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metroid:disassembly:brinstar_page [2015/04/20 23:05] – created gf_kennonmetroid:disassembly:brinstar_page [2015/06/07 12:14] (current) – Tabs to spaces snarfblam
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 ;--------------------------------------[ Forward declarations ]-------------------------------------- ;--------------------------------------[ Forward declarations ]--------------------------------------
  
-.alias startup $C01A +.alias startup                  $C01A 
-.alias NMI $C0D9 +.alias NMI                      $C0D9 
-.alias ChooseRoutine $C27C +.alias ChooseRoutine            $C27C 
-.alias Adiv32 $C2BE +.alias Adiv32                   $C2BE 
-.alias Amul16 $C2C5 +.alias Amul16                   $C2C5 
-.alias TwosCompliment $C3D4 +.alias TwosCompliment           $C3D4 
-.alias Base10Subtract $C3FB +.alias Base10Subtract           $C3FB 
-.alias SubtractHealth $CE92 +.alias SubtractHealth           $CE92 
-.alias SetProjectileAnim $D2FA +.alias SetProjectileAnim        $D2FA 
-.alias UpdateEnemyAnim $E094 +.alias UpdateEnemyAnim          $E094 
-.alias VerticalRoomCentered $E21B+.alias VerticalRoomCentered     $E21B
  
 ;-----------------------------------------[ Start of code ]------------------------------------------ ;-----------------------------------------[ Start of code ]------------------------------------------
  
-L8000: JMP $F410 +L8000:  JMP $F410 
-L8003: JMP $F438 +L8003:  JMP $F438 
-L8006: JMP $F416 +L8006:  JMP $F416 
-L8009: JMP $F852 +L8009:  JMP $F852 
-L800C: JMP UpdateEnemyAnim ;($E094) +L800C:  JMP UpdateEnemyAnim             ;($E094) 
-L800F: JMP $F68D +L800F:  JMP $F68D 
-L8012: JMP $F83E +L8012:  JMP $F83E 
-L8015: JMP $F85A +L8015:  JMP $F85A 
-L8018: JMP $FBB9 +L8018:  JMP $FBB9 
-L801B: JMP $FB88 +L801B:  JMP $FB88 
-L801E: JMP $FBCA +L801E:  JMP $FBCA 
-L8021: JMP $F870 +L8021:  JMP $F870 
-L8024: JMP ChooseRoutine ;($C27C) +L8024:  JMP ChooseRoutine               ;($C27C) 
-L8027: JMP $FD8F +L8027:  JMP $FD8F 
-L802A: JMP $EB6E +L802A:  JMP $EB6E 
-L802D: JMP $8244 +L802D:  JMP $8244 
-L8030: JMP $8318 +L8030:  JMP $8318 
-L8033: JMP $FA1E +L8033:  JMP $FA1E 
-L8036: JMP $833F +L8036:  JMP $833F 
-L8039: JMP $8395 +L8039:  JMP $8395 
-L803C: JMP $DD8B +L803C:  JMP $DD8B 
-L803F: JMP $FEDC +L803F:  JMP $FEDC 
-L8042: JMP SubtractHealth ;($CE92) +L8042:  JMP SubtractHealth              ;($CE92) 
-L8045: JMP Base10Subtract ;($C3FB)+L8045:  JMP Base10Subtract              ;($C3FB)
  
-L8048: .word $84FD, $84A6, $844A, $844A, $84A6, $84FD, $83F4, $83F4+L8048:  .word $84FD, $84A6, $844A, $844A, $84A6, $84FD, $83F4, $83F4
  
-L8058: LDX PageIndex +L8058:  LDX PageIndex 
-L805A: LDA $0405,X +L805A:  LDA $0405,X 
-L805D: ASL  +L805D:  ASL  
-L805E: BMI ++++++++ +L805E:  BMI ++++++++ 
-L8060: LDA EnStatus,+L8060:  LDA EnStatus,
-L8063: CMP #$02 +L8063:  CMP #$02 
-L8065: BNE ++++++++ +L8065:  BNE ++++++++ 
-L8067: JSR $8244 +L8067:  JSR $8244 
-L806A: LDA $00 +L806A:  LDA $00 
-L806C: BPL ++ +L806C:  BPL ++ 
-L806E: JSR TwosCompliment ;($C3D4) +L806E:  JSR TwosCompliment              ;($C3D4) 
-L8071: STA $66 +L8071:  STA $66 
-L8073:* JSR $83F5 +L8073:* JSR $83F5 
-L8076: JSR $80B8 +L8076:  JSR $80B8 
-L8079: DEC $66 +L8079:  DEC $66 
-L807B: BNE - +L807B:  BNE - 
-L807D:* BEQ ++ +L807D:* BEQ ++ 
-L807F: STA $66 +L807F:  STA $66 
-L8081:* JSR $844B +L8081:* JSR $844B 
-L8084: JSR $80FB +L8084:  JSR $80FB 
-L8087: DEC $66 +L8087:  DEC $66 
-L8089: BNE - +L8089:  BNE - 
-L808B:* JSR $8318 +L808B:* JSR $8318 
-L808E: LDA $00 +L808E:  LDA $00 
-L8090: BPL ++ +L8090:  BPL ++ 
-L8092: JSR TwosCompliment ;($C3D4) +L8092:  JSR TwosCompliment              ;($C3D4) 
-L8095: STA $66 +L8095:  STA $66 
-L8097:* JSR $84A7 +L8097:* JSR $84A7 
-L809A: JSR $816E +L809A:  JSR $816E 
-L809D: DEC $66 +L809D:  DEC $66 
-L809F: BNE - +L809F:  BNE - 
-L80A1:* BEQ ++ +L80A1:* BEQ ++ 
-L80A3: STA $66 +L80A3:  STA $66 
-L80A5:* JSR $84FE +L80A5:* JSR $84FE 
-L80A8: JSR $8134 +L80A8:  JSR $8134 
-L80AB: DEC $66 +L80AB:  DEC $66 
-L80AD: BNE - +L80AD:  BNE - 
-L80AF:* RTS+L80AF:* RTS
    
-L80B0: LDY EnDataIndex,+L80B0:  LDY EnDataIndex,
-L80B3: LDA $977B,Y +L80B3:  LDA $977B,Y 
-L80B6: ASL ;*2  +L80B6:  ASL                             ;*2  
-L80B7: RTS+L80B7:  RTS
  
-L80B8: LDX PageIndex +L80B8:  LDX PageIndex 
-L80BA: BCS $80FA +L80BA:  BCS $80FA 
-L80BC: LDA $0405,X +L80BC:  LDA $0405,X 
-L80BF: BPL $80C7 +L80BF:  BPL $80C7 
-L80C1: JSR $81FC +L80C1:  JSR $81FC 
-L80C4: JMP $80F6 +L80C4:  JMP $80F6 
-L80C7: JSR $80B0 +L80C7:  JSR $80B0 
-L80CA: BPL $80EA +L80CA:  BPL $80EA 
-L80CC: LDA $6B03,X +L80CC:  LDA $6B03,X 
-L80CF: BEQ $80C1 +L80CF:  BEQ $80C1 
-L80D1: BPL $80D8 +L80D1:  BPL $80D8 
-L80D3: JSR $81B1 +L80D3:  JSR $81B1 
-L80D6: BEQ $80E2 +L80D6:  BEQ $80E2 
-L80D8: SEC  +L80D8:  SEC  
-L80D9: ROR $0402,X +L80D9:  ROR $0402,X 
-L80DC: ROR EnCounter,+L80DC:  ROR EnCounter,
-L80DF: JMP $80F6 +L80DF:  JMP $80F6 
-L80E2: STA $0402,X +L80E2:  STA $0402,X 
-L80E5: STA EnCounter,+L80E5:  STA EnCounter,
-L80E8: BEQ $80F6 +L80E8:  BEQ $80F6 
-L80EA: LDA $977B,Y +L80EA:  LDA $977B,Y 
-L80ED: LSR  +L80ED:  LSR  
-L80EE: LSR  +L80EE:  LSR  
-L80EF: BCC $80F6 +L80EF:  BCC $80F6 
-L80F1: LDA #$04 +L80F1:  LDA #$04 
-L80F3: JSR $856B +L80F3:  JSR $856B 
-L80F6: LDA #$01 +L80F6:  LDA #$01 
-L80F8: STA $66 +L80F8:  STA $66 
-L80FA: RTS+L80FA:  RTS
    
-L80FB: LDX PageIndex +L80FB:  LDX PageIndex 
-L80FD: BCS $8133 +L80FD:  BCS $8133 
-L80FF: LDA $0405,X +L80FF:  LDA $0405,X 
-L8102: BPL $810A +L8102:  BPL $810A 
-L8104: JSR $81FC +L8104:  JSR $81FC 
-L8107: JMP $812F +L8107:  JMP $812F 
-L810A: JSR $80B0 +L810A:  JSR $80B0 
-L810D: BPL $8123 +L810D:  BPL $8123 
-L810F: LDA $6B03,X +L810F:  LDA $6B03,X 
-L8112: BEQ $8104 +L8112:  BEQ $8104 
-L8114: BPL $8120 +L8114:  BPL $8120 
-L8116: CLC  +L8116:  CLC  
-L8117: ROR $0402,X +L8117:  ROR $0402,X 
-L811A: ROR EnCounter,+L811A:  ROR EnCounter,
-L811D: JMP $812F +L811D:  JMP $812F 
-L8120: JSR $81B1 +L8120:  JSR $81B1 
-L8123: LDA $977B,Y +L8123:  LDA $977B,Y 
-L8126: LSR  +L8126:  LSR  
-L8127: LSR  +L8127:  LSR  
-L8128: BCC $812F +L8128:  BCC $812F 
-L812A: LDA #$04 +L812A:  LDA #$04 
-L812C: JSR $856B +L812C:  JSR $856B 
-L812F: LDA #$01 +L812F:  LDA #$01 
-L8131: STA $66 +L8131:  STA $66 
-L8133: RTS+L8133:  RTS
    
-L8134: LDX PageIndex +L8134:  LDX PageIndex 
-L8136: BCS $816D +L8136:  BCS $816D 
-L8138: JSR $80B0 +L8138:  JSR $80B0 
-L813B: BPL $815E +L813B:  BPL $815E 
-L813D: LDA $0405,X +L813D:  LDA $0405,X 
-L8140: BMI $8148 +L8140:  BMI $8148 
-L8142: JSR $81C7 +L8142:  JSR $81C7 
-L8145: JMP $8169 +L8145:  JMP $8169 
-L8148: LDA $6B03,X +L8148:  LDA $6B03,X 
-L814B: BEQ $8142 +L814B:  BEQ $8142 
-L814D: BPL $8159 +L814D:  BPL $8159 
-L814F: CLC  +L814F:  CLC  
-L8150: ROR $0403,X +L8150:  ROR $0403,X 
-L8153: ROR $0407,X +L8153:  ROR $0407,X 
-L8156: JMP $8169 +L8156:  JMP $8169 
-L8159: JSR $81C0 +L8159:  JSR $81C0 
-L815C: BEQ $8169 +L815C:  BEQ $8169 
-L815E: LDA $977B,Y +L815E:  LDA $977B,Y 
-L8161: LSR  +L8161:  LSR  
-L8162: BCC $8169 +L8162:  BCC $8169 
-L8164: LDA #$01 +L8164:  LDA #$01 
-L8166: JSR $856B +L8166:  JSR $856B 
-L8169: LDA #$01 +L8169:  LDA #$01 
-L816B: STA $66 +L816B:  STA $66 
-L816D: RTS+L816D:  RTS
  
-L816E: LDX PageIndex +L816E:  LDX PageIndex 
-L8170: BCS $81B0 +L8170:  BCS $81B0 
-L8172: JSR $80B0 +L8172:  JSR $80B0 
-L8175: BPL $81A0 +L8175:  BPL $81A0 
-L8177: LDA $0405,X +L8177:  LDA $0405,X 
-L817A: BMI $8182 +L817A:  BMI $8182 
-L817C: JSR $81C7 +L817C:  JSR $81C7 
-L817F: JMP $81AC +L817F:  JMP $81AC 
-L8182: LDA $6B03,X +L8182:  LDA $6B03,X 
-L8185: BEQ $817C +L8185:  BEQ $817C 
-L8187: BPL $818E +L8187:  BPL $818E 
-L8189: JSR $81C0 +L8189:  JSR $81C0 
-L818C: BEQ $8198 +L818C:  BEQ $8198 
-L818E: SEC  +L818E:  SEC  
-L818F: ROR $0403,X +L818F:  ROR $0403,X 
-L8192: ROR $0407,X +L8192:  ROR $0407,X 
-L8195: JMP $81AC +L8195:  JMP $81AC 
-L8198: STA $0403,X +L8198:  STA $0403,X 
-L819B: STA $0407,X +L819B:  STA $0407,X 
-L819E: BEQ $81AC +L819E:  BEQ $81AC 
-L81A0: JSR $80B0 +L81A0:  JSR $80B0 
-L81A3: LSR  +L81A3:  LSR  
-L81A4: LSR  +L81A4:  LSR  
-L81A5: BCC $81AC +L81A5:  BCC $81AC 
-L81A7: LDA #$01 +L81A7:  LDA #$01 
-L81A9: JSR $856B +L81A9:  JSR $856B 
-L81AC: LDA #$01 +L81AC:  LDA #$01 
-L81AE: STA $66 +L81AE:  STA $66 
-L81B0: RTS+L81B0:  RTS
    
-L81B1: JSR $81B8 +L81B1:  JSR $81B8 
-L81B4: STA $6AFE,X +L81B4:  STA $6AFE,X 
-L81B7: RTS+L81B7:  RTS
  
-L81B8: LDA #$20 +L81B8:  LDA #$20 
-L81BA: JSR $F744 +L81BA:  JSR $F744 
-L81BD: LDA #$00 +L81BD:  LDA #$00 
-L81BF: RTS+L81BF:  RTS
  
-L81C0: JSR $81B8 +L81C0:  JSR $81B8 
-L81C3: STA $6AFF,X +L81C3:  STA $6AFF,X 
-L81C6: RTS+L81C6:  RTS
  
-L81C7: JSR $81F6 +L81C7:  JSR $81F6 
-L81CA: BNE $81F5 +L81CA:  BNE $81F5 
-L81CC: LDA #$01 +L81CC:  LDA #$01 
-L81CE: JSR $856B +L81CE:  JSR $856B 
-L81D1: LDA $6AFF,X +L81D1:  LDA $6AFF,X 
-L81D4: JSR $C3D4 +L81D4:  JSR $C3D4 
-L81D7: STA $6AFF,X+L81D7:  STA $6AFF,X
  
-L81DA: JSR $81F6 +L81DA:  JSR $81F6 
-L81DD: BNE $81F5 +L81DD:  BNE $81F5 
-L81DF: JSR $80B0 +L81DF:  JSR $80B0 
-L81E2: SEC  +L81E2:  SEC  
-L81E3: BPL $81ED +L81E3:  BPL $81ED 
-L81E5: LDA #$00 +L81E5:  LDA #$00 
-L81E7: SBC $0407,X +L81E7:  SBC $0407,X 
-L81EA: STA $0407,X +L81EA:  STA $0407,X 
-L81ED: LDA #$00 +L81ED:  LDA #$00 
-L81EF: SBC $0403,X +L81EF:  SBC $0403,X 
-L81F2: STA $0403,X +L81F2:  STA $0403,X 
-L81F5: RTS+L81F5:  RTS
  
-L81F6: JSR $F74B +L81F6:  JSR $F74B 
-L81F9: AND #$20 +L81F9:  AND #$20 
-L81FB: RTS+L81FB:  RTS
  
-L81FC: JSR $81F6 +L81FC:  JSR $81F6 
-L81FF: BNE $81F5 +L81FF:  BNE $81F5 
-L8201: LDA #$04 +L8201:  LDA #$04 
-L8203: JSR $856B +L8203:  JSR $856B 
-L8206: LDA $6AFE,X +L8206:  LDA $6AFE,X 
-L8209: JSR $C3D4 +L8209:  JSR $C3D4 
-L820C: STA $6AFE,X+L820C:  STA $6AFE,X
  
-L820F: JSR $81F6 +L820F:  JSR $81F6 
-L8212: BNE $822A +L8212:  BNE $822A 
-L8214: JSR $80B0 +L8214:  JSR $80B0 
-L8217: SEC  +L8217:  SEC  
-L8218: BPL $8222 +L8218:  BPL $8222 
-L821A: LDA #$00 +L821A:  LDA #$00 
-L821C: SBC EnCounter,+L821C:  SBC EnCounter,
-L821F: STA EnCounter,+L821F:  STA EnCounter,
-L8222: LDA #$00 +L8222:  LDA #$00 
-L8224: SBC $0402,X +L8224:  SBC $0402,X 
-L8227: STA $0402,X +L8227:  STA $0402,X 
-L822A: RTS +L822A:  RTS 
  
-L822B: LDA $0405,X +L822B:  LDA $0405,X 
-L822E: BPL $8232 +L822E:  BPL $8232 
-L8230: LSR  +L8230:  LSR  
-L8231: LSR  +L8231:  LSR  
-L8232: LSR  +L8232:  LSR  
-L8233: LDA $0408,X +L8233:  LDA $0408,X 
-L8236: ROL  +L8236:  ROL  
-L8237: ASL  +L8237:  ASL  
-L8238: TAY  +L8238:  TAY  
-L8239: LDA $96DB,Y +L8239:  LDA $96DB,Y 
-L823C: STA $81 +L823C:  STA $81 
-L823E: LDA $96DC,Y +L823E:  LDA $96DC,Y 
-L8241: STA $82 +L8241:  STA $82 
-L8243: RTS+L8243:  RTS
  
