0AA, $0000 | |
| |
;Item room music. | |
LBD65: .byte $0B, $FF, $03, $00, $00 | |
LBD6A: .word $BDDA, $BDDC, $BDCD, $0000 | |
| |
;Ridley area music. | |
LBD72: .byte $0B, $FF, $F0, $01, $01 | |
LBD77: .word $B022, $B031, $B000, $0000 | |
| |
;End game music(not used this memory page). | |
LBD7F: .byte $17, $00, $00, $02, $01 | |
LBD84: .word $0100, $0300, $0500, $0700 | |
| |
;Intro music(not used this memory page). | |
LBD8C: .byte $17, $00, $F0, $02, $05 | |
LBD91: .word $0100, $0300, $0500, $0700 | |
| |
;Fade in music | |
LBD99: .byte $0B, $00, $F0, $02, $00 | |
LBD9E: .word $BE3E, $BE1D, $BE36, $0000 | |
| |
;Power up music | |
LBDA6: .byte $00, $00, $F0, $01, $00 | |
LBDAB: .word $BDF7, $BE0D, $BE08, $0000 | |
| |
;Brinstar music(not used this memory page). | |
LBDB3: .byte $0B, $FF, $00, $02, $03 | |
LBDB8: .word $0100, $0300, $0500, $0700 | |
| |
;Tourian music | |
LBDC0: .byte $0B, $FF, $03, $00, $00 | |
LBDC5: .word $BE59, $BE47, $BE62, $0000 | |
| |
ItemRoomTriangleIndexData: | |
LBDCD: .byte $C8 ; | |
LBDCE: .byte $B0 ;3/32 seconds + | |
LBDCF: .byte $38 ;E3 | | |
LBDD0: .byte $3A ;F3 | | |
LBDD1: .byte $3C ;F#3 | | |
LBDD2: .byte $3E ;G3 | | |
LBDD3: .byte $40 ;Ab3 | Repeat 8 times | |
LBDD4: .byte $3E ;G3 | | |
LBDD5: .byte $3C ;F#3 | | |
LBDD6: .byte $3A ;F3 | | |
LBDD7: .byte $B6 ;1 3/16 seconds | | |
LBDD8: .byte $02 ;no sound + | |
LBDD9: .byte $FF ; | |
| |
ItemRoomSQ1IndexData: | |
LBDDA: .byte $B8 ;1/4 seconds | |
LBDDB: .byte $02 ;No sound | |
| |
ItemRoomSQ2IndexData: | |
LBDDC: .byte $B3 ;3/4 seconds | |
LBDDD: .byte $02 ;No sound | |
LBDDE: .byte $B2 ;3/8 seconds | |
LBDDF: .byte $74 ;A#6 | |
LBDE0: .byte $02 ;No sound | |
LBDE1: .byte $6A ;F5 | |
LBDE2: .byte $02 ;No sound | |
LBDE3: .byte $72 ;A6 | |
LBDE4: .byte $02 ;No sound | |
LBDE5: .byte $62 ;C#5 | |
LBDE6: .byte $B4 ;1 1/2 seconds | |
LBDE7: .byte $02 ;No sound | |
LBDE8: .byte $B2 ;3/8 seconds | |
LBDE9: .byte $60 ;C5 | |
LBDEA: .byte $02 ;No sound | |
LBDEB: .byte $6C ;F#5 | |
LBDEC: .byte $02 ;No sound | |
LBDED: .byte $76 ;B6 | |
LBDEE: .byte $B3 ;3/4 seconds | |
LBDEF: .byte $02 ;No sound | |
LBDF0: .byte $B2 ;3/8 seconds | |
LBDF1: .byte $7E ;F6 | |
LBDF2: .byte $02 ;No sound | |
LBDF3: .byte $7C ;D6 | |
LBDF4: .byte $B3 ;3/4 seconds | |
LBDF5: .byte $02 ;No sound | |
LBDF6: .byte $00 ;End item room music. | |
| |
PowerUpSQ1IndexData: | |