-L8244: JSR $80B0 +L8244:  JSR $80B0 
-L8247: BPL $824C +L8247:  BPL $824C 
-L8249: JMP $833F +L8249:  JMP $833F 
-L824C: LDA $0405,X +L824C:  LDA $0405,X 
-L824F: AND #$20 +L824F:  AND #$20 
-L8251: EOR #$20 +L8251:  EOR #$20 
-L8253: BEQ $82A2 +L8253:  BEQ $82A2 
-L8255: JSR $822B +L8255:  JSR $822B 
-L8258: LDY EnCounter,+L8258:  LDY EnCounter,
-L825B: LDA ($81),Y +L825B:  LDA ($81),Y 
-L825D: CMP #$F0 +L825D:  CMP #$F0 
-L825F: BCC $827F +L825F:  BCC $827F 
-L8261: CMP #$FA +L8261:  CMP #$FA 
-L8263: BEQ $827C +L8263:  BEQ $827C 
-L8265: CMP #$FB +L8265:  CMP #$FB 
-L8267: BEQ $82B0 +L8267:  BEQ $82B0 
-L8269: CMP #$FC +L8269:  CMP #$FC 
-L826B: BEQ $82B3 +L826B:  BEQ $82B3 
-L826D: CMP #$FD +L826D:  CMP #$FD 
-L826F: BEQ $82A5 +L826F:  BEQ $82A5 
-L8271: CMP #$FE +L8271:  CMP #$FE 
-L8273: BEQ $82DE +L8273:  BEQ $82DE 
-L8275: LDA #$00 +L8275:  LDA #$00 
-L8277: STA EnCounter,+L8277:  STA EnCounter,
-L827A: BEQ $8258 +L827A:  BEQ $8258 
-L827C: JMP $8312 +L827C:  JMP $8312 
-L827F: SEC  +L827F:  SEC  
-L8280: SBC EnDelay,X +L8280:  SBC EnDelay,X 
-L8283: BNE $8290 +L8283:  BNE $8290 
-L8285: STA EnDelay,X +L8285:  STA EnDelay,X 
-L8288: INY  +L8288:  INY  
-L8289: INY  +L8289:  INY  
-L828A: TYA  +L828A:  TYA  
-L828B: STA EnCounter,+L828B:  STA EnCounter,
-L828E: BNE $825B +L828E:  BNE $825B 
-L8290: INC EnDelay,X +L8290:  INC EnDelay,X 
-L8293: INY  +L8293:  INY  
-L8294: LDA ($81),Y +L8294:  LDA ($81),Y 
-L8296: ASL  +L8296:  ASL  
-L8297: PHP  +L8297:  PHP  
-L8298: JSR Adiv32 ;($C2BE)Divide by 32. +L8298:  JSR Adiv32                      ;($C2BE)Divide by 32. 
-L829B: PLP  +L829B:  PLP  
-L829C: BCC $82A2 +L829C:  BCC $82A2 
-L829E: EOR #$FF +L829E:  EOR #$FF 
-L82A0: ADC #$00 +L82A0:  ADC #$00 
-L82A2: STA $00 +L82A2:  STA $00 
-L82A4: RTS+L82A4:  RTS
  
-L82A5: INC EnCounter,+L82A5:  INC EnCounter,
-L82A8: INY  +L82A8:  INY  
-L82A9: LDA #$00 +L82A9:  LDA #$00 
-L82AB: STA $6B01,X +L82AB:  STA $6B01,X 
-L82AE: BEQ $825B +L82AE:  BEQ $825B 
-L82B0: PLA  +L82B0:  PLA  
-L82B1: PLA  +L82B1:  PLA  
-L82B2: RTS+L82B2:  RTS
  
-L82B3: LDA $6B03,X +L82B3:  LDA $6B03,X 
-L82B6: BPL $82BE +L82B6:  BPL $82BE 
-L82B8: JSR $E770 +L82B8:  JSR $E770 
-L82BB: JMP $82C3 +L82BB:  JMP $82C3 
-L82BE: BEQ $82D2 +L82BE:  BEQ $82D2 
-L82C0: JSR $E77B +L82C0:  JSR $E77B 
-L82C3: LDX PageIndex +L82C3:  LDX PageIndex 
-L82C5: BCS $82D2 +L82C5:  BCS $82D2 
-L82C7: LDY EnCounter,+L82C7:  LDY EnCounter,
-L82CA: INY  +L82CA:  INY  
-L82CB: LDA #$00 +L82CB:  LDA #$00 
-L82CD: STA $6B03,X +L82CD:  STA $6B03,X 
-L82D0: BEQ $82D7 +L82D0:  BEQ $82D7 
-L82D2: LDY EnCounter,+L82D2:  LDY EnCounter,
-L82D5: DEY  +L82D5:  DEY  
-L82D6: DEY  +L82D6:  DEY  
-L82D7: TYA  +L82D7:  TYA  
-L82D8: STA EnCounter,+L82D8:  STA EnCounter,
-L82DB: JMP $825B +L82DB:  JMP $825B 
-L82DE: DEY  +L82DE:  DEY  
-L82DF: DEY  +L82DF:  DEY  
-L82E0: TYA  +L82E0:  TYA  
-L82E1: STA EnCounter,+L82E1:  STA EnCounter,
-L82E4: LDA $6B03,X +L82E4:  LDA $6B03,X 
-L82E7: BPL $82EF +L82E7:  BPL $82EF 
-L82E9: JSR $E770 +L82E9:  JSR $E770 
-L82EC: JMP $82F4 +L82EC:  JMP $82F4 
-L82EF: BEQ $82FB +L82EF:  BEQ $82FB 
-L82F1: JSR $E77B +L82F1:  JSR $E77B 
-L82F4: LDX PageIndex +L82F4:  LDX PageIndex 
-L82F6: BCC $82FB +L82F6:  BCC $82FB 
-L82F8: JMP $8258 +L82F8:  JMP $8258 
-L82FB: LDY EnDataIndex,+L82FB:  LDY EnDataIndex,
-L82FE: LDA $968B,Y +L82FE:  LDA $968B,Y 
-L8301: AND #$20 +L8301:  AND #$20 
-L8303: BEQ $8312 +L8303:  BEQ $8312 
-L8305: LDA $0405,X +L8305:  LDA $0405,X 
-L8308: EOR #$05 +L8308:  EOR #$05 
-L830A: ORA $968B,Y +L830A:  ORA $968B,Y 
-L830D: AND #$1F +L830D:  AND #$1F 
-L830F: STA $0405,X +L830F:  STA $0405,X 
-L8312: JSR $81B1 +L8312:  JSR $81B1 
-L8315: JMP $82A2 +L8315:  JMP $82A2 
-L8318: JSR $80B0 +L8318:  JSR $80B0 
-L831B: BPL $8320 +L831B:  BPL $8320 
-L831D: JMP $8395 +L831D:  JMP $8395 
-L8320: LDA $0405,X +L8320:  LDA $0405,X 
-L8323: AND #$20 +L8323:  AND #$20 
-L8325: EOR #$20 +L8325:  EOR #$20 
-L8327: BEQ $833C +L8327:  BEQ $833C 
-L8329: LDY EnCounter,+L8329:  LDY EnCounter,
-L832C: INY  +L832C:  INY  
-L832D: LDA ($81),Y +L832D:  LDA ($81),Y 
-L832F: TAX  +L832F:  TAX  
-L8330: AND #$08 +L8330:  AND #$08 
-L8332: PHP  +L8332:  PHP  
-L8333: TXA  +L8333:  TXA  
-L8334: AND #$07 +L8334:  AND #$07 
-L8336: PLP  +L8336:  PLP  
-L8337: BEQ $833C +L8337:  BEQ $833C 
-L8339: JSR $C3D4 +L8339:  JSR $C3D4 
-L833C: STA $00 +L833C:  STA $00 
-L833E: RTS+L833E:  RTS
  
-L833F: LDY #$0E +L833F:  LDY #$0E 
-L8341: LDA $6AFE,X +L8341:  LDA $6AFE,X 
-L8344: BMI $835E +L8344:  BMI $835E 
-L8346: CLC  +L8346:  CLC  
-L8347: ADC EnCounter,+L8347:  ADC EnCounter,
-L834A: STA EnCounter,+L834A:  STA EnCounter,
-L834D: LDA $0402,X +L834D:  LDA $0402,X 
-L8350: ADC #$00 +L8350:  ADC #$00 
-L8352: STA $0402,X +L8352:  STA $0402,X 
-L8355: BPL $8376 +L8355:  BPL $8376 
-L8357: JSR $C3D4 +L8357:  JSR $C3D4 
-L835A: LDY #$F2 +L835A:  LDY #$F2 
-L835C: BNE $8376 +L835C:  BNE $8376 
-L835E: JSR $C3D4 +L835E:  JSR $C3D4 
-L8361: SEC  +L8361:  SEC  
-L8362: STA $00 +L8362:  STA $00 
-L8364: LDA EnCounter,+L8364:  LDA EnCounter,
-L8367: SBC $00 +L8367:  SBC $00 
-L8369: STA EnCounter,+L8369:  STA EnCounter,
-L836C: LDA $0402,X +L836C:  LDA $0402,X 
-L836F: SBC #$00 +L836F:  SBC #$00 
-L8371: STA $0402,X +L8371:  STA $0402,X 
-L8374: BMI $8357 +L8374:  BMI $8357 
-L8376: CMP #$0E +L8376:  CMP #$0E 
-L8378: BCC $8383 +L8378:  BCC $8383 
-L837A: LDA #$00 +L837A:  LDA #$00 
-L837C: STA EnCounter,+L837C:  STA EnCounter,
-L837F: TYA  +L837F:  TYA  
-L8380: STA $0402,X +L8380:  STA $0402,X 
-L8383: LDA $6AFC,X +L8383:  LDA $6AFC,X 
-L8386: CLC  +L8386:  CLC  
-L8387: ADC EnCounter,+L8387:  ADC EnCounter,
-L838A: STA $6AFC,X +L838A:  STA $6AFC,X 
-L838D: LDA #$00 +L838D:  LDA #$00 
-L838F: ADC $0402,X +L838F:  ADC $0402,X 
-L8392: STA $00 +L8392:  STA $00 
-L8394: RTS+L8394:  RTS
  
-L8395: LDA #$00 +L8395:  LDA #$00 
-L8397: STA $00 +L8397:  STA $00 
-L8399: STA $02 +L8399:  STA $02 
-L839B: LDA #$0E +L839B:  LDA #$0E 
-L839D: STA $01 +L839D:  STA $01 
-L839F: STA $03 +L839F:  STA $03 
-L83A1: LDA $0407,X +L83A1:  LDA $0407,X 
-L83A4: CLC  +L83A4:  CLC  
-L83A5: ADC $6AFF,X +L83A5:  ADC $6AFF,X 
-L83A8: STA $0407,X +L83A8:  STA $0407,X 
-L83AB: STA $04 +L83AB:  STA $04 
-L83AD: LDA #$00 +L83AD:  LDA #$00 
-L83AF: LDY $6AFF,X +L83AF:  LDY $6AFF,X 
-L83B2: BPL $83B6 +L83B2:  BPL $83B6 
-L83B4: LDA #$FF +L83B4:  LDA #$FF 
-L83B6: ADC $0403,X +L83B6:  ADC $0403,X 
-L83B9: STA $0403,X +L83B9:  STA $0403,X 
-L83BC: TAY  +L83BC:  TAY  
-L83BD: BPL $83D0 +L83BD:  BPL $83D0 
-L83BF: LDA #$00 +L83BF:  LDA #$00 
-L83C1: SEC  +L83C1:  SEC  
-L83C2: SBC $0407,X +L83C2:  SBC $0407,X 
-L83C5: STA $04 +L83C5:  STA $04 
-L83C7: LDA #$00 +L83C7:  LDA #$00 
-L83C9: SBC $0403,X +L83C9:  SBC $0403,X 
-L83CC: TAY  +L83CC:  TAY  
-L83CD: JSR $E449 +L83CD:  JSR $E449 
-L83D0: LDA $04 +L83D0:  LDA $04 
-L83D2: CMP $02 +L83D2:  CMP $02 
-L83D4: TYA  +L83D4:  TYA  
-L83D5: SBC $03 +L83D5:  SBC $03 
-L83D7: BCC $83E3 +L83D7:  BCC $83E3 
-L83D9: LDA $00 +L83D9:  LDA $00 
-L83DB: STA $0407,X +L83DB:  STA $0407,X 
-L83DE: LDA $01 +L83DE:  LDA $01 
-L83E0: STA $0403,X +L83E0:  STA $0403,X 
-L83E3: LDA $6AFD,X +L83E3:  LDA $6AFD,X 
-L83E6: CLC  +L83E6:  CLC  
-L83E7: ADC $0407,X +L83E7:  ADC $0407,X 
-L83EA: STA $6AFD,X +L83EA:  STA $6AFD,X 
-L83ED: LDA #$00 +L83ED:  LDA #$00 
-L83EF: ADC $0403,X +L83EF:  ADC $0403,X 
-L83F2: STA $00 +L83F2:  STA $00 
-L83F4: RTS+L83F4:  RTS
  
-L83F5: LDX PageIndex +L83F5:  LDX PageIndex 
-L83F7: LDA EnYRoomPos,+L83F7:  LDA EnYRoomPos,
-L83FA: SEC  +L83FA:  SEC  
-L83FB: SBC EnRadY,X +L83FB:  SBC EnRadY,X 
-L83FE: AND #$07 +L83FE:  AND #$07 
-L8400: SEC  +L8400:  SEC  
-L8401: BNE $8406 +L8401:  BNE $8406 
-L8403: JSR $E770 +L8403:  JSR $E770 
-L8406: LDY #$00 +L8406:  LDY #$00 
-L8408: STY $00 +L8408:  STY $00 
-L840A: LDX PageIndex +L840A:  LDX PageIndex 
-L840C: BCC $844A +L840C:  BCC $844A 
-L840E: INC $00 +L840E:  INC $00 
-L8410: LDY EnYRoomPos,+L8410:  LDY EnYRoomPos,
-L8413: BNE $8429 +L8413:  BNE $8429 
-L8415: LDY #$F0 +L8415:  LDY #$F0 
-L8417: LDA $49 +L8417:  LDA $49 
-L8419: CMP #$02 +L8419:  CMP #$02 
-L841B: BCS $8429 +L841B:  BCS $8429 
-L841D: LDA $FC +L841D:  LDA $FC 
-L841F: BEQ $844A +L841F:  BEQ $844A 
-L8421: JSR $8563 +L8421:  JSR $8563 
-L8424: BEQ $844A +L8424:  BEQ $844A 
-L8426: JSR $855A +L8426:  JSR $855A 
-L8429: DEY  +L8429:  DEY  
-L842A: TYA  +L842A:  TYA  
-L842B: STA EnYRoomPos,+L842B:  STA EnYRoomPos,
-L842E: CMP EnRadY,X +L842E:  CMP EnRadY,X 
-L8431: BNE $8441 +L8431:  BNE $8441 
-L8433: LDA $FC +L8433:  LDA $FC 
-L8435: BEQ $843C +L8435:  BEQ $843C 
-L8437: JSR $8563 +L8437:  JSR $8563 
-L843A: BNE $8441 +L843A:  BNE $8441 
-L843C: INC EnYRoomPos,+L843C:  INC EnYRoomPos,
-L843F: CLC  +L843F:  CLC  
-L8440: RTS+L8440:  RTS
  
-L8441: LDA $0405,X +L8441:  LDA $0405,X 
-L8444: BMI $8449 +L8444:  BMI $8449 
-L8446: INC $6B01,X +L8446:  INC $6B01,X 
-L8449: SEC  +L8449:  SEC  
-L844A: RTS+L844A:  RTS
  
-L844B: LDX PageIndex +L844B:  LDX PageIndex 
-L844D: LDA EnYRoomPos,+L844D:  LDA EnYRoomPos,
-L8450: CLC  +L8450:  CLC  
-L8451: ADC EnRadY,X +L8451:  ADC EnRadY,X 
-L8454: AND #$07 +L8454:  AND #$07 
-L8456: SEC  +L8456:  SEC  
-L8457: BNE $845C +L8457:  BNE $845C 
-L8459: JSR $E77B +L8459:  JSR $E77B 
-L845C: LDY #$00 +L845C:  LDY #$00 
-L845E: STY $00 +L845E:  STY $00 
-L8460: LDX PageIndex +L8460:  LDX PageIndex 
-L8462: BCC $84A6 +L8462:  BCC $84A6 
-L8464: INC $00 +L8464:  INC $00 
-L8466: LDY EnYRoomPos,+L8466:  LDY EnYRoomPos,
-L8469: CPY #$EF +L8469:  CPY #$EF 
-L846B: BNE $8481 +L846B:  BNE $8481 
-L846D: LDY #$FF +L846D:  LDY #$FF 
-L846F: LDA $49 +L846F:  LDA $49 
-L8471: CMP #$02 +L8471:  CMP #$02 
-L8473: BCS $8481 +L8473:  BCS $8481 
-L8475: LDA $FC +L8475:  LDA $FC 
-L8477: BEQ $84A6 +L8477:  BEQ $84A6 
-L8479: JSR $8563 +L8479:  JSR $8563 
-L847C: BNE $84A6 +L847C:  BNE $84A6 
-L847E: JSR $855A +L847E:  JSR $855A 
-L8481: INY  +L8481:  INY  
-L8482: TYA  +L8482:  TYA  
-L8483: STA EnYRoomPos,+L8483:  STA EnYRoomPos,
-L8486: CLC  +L8486:  CLC  
-L8487: ADC EnRadY,X +L8487:  ADC EnRadY,X 
-L848A: CMP #$EF +L848A:  CMP #$EF 
-L848C: BNE $849D +L848C:  BNE $849D 
-L848E: LDA $FC +L848E:  LDA $FC 
-L8490: BEQ $8497 +L8490:  BEQ $8497 
-L8492: JSR $8563 +L8492:  JSR $8563 
-L8495: BEQ $849D +L8495:  BEQ $849D 
-L8497: DEC EnYRoomPos,+L8497:  DEC EnYRoomPos,
-L849A: CLC  +L849A:  CLC  
-L849B: BCC $84A6 +L849B:  BCC $84A6 
-L849D: LDA $0405,X +L849D:  LDA $0405,X 
-L84A0: BMI $84A5 +L84A0:  BMI $84A5 
-L84A2: DEC $6B01,X +L84A2:  DEC $6B01,X 
-L84A5: SEC  +L84A5:  SEC  
-L84A6: RTS+L84A6:  RTS
  
-L84A7: LDX PageIndex +L84A7:  LDX PageIndex 
-L84A9: LDA EnXRoomPos,+L84A9:  LDA EnXRoomPos,
-L84AC: SEC  +L84AC:  SEC  
-L84AD: SBC EnRadX,X +L84AD:  SBC EnRadX,X 
-L84B0: AND #$07 +L84B0:  AND #$07 
-L84B2: SEC  +L84B2:  SEC  
-L84B3: BNE $84B8 +L84B3:  BNE $84B8 
-L84B5: JSR $E8F1 +L84B5:  JSR $E8F1 
-L84B8: LDY #$00 +L84B8:  LDY #$00 
-L84BA: STY $00 +L84BA:  STY $00 
-L84BC: LDX PageIndex +L84BC:  LDX PageIndex 
-L84BE: BCC $84FD +L84BE:  BCC $84FD 
-L84C0: INC $00 +L84C0:  INC $00 
-L84C2: LDY EnXRoomPos,+L84C2:  LDY EnXRoomPos,
-L84C5: BNE $84DA +L84C5:  BNE $84DA 
-L84C7: LDA $49 +L84C7:  LDA $49 
-L84C9: CMP #$02 +L84C9:  CMP #$02 
-L84CB: BCC $84DA +L84CB:  BCC $84DA 
-L84CD: LDA $FD +L84CD:  LDA $FD 
-L84CF: BEQ $84D4 +L84CF:  BEQ $84D4 
-L84D1: JSR $8563 +L84D1:  JSR $8563 
-L84D4: CLC  +L84D4:  CLC  
-L84D5: BEQ $84FD +L84D5:  BEQ $84FD 
-L84D7: JSR $855A +L84D7:  JSR $855A 
-L84DA: DEC EnXRoomPos,+L84DA:  DEC EnXRoomPos,
-L84DD: LDA EnXRoomPos,+L84DD:  LDA EnXRoomPos,
-L84E0: CMP EnRadX,X +L84E0:  CMP EnRadX,X 
-L84E3: BNE $84F4 +L84E3:  BNE $84F4 
-L84E5: LDA $FD +L84E5:  LDA $FD 
-L84E7: BEQ $84EE +L84E7:  BEQ $84EE 
-L84E9: JSR $8563 +L84E9:  JSR $8563 
-L84EC: BNE $84F4 +L84EC:  BNE $84F4 
-L84EE: INC EnXRoomPos,+L84EE:  INC EnXRoomPos,
-L84F1: CLC  +L84F1:  CLC  
-L84F2: BCC $84FD +L84F2:  BCC $84FD 
-L84F4: LDA $0405,X +L84F4:  LDA $0405,X 
-L84F7: BPL $84FC +L84F7:  BPL $84FC 
-L84F9: INC $6B01,X +L84F9:  INC $6B01,X 
-L84FC: SEC  +L84FC:  SEC  
-L84FD: RTS+L84FD:  RTS
  