LBDF7: .byte $B3 ;1/2 seconds | |
LBDF8: .byte $48 ;C4 | |
LBDF9: .byte $42 ;A4 | |
LBDFA: .byte $B2 ;1/4 seconds | |
LBDFB: .byte $3E ;G3 | |
LBDFC: .byte $38 ;E3 | |
LBDFD: .byte $30 ;C3 | |
LBDFE: .byte $38 ;E3 | |
LBDFF: .byte $4C ;D4 | |
LBE00: .byte $44 ;A#4 | |
LBE01: .byte $3E ;G3 | |
LBE02: .byte $36 ;D#3 | |
LBE03: .byte $C8 ; | |
LBE04: .byte $B0 ;1/16 seconds + | |
LBE05: .byte $38 ;E3 | Repeat 8 times | |
LBE06: .byte $3C ;F#3 + | |
LBE07: .byte $FF | |
| |
PowerUpTriangleIndexData: | |
LBE08: .byte $B4 ;1 second | |
LBE09: .byte $2C ;A#3 | |
LBE0A: .byte $2A ;A3 | |
LBE0B: .byte $1E ;D#2 | |
LBE0C: .byte $1C ;D2 | |
| |
PowerUpSQ2IndexData: | |
LBE0D: .byte $B2 ;1/4 seconds | |
LBE0E: .byte $22 ;F2 | |
LBE0F: .byte $2C ;A#3 | |
LBE10: .byte $30 ;C3 | |
LBE11: .byte $34 ;D3 | |
LBE12: .byte $38 ;E3 | |
LBE13: .byte $30 ;C3 | |
LBE14: .byte $26 ;G2 | |
LBE15: .byte $30 ;C3 | |
LBE16: .byte $3A ;F3 | |
LBE17: .byte $34 ;D3 | |
LBE18: .byte $2C ;A#3 | |
LBE19: .byte $26 ;G2 | |
LBE1A: .byte $B4 ;1 second | |
LBE1B: .byte $2A ;A3 | |
LBE1C: .byte $00 ;End power up music. | |
| |
FadeInSQ2IndexData: | |
LBE1D: .byte $C4 | |
LBE1E: .byte $B0 ;3/32 seconds + | |
LBE1F: .byte $3E ;G3 | Repeat 4 times | |
LBE20: .byte $30 ;C3 + | |
LBE21: .byte $FF ; | |
LBE22: .byte $C4 ; | |
LBE23: .byte $42 ;A4 + Repeat 4 times | |
LBE24: .byte $30 ;C3 + | |
LBE25: .byte $FF ; | |
LBE26: .byte $C4 ; | |
LBE27: .byte $3A ;F3 + Repeat 4 times | |
LBE28: .byte $2C ;A#3 + | |
LBE29: .byte $FF ; | |
LBE2A: .byte $C4 ; | |
LBE2B: .byte $38 ;E3 + Repeat 4 times | |
LBE2C: .byte $26 ;G2 + | |
LBE2D: .byte $FF ; | |
LBE2E: .byte $C4 ; | |
LBE2F: .byte $34 ;D3 + Repeat 4 times | |
LBE30: .byte $20 ;E2 + | |
LBE31: .byte $FF ; | |
LBE32: .byte $E0 ; | |
LBE33: .byte $34 ;D3 + Repeat 32 times | |
LBE34: .byte $24 ;F#2 + | |
LBE35: .byte $FF ; | |
| |
FadeInTriangleIndexData: | |
LBE36: .byte $B3 ;3/4 seconds | |
LBE37: .byte $36 ;D#3 | |
LBE38: .byte $34 ;D3 | |
LBE39: .byte $30 ;C3 | |
LBE3A: .byte $2A ;A3 | |
LBE3B: .byte $B4 ;1 1/2 seconds | |
LBE3C: .byte $1C ;D2 | |
LBE3D: .byte $1C ;D2 | |
| |
FadeInSQ1IndexData: | |
LBE3E: .byte $B3 ;3/4 seconds | |
LBE3F: .byte $34 ;D3 | |
LBE40: .byte $3A ;F3 | |
LBE41: .byte $34 ;D3 | |
LBE42: .byte $30 ;C3 | |
LBE43: .byte $B4 ;1 1/2 seconds | |
LBE44: .byte $2A ;A3 | |
LBE45: .byte $2A ;A3 | |
LBE46: .byte $00 ;End fade in music. | |