-L84FE: LDX PageIndex +L84FE:  LDX PageIndex 
-L8500: LDA EnXRoomPos,+L8500:  LDA EnXRoomPos,
-L8503: CLC  +L8503:  CLC  
-L8504: ADC EnRadX,X +L8504:  ADC EnRadX,X 
-L8507: AND #$07 +L8507:  AND #$07 
-L8509: SEC  +L8509:  SEC  
-L850A: BNE $850F +L850A:  BNE $850F 
-L850C: JSR $E8FC +L850C:  JSR $E8FC 
-L850F: LDY #$00 +L850F:  LDY #$00 
-L8511: STY $00 +L8511:  STY $00 
-L8513: LDX PageIndex +L8513:  LDX PageIndex 
-L8515: BCC $8559 +L8515:  BCC $8559 
-L8517: INC $00 +L8517:  INC $00 
-L8519: INC EnXRoomPos,+L8519:  INC EnXRoomPos,
-L851C: BNE $8536 +L851C:  BNE $8536 
-L851E: LDA $49 +L851E:  LDA $49 
-L8520: CMP #$02 +L8520:  CMP #$02 
-L8522: BCC $8536 +L8522:  BCC $8536 
-L8524: LDA $FD +L8524:  LDA $FD 
-L8526: BEQ $852D +L8526:  BEQ $852D 
-L8528: JSR $8563 +L8528:  JSR $8563 
-L852B: BEQ $8533 +L852B:  BEQ $8533 
-L852D: DEC EnXRoomPos,+L852D:  DEC EnXRoomPos,
-L8530: CLC  +L8530:  CLC  
-L8531: BCC $8559 +L8531:  BCC $8559 
-L8533: JSR $855A +L8533:  JSR $855A 
-L8536: LDA EnXRoomPos,+L8536:  LDA EnXRoomPos,
-L8539: CLC  +L8539:  CLC  
-L853A: ADC EnRadX,X +L853A:  ADC EnRadX,X 
-L853D: CMP #$FF +L853D:  CMP #$FF 
-L853F: BNE $8550 +L853F:  BNE $8550 
-L8541: LDA $FD +L8541:  LDA $FD 
-L8543: BEQ $854A +L8543:  BEQ $854A 
-L8545: JSR $8563 +L8545:  JSR $8563 
-L8548: BEQ $8550 +L8548:  BEQ $8550 
-L854A: DEC EnXRoomPos,+L854A:  DEC EnXRoomPos,
-L854D: CLC  +L854D:  CLC  
-L854E: BCC $8559 +L854E:  BCC $8559 
-L8550: LDA $0405,X +L8550:  LDA $0405,X 
-L8553: BPL $8558 +L8553:  BPL $8558 
-L8555: DEC $6B01,X +L8555:  DEC $6B01,X 
-L8558: SEC  +L8558:  SEC  
-L8559: RTS+L8559:  RTS
  
-L855A: LDA EnNameTable,+L855A:  LDA EnNameTable,
-L855D: EOR #$01 +L855D:  EOR #$01 
-L855F: STA EnNameTable,+L855F:  STA EnNameTable,
-L8562: RTS+L8562:  RTS
  
-L8563: LDA EnNameTable,+L8563:  LDA EnNameTable,
-L8566: EOR $FF +L8566:  EOR $FF 
-L8568: AND #$01 +L8568:  AND #$01 
-L856A: RTS+L856A:  RTS
  
-L856B: EOR $0405,X +L856B:  EOR $0405,X 
-L856E: STA $0405,X +L856E:  STA $0405,X 
-L8571: RTS +L8571:  RTS 
  
 ;---------------------------------[ Object animation data tables ]---------------------------------- ;---------------------------------[ Object animation data tables ]----------------------------------
Line 697: Line 697:
  
 ;Samus run animation. ;Samus run animation.
-L8572: .byte $03, $04, $05, $FF+L8572:  .byte $03, $04, $05, $FF
  
 ;Samus front animation. ;Samus front animation.
-L8576: .byte $07, $FF+L8576:  .byte $07, $FF
  
 ;Samus jump out of ball animation. ;Samus jump out of ball animation.
-L8578: .byte $17+L8578:  .byte $17
  
 ;Samus Stand animation. ;Samus Stand animation.
-L8579: .byte $08, $FF+L8579:  .byte $08, $FF
  
 ;Samus stand and fire animation. ;Samus stand and fire animation.
-L857B: .byte $22, $FF+L857B:  .byte $22, $FF
  
 ;Samus stand and jump animation. ;Samus stand and jump animation.
-L857D: .byte $04+L857D:  .byte $04
  
 ;Samus Jump animation. ;Samus Jump animation.
-L857E: .byte $10, $FF+L857E:  .byte $10, $FF
  
 ;Samus summersault animation. ;Samus summersault animation.
-L8580: .byte $17, $18, $19, $1A, $FF+L8580:  .byte $17, $18, $19, $1A, $FF
  
 ;Samus run and jump animation. ;Samus run and jump animation.
-L8585: .byte $03, $17, $FF+L8585:  .byte $03, $17, $FF
  
 ;Samus roll animation. ;Samus roll animation.
-L8588: .byte $1E, $1D, $1C, $1B, $FF+L8588:  .byte $1E, $1D, $1C, $1B, $FF
  
 ;Bullet animation. ;Bullet animation.
-L858D: .byte $28, $FF+L858D:  .byte $28, $FF
  
 ;Bullet hit animation. ;Bullet hit animation.
-L858F: .byte $2A, $F7, $FF+L858F:  .byte $2A, $F7, $FF
  
 ;Samus jump and fire animation. ;Samus jump and fire animation.
-L8592: .byte $12, $FF+L8592:  .byte $12, $FF
  
 ;Samus run and fire animation. ;Samus run and fire animation.
-L8594: .byte $0C, $0D, $0E, $FF+L8594:  .byte $0C, $0D, $0E, $FF
  
 ;Samus point up and shoot animation. ;Samus point up and shoot animation.
-L8598: .byte $30 +L8598:  .byte $30 
  
 ;Samus point up animation. ;Samus point up animation.
-L8599: .byte $2B, $FF+L8599:  .byte $2B, $FF
  
 ;Door open animation. ;Door open animation.
-L859B: .byte $31, $31, $33, $F7, $FF+L859B:  .byte $31, $31, $33, $F7, $FF
  
 ;Door close animation. ;Door close animation.
-L85A0: .byte $33, $33, $31, $FF+L85A0:  .byte $33, $33, $31, $FF
  
 ;Samus explode animation. ;Samus explode animation.
Line 757: Line 757:
  
 ;Samus run and point up animation. ;Samus run and point up animation.
-L85A9: .byte $40, $41, $42, $FF+L85A9:  .byte $40, $41, $42, $FF
  
 ;Samus run, point up and shoot animation 1. ;Samus run, point up and shoot animation 1.
-L85AD: .byte $46, $FF+L85AD:  .byte $46, $FF
  
 ;Samus run, point up and shoot animation 2. ;Samus run, point up and shoot animation 2.
-L85AF: .byte $47, $FF+L85AF:  .byte $47, $FF
  
 ;Samus run, point up and shoot animation 3. ;Samus run, point up and shoot animation 3.
-L85B1: .byte $48, $FF+L85B1:  .byte $48, $FF
  
 ;Samus on elevator animation 1. ;Samus on elevator animation 1.
-L85B3: .byte $07, $F7, $F7, $07, $F7, $F7, $F7, $07, $F7, $F7, $F7, $F7, $07, $F7, $FF+L85B3:  .byte $07, $F7, $F7, $07, $F7, $F7, $F7, $07, $F7, $F7, $F7, $F7, $07, $F7, $FF
  
 ;Samus on elevator animation 2. ;Samus on elevator animation 2.
-L85C2: .byte $23, $F7, $F7, $23, $F7, $F7, $F7, $23, $F7, $F7, $F7, $F7, $23, $F7, $FF+L85C2:  .byte $23, $F7, $F7, $23, $F7, $F7, $F7, $23, $F7, $F7, $F7, $F7, $23, $F7, $FF
  
 ;Samus on elevator animation 3. ;Samus on elevator animation 3.
-L85D1: .byte $07, $F7, $F7, $F7, $F7, $07, $F7, $F7, $F7, $07, $F7, $F7, $07, $F7, $FF+L85D1:  .byte $07, $F7, $F7, $F7, $F7, $07, $F7, $F7, $F7, $07, $F7, $F7, $07, $F7, $FF
  
 ;Samus on elevator animation 4. ;Samus on elevator animation 4.
-L85E0: .byte $23, $F7, $F7, $F7, $F7, $23, $F7, $F7, $F7, $23, $F7, $F7, $23, $F7, $FF+L85E0:  .byte $23, $F7, $F7, $F7, $F7, $23, $F7, $F7, $F7, $23, $F7, $F7, $23, $F7, $FF
  
 ;Wave beam animation. ;Wave beam animation.
-L85EF: .byte $4B, $FF+L85EF:  .byte $4B, $FF
  
 ;Bomb tick animation. ;Bomb tick animation.
-L85F1: .byte $4E, $4F, $FF+L85F1:  .byte $4E, $4F, $FF
  
 ;Bomb explode animation. ;Bomb explode animation.
-L85F4: .byte $3C, $4A, $49, $4A, $4D, $4A, $4D, $F7, $FF+L85F4:  .byte $3C, $4A, $49, $4A, $4D, $4A, $4D, $F7, $FF
  
 ;Missile left animation. ;Missile left animation.
-L85FD: .byte $26, $FF+L85FD:  .byte $26, $FF
  
 ;Missile right animation. ;Missile right animation.
-L85FF: .byte $25, $FF+L85FF:  .byte $25, $FF
  
 ;Missile up animation. ;Missile up animation.
-L8601: .byte $27, $FF+L8601:  .byte $27, $FF
  
 ;Missile explode animation. ;Missile explode animation.
-L8603: .byte $67, $67, $67, $68, $68, $69, $F7, $FF+L8603:  .byte $67, $67, $67, $68, $68, $69, $F7, $FF
  
 ;----------------------------[ Sprite drawing pointer tables ]-------------------------------------- ;----------------------------[ Sprite drawing pointer tables ]--------------------------------------
Line 807: Line 807:
  
 FramePtrTable: FramePtrTable:
-L860B: .word $87CB, $87CB, $87CB, $87CB, $87DD, $87F0, $8802, $8802 +L860B:  .word $87CB, $87CB, $87CB, $87CB, $87DD, $87F0, $8802, $8802 
-L861B: .word $8818, $882C, $882C, $882C, $882C, $883E, $8851, $8863 +L861B:  .word $8818, $882C, $882C, $882C, $882C, $883E, $8851, $8863 
-L862B: .word $8863, $8874, $8874, $8885, $8885, $8885, $8885, $8885 +L862B:  .word $8863, $8874, $8874, $8885, $8885, $8885, $8885, $8885 
-L863B: .word $888F, $8899, $88A3, $88AD, $88B8, $88C3, $88CE, $88D9 +L863B:  .word $888F, $8899, $88A3, $88AD, $88B8, $88C3, $88CE, $88D9 
-L864B: .word $88D9, $88D9, $88D9, $88EE, $88F8, $88F8, $88FE, $8904 +L864B:  .word $88D9, $88D9, $88D9, $88EE, $88F8, $88F8, $88FE, $8904 
-L865B: .word $890A, $890F, $890F, $8914, $8928, $8928, $8928, $8928 +L865B:  .word $890A, $890F, $890F, $8914, $8928, $8928, $8928, $8928 
-L866B: .word $8928, $893C, $8948, $8948, $8954, $8954, $8961, $8961 +L866B:  .word $8928, $893C, $8948, $8948, $8954, $8954, $8961, $8961 
-L867B: .word $8961, $8974, $8987, $8987, $8987, $8995, $8995, $8995 +L867B:  .word $8961, $8974, $8987, $8987, $8987, $8995, $8995, $8995 
-L868B: .word $8995, $89A9, $89BE, $89D2, $89D2, $89D2, $89D2, $89E6 +L868B:  .word $8995, $89A9, $89BE, $89D2, $89D2, $89D2, $89D2, $89E6 
-L869B: .word $89FB, $8A0F, $8A1D, $8A21, $8A26, $8A26, $8A3C, $8A41 +L869B:  .word $89FB, $8A0F, $8A1D, $8A21, $8A26, $8A26, $8A3C, $8A41 
-L86AB: .word $8A46, $8A4E, $8A56, $8A5E, $8A66, $8A6E, $8A76, $8A7E +L86AB:  .word $8A46, $8A4E, $8A56, $8A5E, $8A66, $8A6E, $8A76, $8A7E 
-L86BB: .word $8A86, $8A8E, $8A9C, $8AA1, $8AA6, $8AAE, $8ABA, $8AC4 +L86BB:  .word $8A86, $8A8E, $8A9C, $8AA1, $8AA6, $8AAE, $8ABA, $8AC4 
-L86CB: .word $8AC4, $8AC4, $8AC4, $8AC4, $8AC4, $8AC4, $8AD8, $8AE9 +L86CB:  .word $8AC4, $8AC4, $8AC4, $8AC4, $8AC4, $8AC4, $8AD8, $8AE9 
-L86DB: .word $8AF3, $8B03+L86DB:  .word $8AF3, $8B03
  
 ;The following table provides pointers to data used for the placement of the sprites that make up ;The following table provides pointers to data used for the placement of the sprites that make up
Line 826: Line 826:
  
 PlacePtrTable: PlacePtrTable:
-L86DF: .word $8701, $871F, $872B, $8737, $8747, $8751, $86FD, $875D +L86DF:  .word $8701, $871F, $872B, $8737, $8747, $8751, $86FD, $875D 
-L86EF: .word $8775, $878D, $8791, $8799, $87A5, $8749, $87B1+L86EF:  .word $8775, $878D, $8791, $8799, $87A5, $8749, $87B1
  
 ;------------------------------[ Sprite placement data tables ]------------------------------------- ;------------------------------[ Sprite placement data tables ]-------------------------------------
Line 859: Line 859:
 ;               * ;               *
 ;              +--0--+   +--1--+ ;              +--0--+   +--1--+
-L86FD: .byte $E8, $FC, $EA, $FC+L86FD:  .byte $E8, $FC, $EA, $FC
  
 ;Several Samus frames. ;Several Samus frames.
Line 887: Line 887:
 ;          +--------+--------+--------+ ;          +--------+--------+--------+
 ;              +--0--+   +--1--+   +--2--+   +--3--+   +--4--+   +--5--+   +--6--+   +--7--+ ;              +--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+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--+ ;              +--8--+   +--9--+   +--A--+   +--B--+   +--C--+   +--D--+   +--E--+
-L8711: .byte $08, $F8, $08, $00, $08, $08, $F8, $F4, $F8, $F6, $EC, $F4, $EE, $F4+L8711:  .byte $08, $F8, $08, $00, $08, $08, $F8, $F4, $F8, $F6, $EC, $F4, $EE, $F4
  
 ;Samus summersault and roll frames. ;Samus summersault and roll frames.
Line 906: Line 906:
 ;          +--------+--------+ ;          +--------+--------+
 ;              +--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 +L871F:  .byte $F3, $F8, $F3, $00, $FB, $F8, $FB, $00, $03, $F8, $03, $00 
  
 ;Samus summersault frame. ;Samus summersault frame.
Line 921: Line 921:
 ;          +--------+--------+--------+ ;          +--------+--------+--------+
 ;              +--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+L872B:  .byte $F8, $F6, $F8, $FE, $F8, $06, $00, $F6, $00, $FE, $00, $06
  
 ;Elevator frame. ;Elevator frame.
Line 931: Line 931:
 ;          +--------+--------+--------+--------+--------+--------+--------+--------+ ;          +--------+--------+--------+--------+--------+--------+--------+--------+
 ;              +--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+L8737:  .byte $FC, $F0, $FC, $F8, $FC, $00, $FC, $08, $FC, $10, $FC, $18, $FC, $20, $FC, $28
  
 ;Several projectile frames. ;Several projectile frames.
Line 941: Line 941:
 ;          +--------+ ;          +--------+
 ;              +--0--+ ;              +--0--+
-L8747: .byte $FC, $FC+L8747:  .byte $FC, $FC
  
 ;Power-up items and bomb explode frames. ;Power-up items and bomb explode frames.
Line 956: Line 956:
 ;          +--------+--------+ ;          +--------+--------+
 ;              +--0--+   +--1--+   +--2--+   +--3--+ ;              +--0--+   +--1--+   +--2--+   +--3--+
-L8749: .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00+L8749:  .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00
  
 ;Door frames. ;Door frames.
Line 991: Line 991:
 ;          +--------+ ;          +--------+
 ;              +--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 +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 ;Samus explode. Special case. The bytes that are #$8X indicate displacement data will be loaded
Line 1015: Line 1015:
 ;          +--------+--------+ ;          +--------+--------+
 ;                                                                          +--0--+   +--1--+ ;                                                                          +--0--+   +--1--+
-L875D: .byte $80, $80, $81, $81, $82, $82, $83, $83, $84, $84, $85, $85, $F4, $F8, $F4, $00+L875D:  .byte $80, $80, $81, $81, $82, $82, $83, $83, $84, $84, $85, $85, $F4, $F8, $F4, $00
 ;              +--2--+   +--3--+   +--4--+   +--5--+ ;              +--2--+   +--3--+   +--4--+   +--5--+
-L876D: .byte $FC, $F8, $FC, $00, $04, $F8, $04, $00+L876D:  .byte $FC, $F8, $FC, $00, $04, $F8, $04, $00
  
 ;Bomb explode frame. ;Bomb explode frame.
Line 1042: Line 1042:
 ;          +--------+--------+--------+--------+ ;          +--------+--------+--------+--------+
 ;              +--0--+   +--1--+   +--2--+   +--3--+   +--4--+   +--5--+   +--6--+   +--7--+ ;              +--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+L8775:  .byte $F0, $00, $F0, $08, $F8, $08, $F0, $F0, $F0, $F8, $F8, $F0, $00, $F0, $08, $F0
 ;              +--8--+   +--9--+   +--A--+   +--B--+ ;              +--8--+   +--9--+   +--A--+   +--B--+
-L8785: .byte $08, $F8, $00, $08, $08, $00, $08, $08+L8785:  .byte $08, $F8, $00, $08, $08, $00, $08, $08
  
 ;Missile up frame. ;Missile up frame.
Line 1059: Line 1059:
 ;          +--------+ ;          +--------+
 ;              +--0--+   +--1--+ ;              +--0--+   +--1--+
-L878D: .byte $F8, $FC, $00, $FC+L878D:  .byte $F8, $FC, $00, $FC
  
 ;Missile left/right and missile explode frames. ;Missile left/right and missile explode frames.
Line 1069: Line 1069:
 ;          +--------+--------+        +--------+--------+ ;          +--------+--------+        +--------+--------+
 ;              +--0--+   +--1--+   +--2--+   +--3--+ ;              +--0--+   +--1--+   +--2--+   +--3--+
-L8791: .byte $FC, $F8, $FC, $00, $FC, $10, $FC, $18+L8791:  .byte $FC, $F8, $FC, $00, $FC, $10, $FC, $18
  
 ;Missile explode frame. ;Missile explode frame.
Line 1089: Line 1089:
 ;                   +--------+--------+ ;                   +--------+--------+
 ;              +--0--+   +--1--+   +--2--+   +--3--+   +--4--+   +--5--+ ;              +--0--+   +--1--+   +--2--+   +--3--+   +--4--+   +--5--+
-L8799: .byte $FC, $F0, $F4, $F8, $F4, $00, $FC, $08, $04, $F8, $04, $00+L8799:  .byte $FC, $F0, $F4, $F8, $F4, $00, $FC, $08, $04, $F8, $04, $00
  
 ;Missile explode frame. ;Missile explode frame.
Line 1119: Line 1119:
 ;                    +--------+                 +--------+ ;                    +--------+                 +--------+
 ;              +--0--+   +--1--+   +--2--+   +--3--+   +--4--+   +--5--+ ;              +--0--+   +--1--+   +--2--+   +--3--+   +--4--+   +--5--+
-L87A5: .byte $FC, $E8, $EC, $F0, $EC, $08, $FC, $10, $0C, $F0, $0C, $08+L87A5:  .byte $FC, $E8, $EC, $F0, $EC, $08, $FC, $10, $0C, $F0, $0C, $08
  
 ;Statue frames. ;Statue frames.
Line 1149: Line 1149:
 ;                   +--------+--------+ ;                   +--------+--------+
 ;              +--0--+   +--1--+   +--2--+   +--3--+   +--4--+   +--5--+   +--6--+   +--7--+ ;              +--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+L87B1:  .byte $00, $F8, $00, $00, $08, $F8, $08, $00, $E8, $F0, $E8, $F8, $E8, $00, $F0, $F0
 ;              +--8--+   +--9--+   +--A--+   +--B--+   +--C--+ ;              +--8--+   +--9--+   +--A--+   +--B--+   +--C--+
-L87C1: .byte $F0, $F8, $F0, $00, $F8, $F0, $F8, $F8, $F8, $00+L87C1:  .byte $F0, $F8, $F0, $00, $F8, $F0, $F8, $F8, $F8, $00
  
 ;-------------------------------[ Sprite frame data tables ]--------------------------------------- ;-------------------------------[ Sprite frame data tables ]---------------------------------------
Line 1178: Line 1178:
  
 ;Samus run. ;Samus run.
-L87CB: .byte $40, $0F, $04, $00, $01, $FD, $20, $FE, $41, $40, $FD, $60, $20, $21, $FE, $FE +L87CB:  .byte $40, $0F, $04, $00, $01, $FD, $20, $FE, $41, $40, $FD, $60, $20, $21, $FE, $FE 
-L87DB: .byte $31, $FF+L87DB:  .byte $31, $FF
  
 ;Samus run. ;Samus run.
-L87DD: .byte $40, $0F, $04, $02, $03, $FD, $20, $FE, $43, $42, $FD, $60, $22, $23, $FE, $32 +L87DD:  .byte $40, $0F, $04, $02, $03, $FD, $20, $FE, $43, $42, $FD, $60, $22, $23, $FE, $32 
-L87ED: .byte $33, $34, $FF+L87ED:  .byte $33, $34, $FF
  
 ;Samus run. ;Samus run.
-L87F0: .byte $40, $0F, $04, $05, $06, $FD, $20, $FE, $45, $44, $FD, $60, $25, $26, $27, $35 +L87F0:  .byte $40, $0F, $04, $05, $06, $FD, $20, $FE, $45, $44, $FD, $60, $25, $26, $27, $35 
-L8800: .byte $36, $FF+L8800:  .byte $36, $FF
  
 ;Samus facing forward. ;Samus facing forward.
-L8802: .byte $00, $0F, $04, $09, $FD, $60, $09, $FD, $20, $FE, $19, $1A, $FD, $20, $29, $2A +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+L8812:  .byte $FE, $39, $FD, $60, $39, $FF
  
 ;Samus stand. ;Samus stand.
-L8818: .byte $40, $0F, $04, $FD, $20, $0E, $0D, $FE, $1E, $1D, $2E, $2D, $FE, $FD, $60, $3B +L8818:  .byte $40, $0F, $04, $FD, $20, $0E, $0D, $FE, $1E, $1D, $2E, $2D, $FE, $FD, $60, $3B 
-L8828: .byte $3C, $FE, $17, $FF+L8828:  .byte $3C, $FE, $17, $FF
  
 ;Samus run and fire. ;Samus run and fire.
-L882C: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $20, $21, $FE, $FE +L882C:  .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $20, $21, $FE, $FE 
-L883C: .byte $31, $FF+L883C:  .byte $31, $FF
  
 ;Samus run and fire. ;Samus run and fire.
-L883E: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $22, $23, $FE, $32 +L883E:  .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $22, $23, $FE, $32 
-L884E: .byte $33, $34, $FF+L884E:  .byte $33, $34, $FF
  
 ;Samus run and fire. ;Samus run and fire.
-L8851: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $25, $26, $27, $35 +L8851:  .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $25, $26, $27, $35 
-L8861: .byte $36, $FF+L8861:  .byte $36, $FF
  
 ;Samus stand and jump. ;Samus stand and jump.
-L8863: .byte $40, $0F, $04, $00, $01, $FD, $20, $FE, $41, $40, $FD, $60, $22, $07, $08, $32 +L8863:  .byte $40, $0F, $04, $00, $01, $FD, $20, $FE, $41, $40, $FD, $60, $22, $07, $08, $32 
-L8873: .byte $FF+L8873:  .byte $FF
  
 ;Samus jump and fire. ;Samus jump and fire.
-L8874: .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $22, $07, $08, $32 +L8874:  .byte $40, $0F, $04, $00, $01, $FD, $20, $4B, $4A, $49, $FD, $60, $22, $07, $08, $32 
-L8884: .byte $FF+L8884:  .byte $FF
  
 ;Samus summersault. ;Samus summersault.
-L8885: .byte $41, $0F, $04, $52, $53, $62, $63, $72, $73, $FF+L8885:  .byte $41, $0F, $04, $52, $53, $62, $63, $72, $73, $FF
  
 ;Samus summersault. ;Samus summersault.
-L888F: .byte $42, $0F, $04, $54, $55, $56, $64, $65, $66, $FF+L888F:  .byte $42, $0F, $04, $54, $55, $56, $64, $65, $66, $FF
  
 ;Samus summersault. ;Samus summersault.
-L8899: .byte $81, $0F, $04, $52, $53, $62, $63, $72, $73, $FF+L8899:  .byte $81, $0F, $04, $52, $53, $62, $63, $72, $73, $FF
  
 ;Samus summersault. ;Samus summersault.
-L88A3: .byte $82, $0F, $04, $54, $55, $56, $64, $65, $66, $FF+L88A3:  .byte $82, $0F, $04, $54, $55, $56, $64, $65, $66, $FF
  
 ;Samus roll. ;Samus roll.
-L88AD: .byte $01, $08, $04, $FC, $03, $00, $50, $51, $60, $61, $FF+L88AD:  .byte $01, $08, $04, $FC, $03, $00, $50, $51, $60, $61, $FF
  
 ;Samus roll. ;Samus roll.
-L88B8: .byte $81, $08, $04, $FC, $FD, $00, $50, $51, $60, $61, $FF+L88B8:  .byte $81, $08, $04, $FC, $FD, $00, $50, $51, $60, $61, $FF
  
 ;Samus roll. ;Samus roll.
-L88C3: .byte $C1, $08, $04, $FC, $FD, $00, $50, $51, $60, $61, $FF+L88C3:  .byte $C1, $08, $04, $FC, $FD, $00, $50, $51, $60, $61, $FF
  
 ;Samus roll. ;Samus roll.
-L88CE: .byte $41, $08, $04, $FC, $03, $00, $50, $51, $60, $61, $FF+L88CE:  .byte $41, $08, $04, $FC, $03, $00, $50, $51, $60, $61, $FF
  
 ;Samus stand and fire. ;Samus stand and fire.
-L88D9: .byte $40, $0F, $04, $FD, $20, $0E, $0D, $FE, $1E, $1D, $2E, $2D, $FE, $FD, $60, $3B +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+L88E9:  .byte $3C, $FE, $FE, $17, $FF
  
 ;Elevator. ;Elevator.
-L88EE: .byte $03, $04, $10, $28, $38, $38, $FD, $60, $28, $FF+L88EE:  .byte $03, $04, $10, $28, $38, $38, $FD, $60, $28, $FF
  
 ;Missile right. ;Missile right.
-L88F8: .byte $4A, $04, $08, $5E, $5F, $FF+L88F8:  .byte $4A, $04, $08, $5E, $5F, $FF
  
 ;Missile left. ;Missile left.
-L88FE: .byte $0A, $04, $08, $5E, $5F, $FF+L88FE:  .byte $0A, $04, $08, $5E, $5F, $FF
  
 ;Missile up. ;Missile up.
-L8904: .byte $09, $08, $04, $14, $24, $FF+L8904:  .byte $09, $08, $04, $14, $24, $FF
  
 ;Bullet fire. ;Bullet fire.
-L890A: .byte $04, $02, $02, $30, $FF+L890A:  .byte $04, $02, $02, $30, $FF
  
 ;Bullet hit. ;Bullet hit.
-L890F: .byte $04, $00, $00, $04, $FF+L890F:  .byte $04, $00, $00, $04, $FF
  
 ;Samus stand and point up. ;Samus stand and point up.
-L8914: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $2E, $2D, $FE, $FD +L8914:  .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $2E, $2D, $FE, $FD 
-L8924: .byte $60, $3B, $3C, $FF+L8924:  .byte $60, $3B, $3C, $FF
  
 ;Samus from ball to pointing up. ;Samus from ball to pointing up.
-L8928: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $2E, $2D, $FE, $FD +L8928:  .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $2E, $2D, $FE, $FD 
-L8938: .byte $60, $3B, $3C, $FF+L8938:  .byte $60, $3B, $3C, $FF
  
 ;Door closed. ;Door closed.
-L893C: .byte $35, $18, $08, $0F, $1F, $2F, $FD, $A3, $2F, $1F, $0F, $FF+L893C:  .byte $35, $18, $08, $0F, $1F, $2F, $FD, $A3, $2F, $1F, $0F, $FF
  
 ;Door open/close. ;Door open/close.
-L8948: .byte $35, $18, $04, $6A, $6B, $6C, $FD, $A3, $6C, $6B, $6A, $FF+L8948:  .byte $35, $18, $04, $6A, $6B, $6C, $FD, $A3, $6C, $6B, $6A, $FF
  
 ;Samus explode. ;Samus explode.
-L8954: .byte $07, $00, $00, $FC, $FC, $00, $0B, $0C, $1B, $1C, $2B, $2C, $FF+L8954:  .byte $07, $00, $00, $FC, $FC, $00, $0B, $0C, $1B, $1C, $2B, $2C, $FF
  
 ;Samus jump and point up. ;Samus jump and point up.
-L8961: .byte $46, $0F, $04, $69, $FD, $20, $FE, $7A, $79, $FE, $78, $77, $FD, $60, $22, $07 +L8961:  .byte $46, $0F, $04, $69, $FD, $20, $FE, $7A, $79, $FE, $78, $77, $FD, $60, $22, $07 
-L8971: .byte $08, $32, $FF+L8971:  .byte $08, $32, $FF
  
 ;Samus jump and point up. ;Samus jump and point up.
-L8974: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $22, $07 +L8974:  .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $22, $07 
-L8984: .byte $08, $32, $FF+L8984:  .byte $08, $32, $FF
  
 ;Bomb explode. ;Bomb explode.
-L8987: .byte $0D, $0C, $0C, $74, $FD, $60, $74, $FD, $A0, $74, $FD, $E0, $74, $FF+L8987:  .byte $0D, $0C, $0C, $74, $FD, $60, $74, $FD, $A0, $74, $FD, $E0, $74, $FF
  
 ;Samus run and point up. ;Samus run and point up.
-L8995: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $20, $21 +L8995:  .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $20, $21 
-L89A5: .byte $FE, $FE, $31, $FF+L89A5:  .byte $FE, $FE, $31, $FF
  
 ;Samus run and point up. ;Samus run and point up.
-L89A9: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $22, $23 +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+L89B9:  .byte $FE, $32, $33, $34, $FF
  
 ;Samus run and point up. ;Samus run and point up.
-L89BE: .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $25, $26 +L89BE:  .byte $46, $0F, $04, $69, $FE, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $25, $26 
-L89CE: .byte $27, $35, $36, $FF+L89CE:  .byte $27, $35, $36, $FF
  
 ;Samus run and point up. ;Samus run and point up.
-L89D2: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $20, $21 +L89D2:  .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $20, $21 
-L89E2: .byte $FE, $FE, $31, $FF+L89E2:  .byte $FE, $FE, $31, $FF
  
 ;Samus point up, run and fire. ;Samus point up, run and fire.
-L89E6: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $22, $23 +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+L89F6:  .byte $FE, $32, $33, $34, $FF
  
 ;Samus point up, run and fire. ;Samus point up, run and fire.
-L89FB: .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $25, $26 +L89FB:  .byte $46, $0F, $04, $FE, $69, $FD, $20, $7A, $79, $FE, $78, $77, $FD, $60, $25, $26 
-L8A0B: .byte $27, $35, $36, $FF+L8A0B:  .byte $27, $35, $36, $FF
  
 ;Bomb explode. ;Bomb explode.
-L8A0F: .byte $0D, $0C, $0C, $75, $FD, $60, $75, $FD, $A0, $75, $FD, $E0, $75, $FF+L8A0F:  .byte $0D, $0C, $0C, $75, $FD, $60, $75, $FD, $A0, $75, $FD, $E0, $75, $FF
  
 ;Bomb explode. ;Bomb explode.
-L8A1D: .byte $00, $00, $00, $FF+L8A1D:  .byte $00, $00, $00, $FF
  
 ;Wave beam. ;Wave beam.
-L8A21: .byte $04, $04, $04, $4C, $FF+L8A21:  .byte $04, $04, $04, $4C, $FF
  
 ;Bomb explode. ;Bomb explode.
-L8A26: .byte $08, $10, $10, $3D, $3E, $4E, $FD, $60, $3E, $3D, $4E, $FD, $E0, $4E, $3E, $3D +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+L8A36:  .byte $FD, $A0, $4E, $3D, $3E, $FF
  
 ;Bomb tick. ;Bomb tick.
-L8A3C: .byte $04, $04, $04, $70, $FF+L8A3C:  .byte $04, $04, $04, $70, $FF
  
 ;Bomb tick. ;Bomb tick.
-L8A41: .byte $04, $04, $04, $71, $FF+L8A41:  .byte $04, $04, $04, $71, $FF
  
 ;Bomb item. ;Bomb item.
-L8A46: .byte $0D, $03, $03, $86, $87, $96, $97, $FF+L8A46:  .byte $0D, $03, $03, $86, $87, $96, $97, $FF
  
 ;High jump item. ;High jump item.
-L8A4E: .byte $0D, $03, $03, $7B, $7C, $8B, $8C, $FF+L8A4E:  .byte $0D, $03, $03, $7B, $7C, $8B, $8C, $FF
  
 ;Long beam item. ;Long beam item.
-L8A56: .byte $0D, $03, $03, $88, $67, $98, $99, $FF+L8A56:  .byte $0D, $03, $03, $88, $67, $98, $99, $FF
  
 ;Screw attack item. ;Screw attack item.
-L8A5E: .byte $0D, $03, $03, $80, $81, $90, $91, $FF+L8A5E:  .byte $0D, $03, $03, $80, $81, $90, $91, $FF
  
 ;Maru Mari item. ;Maru Mari item.
-L8A66: .byte $0D, $03, $03, $7D, $7E, $8D, $8E, $FF+L8A66:  .byte $0D, $03, $03, $7D, $7E, $8D, $8E, $FF
  
 ;Varia item. ;Varia item.
-L8A6E: .byte $0D, $03, $03, $82, $83, $92, $93, $FF+L8A6E:  .byte $0D, $03, $03, $82, $83, $92, $93, $FF
  
 ;Wave beam item. ;Wave beam item.
-L8A76: .byte $0D, $03, $03, $88, $89, $98, $99, $FF+L8A76:  .byte $0D, $03, $03, $88, $89, $98, $99, $FF
  
 ;Ice beam item. ;Ice beam item.
-L8A7E: .byte $0D, $03, $03, $88, $68, $98, $99, $FF+L8A7E:  .byte $0D, $03, $03, $88, $68, $98, $99, $FF
  
 ;Energy tank item. ;Energy tank item.
-L8A86: .byte $0D, $03, $03, $84, $85, $94, $95, $FF+L8A86:  .byte $0D, $03, $03, $84, $85, $94, $95, $FF
  
 ;Missile item. ;Missile item.
-L8A8E: .byte $0D, $03, $03, $3F, $FD, $40, $3F, $FD, $00, $4F, $FD, $40, $4F, $FF+L8A8E:  .byte $0D, $03, $03, $3F, $FD, $40, $3F, $FD, $00, $4F, $FD, $40, $4F, $FF
  
 ;Skree burrow. ;Skree burrow.
-L8A9C: .byte $34, $04, $04, $F2, $FF+L8A9C:  .byte $34, $04, $04, $F2, $FF
  
 ;Not used. ;Not used.
-L8AA1: .byte $04, $00, $00, $5A, $FF, $13, $00, $00, $B0, $B1, $B2, $B3, $FF, $13, $00, $00 +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 +L8AB1:  .byte $B4, $B5, $B6, $B7, $B8, $B6, $B9, $B3, $FF, $13, $00, $00, $B3, $BA, $BA, $FE 
-L8AC1: .byte $80, $80, $FF+L8AC1:  .byte $80, $80, $FF
  