| |
TourianSQ2IndexData: | |
LBE47: .byte $B4 ;1 1/2 seconds | |
LBE48: .byte $12 ;A2 | |
LBE49: .byte $B3 ;3/4 seconds | |
LBE4A: .byte $10 ;Ab1 | |
LBE4B: .byte $18 ;C2 | |
LBE4C: .byte $16 ;B2 | |
LBE4D: .byte $0A ;F1 | |
LBE4E: .byte $B4 ;1 1/2 seconds | |
LBE4F: .byte $14 ;A#2 | |
LBE50: .byte $12 ;A2 | |
LBE51: .byte $B3 ;3/4 seconds | |
LBE52: .byte $10 ;Ab1 | |
LBE53: .byte $06 ;D1 | |
LBE54: .byte $0E ;G1 | |
LBE55: .byte $04 ;C#1 | |
LBE56: .byte $B4 ;1 1/2 seconds | |
LBE57: .byte $0C ;F#1 | |
LBE58: .byte $00 ;End Tourian music. | |
| |
TourianSQ1IndexData: | |
LBE59: .byte $E0 ; | |
LBE5A: .byte $B0 ;3/32 seconds + | |
LBE5B: .byte $54 ;F#4 | | |
LBE5C: .byte $4E ;D#4 | | |
LBE5D: .byte $48 ;C4 | Repeat 32 times | |
LBE5E: .byte $42 ;A4 | | |
LBE5F: .byte $48 ;C4 | | |
LBE60: .byte $4E ;D#4 + | |
LBE61: .byte $FF ; | |
| |
TourianTriangleIndexData: | |
LBE62: .byte $E0 ; | |
LBE63: .byte $B3 ;3/4 seconds + | |
LBE64: .byte $02 ;No sound | | |
LBE65: .byte $B0 ;3/32 seconds | | |
LBE66: .byte $3C ;F#3 | | |
LBE67: .byte $40 ;Ab3 | | |
LBE68: .byte $44 ;A#4 | | |
LBE69: .byte $4A ;C#4 | | |
LBE6A: .byte $4E ;D#4 | | |
LBE6B: .byte $54 ;F#4 | | |
LBE6C: .byte $58 ;Ab4 | Repeat 32 times | |
LBE6D: .byte $5C ;A#5 | | |
LBE6E: .byte $62 ;C#5 | | |
LBE6F: .byte $66 ;D#5 | | |
LBE70: .byte $6C ;F#5 | | |
LBE71: .byte $70 ;Ab5 | | |
LBE72: .byte $74 ;A#6 | | |
LBE73: .byte $7A ;C#6 | | |
LBE74: .byte $B3 ;3/4 seconds | | |
LBE75: .byte $02 ;No sound + | |
LBE76: .byte $FF | |
| |
;The following table contains the musical notes used by the music player. The first byte is | |
;the period high information(3 bits) and the second byte is the period low information(8 bits). | |
;The formula for figuring out the frequency is as follows: 1790000/16/(hhhllllllll + 1) | |
| |
MusicNotesTbl: | |
LBE77: .byte $07 ;55.0Hz (A1) Index #$00 (Not used) | |
LBE78: .byte $F0 ; | |
| |
LBE79: .byte $00 ;No sound Index #$02 | |
LBE7A: .byte $00 ; | |
| |
LBE7B: .byte $06 ;69.3Hz (C#2) Index #$04 | |
LBE7C: .byte $4E ; | |
| |
LBE7D: .byte $05 ;73.4Hz (D2) Index #$06 | |
LBE7E: .byte $F3 ; | |
| |
LBE7F: .byte $05 ;82.4Hz (E2) Index #$08 | |
LBE80: .byte $4D ; | |
| |
LBE81: .byte $05 ;87.3Hz (F2) Index #$0A | |
LBE82: .byte $01 ; | |
| |
LBE83: .byte $04 ;92.5Hz (F#2) Index #$0C | |
LBE84: .byte $B9 ; | |
| |
LBE85: .byte $04 ;98.0Hz (G2) Index #$0E | |
LBE86: .byte $75 ; | |
| |
LBE87: .byte $04 ;103.8Hz (Ab2) Index #$10 | |
LBE88: .byte $35 ; | |
| |
LBE89: .byte $03 ;110.0Hz (A2) Index #$12 | |
LBE8A: .byte $F8 ; | |
| |
LBE8B: .byte $03 ;116.5Hz (A#2) Index #$14 | |
LBE8C: .byte $BF ; | |
| |
LBE8D: .byte $03 ;123.5Hz (B2) Index #$16 | |
LBE8E: .byte $89 ; | |
| |
LBE8F: .byte $03 ;130.7Hz (C3) Index #$18 | |
LBE90: .byte $57 ; | |
| |
LBE91: .byte $03 ;138.5Hz (C#3) Index #$1A | |
LBE92: .byte $27 ; | |
| |
LBE93: .byte $02 ;146.8Hz (D3) Index #$1C | |
LBE94: .byte $F9 ; | |
| |
LBE95: .byte $02 ;155.4Hz (D#3) Index #$1E | |
LBE96: .byte $CF ; | |
| |
LBE97: .byte $02 ;164.8Hz (E3) Index #$20 | |
LBE98: .byte $A6 ; | |
| |
LBE99: .byte $02 ;174.5Hz (F3) Index #$22 | |
LBE9A: .byte $80 ; | |
| |
LBE9B: .byte $02 ;184.9Hz (F#3) Index #$24 | |
LBE9C: .byte $5C ; | |
| |
LBE9D: .byte $02 ;196.0Hz (G3) Index #$26 | |
LBE9E: .byte $3A ; | |
| |
LBE9F: .byte $02 ;207.6Hz (Ab3) Index #$28 | |
LBEA0: .byte $1A ; | |
| |
LBEA1: .byte $01 ;219.8Hz (A3) Index #$2A | |
LBEA2: .byte $FC ; | |
| |
LBEA3: .byte $01 ;233.1Hz (A#3) Index #$2C | |
LBEA4: .byte $DF ; | |
| |
LBEA5: .byte $01 ;247.0Hz (B3) Index #$2E | |
LBEA6: .byte $C4 ; | |
| |
LBEA7: .byte $01 ;261.4Hz (C4) Index #$30 | |
LBEA8: .byte $AB ; | |
| |
LBEA9: .byte $01 ;276.9Hz (C#4) Index #$32 | |
LBEAA: .byte $93 ; | |
| |
LBEAB: .byte $01 ;293.6Hz (D4) Index #$34 | |
LBEAC: .byte $7C ; | |
| |
LBEAD: .byte $01 ;310.8Hz (D#4) Index #$36 | |
LBEAE: .byte $67 ; | |
| |
LBEAF: .byte $01 ;330.0Hz (E4) Index #$38 | |
LBEB0: .byte $52 ; | |
| |
LBEB1: .byte $01 ;349.6Hz (F4) Index #$3A | |
LBEB2: .byte $3F ; | |
| |
LBEB3: .byte $01 ;370.4Hz (F#4) Index #$3C | |
LBEB4: .byte $2D ; | |
| |
LBEB5: .byte $01 ;392.5Hz (G4) Index #$3E | |
LBEB6: .byte $1C ; | |
| |
LBEB7: .byte $01 ;415.9Hz (Ab4) Index #$40 | |
LBEB8: .byte $0C ; | |
| |
LBEB9: .byte $00 ;440.4Hz (A4) Index #$42 | |
LBEBA: .byte $FD ; | |
| |
LBEBB: .byte $00 ;468.1Hz (A#4) Index #$44 | |
LBEBC: .byte $EE ; | |
| |
LBEBD: .byte $00 ;495.0Hz (B4) Index #$46 | |
LBEBE: .byte $E1 ; | |
| |
LBEBF: .byte $00 ;525.2Hz (C5) Index #$48 | |
LBEC0: .byte $D4 ; | |
| |
LBEC1: .byte $00 ;556.6Hz (C#5) Index #$4A | |
LBEC2: .byte $C8 ; | |
| |
LBEC3: .byte $00 ;588.8Hz (D5) Index #$4C | |
LBEC4: .byte $BD ; | |
| |
LBEC5: .byte $00 ;625.0Hz (D#5) Index #$4E | |