 ;Kraid statue. ;Kraid statue.
-L8AC4: .byte $1E, $00, $08, $FA, $FB, $FA, $FB, $FC, $00, $04, $C5, $C6, $C7, $D5, $D6, $D7 +L8AC4:  .byte $1E, $00, $08, $FA, $FB, $FA, $FB, $FC, $00, $04, $C5, $C6, $C7, $D5, $D6, $D7 
-L8AD4: .byte $E5, $E6, $E7, $FF+L8AD4:  .byte $E5, $E6, $E7, $FF
  
 ;Ridley statue. ;Ridley statue.
-L8AD8: .byte $1E, $00, $08, $FA, $FB, $FA, $FB, $FE, $C8, $C9, $EB, $D8, $D9, $EA, $E8, $E9 +L8AD8:  .byte $1E, $00, $08, $FA, $FB, $FA, $FB, $FE, $C8, $C9, $EB, $D8, $D9, $EA, $E8, $E9 
-L8AE8: .byte $FF+L8AE8:  .byte $FF
  
 ;Missile explode. ;Missile explode.
-L8AE9: .byte $0A, $04, $08, $FD, $00, $57, $FD, $40, $57, $FF+L8AE9:  .byte $0A, $04, $08, $FD, $00, $57, $FD, $40, $57, $FF
  
 ;Missile explode. ;Missile explode.
-L8AF3: .byte $0B, $04, $0C, $FD, $00, $57, $18, $FD, $40, $18, $57, $FD, $C0, $18, $18, $FF+L8AF3:  .byte $0B, $04, $0C, $FD, $00, $57, $18, $FD, $40, $18, $57, $FD, $C0, $18, $18, $FF
  
 ;Missile explode. ;Missile explode.
-L8B03: .byte $0C, $04, $10, $FD, $00, $57, $18, $FD, $40, $18, $57, $FD, $C0, $18, $18, $FF+L8B03:  .byte $0C, $04, $10, $FD, $00, $57, $18, $FD, $40, $18, $57, $FD, $C0, $18, $18, $FF
  
 ;------------------------------------[ Samus enter door routines ]----------------------------------- ;------------------------------------[ Samus enter door routines ]-----------------------------------
Line 1394: Line 1394:
  
 SamusEnterDoor: SamusEnterDoor:
-L8B13: LDA DoorStatus ;The code determines if Samus has entered a door if the--> +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--> +L8B15:  BNE ++++                        ;door status is 0, but door data information has been--> 
-L8B17: LDY SamusDoorData ;written. If both conditions are met, Samus has just--> +L8B17:  LDY SamusDoorData               ;written. If both conditions are met, Samus has just--> 
-L8B19: BEQ ++++ ;entered a door. +L8B19:  BEQ ++++                        ;entered a door. 
-L8B1B: STA CurrentMissilePickups ; +L8B1B:  STA CurrentMissilePickups       
-L8B1D: STA CurrentEnergyPickups ;Reset current missile and energy power-up counters. +L8B1D:  STA CurrentEnergyPickups        ;Reset current missile and energy power-up counters. 
-L8B1F: LDA RandomNumber1 +L8B1F:  LDA RandomNumber1               
-L8B21: AND #$0F ;Randomly recalculate max missile pickups(16 max, 0 min). +L8B21:  AND #$0F                        ;Randomly recalculate max missile pickups(16 max, 0 min). 
-L8B23: STA MaxMissilePickup +L8B23:  STA MaxMissilePickup            
-L8B25: ASL +L8B25:  ASL                             
-L8B26: ORA #$40 ;*2 for energy pickups and set bit 6(128 max, 64 min). +L8B26:  ORA #$40                        ;*2 for energy pickups and set bit 6(128 max, 64 min). 
-L8B28: STA MaxEnergyPickup +L8B28:  STA MaxEnergyPickup             
-L8B2A: LDA PPUCNT0ZP +L8B2A:  LDA PPUCNT0ZP                   
-L8B2C: EOR #$01 +L8B2C:  EOR #$01                        
-L8B2E: AND #$01 ;Erase name table door data for new room. +L8B2E:  AND #$01                        ;Erase name table door data for new room. 
-L8B30: TAY +L8B30:  TAY                             
-L8B31: LSR +L8B31:  LSR                             
-L8B32: STA $006C,Y +L8B32:  STA $006C,                    
-L8B35: LDA ScrollDir +L8B35:  LDA ScrollDir                   
-L8B37: AND #$02 ;Is Samus scrolling horizontally?--> +L8B37:  AND #$02                        ;Is Samus scrolling horizontally?--> 
-L8B39: BNE + ;If so, branch. +L8B39:  BNE +                           ;If so, branch. 
-L8B3B: LDX #$04 ;Samus currently scrolling vertically. +L8B3B:  LDX #$04                        ;Samus currently scrolling vertically. 
-L8B3D: LDA ScrollY ;Is room centered on screen?--> +L8B3D:  LDA ScrollY                     ;Is room centered on screen?--> 
-L8B3F: BEQ +++++ ;If so, branch. +L8B3F:  BEQ +++++                       ;If so, branch. 
-L8B41: LDA $FF +L8B41:  LDA $FF                         
-L8B43: EOR ObjectHi ;Get inverse of Samus' current nametable. +L8B43:  EOR ObjectHi                    ;Get inverse of Samus' current nametable. 
-L8B46: LSR +L8B46:  LSR                             
-L8B47: BCC +++ ;If Samus is on nametable 3, branch. +L8B47:  BCC +++                         ;If Samus is on nametable 3, branch. 
-L8B49: BCS ++ ;If Samus is on nametable 0, branch to decrement x.+L8B49:  BCS ++                          ;If Samus is on nametable 0, branch to decrement x.
  
-L8B4B:* LDX #$02 ;Samus is currently scrolling horizontally. +L8B4B:* LDX #$02                        ;Samus is currently scrolling horizontally. 
-L8B4D: LDA ObjectX ;Is Samus entering a left hand door?--> +L8B4D:  LDA ObjectX                     ;Is Samus entering a left hand door?--> 
-L8B50: BPL ++ ;If so, branch. +L8B50:  BPL ++                          ;If so, branch. 
-L8B52:* DEX ;+L8B52:* DEX                             ;
  
 SetDoorEntryInfo: SetDoorEntryInfo:
-L8B53:* TXA ;X contains door scroll status and is transferred to A. +L8B53:* TXA                             ;X contains door scroll status and is transferred to A. 
-L8B54: STA DoorScrollStatus ;Save door scroll status. +L8B54:  STA DoorScrollStatus            ;Save door scroll status. 
-L8B56: JSR SamusInDoor ;($8B74)Indicate Samus just entered a door. +L8B56:  JSR SamusInDoor                 ;($8B74)Indicate Samus just entered a door. 
-L8B59: LDA #$12 +L8B59:  LDA #$12                        
-L8B5B: STA DoorDelay ;Set DoorDelay to 18 frames(going into door). +L8B5B:  STA DoorDelay                   ;Set DoorDelay to 18 frames(going into door). 
-L8B5D: LDA SamusDoorData +L8B5D:  LDA SamusDoorData               
-L8B5F: JSR Amul16 ;($C2C5)*16. Move scroll toggle data to upper 4 bits. +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--> +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. +L8B65:  STA SamusDoorData               ;out of the door as she did going in. 
-L8B67: LDA #$05 +L8B67:  LDA #$05                        
-L8B69: STA ObjAction ;Indicate Samus is in a door. +L8B69:  STA ObjAction                   ;Indicate Samus is in a door. 
-L8B6C:* RTS ;+L8B6C:* RTS                             ;
  
-L8B6D:* JSR SetDoorEntryInfo ;($8B53)Save Samus action and set door entry timer. +L8B6D:* JSR SetDoorEntryInfo            ;($8B53)Save Samus action and set door entry timer. 
-L8B70: JSR VerticalRoomCentered ;($E21B)Room is centered. Toggle scroll.+L8B70:  JSR VerticalRoomCentered        ;($E21B)Room is centered. Toggle scroll.
  
-L8B73: TXA ;X=#$01 or #$02(depending on which door Samus is in).+L8B73:  TXA                             ;X=#$01 or #$02(depending on which door Samus is in).
  
 SamusInDoor: SamusInDoor:
-L8B74: ORA #$80 ;Set MSB of DoorStatus to indicate Samus has just--> +L8B74:  ORA #$80                        ;Set MSB of DoorStatus to indicate Samus has just--> 
-L8B76: STA DoorStatus ;entered a door. +L8B76:  STA DoorStatus                  ;entered a door. 
-L8B78: RTS ;+L8B78:  RTS                             ;
  
 ;---------------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------------
  
-L8B79: LDX #$B0 +L8B79:  LDX #$B0 
-L8B7B:* JSR $8B87 +L8B7B:* JSR $8B87 
-L8B7E: LDA PageIndex +L8B7E:  LDA PageIndex 
-L8B80: SEC  +L8B80:  SEC  
-L8B81: SBC #$10 +L8B81:  SBC #$10 
-L8B83: TAX  +L8B83:  TAX  
-L8B84: BMI - +L8B84:  BMI - 
-L8B86: RTS+L8B86:  RTS
  
-L8B87: STX PageIndex +L8B87:  STX PageIndex 
-L8B89: LDA ObjAction,+L8B89:  LDA ObjAction,
-L8B8C: JSR ChooseRoutine ;($C27C)+L8B8C:  JSR ChooseRoutine               ;($C27C)
  
-L8B8F: .word $C45C +L8B8F:  .word $C45C 
-L8B91: .word $8B9D +L8B91:  .word $8B9D 
-L8B93: .word $8BD5 +L8B93:  .word $8BD5 
-L8B95: .word $8C01 +L8B95:  .word $8C01 
-L8B97: .word $8C84 +L8B97:  .word $8C84 
-L8B99: .word $8CC6 +L8B99:  .word $8CC6 
-L8B9B: .word $8CF0+L8B9B:  .word $8CF0
  
-L8B9D: INC $0300,X +L8B9D:  INC $0300,X 
-L8BA0: LDA #$30 +L8BA0:  LDA #$30 
-L8BA2: JSR SetProjectileAnim ;($D2FA) +L8BA2:  JSR SetProjectileAnim           ;($D2FA) 
-L8BA5: JSR $8CFB +L8BA5:  JSR $8CFB 
-L8BA8: LDY $0307,X +L8BA8:  LDY $0307,X 
-L8BAB: LDA $8BD1,Y +L8BAB:  LDA $8BD1,Y 
-L8BAE: STA $030F,X +L8BAE:  STA $030F,X 
-L8BB1: LDA $0307,X +L8BB1:  LDA $0307,X 
-L8BB4: CMP #$03 +L8BB4:  CMP #$03 
-L8BB6: BNE $8BBA +L8BB6:  BNE $8BBA 
-L8BB8: LDA #$01 +L8BB8:  LDA #$01 
-L8BBA: ORA #$A0 +L8BBA:  ORA #$A0 
-L8BBC: STA $6B +L8BBC:  STA $6B 
-L8BBE: LDA #$00 +L8BBE:  LDA #$00 
-L8BC0: STA $030A,X +L8BC0:  STA $030A,X 
-L8BC3: TXA  +L8BC3:  TXA  
-L8BC4: AND #$10 +L8BC4:  AND #$10 
-L8BC6: EOR #$10 +L8BC6:  EOR #$10 
-L8BC8: ORA $6B +L8BC8:  ORA $6B 
-L8BCA: STA $6B +L8BCA:  STA $6B 
-L8BCC: LDA #$06 +L8BCC:  LDA #$06 
-L8BCE: JMP $DE47+L8BCE:  JMP $DE47
  
-L8BD1: .byte $05, $01, $0A, $01+L8BD1:  .byte $05, $01, $0A, $01
  
-L8BD5: LDA $030A,X +L8BD5:  LDA $030A,X 
-L8BD8: AND #$04 +L8BD8:  AND #$04 
-L8BDA: BEQ $8BB1 +L8BDA:  BEQ $8BB1 
-L8BDC: DEC $030F,X +L8BDC:  DEC $030F,X 
-L8BDF: BNE $8BB1 +L8BDF:  BNE $8BB1 
-L8BE1: LDA #$03 +L8BE1:  LDA #$03 
-L8BE3: CMP $0307,X +L8BE3:  CMP $0307,X 
-L8BE6: BNE $8BEE +L8BE6:  BNE $8BEE 
-L8BE8: LDY $010B +L8BE8:  LDY $010B 
-L8BEB: INY  +L8BEB:  INY  
-L8BEC: BNE $8BB1 +L8BEC:  BNE $8BB1 
-L8BEE: STA $0300,X +L8BEE:  STA $0300,X 
-L8BF1: LDA #$50 +L8BF1:  LDA #$50 
-L8BF3: STA $030F,X +L8BF3:  STA $030F,X 
-L8BF6: LDA #$2C +L8BF6:  LDA #$2C 
-L8BF8: STA $0305,X +L8BF8:  STA $0305,X 
-L8BFB: SEC  +L8BFB:  SEC  
-L8BFC: SBC #$03 +L8BFC:  SBC #$03 
-L8BFE: JMP $8C7E +L8BFE:  JMP $8C7E 
-L8C01: LDA DoorStatus +L8C01:  LDA DoorStatus 
-L8C03: BEQ $8C1D +L8C03:  BEQ $8C1D 
-L8C05: LDA $030C +L8C05:  LDA $030C 
-L8C08: EOR $030C,X +L8C08:  EOR $030C,X 
-L8C0B: LSR  +L8C0B:  LSR  
-L8C0C: BCS $8C1D +L8C0C:  BCS $8C1D 
-L8C0E: LDA $030E +L8C0E:  LDA $030E 
-L8C11: EOR $030E,X +L8C11:  EOR $030E,X 
-L8C14: BMI $8C1D +L8C14:  BMI $8C1D 
-L8C16: LDA #$04 +L8C16:  LDA #$04 
-L8C18: STA $0300,X +L8C18:  STA $0300,X 
-L8C1B: BNE $8C73 +L8C1B:  BNE $8C73 
-L8C1D: LDA $0306,X +L8C1D:  LDA $0306,X 
-L8C20: CMP $0305,X +L8C20:  CMP $0305,X 
-L8C23: BCC $8C73 +L8C23:  BCC $8C73 
-L8C25: LDA $030F,X +L8C25:  LDA $030F,X 
-L8C28: CMP #$50 +L8C28:  CMP #$50 
-L8C2A: BNE $8C57 +L8C2A:  BNE $8C57 
-L8C2C: JSR $8CF7 +L8C2C:  JSR $8CF7 
-L8C2F: LDA $0307,X +L8C2F:  LDA $0307,X 
-L8C32: CMP #$01 +L8C32:  CMP #$01 
-L8C34: BEQ $8C57 +L8C34:  BEQ $8C57 
-L8C36: CMP #$03 +L8C36:  CMP #$03 
-L8C38: BEQ $8C57 +L8C38:  BEQ $8C57 
-L8C3A: LDA #$0A +L8C3A:  LDA #$0A 
-L8C3C: STA $09 +L8C3C:  STA $09 
-L8C3E: LDA $030C,X +L8C3E:  LDA $030C,X 
-L8C41: STA $08 +L8C41:  STA $08 
-L8C43: LDY $50 +L8C43:  LDY $50 
-L8C45: TXA  +L8C45:  TXA  
-L8C46: JSR $C2C5 +L8C46:  JSR $C2C5 
-L8C49: BCC $8C4C +L8C49:  BCC $8C4C 
-L8C4B: DEY  +L8C4B:  DEY  
-L8C4C: TYA  +L8C4C:  TYA  
-L8C4D: JSR $DC1E +L8C4D:  JSR $DC1E 
-L8C50: LDA #$00 +L8C50:  LDA #$00 
-L8C52: STA $0300,X +L8C52:  STA $0300,X 
-L8C55: BEQ $8C73 +L8C55:  BEQ $8C73 
-L8C57: LDA $2D +L8C57:  LDA $2D 
-L8C59: LSR  +L8C59:  LSR  
-L8C5A: BCS $8C73 +L8C5A:  BCS $8C73 
-L8C5C: DEC $030F,X +L8C5C:  DEC $030F,X 
-L8C5F: BNE $8C73 +L8C5F:  BNE $8C73 
-L8C61: LDA #$01 +L8C61:  LDA #$01 
-L8C63: STA $030F,X +L8C63:  STA $030F,X 
-L8C66: JSR $8CFB +L8C66:  JSR $8CFB 
-L8C69: LDA #$02 +L8C69:  LDA #$02 
-L8C6B: STA $0300,X +L8C6B:  STA $0300,X 
-L8C6E: JSR $8C76 +L8C6E:  JSR $8C76 
-L8C71: LDX PageIndex +L8C71:  LDX PageIndex 
-L8C73: JMP $8BB1 +L8C73:  JMP $8BB1 
-L8C76: LDA #$30 +L8C76:  LDA #$30 
-L8C78: STA $0305,X +L8C78:  STA $0305,X 
-L8C7B: SEC  +L8C7B:  SEC  
-L8C7C: SBC #$02 +L8C7C:  SBC #$02 
-L8C7E: JSR $D2FD +L8C7E:  JSR $D2FD 
-L8C81: JMP $CBDA +L8C81:  JMP $CBDA 
-L8C84: LDA DoorStatus +L8C84:  LDA DoorStatus 
-L8C86: CMP #$05 +L8C86:  CMP #$05 
-L8C88: BCS $8CC3 +L8C88:  BCS $8CC3 
-L8C8A: JSR $8CFB +L8C8A:  JSR $8CFB 
-L8C8D: JSR $8C76 +L8C8D:  JSR $8C76 
-L8C90: LDX PageIndex +L8C90:  LDX PageIndex 
-L8C92: LDA $91 +L8C92:  LDA $91 
-L8C94: BEQ $8CA7 +L8C94:  BEQ $8CA7 
-L8C96: TXA  +L8C96:  TXA  
-L8C97: JSR $C2BF +L8C97:  JSR $C2BF 
-L8C9A: EOR $91 +L8C9A:  EOR $91 
-L8C9C: LSR  +L8C9C:  LSR  
-L8C9D: BCC $8CA7 +L8C9D:  BCC $8CA7 
-L8C9F: LDA $76 +L8C9F:  LDA $76 
-L8CA1: EOR #$07 +L8CA1:  EOR #$07 
-L8CA3: STA $76 +L8CA3:  STA $76 
-L8CA5: STA $1C +L8CA5:  STA $1C 
-L8CA7: INC $0300,X +L8CA7:  INC $0300,X 
-L8CAA: LDA #$00 +L8CAA:  LDA #$00 
-L8CAC: STA $91 +L8CAC:  STA $91 
-L8CAE: LDA $0307,X +L8CAE:  LDA $0307,X 
-L8CB1: CMP #$03 +L8CB1:  CMP #$03 
-L8CB3: BNE $8CC3 +L8CB3:  BNE $8CC3 
-L8CB5: TXA  +L8CB5:  TXA  
-L8CB6: JSR $C2C5 +L8CB6:  JSR $C2C5 
-L8CB9: BCS $8CC0 +L8CB9:  BCS $8CC0 
-L8CBB: JSR $CC07 +L8CBB:  JSR $CC07 
-L8CBE: BNE $8CC3 +L8CBE:  BNE $8CC3 
-L8CC0: JSR $CC03 +L8CC0:  JSR $CC03 
-L8CC3: JMP $8C71 +L8CC3:  JMP $8C71 
-L8CC6: LDA DoorStatus +L8CC6:  LDA DoorStatus 
-L8CC8: CMP #$05 +L8CC8:  CMP #$05 
-L8CCA: BNE $8CED +L8CCA:  BNE $8CED 
-L8CCC: TXA  +L8CCC:  TXA  
-L8CCD: EOR #$10 +L8CCD:  EOR #$10 
-L8CCF: TAX  +L8CCF:  TAX  
-L8CD0: LDA #$06 +L8CD0:  LDA #$06 
-L8CD2: STA $0300,X +L8CD2:  STA $0300,X 
-L8CD5: LDA #$2C +L8CD5:  LDA #$2C 
-L8CD7: STA $0305,X +L8CD7:  STA $0305,X 
-L8CDA: SEC  +L8CDA:  SEC  
-L8CDB: SBC #$03 +L8CDB:  SBC #$03 
-L8CDD: JSR $D2FD +L8CDD:  JSR $D2FD 
-L8CE0: JSR $CBDA +L8CE0:  JSR $CBDA 
-L8CE3: JSR $CB73 +L8CE3:  JSR $CB73 
-L8CE6: LDX PageIndex +L8CE6:  LDX PageIndex 
-L8CE8: LDA #$02 +L8CE8:  LDA #$02 
-L8CEA: STA $0300,X +L8CEA:  STA $0300,X 
-L8CED: JMP $8BB1 +L8CED:  JMP $8BB1 
-L8CF0: LDA DoorStatus +L8CF0:  LDA DoorStatus 
-L8CF2: BNE $8CED +L8CF2:  BNE $8CED 
-L8CF4: JMP $8C61 +L8CF4:  JMP $8C61 
-L8CF7: LDA #$FF +L8CF7:  LDA #$FF 
-L8CF9: BNE $8CFD +L8CF9:  BNE $8CFD 
-L8CFB: LDA #$4E +L8CFB:  LDA #$4E 
-L8CFD: PHA  +L8CFD:  PHA  
-L8CFE: LDA #$50 +L8CFE:  LDA #$50 
-L8D00: STA $02 +L8D00:  STA $02 
-L8D02: TXA  +L8D02:  TXA  
-L8D03: JSR $C2BF +L8D03:  JSR $C2BF 
-L8D06: AND #$01 +L8D06:  AND #$01 
-L8D08: TAY  +L8D08:  TAY  
-L8D09: LDA $8D3A,Y +L8D09:  LDA $8D3A,Y 
-L8D0C: STA $03 +L8D0C:  STA $03 
-L8D0E: LDA $030C,X +L8D0E:  LDA $030C,X 
-L8D11: STA $0B +L8D11:  STA $0B 
-L8D13: JSR $E96A +L8D13:  JSR $E96A 
-L8D16: LDY #$00 +L8D16:  LDY #$00 
-L8D18: PLA  +L8D18:  PLA  
-L8D19: STA ($04),Y +L8D19:  STA ($04),Y 
-L8D1B: TAX  +L8D1B:  TAX  
-L8D1C: TYA  +L8D1C:  TYA  
-L8D1D: CLC  +L8D1D:  CLC  
-L8D1E: ADC #$20 +L8D1E:  ADC #$20 
-L8D20: TAY  +L8D20:  TAY  
-L8D21: TXA  +L8D21:  TXA  
-L8D22: CPY #$C0 +L8D22:  CPY #$C0 
-L8D24: BNE $8D19 +L8D24:  BNE $8D19 
-L8D26: LDX PageIndex +L8D26:  LDX PageIndex 
-L8D28: TXA  +L8D28:  TXA  
-L8D29: JSR $C2C0 +L8D29:  JSR $C2C0 
-L8D2C: AND #$06 +L8D2C:  AND #$06 
-L8D2E: TAY  +L8D2E:  TAY  
-L8D2F: LDA $04 +L8D2F:  LDA $04 
-L8D31: STA $005C,Y +L8D31:  STA $005C,Y 
-L8D34: LDA $05 +L8D34:  LDA $05 
-L8D36: STA $005D,Y +L8D36:  STA $005D,Y 
-L8D39: RTS+L8D39:  RTS
  