LBEC6: .byte $B2 ; | |
| |
LBEC7: .byte $00 ;662.0Hz (E5) Index #$50 | |
LBEC8: .byte $A8 ; | |
| |
LBEC9: .byte $00 ;699.2Hz (F5) Index #$52 | |
LBECA: .byte $9F ; | |
| |
LBECB: .byte $00 ;740.9Hz (F#5) Index #$54 | |
LBECC: .byte $96 ; | |
| |
LBECD: .byte $00 ;787.9Hz (G5) Index #$56 | |
LBECE: .byte $8D ; | |
| |
LBECF: .byte $00 ;834.9Hz (Ab5) Index #$58 | |
LBED0: .byte $85 ; | |
| |
LBED1: .byte $00 ;880.9HZ (A5) Index #$5A | |
LBED2: .byte $7E ; | |
| |
LBED3: .byte $00 ;940.1Hz (A#5) Index #$5C | |
LBED4: .byte $76 ; | |
| |
LBED5: .byte $00 ;990.0Hz (B5) Index #$5E | |
LBED6: .byte $70 ; | |
| |
LBED7: .byte $00 ;1055Hz (C6) Index #$60 | |
LBED8: .byte $69 ; | |
| |
LBED9: .byte $00 ;1118Hz (C#6) Index #$62 | |
LBEDA: .byte $63 ; | |
| |
LBEDB: .byte $00 ;1178Hz (D6) Index #$64 | |
LBEDC: .byte $5E ; | |
| |
LBEDD: .byte $00 ;1257Hz (D#6) Index #$66 | |
LBEDE: .byte $58 ; | |
| |
LBEDF: .byte $00 ;1332Hz (E6) Index #$68 | |
LBEE0: .byte $53 ; | |
| |
LBEE1: .byte $00 ;1398Hz (F6) Index #$6A | |
LBEE2: .byte $4F ; | |
| |
LBEE3: .byte $00 ;1492Hz (F#6) Index #$6C | |
LBEE4: .byte $4A ; | |
| |
LBEE5: .byte $00 ;1576Hz (G6) Index #$6E | |
LBEE6: .byte $46 ; | |
| |
LBEE7: .byte $00 ;1670Hz (Ab6) Index #$70 | |
LBEE8: .byte $42 ; | |
| |
LBEE9: .byte $00 ;1776Hz (A6) Index #$72 | |
LBEEA: .byte $3E ; | |
| |
LBEEB: .byte $00 ;1896Hz (A#6) Index #$74 | |
LBEEC: .byte $3A ; | |
| |
LBEED: .byte $00 ;1998Hz (B6) Index #$76 | |
LBEEE: .byte $37 ; | |
| |
LBEEF: .byte $00 ;2111Hz (C7) Index #$78 | |
LBEF0: .byte $34 ; | |
| |
LBEF1: .byte $00 ;2238Hz (C#7) Index #$7A | |
LBEF2: .byte $31 ; | |
| |
LBEF3: .byte $00 ;2380Hz (D7) Index #$7C | |
LBEF4: .byte $2E ; | |
| |
LBEF5: .byte $00 ;2796Hz (F7) Index #$7E | |
LBEF6: .byte $27 ; | |
| |
;The following tables are used to load the music frame count addresses ($0640 thru $0643). The | |
;larger the number, the longer the music will play a solid note. The number represents how | |
;many frames the note will play. There is a small discrepancy in time length because the | |
;Nintendo runs at 60 frames pers second and I am using 64 frames per second to make the | |
;numbers below divide more evenly. | |
| |
;Used by power up music and Kraid area music. | |
| |
NoteLengths0Tbl: | |
LBEF7: .byte $04 ;About 1/16 seconds ($B0) | |
LBEF8: .byte $08 ;About 1/8 seconds ($B1) | |