-L8D3A: .byte $E8, $10, $60, $AD, $91, $69, $8D, $78, $68, $AD, $92, $69, $8D, $79, $68, $A9  +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 +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+L8D5A:  .byte $85, $00, $AD, $97, $69, $29
  
 ;------------------------------------------[ Graphics data ]----------------------------------------- ;------------------------------------------[ Graphics data ]-----------------------------------------
  
 ;Partial font, "THE END". ;Partial font, "THE END".
-L8D60: .byte $00, $00, $00, $00, $00, $18, $18, $08, $00, $00, $00, $00, $00, $00, $00, $00 +L8D60:  .byte $00, $00, $00, $00, $00, $18, $18, $08, $00, $00, $00, $00, $00, $00, $00, $00 
-L8D70: .byte $18, $38, $18, $18, $18, $18, $7E, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8D70:  .byte $18, $38, $18, $18, $18, $18, $7E, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8D80: .byte $00, $00, $00, $00, $00, $00, $00, $00, $78, $70, $F0, $F0, $78, $79, $1F, $00 +L8D80:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $78, $70, $F0, $F0, $78, $79, $1F, $00 
-L8D90: .byte $00, $00, $00, $00, $00, $00, $00, $00, $03, $87, $46, $4E, $4C, $8C, $08, $00 +L8D90:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $03, $87, $46, $4E, $4C, $8C, $08, $00 
-L8DA0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $39, $99, $3B, $33, $73, $79, $30, $00 +L8DA0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $39, $99, $3B, $33, $73, $79, $30, $00 
-L8DB0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $FC, $DC, $98, $B8, $B8, $FD, $66, $00 +L8DB0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $FC, $DC, $98, $B8, $B8, $FD, $66, $00 
-L8DC0: .byte $3C, $60, $C0, $FC, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8DC0:  .byte $3C, $60, $C0, $FC, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8DD0: .byte $00, $00, $00, $00, $00, $18, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8DD0:  .byte $00, $00, $00, $00, $00, $18, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8DE0: .byte $7C, $C6, $C6, $7C, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8DE0:  .byte $7C, $C6, $C6, $7C, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8DF0: .byte $7C, $C6, $C6, $7E, $06, $0C, $78, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8DF0:  .byte $7C, $C6, $C6, $7E, $06, $0C, $78, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E00: .byte $38, $6C, $C6, $C6, $FE, $C6, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E00:  .byte $38, $6C, $C6, $C6, $FE, $C6, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E10: .byte $FC, $C6, $C6, $FC, $C6, $C6, $FC, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E10:  .byte $FC, $C6, $C6, $FC, $C6, $C6, $FC, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E20: .byte $3C, $66, $C0, $C0, $C0, $66, $3C, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E20:  .byte $3C, $66, $C0, $C0, $C0, $66, $3C, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E30: .byte $F8, $CC, $C6, $C6, $C6, $CC, $F8, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E30:  .byte $F8, $CC, $C6, $C6, $C6, $CC, $F8, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E40: .byte $FE, $C0, $C0, $FC, $C0, $C0, $FE, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E40:  .byte $FE, $C0, $C0, $FC, $C0, $C0, $FE, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E50: .byte $FE, $C0, $C0, $FC, $C0, $C0, $C0, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E50:  .byte $FE, $C0, $C0, $FC, $C0, $C0, $C0, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E60: .byte $3E, $60, $C0, $CE, $C6, $66, $3E, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E60:  .byte $3E, $60, $C0, $CE, $C6, $66, $3E, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E70: .byte $C6, $C6, $C6, $FE, $C6, $C6, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E70:  .byte $C6, $C6, $C6, $FE, $C6, $C6, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E80: .byte $7E, $18, $18, $18, $18, $18, $7E, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E80:  .byte $7E, $18, $18, $18, $18, $18, $7E, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8E90: .byte $1E, $06, $06, $06, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8E90:  .byte $1E, $06, $06, $06, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8EA0: .byte $C6, $CC, $D8, $F0, $F8, $DC, $CE, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8EA0:  .byte $C6, $CC, $D8, $F0, $F8, $DC, $CE, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8EB0: .byte $60, $60, $60, $60, $60, $60, $7E, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8EB0:  .byte $60, $60, $60, $60, $60, $60, $7E, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8EC0: .byte $C6, $EE, $FE, $FE, $D6, $C6, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8EC0:  .byte $C6, $EE, $FE, $FE, $D6, $C6, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8ED0: .byte $C6, $E6, $F6, $FE, $DE, $CE, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8ED0:  .byte $C6, $E6, $F6, $FE, $DE, $CE, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8EE0: .byte $7C, $C6, $C6, $C6, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8EE0:  .byte $7C, $C6, $C6, $C6, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8EF0: .byte $FC, $C6, $C6, $C6, $FC, $C0, $C0, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8EF0:  .byte $FC, $C6, $C6, $C6, $FC, $C0, $C0, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F00: .byte $7C, $C6, $C6, $C6, $DE, $CC, $7A, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F00:  .byte $7C, $C6, $C6, $C6, $DE, $CC, $7A, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F10: .byte $FC, $C6, $C6, $CE, $F8, $DC, $CE, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F10:  .byte $FC, $C6, $C6, $CE, $F8, $DC, $CE, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F20: .byte $78, $CC, $C0, $7C, $06, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F20:  .byte $78, $CC, $C0, $7C, $06, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F30: .byte $7E, $18, $18, $18, $18, $18, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F30:  .byte $7E, $18, $18, $18, $18, $18, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F40: .byte $C6, $C6, $C6, $C6, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F40:  .byte $C6, $C6, $C6, $C6, $C6, $C6, $7C, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F50: .byte $C6, $C6, $C6, $EE, $7C, $38, $10, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F50:  .byte $C6, $C6, $C6, $EE, $7C, $38, $10, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F60: .byte $C6, $C6, $D6, $FE, $FE, $EE, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F60:  .byte $C6, $C6, $D6, $FE, $FE, $EE, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F70: .byte $C6, $EE, $7C, $38, $7C, $EE, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F70:  .byte $C6, $EE, $7C, $38, $7C, $EE, $C6, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F80: .byte $66, $66, $66, $3C, $18, $18, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F80:  .byte $66, $66, $66, $3C, $18, $18, $18, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8F90: .byte $FE, $0E, $1C, $38, $70, $E0, $FE, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L8F90:  .byte $FE, $0E, $1C, $38, $70, $E0, $FE, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L8FA0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $01, $07, $0F, $0C, $08, $08, $04, $03 +L8FA0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $01, $07, $0F, $0C, $08, $08, $04, $03 
-L8FB0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $C1, $FF, $FF, $3E, $00, $08, $88, $19 +L8FB0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $C1, $FF, $FF, $3E, $00, $08, $88, $19 
-L8FC0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $20, $60, $60, $E0, $C0, $C8 +L8FC0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $20, $60, $60, $E0, $C0, $C8 
-L8FD0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $38 +L8FD0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $38 
-L8FE0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $30, $48, $40, $61, $3F, $3F, $1F, $00 +L8FE0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $30, $48, $40, $61, $3F, $3F, $1F, $00 
-L8FF0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $11, $33, $73, $E7, $E6, $C6, $04, $00 +L8FF0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $11, $33, $73, $E7, $E6, $C6, $04, $00 
-L9000: .byte $00, $00, $00, $00, $00, $00, $00, $00, $9C, $CC, $1C, $19, $3A, $3C, $18, $00 +L9000:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $9C, $CC, $1C, $19, $3A, $3C, $18, $00 
-L9010: .byte $00, $00, $00, $00, $00, $00, $00, $00, $7C, $74, $E4, $F8, $E0, $72, $3C, $00 +L9010:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $7C, $74, $E4, $F8, $E0, $72, $3C, $00 
-L9020: .byte $00, $00, $00, $00, $00, $00, $00, $00, $03, $06, $0C, $0C, $06, $02, $1E, $3C +L9020:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $03, $06, $0C, $0C, $06, $02, $1E, $3C 
-L9030: .byte $00, $00, $00, $00, $00, $00, $00, $00, $80, $40, $20, $20, $40, $03, $01, $03 +L9030:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $80, $40, $20, $20, $40, $03, $01, $03 
-L9040: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $80, $90 +L9040:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $80, $90 
-L9050: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $01, $03, $03, $07, $06, $EE +L9050:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $01, $03, $03, $07, $06, $EE 
-L9060: .byte $32, $FF, $F7, $FF, $7F, $FF, $DB, $FF, $73, $FF, $FF, $FF, $FF, $FF, $FF, $FF +L9060:  .byte $32, $FF, $F7, $FF, $7F, $FF, $DB, $FF, $73, $FF, $FF, $FF, $FF, $FF, $FF, $FF 
-L9070: .byte $B4, $FF, $FF, $FF, $FE, $7B, $FF, $FD, $B6, $FF, $FF, $FF, $FF, $FF, $FF, $FF +L9070:  .byte $B4, $FF, $FF, $FF, $FE, $7B, $FF, $FD, $B6, $FF, $FF, $FF, $FF, $FF, $FF, $FF 
-L9080: .byte $B5, $FF, $7F, $9D, $F6, $7F, $DD, $77, $FF, $FF, $FF, $FF, $EF, $FF, $BB, $FE +L9080:  .byte $B5, $FF, $7F, $9D, $F6, $7F, $DD, $77, $FF, $FF, $FF, $FF, $EF, $FF, $BB, $FE 
-L9090: .byte $D7, $FF, $79, $DE, $F5, $3F, $ED, $BF, $FF, $FF, $FF, $FF, $BF, $FF, $FB, $FF +L9090:  .byte $D7, $FF, $79, $DE, $F5, $3F, $ED, $BF, $FF, $FF, $FF, $FF, $BF, $FF, $FB, $FF 
-L90A0: .byte $89, $F7, $5F, $F3, $E7, $FD, $70, $CF, $FF, $BF, $EC, $FF, $9F, $FE, $AF, $F9 +L90A0:  .byte $89, $F7, $5F, $F3, $E7, $FD, $70, $CF, $FF, $BF, $EC, $FF, $9F, $FE, $AF, $F9 
-L90B0: .byte $9F, $F9, $3D, $F7, $3F, $99, $FD, $CF, $F6, $7F, $FF, $FD, $CF, $FF, $FF, $FB +L90B0:  .byte $9F, $F9, $3D, $F7, $3F, $99, $FD, $CF, $F6, $7F, $FF, $FD, $CF, $FF, $FF, $FB 
-L90C0: .byte $B9, $59, $CC, $7F, $DF, $9F, $BF, $1E, $7F, $FF, $B7, $F3, $FD, $6F, $FF, $E7 +L90C0:  .byte $B9, $59, $CC, $7F, $DF, $9F, $BF, $1E, $7F, $FF, $B7, $F3, $FD, $6F, $FF, $E7 
-L90D0: .byte $7F, $F9, $F3, $FF, $FF, $FF, $FF, $BB, $9F, $FF, $CF, $9F, $FD, $FF, $27, $DF +L90D0:  .byte $7F, $F9, $F3, $FF, $FF, $FF, $FF, $BB, $9F, $FF, $CF, $9F, $FD, $FF, $27, $DF 
-L90E0: .byte $63, $EF, $EE, $1F, $B9, $1C, $F7, $FF, $9D, $38, $FF, $FF, $C7, $E3, $FF, $BF +L90E0:  .byte $63, $EF, $EE, $1F, $B9, $1C, $F7, $FF, $9D, $38, $FF, $FF, $C7, $E3, $FF, $BF 
-L90F0: .byte $FF, $9D, $7E, $FF, $B3, $C7, $FF, $A1, $3C, $7E, $FF, $E7, $CF, $FF, $FB, $7F +L90F0:  .byte $FF, $9D, $7E, $FF, $B3, $C7, $FF, $A1, $3C, $7E, $FF, $E7, $CF, $FF, $FB, $7F 
-L9100: .byte $C8, $ED, $BE, $DC, $9E, $F8, $36, $CC, $3F, $1E, $7F, $FF, $EF, $07, $CF, $FF +L9100:  .byte $C8, $ED, $BE, $DC, $9E, $F8, $36, $CC, $3F, $1E, $7F, $FF, $EF, $07, $CF, $FF 
-L9110: .byte $C7, $BF, $3A, $7F, $BD, $A3, $7F, $FC, $3C, $7C, $FD, $E7, $CF, $FE, $8C, $0F +L9110:  .byte $C7, $BF, $3A, $7F, $BD, $A3, $7F, $FC, $3C, $7C, $FD, $E7, $CF, $FE, $8C, $0F 
-L9120: .byte $00, $00, $18, $18, $3C, $7E, $5E, $FF, $10, $10, $18, $38, $7C, $7E, $FE, $FF +L9120:  .byte $00, $00, $18, $18, $3C, $7E, $5E, $FF, $10, $10, $18, $38, $7C, $7E, $FE, $FF 
-L9130: .byte $00, $10, $10, $10, $10, $30, $30, $10, $10, $10, $10, $10, $30, $30, $30, $30 +L9130:  .byte $00, $10, $10, $10, $10, $30, $30, $10, $10, $10, $10, $10, $30, $30, $30, $30 
-L9140: .byte $20, $30, $30, $20, $60, $30, $70, $F8, $20, $30, $30, $60, $60, $70, $F0, $F8 +L9140:  .byte $20, $30, $30, $20, $60, $30, $70, $F8, $20, $30, $30, $60, $60, $70, $F0, $F8 
-L9150: .byte $10, $10, $10, $10, $10, $10, $00, $10, $00, $00, $00, $00, $00, $00, $00, $00+L9150:  .byte $10, $10, $10, $10, $10, $10, $00, $10, $00, $00, $00, $00, $00, $00, $00, $00
  