LBEF9: .byte $10 ;About 1/4 seconds ($B2) | |
LBEFA: .byte $20 ;About 1/2 seconds ($B3) | |
LBEFB: .byte $40 ;About 1 seconds ($B4) | |
LBEFC: .byte $18 ;About 3/8 seconds ($B5) | |
LBEFD: .byte $30 ;About 3/4 seconds ($B6) | |
LBEFE: .byte $0C ;About 3/16 seconds ($B7) | |
LBEFF: .byte $0B ;About 11/64 seconds ($B8) | |
LBF00: .byte $05 ;About 5/64 seconds ($B9) | |
LBF01: .byte $02 ;About 1/32 seconds ($BA) | |
| |
;Used by item room, fade in, Brinstar music, Ridley area music, Mother brain music, | |
;escape music, Norfair music and Tourian music. | |
| |
NoteLengths1Tbl: | |
LBF02: .byte $06 ;About 3/32 seconds ($B0) | |
LBF03: .byte $0C ;About 3/16 seconds ($B1) | |
LBF04: .byte $18 ;About 3/8 seconds ($B2) | |
LBF05: .byte $30 ;About 3/4 seconds ($B3) | |
LBF06: .byte $60 ;About 1 1/2 seconds ($B4) | |
LBF07: .byte $24 ;About 9/16 seconds ($B5) | |
LBF08: .byte $48 ;About 1 3/16 seconds ($B6) | |
LBF09: .byte $12 ;About 9/32 seconds ($B7) | |
LBF0A: .byte $10 ;About 1/4 seconds ($B8) | |
LBF0B: .byte $08 ;About 1/8 seconds ($B9) | |
LBF0C: .byte $03 ;About 3/64 seconds ($BA) | |
| |
;Used by intro and end game music. | |
| |
NoteLengths2Tbl: | |
LBF0D: .byte $10 ;About 1/4 seconds ($B0) | |
LBF0E: .byte $07 ;About 7/64 seconds ($B1) | |
LBF0F: .byte $0E ;About 7/32 seconds ($B2) | |
LBF10: .byte $1C ;About 7/16 seconds ($B3) | |
LBF11: .byte $38 ;About 7/8 seconds ($B4) | |
LBF12: .byte $70 ;About 1 13/16 seconds ($B5) | |
LBF13: .byte $2A ;About 21/32 seconds ($B6) | |
LBF14: .byte $54 ;About 1 5/16 seconds ($B7) | |
LBF15: .byte $15 ;About 21/64 seconds ($B8) | |
LBF16: .byte $12 ;About 9/32 seconds ($B9) | |
LBF17: .byte $02 ;About 1/32 seconds ($BA) | |
LBF18: .byte $03 ;About 3/64 seconds ($BB) | |
| |
InitializeMusic: | |
LBF19: JSR CheckMusicFlags ;($B3FC)Check to see if restarting current music. | |
LBF1C: LDA CurrentSFXFlags ;Load current SFX flags and store CurrentMusic address. | |
LBF1F: STA CurrentMusic ; | |
LBF22: LDA MusicInitIndex ; | |
LBF25: TAY ; | |
LBF26: LDA InitMusicIndexTbl,Y ;($BBFA)Find index for music in InitMusicInitIndexTbl. | |
LBF29: TAY ; | |
LBF2A: LDX #$00 ; | |
| |
LBF2C:* LDA InitMusicTbl,Y ;Base is $BD31. | |
LBF2F: STA NoteLengthTblOffset,X ; | |
LBF32: INY ;The following loop repeats 13 times to--> | |
LBF33: INX ;load the initial music addresses --> | |
LBF34: TXA ;(registers $062B thru $0637). | |
LBF35: CMP #$0D ; | |
LBF37: BNE - ; | |
| |
LBF39: LDA #$01 ;Resets addresses $0640 thru $0643 to #$01.--> | |
LBF3B: STA SQ1MusicFrameCount ;These addresses are used for counting the--> | |
LBF3E: STA SQ2MusicFrameCount ;number of frames music channels have been playing. | |
LBF41: STA TriangleMusicFrameCount ; | |
LBF44: STA NoiseMusicFrameCount ; | |
LBF47: LDA #$00 ; | |
LBF49: STA SQ1MusicIndexIndex ; | |
LBF4C: STA SQ2MusicIndexIndex ;Resets addresses $0638 thru $063B to #$00.--> | |
LBF4F: STA TriangleMusicIndexIndex ;These are the index to find sound channel data index. | |
LBF52: STA NoiseMusicIndexIndex ; | |
LBF55: RTS ; | |
| |
;The following data is a repeat of the above routine and is not used. | |
| |
LBF56: .byte $10, $07, $0E, $1C, $38, $70, $2A, $54, $15, $12, $02, $03, $20, $2C, $B4, $AD | |
LBF66: .byte $4D, $06, $8D, $8D, $06, $AD, $5E, $06, $A8, $B9, $2A, $BC, $A8, $A2, $00, $B9 | |
LBF76: .byte $61, $BD, $9D, $2B, $06, $C8, $E8, $8A, $C9, $0D, $D0, $F3, $A9, $01, $8D, $40 | |
LBF86: .byte $06, $8D, $41, $06, $8D, $42, $06, $8D, $43, $06, $A9, $00, $8D, $38, $06, $8D | |
LBF96: .byte $39, $06, $8D, $3A, $06, $8D, $3B, $06, $60, $FF, $00, $00, $00, $00, $00, $00 | |
LBFA6: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
| |
;----------------------------------------------[ RESET ]-------------------------------------------- | |
| |
RESET: | |
LBFB0: SEI ;Disables interrupt. | |
LBFB1: CLD ;Sets processor to binary mode. | |
LBFB2: LDX #$00 ; | |
LBFB4: STX PPUControl0 ;Clear PPU control registers. | |
LBFB7: STX PPUControl1 ; | |
LBFBA:* LDA PPUStatus ; | |
LBFBD: BPL - ;Wait for VBlank. | |
LBFBF:* LDA PPUStatus ; | |
LBFC2: BPL - ; | |
LBFC4: ORA #$FF ; | |
LBFC6: STA MMC1Reg0 ;Reset MMC1 chip.--> | |
LBFC9: STA MMC1Reg1 ;(MSB is set). | |
LBFCC: STA MMC1Reg2 ; | |
LBFCF: STA MMC1Reg3 ; | |
LBFD2: JMP Startup ;($C01A)Does preliminry housekeeping. | |
| |
;The following data is not used. | |
| |
LBFD5: .byte $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00 | |
LBFE5: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 | |
LBFF5: .byte $00, $00, $00, $00, $00 | |
| |
;----------------------------------------[ Interrupt vectors ]-------------------------------------- | |
| |
LBFFA: .word NMI ;($C0D9)NMI vector. | |
LBFFC: .word RESET ;($FFB0)Reset vector. | |
LBFFE: .word RESET ;($FFB0)IRQ vector. | |
</code> | |