 ;Brinstar enemy tile patterns. ;Brinstar enemy tile patterns.
-L9160: .byte $03, $0F, $05, $32, $D1, $48, $12, $24, $01, $02, $02, $11, $48, $20, $00, $00 +L9160:  .byte $03, $0F, $05, $32, $D1, $48, $12, $24, $01, $02, $02, $11, $48, $20, $00, $00 
-L9170: .byte $E0, $F0, $EC, $DE, $92, $8D, $A0, $3C, $C0, $00, $0C, $02, $01, $0C, $02, $00 +L9170:  .byte $E0, $F0, $EC, $DE, $92, $8D, $A0, $3C, $C0, $00, $0C, $02, $01, $0C, $02, $00 
-L9180: .byte $00, $00, $F8, $3E, $1F, $0F, $0F, $0E, $00, $00, $00, $08, $04, $00, $00, $00 +L9180:  .byte $00, $00, $F8, $3E, $1F, $0F, $0F, $0E, $00, $00, $00, $08, $04, $00, $00, $00 
-L9190: .byte $18, $30, $6C, $7C, $5C, $78, $70, $21, $00, $00, $0C, $1C, $1C, $38, $30, $3C +L9190:  .byte $18, $30, $6C, $7C, $5C, $78, $70, $21, $00, $00, $0C, $1C, $1C, $38, $30, $3C 
-L91A0: .byte $18, $30, $60, $60, $40, $40, $40, $01, $00, $00, $00, $00, $00, $00, $00, $3C +L91A0:  .byte $18, $30, $60, $60, $40, $40, $40, $01, $00, $00, $00, $00, $00, $00, $00, $3C 
-L91B0: .byte $00, $01, $00, $00, $03, $04, $48, $3C, $00, $01, $00, $03, $0C, $08, $10, $03 +L91B0:  .byte $00, $01, $00, $00, $03, $04, $48, $3C, $00, $01, $00, $03, $0C, $08, $10, $03 
-L91C0: .byte $48, $2F, $B3, $4D, $32, $CC, $84, $6F, $48, $28, $AF, $3D, $78, $CD, $B6, $6F +L91C0:  .byte $48, $2F, $B3, $4D, $32, $CC, $84, $6F, $48, $28, $AF, $3D, $78, $CD, $B6, $6F 
-L91D0: .byte $00, $50, $00, $C8, $74, $34, $90, $38, $00, $00, $B0, $E8, $74, $BC, $18, $18 +L91D0:  .byte $00, $50, $00, $C8, $74, $34, $90, $38, $00, $00, $B0, $E8, $74, $BC, $18, $18 
-L91E0: .byte $3C, $7F, $FF, $FF, $FF, $7E, $7B, $3D, $3C, $7F, $FF, $FC, $D1, $50, $69, $0E +L91E0:  .byte $3C, $7F, $FF, $FF, $FF, $7E, $7B, $3D, $3C, $7F, $FF, $FC, $D1, $50, $69, $0E 
-L91F0: .byte $00, $00, $C0, $E0, $B0, $08, $07, $87, $00, $00, $C0, $60, $B0, $68, $73, $B2 +L91F0:  .byte $00, $00, $C0, $E0, $B0, $08, $07, $87, $00, $00, $C0, $60, $B0, $68, $73, $B2 
-L9200: .byte $01, $00, $1C, $0F, $07, $03, $0F, $3F, $01, $00, $10, $08, $04, $00, $08, $20 +L9200:  .byte $01, $00, $1C, $0F, $07, $03, $0F, $3F, $01, $00, $10, $08, $04, $00, $08, $20 
-L9210: .byte $80, $C0, $F8, $C8, $88, $32, $51, $68, $0C, $10, $A0, $06, $01, $32, $11, $00 +L9210:  .byte $80, $C0, $F8, $C8, $88, $32, $51, $68, $0C, $10, $A0, $06, $01, $32, $11, $00 
-L9220: .byte $00, $01, $21, $33, $3B, $1F, $9F, $FF, $00, $01, $20, $12, $08, $00, $80, $20 +L9220:  .byte $00, $01, $21, $33, $3B, $1F, $9F, $FF, $00, $01, $20, $12, $08, $00, $80, $20 
-L9230: .byte $00, $00, $08, $98, $B8, $F0, $F2, $FE, $00, $00, $08, $90, $20, $00, $02, $04 +L9230:  .byte $00, $00, $08, $98, $B8, $F0, $F2, $FE, $00, $00, $08, $90, $20, $00, $02, $04 
-L9240: .byte $81, $A5, $E7, $00, $00, $24, $18, $24, $81, $A5, $E7, $42, $66, $C3, $66, $18 +L9240:  .byte $81, $A5, $E7, $00, $00, $24, $18, $24, $81, $A5, $E7, $42, $66, $C3, $66, $18 
-L9250: .byte $00, $24, $1B, $1F, $3B, $44, $5B, $3F, $BD, $9B, $E4, $C0, $C4, $98, $83, $C7 +L9250:  .byte $00, $24, $1B, $1F, $3B, $44, $5B, $3F, $BD, $9B, $E4, $C0, $C4, $98, $83, $C7 
-L9260: .byte $00, $20, $60, $C3, $CC, $60, $20, $00, $0A, $0F, $0F, $1C, $13, $0F, $0F, $0A +L9260:  .byte $00, $20, $60, $C3, $CC, $60, $20, $00, $0A, $0F, $0F, $1C, $13, $0F, $0F, $0A 
-L9270: .byte $00, $00, $00, $00, $E0, $00, $00, $00, $40, $E8, $FA, $FF, $1F, $FA, $E8, $40 +L9270:  .byte $00, $00, $00, $00, $E0, $00, $00, $00, $40, $E8, $FA, $FF, $1F, $FA, $E8, $40 
-L9280: .byte $1E, $1C, $18, $3A, $36, $60, $00, $00, $00, $00, $00, $02, $06, $00, $03, $00 +L9280:  .byte $1E, $1C, $18, $3A, $36, $60, $00, $00, $00, $00, $00, $02, $06, $00, $03, $00 
-L9290: .byte $43, $C6, $FE, $F8, $F6, $A9, $21, $20, $38, $00, $00, $00, $66, $AD, $F9, $20 +L9290:  .byte $43, $C6, $FE, $F8, $F6, $A9, $21, $20, $38, $00, $00, $00, $66, $AD, $F9, $20 
-L92A0: .byte $73, $DE, $EF, $F8, $F6, $A9, $21, $20, $38, $1E, $0F, $00, $66, $AD, $F9, $20 +L92A0:  .byte $73, $DE, $EF, $F8, $F6, $A9, $21, $20, $38, $1E, $0F, $00, $66, $AD, $F9, $20 
-L92B0: .byte $03, $02, $30, $7E, $70, $D0, $6C, $1D, $04, $30, $48, $00, $80, $11, $30, $21 +L92B0:  .byte $03, $02, $30, $7E, $70, $D0, $6C, $1D, $04, $30, $48, $00, $80, $11, $30, $21 
-L92C0: .byte $61, $30, $1E, $81, $28, $FF, $FF, $F1, $61, $32, $1E, $81, $F8, $FF, $FF, $F9 +L92C0:  .byte $61, $30, $1E, $81, $28, $FF, $FF, $F1, $61, $32, $1E, $81, $F8, $FF, $FF, $F9 
-L92D0: .byte $B8, $D0, $6C, $36, $9E, $0C, $C0, $E8, $FC, $FC, $7E, $36, $BE, $0C, $E0, $F8 +L92D0:  .byte $B8, $D0, $6C, $36, $9E, $0C, $C0, $E8, $FC, $FC, $7E, $36, $BE, $0C, $E0, $F8 
-L92E0: .byte $1F, $0F, $07, $03, $01, $0E, $1F, $3F, $07, $03, $03, $01, $00, $06, $17, $13 +L92E0:  .byte $1F, $0F, $07, $03, $01, $0E, $1F, $3F, $07, $03, $03, $01, $00, $06, $17, $13 
-L92F0: .byte $C3, $66, $9E, $DE, $EF, $F7, $73, $B9, $DA, $66, $DE, $C6, $E3, $61, $25, $B9 +L92F0:  .byte $C3, $66, $9E, $DE, $EF, $F7, $73, $B9, $DA, $66, $DE, $C6, $E3, $61, $25, $B9 
-L9300: .byte $0F, $03, $07, $0F, $1D, $00, $01, $03, $08, $00, $04, $08, $10, $00, $01, $02 +L9300:  .byte $0F, $03, $07, $0F, $1D, $00, $01, $03, $08, $00, $04, $08, $10, $00, $01, $02 
-L9310: .byte $60, $51, $32, $88, $C8, $F8, $C0, $00, $0C, $11, $32, $00, $04, $02, $12, $20 +L9310:  .byte $60, $51, $32, $88, $C8, $F8, $C0, $00, $0C, $11, $32, $00, $04, $02, $12, $20 
-L9320: .byte $78, $33, $65, $26, $19, $00, $04, $02, $00, $00, $04, $46, $80, $90, $14, $0A +L9320:  .byte $78, $33, $65, $26, $19, $00, $04, $02, $00, $00, $04, $46, $80, $90, $14, $0A 
-L9330: .byte $1C, $C8, $A4, $64, $18, $00, $20, $40, $00, $00, $25, $62, $80, $88, $26, $40 +L9330:  .byte $1C, $C8, $A4, $64, $18, $00, $20, $40, $00, $00, $25, $62, $80, $88, $26, $40 
-L9340: .byte $00, $02, $0D, $17, $2D, $62, $6D, $2E, $83, $C5, $F2, $E0, $C2, $81, $8C, $CE +L9340:  .byte $00, $02, $0D, $17, $2D, $62, $6D, $2E, $83, $C5, $F2, $E0, $C2, $81, $8C, $CE 
-L9350: .byte $00, $40, $B0, $E8, $B4, $46, $B6, $74, $C1, $A3, $4F, $07, $43, $81, $31, $73 +L9350:  .byte $00, $40, $B0, $E8, $B4, $46, $B6, $74, $C1, $A3, $4F, $07, $43, $81, $31, $73 
-L9360: .byte $00, $00, $00, $00, $00, $20, $73, $DF, $00, $00, $0A, $0F, $1F, $14, $11, $18 +L9360:  .byte $00, $00, $00, $00, $00, $20, $73, $DF, $00, $00, $0A, $0F, $1F, $14, $11, $18 
-L9370: .byte $00, $00, $00, $00, $00, $00, $12, $C0, $00, $00, $40, $E8, $FA, $FF, $70, $00 +L9370:  .byte $00, $00, $00, $00, $00, $00, $12, $C0, $00, $00, $40, $E8, $FA, $FF, $70, $00 
-L9380: .byte $24, $3C, $5A, $DB, $66, $99, $5A, $24, $00, $00, $42, $C3, $66, $00, $00, $42 +L9380:  .byte $24, $3C, $5A, $DB, $66, $99, $5A, $24, $00, $00, $42, $C3, $66, $00, $00, $42 
-L9390: .byte $00, $00, $44, $EE, $B2, $82, $84, $40, $04, $38, $54, $EE, $B2, $80, $00, $00 +L9390:  .byte $00, $00, $44, $EE, $B2, $82, $84, $40, $04, $38, $54, $EE, $B2, $80, $00, $00 
-L93A0: .byte $00, $00, $0C, $04, $62, $12, $1F, $01, $00, $B0, $50, $78, $9C, $6C, $20, $00 +L93A0:  .byte $00, $00, $0C, $04, $62, $12, $1F, $01, $00, $B0, $50, $78, $9C, $6C, $20, $00 
-L93B0: .byte $38, $72, $C5, $73, $72, $6F, $22, $00, $40, $82, $05, $23, $42, $07, $1E, $00 +L93B0:  .byte $38, $72, $C5, $73, $72, $6F, $22, $00, $40, $82, $05, $23, $42, $07, $1E, $00 
-L93C0: .byte $C3, $E0, $7C, $8F, $C7, $F3, $72, $00, $E3, $F0, $7E, $8F, $C7, $F2, $71, $01 +L93C0:  .byte $C3, $E0, $7C, $8F, $C7, $F3, $72, $00, $E3, $F0, $7E, $8F, $C7, $F2, $71, $01 
-L93D0: .byte $F0, $E8, $3C, $9C, $80, $18, $1C, $00, $F0, $E8, $3C, $9E, $42, $5A, $5C, $00 +L93D0:  .byte $F0, $E8, $3C, $9C, $80, $18, $1C, $00, $F0, $E8, $3C, $9E, $42, $5A, $5C, $00 
-L93E0: .byte $3B, $7D, $7B, $7D, $7E, $FF, $FF, $00, $31, $3D, $3B, $1C, $6E, $37, $79, $00 +L93E0:  .byte $3B, $7D, $7B, $7D, $7E, $FF, $FF, $00, $31, $3D, $3B, $1C, $6E, $37, $79, $00 
-L93F0: .byte $F9, $B9, $50, $E0, $7C, $8C, $E0, $00, $F9, $B1, $40, $60, $3C, $8E, $C2, $02 +L93F0:  .byte $F9, $B9, $50, $E0, $7C, $8C, $E0, $00, $F9, $B1, $40, $60, $3C, $8E, $C2, $02 
-L9400: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L9400:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L9410: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L9410:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L9420: .byte $60, $71, $30, $18, $0C, $00, $00, $00, $62, $72, $37, $93, $81, $7E, $34, $06 +L9420:  .byte $60, $71, $30, $18, $0C, $00, $00, $00, $62, $72, $37, $93, $81, $7E, $34, $06 
-L9430: .byte $00, $01, $00, $08, $1C, $30, $70, $60, $02, $02, $07, $83, $91, $7E, $74, $66 +L9430:  .byte $00, $01, $00, $08, $1C, $30, $70, $60, $02, $02, $07, $83, $91, $7E, $74, $66 
-L9440: .byte $26, $31, $10, $1C, $18, $0C, $00, $00, $C6, $C0, $60, $60, $20, $30, $18, $08 +L9440:  .byte $26, $31, $10, $1C, $18, $0C, $00, $00, $C6, $C0, $60, $60, $20, $30, $18, $08 
-L9450: .byte $5E, $2C, $20, $3C, $24, $18, $00, $00, $87, $C3, $42, $42, $42, $66, $24, $24 +L9450:  .byte $5E, $2C, $20, $3C, $24, $18, $00, $00, $87, $C3, $42, $42, $42, $66, $24, $24 
-L9460: .byte $00, $00, $00, $00, $0B, $27, $73, $DF, $0A, $0F, $1F, $34, $0B, $07, $11, $18 +L9460:  .byte $00, $00, $00, $00, $0B, $27, $73, $DF, $0A, $0F, $1F, $34, $0B, $07, $11, $18 
-L9470: .byte $00, $00, $00, $00, $00, $8C, $F2, $E0, $40, $E8, $FA, $FF, $60, $80, $30, $00 +L9470:  .byte $00, $00, $00, $00, $00, $8C, $F2, $E0, $40, $E8, $FA, $FF, $60, $80, $30, $00 
-L9480: .byte $00, $00, $1C, $3E, $3E, $3E, $1C, $00, $00, $1C, $26, $69, $55, $53, $32, $1C +L9480:  .byte $00, $00, $1C, $3E, $3E, $3E, $1C, $00, $00, $1C, $26, $69, $55, $53, $32, $1C 
-L9490: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L9490:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L94A0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L94A0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L94B0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L94B0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L94C0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L94C0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L94D0: .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L94D0:  .byte $00, $00, $00, $00, $00, $00, $00, $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 +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 +L94F0:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L9500: .byte $1D, $1D, $1D, $1D, $1D, $1D, $1D, $1D, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F +L9500:  .byte $1D, $1D, $1D, $1D, $1D, $1D, $1D, $1D, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F 
-L9510: .byte $F8, $F8, $F8, $F8, $F8, $F8, $F8, $F8, $A0, $A0, $A0, $A0, $A0, $A0, $A0, $A0 +L9510:  .byte $F8, $F8, $F8, $F8, $F8, $F8, $F8, $F8, $A0, $A0, $A0, $A0, $A0, $A0, $A0, $A0 
-L9520: .byte $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF +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 +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 +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+L9550:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
  
 ;---------------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------------
  
 PalPntrTbl: PalPntrTbl:
-L9560: .word Palette00 ;($A271) +L9560:  .word Palette00                 ;($A271) 
-L9562: .word Palette01 ;($A295) +L9562:  .word Palette01                 ;($A295) 
-L9564: .word Palette02 ;($A2A1) +L9564:  .word Palette02                 ;($A2A1) 
-L9566: .word Palette03 ;($A29B) +L9566:  .word Palette03                 ;($A29B) 
-L9568: .word Palette04 ;($A2A7) +L9568:  .word Palette04                 ;($A2A7) 
-L956A: .word Palette05 ;($A2AD) +L956A:  .word Palette05                 ;($A2AD) 
-L956C: .word Palette06 ;($A2D0) +L956C:  .word Palette06                 ;($A2D0) 
-L956E: .word Palette06 ;($A2D0) +L956E:  .word Palette06                 ;($A2D0) 
-L9570: .word Palette06 ;($A2D0) +L9570:  .word Palette06                 ;($A2D0) 
-L9572: .word Palette06 ;($A2D0) +L9572:  .word Palette06                 ;($A2D0) 
-L9574: .word Palette06 ;($A2D0) +L9574:  .word Palette06                 ;($A2D0) 
-L9576: .word Palette06 ;($A2D0) +L9576:  .word Palette06                 ;($A2D0) 
-L9578: .word Palette06 ;($A2D0) +L9578:  .word Palette06                 ;($A2D0) 
-L957A: .word Palette06 ;($A2D0) +L957A:  .word Palette06                 ;($A2D0) 
-L957C: .word Palette06 ;($A2D0) +L957C:  .word Palette06                 ;($A2D0) 
-L957E: .word Palette06 ;($A2D0) +L957E:  .word Palette06                 ;($A2D0) 
-L9580: .word Palette06 ;($A2D0) +L9580:  .word Palette06                 ;($A2D0) 
-L9582: .word Palette06 ;($A2D0) +L9582:  .word Palette06                 ;($A2D0) 
-L9584: .word Palette06 ;($A2D0) +L9584:  .word Palette06                 ;($A2D0) 
-L9586: .word Palette06 ;($A2D0) +L9586:  .word Palette06                 ;($A2D0) 
-L9588: .word Palette07 ;($A2D7) +L9588:  .word Palette07                 ;($A2D7) 
-L958A: .word Palette08 ;($A2DE) +L958A:  .word Palette08                 ;($A2DE) 
-L958C: .word Palette09 ;($A2E5) +L958C:  .word Palette09                 ;($A2E5) 
-L958E: .word Palette0A ;($A2EC) +L958E:  .word Palette0A                 ;($A2EC) 
-L9590: .word Palette0B ;($A2F4) +L9590:  .word Palette0B                 ;($A2F4) 
-L9592: .word Palette0C ;($A2FC) +L9592:  .word Palette0C                 ;($A2FC) 
-L9594: .word Palette0D ;($A304) +L9594:  .word Palette0D                 ;($A304) 
-L9596: .word Palette0E ;($A30C)+L9596:  .word Palette0E                 ;($A30C)
  
 AreaPointers: AreaPointers:
-L9598: .word SpecItmsTbl ;($A3D6)Beginning of special items table. +L9598:  .word SpecItmsTbl               ;($A3D6)Beginning of special items table. 
-L959A: .word RmPtrTbl ;($A314)Beginning of room pointer table.  +L959A:  .word RmPtrTbl                  ;($A314)Beginning of room pointer table.         
-L959C: .word StrctPtrTbl ;($A372)Beginning of structure pointer table. +L959C:  .word StrctPtrTbl               ;($A372)Beginning of structure pointer table. 
-L959E: .word MacroDefs ;($AEF0)Beginning of macro definitions. +L959E:  .word MacroDefs                 ;($AEF0)Beginning of macro definitions. 
-L95A0: .word EnemyFramePtrTbl1 ;($9DE0)Pointer table into enemy animation data. Two--> +L95A0:  .word EnemyFramePtrTbl1         ;($9DE0)Pointer table into enemy animation data. Two--> 
-L95A2: .word EnemyFramePtrTbl2 ;($9EE0)tables needed to accommodate all entries. +L95A2:  .word EnemyFramePtrTbl2         ;($9EE0)tables needed to accommodate all entries. 
-L95A4: .word EnemyPlacePtrTbl ;($9F0E)Pointers to enemy frame placement data. +L95A4:  .word EnemyPlacePtrTbl          ;($9F0E)Pointers to enemy frame placement data. 
-L95A6: .word EnemyAnimIndexTbl ;($9D6A)index to values in addr tables for enemy animations.+L95A6:  .word EnemyAnimIndexTbl         ;($9D6A)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  +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+L95B8:  .byte $EA, $EA, $60, $EA, $EA, $60, $EA, $EA, $60, $EA, $EA
  
 AreaRoutine: AreaRoutine:
-L95C3: JMP $9D35 ;Area specific routine.+L95C3:  JMP $9D35                       ;Area specific routine.
  
 TwosCompliment_: TwosCompliment_:
-L95C6: EOR #$FF +L95C6:  EOR #$FF                        
-L95C8: CLC ;The following routine returns the twos--> +L95C8:  CLC                             ;The following routine returns the twos--> 
-L95C9: ADC #$01 ;compliment of the value stored in A. +L95C9:  ADC #$01                        ;compliment of the value stored in A. 
-L95CB: RTS ;+L95CB:  RTS                             ;
  
-L95CC: .byte $FF ;Not used. +L95CC:  .byte $FF                       ;Not used. 
-  +                                 
-L95CD: .byte $01 ;Brinstar music init flag.+L95CD:  .byte $01                       ;Brinstar music init flag.
  
-L95CE: .byte $80 ;Base damage caused by area enemies to lower health byte. +L95CE:  .byte $80                       ;Base damage caused by area enemies to lower health byte. 
-L95CF: .byte $00 ;Base damage caused by area enemies to upper health byte.+L95CF:  .byte $00                       ;Base damage caused by area enemies to upper health byte.
  
 ;Special room numbers(used to start item room music). ;Special room numbers(used to start item room music).
-L95D0: .byte $2B, $2C, $28, $0B, $1C, $0A, $1A+L95D0:  .byte $2B, $2C, $28, $0B, $1C, $0A, $1A
  
-L95D7: .byte $03 ;Samus start x coord on world map. +L95D7:  .byte $03                       ;Samus start x coord on world map. 
-L95D8: .byte $0E ;Samus start y coord on world map. +L95D8:  .byte $0E                       ;Samus start y coord on world map. 
-L95D9: .byte $B0 ;Samus start verticle screen position.+L95D9:  .byte $B0                       ;Samus start verticle screen position.
  
-L95DA: .byte $01, $00, $03, $43, $00, $00, $00, $00, $00, $00, $69 +L95DA:  .byte $01, $00, $03, $43, $00, $00, $00, $00, $00, $00, $69 
  
-L95E5: LDA EnDataIndex,+L95E5:  LDA EnDataIndex,
-L95E8: JSR $8024+L95E8:  JSR $8024
  
-L95EB: .word $99B8 +L95EB:  .word $99B8 
-L95ED: .word $99D3 +L95ED:  .word $99D3 
-L95EF: .word $99E5 +L95EF:  .word $99E5 
-L95F1: .word $99D8 +L95F1:  .word $99D8 
-L95F3: .word $99FA +L95F3:  .word $99FA 
-L95F5: .word $9A4C +L95F5:  .word $9A4C 
-L95F7: .word $9AF5 +L95F7:  .word $9AF5 
-L95F9: .word $9B32 +L95F9:  .word $9B32 
-L95FB: .word $9BA2 +L95FB:  .word $9BA2 
-L95FD: .word $9BD2 +L95FD:  .word $9BD2 
-L95FF: .word $9C1A +L95FF:  .word $9C1A 
-L9601: .word $0000 +L9601:  .word $0000 
-L9603: .word $0000 +L9603:  .word $0000 
-L9605: .word $0000 +L9605:  .word $0000 
-L9607: .word $0000 +L9607:  .word $0000 
-L9609: .word $0000+L9609:  .word $0000
  
-L960B: .byte $27, $27, $29, $29, $2D, $2B, $31, $2F, $33, $33, $41, $41, $4B, $4B, $55, $53+L960B:  .byte $27, $27, $29, $29, $2D, $2B, $31, $2F, $33, $33, $41, $41, $4B, $4B, $55, $53
  
-L961B: .byte $72, $74, $00, $00, $00, $00, $69, $69, $69, $69, $00, $00, $00, $00, $00, $00+L961B:  .byte $72, $74, $00, $00, $00, $00, $69, $69, $69, $69, $00, $00, $00, $00, $00, $00
  
 EnemyHitPointTbl: EnemyHitPointTbl:
-L962B: .byte $08, $08, $04, $FF, $02, $02, $04, $01, $20, $FF, $FF, $04, $01, $00, $00, $00+L962B:  .byte $08, $08, $04, $FF, $02, $02, $04, $01, $20, $FF, $FF, $04, $01, $00, $00, $00
  
-L963B: .byte $05, $05, $0B, $0B, $17, $13, $1B, $19, $23, $23, $35, $35, $48, $48, $59, $57 +L963B:  .byte $05, $05, $0B, $0B, $17, $13, $1B, $19, $23, $23, $35, $35, $48, $48, $59, $57 
  
-L964B: .byte $6C, $6F, $5B, $5D, $62, $67, $69, $69, $69, $69, $00, $00, $00, $00, $00, $00+L964B:  .byte $6C, $6F, $5B, $5D, $62, $67, $69, $69, $69, $69, $00, $00, $00, $00, $00, $00
  
-L965B: .byte $05, $05, $0B, $0B, $17, $13, $1B, $19, $23, $23, $35, $35, $48, $48, $50, $4D+L965B:  .byte $05, $05, $0B, $0B, $17, $13, $1B, $19, $23, $23, $35, $35, $48, $48, $50, $4D
  
-L966B: .byte $6C, $6F, $5B, $5D, $5F, $64, $69, $69, $69, $69, $00, $00, $00, $00, $00, $00+L966B:  .byte $6C, $6F, $5B, $5D, $5F, $64, $69, $69, $69, $69, $00, $00, $00, $00, $00, $00
  
-L967B: .byte $00, $00, $00, $80, $00, $00, $00, $00, $00, $00, $00, $00, $80, $00, $00, $00 +L967B:  .byte $00, $00, $00, $80, $00, $00, $00, $00, $00, $00, $00, $00, $80, $00, $00, $00 
  
-L968B: .byte $01, $01, $01, $00, $86, $04, $89, $80, $81, $00, $00, $00, $82, $00, $00, $00 +L968B:  .byte $01, $01, $01, $00, $86, $04, $89, $80, $81, $00, $00, $00, $82, $00, $00, $00 
  
-L969B: .byte $01, $01, $01, $01, $01, $01, $01, $01, $20, $01, $01, $01, $40, $00, $00, $00 +L969B:  .byte $01, $01, $01, $01, $01, $01, $01, $01, $20, $01, $01, $01, $40, $00, $00, $00 
  
-L96AB: .byte $00, $00, $06, $00, $83, $00, $88, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L96AB:  .byte $00, $00, $06, $00, $83, $00, $88, $00, $00, $00, $00, $00, $00, $00, $00, $00 
  
 EnemyInitDelayTbl: EnemyInitDelayTbl:
-L96BB: .byte $08, $08, $01, $01, $01, $01, $10, $08, $10, $00, $00, $01, $01, $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, $06, $08, $0A, $10, $0C, $0E, $14, $17, $19, $10, $12, $00, $00, $00+L96CB:  .byte $00, $03, $06, $08, $0A, $10, $0C, $0E, $14, $17, $19, $10, $12, $00, $00, $00
  
-L96DB: .word $97EF, $97F2, $97F5, $97F5, $97F5, $97F5, $97F5, $97F5 +L96DB:  .word $97EF, $97F2, $97F5, $97F5, $97F5, $97F5, $97F5, $97F5 
-L96EB: .word $97F5, $97F5, $97F5, $9840, $988B, $988E, $9891, $98A5 +L96EB:  .word $97F5, $97F5, $97F5, $9840, $988B, $988E, $9891, $98A5 
-L96FB: .word $98B9, $98B9, $98B9, $98B9, $98B9, $98B9, $98B9, $98B9 +L96FB:  .word $98B9, $98B9, $98B9, $98B9, $98B9, $98B9, $98B9, $98B9 
-L970B: .word $98B9, $98C0, $98C7, $98CE, $98D5, $98D8, $98DB, $98F2 +L970B:  .word $98B9, $98C0, $98C7, $98CE, $98D5, $98D8, $98DB, $98F2 
-L971B: .word $9909, $9920, $9937, $994E+L971B:  .word $9909, $9920, $9937, $994E
  
-L9723: .byte $00, $00, $00, $00, $00, $00, $00, $00, $7F, $40, $30, $C0, $D0, $00, $00, $7F +L9723:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $7F, $40, $30, $C0, $D0, $00, $00, $7F 
-L9733: .byte $80, $00, $54, $70, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +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 +L9743:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L9753: .byte $F6, $FC, $FE, $04, $02, $00, $00, $00, $0C, $FC, $FC, $00, $00, $00, $00, $00 +L9753:  .byte $F6, $FC, $FE, $04, $02, $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 +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+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 +L977B:  .byte $64, $6C, $21, $01, $04, $00, $4C, $40, $04, $00, $00, $40, $40, $00, $00, $00 
  
-L978B: .byte $00, $00, $64, $67, $69, $69, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 +L978B:  .byte $00, $00, $64, $67, $69, $69, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 
-L979B: .byte $0C, $F4, $00, $00, $00, $00, $00, $00, $F4, $00, $00, $00+L979B:  .byte $0C, $F4, $00, $00, $00, $00, $00, $00, $F4, $00, $00, $00
  
-L97A7: .word $9965, $9974, $9983, $9992, $9D36, $9D3B, $9D40, $9D45 +L97A7:  .word $9965, $9974, $9983, $9992, $9D36, $9D3B, $9D40, $9D45 
-L97B7: .word $9D4A, $9D4F, $9D54, $9D59, $9D5E, $9D63, $9D6A, $9D6A +L97B7:  .word $9D4A, $9D4F, $9D54, $9D59, $9D5E, $9D63, $9D6A, $9D6A 
-L97C7: .word $9D6A, $9D6A, $9D6A, $9D6A, $9D6A+L97C7:  .word $9D6A, $9D6A, $9D6A, $9D6A, $9D6A
  
-L97D1: .byte $01, $01, $02, $01, $03, $04, $00, $05, $00, $06, $00, $07, $00, $08, $00, $09 +L97D1:  .byte $01, $01, $02, $01, $03, $04, $00, $05, $00, $06, $00, $07, $00, $08, $00, $09 
-L97E1: .byte $00, $00, $00, $0B, $01, $0C, $0D, $00, $0E, $03, $0F, $10, $11, $0F+L97E1:  .byte $00, $00, $00, $0B, $01, $0C, $0D, $00, $0E, $03, $0F, $10, $11, $0F
  
-L97EF: .byte $20, $22, $FE+L97EF:  .byte $20, $22, $FE
  
-L97F2: .byte $20, $2A, $FE+L97F2:  .byte $20, $2A, $FE
  
-L97F5: .byte $02, $F2, $04, $E2, $04, $D2, $05, $B2, $03, $92, $04, $02, $05, $12, $03, $32 +L97F5:  .byte $02, $F2, $04, $E2, $04, $D2, $05, $B2, $03, $92, $04, $02, $05, $12, $03, $32 
-L9805: .byte $05, $52, $04, $62, $02, $72, $02, $72, $04, $62, $04, $52, $05, $32, $03, $12 +L9805:  .byte $05, $52, $04, $62, $02, $72, $02, $72, $04, $62, $04, $52, $05, $32, $03, $12 
-L9815: .byte $04, $02, $05, $92, $03, $B2, $05, $D2, $04, $E2, $02, $F2, $FD, $03, $D2, $06 +L9815:  .byte $04, $02, $05, $92, $03, $B2, $05, $D2, $04, $E2, $02, $F2, $FD, $03, $D2, $06 
-L9825: .byte $B2, $08, $92, $05, $02, $07, $12, $05, $32, $04, $52, $03, $52, $06, $32, $08 +L9825:  .byte $B2, $08, $92, $05, $02, $07, $12, $05, $32, $04, $52, $03, $52, $06, $32, $08 
-L9835: .byte $12, $05, $02, $07, $92, $05, $B2, $04, $D2, $FD, $FF+L9835:  .byte $12, $05, $02, $07, $92, $05, $B2, $04, $D2, $FD, $FF
  
-L9840: .byte $02, $FA, $04, $EA, $04, $DA, $05, $BA, $03, $9A, $04, $0A, $05, $1A, $03, $3A +L9840:  .byte $02, $FA, $04, $EA, $04, $DA, $05, $BA, $03, $9A, $04, $0A, $05, $1A, $03, $3A 
-L9850: .byte $05, $5A, $04, $6A, $02, $7A, $02, $7A, $04, $6A, $04, $5A, $05, $3A, $03, $1A +L9850:  .byte $05, $5A, $04, $6A, $02, $7A, $02, $7A, $04, $6A, $04, $5A, $05, $3A, $03, $1A 
-L9860: .byte $04, $0A, $05, $9A, $03, $BA, $05, $DA, $04, $EA, $02, $FA, $FD, $03, $DA, $06 +L9860:  .byte $04, $0A, $05, $9A, $03, $BA, $05, $DA, $04, $EA, $02, $FA, $FD, $03, $DA, $06 
-L9870: .byte $BA, $08, $9A, $05, $0A, $07, $1A, $05, $3A, $04, $5A, $03, $5A, $06, $3A, $08 +L9870:  .byte $BA, $08, $9A, $05, $0A, $07, $1A, $05, $3A, $04, $5A, $03, $5A, $06, $3A, $08 
-L9880: .byte $1A, $05, $0A, $07, $9A, $05, $BA, $04, $DA, $FD, $FF+L9880:  .byte $1A, $05, $0A, $07, $9A, $05, $BA, $04, $DA, $FD, $FF
  
-L988B: .byte $01, $01, $FF+L988B:  .byte $01, $01, $FF
  
-L988E: .byte $01, $09, $FF+L988E:  .byte $01, $09, $FF
  
-L9891: .byte $04, $22, $01, $42, $01, $22, $01, $42, $01, $62, $01, $42, $04, $62, $FC, $01 +L9891:  .byte $04, $22, $01, $42, $01, $22, $01, $42, $01, $62, $01, $42, $04, $62, $FC, $01 
-L98A1: .byte $00, $64, $00, $FB+L98A1:  .byte $00, $64, $00, $FB
  
-L98A5: .byte $04, $2A, $01, $4A, $01, $2A, $01, $4A, $01, $6A, $01, $4A, $04, $6A, $FC, $01 +L98A5:  .byte $04, $2A, $01, $4A, $01, $2A, $01, $4A, $01, $6A, $01, $4A, $04, $6A, $FC, $01 
-L98B5: .byte $00, $64, $00, $FB+L98B5:  .byte $00, $64, $00, $FB
  
-L98B9: .byte $14, $11, $0A, $00, $14, $19, $FE+L98B9:  .byte $14, $11, $0A, $00, $14, $19, $FE
  
-L98C0: .byte $14, $19, $0A, $00, $14, $11, $FE+L98C0:  .byte $14, $19, $0A, $00, $14, $11, $FE
  
-L98C7: .byte $1E, $11, $0A, $00, $1E, $19, $FE +L98C7:  .byte $1E, $11, $0A, $00, $1E, $19, $FE 
  
-L98CE: .byte $1E, $19, $0A, $00, $1E, $11, $FE+L98CE:  .byte $1E, $19, $0A, $00, $1E, $11, $FE
  
-L98D5: .byte $50, $04, $FF+L98D5:  .byte $50, $04, $FF
  
-L98D8: .byte $50, $0C, $FF+L98D8:  .byte $50, $0C, $FF
  
-L98DB: .byte $02, $F3, $04, $E3, $04, $D3, $05, $B3, $03, $93, $04, $03, $05, $13, $03, $33 +L98DB:  .byte $02, $F3, $04, $E3, $04, $D3, $05, $B3, $03, $93, $04, $03, $05, $13, $03, $33 
-L98EB: .byte $05, $53, $04, $63, $50, $73, $FF+L98EB:  .byte $05, $53, $04, $63, $50, $73, $FF
  
-L98F2: .byte $02, $FB, $04, $EB, $04, $DB, $05, $BB, $03, $9B, $04, $0B, $05, $1B, $03, $3B +L98F2:  .byte $02, $FB, $04, $EB, $04, $DB, $05, $BB, $03, $9B, $04, $0B, $05, $1B, $03, $3B 
-L9902: .byte $05, $5B, $04, $6B, $50, $7B, $FF+L9902:  .byte $05, $5B, $04, $6B, $50, $7B, $FF
  
-L9909: .byte $02, $F4, $04, $E4, $04, $D4, $05, $B4, $03, $94, $04, $04, $05, $14, $03, $34 +L9909:  .byte $02, $F4, $04, $E4, $04, $D4, $05, $B4, $03, $94, $04, $04, $05, $14, $03, $34 
-L9919: .byte $05, $54, $04, $64, $50, $74, $FF+L9919:  .byte $05, $54, $04, $64, $50, $74, $FF
  
-L9920: .byte $02, $FC, $04, $EC, $04, $DC, $05, $BC, $03, $9C, $04, $0C, $05, $1C, $03, $3C +L9920:  .byte $02, $FC, $04, $EC, $04, $DC, $05, $BC, $03, $9C, $04, $0C, $05, $1C, $03, $3C 
-L9930: .byte $05, $5C, $04, $6C, $50, $7C, $FF+L9930:  .byte $05, $5C, $04, $6C, $50, $7C, $FF
  
-L9937: .byte $02, $F2, $04, $E2, $04, $D2, $05, $B2, $03, $92, $04, $02, $05, $12, $03, $32 +L9937:  .byte $02, $F2, $04, $E2, $04, $D2, $05, $B2, $03, $92, $04, $02, $05, $12, $03, $32 
-L9947: .byte $05, $52, $04, $62, $50, $72, $FF+L9947:  .byte $05, $52, $04, $62, $50, $72, $FF
  
-L994E: .byte $02, $FA, $04, $EA, $04, $DA, $05, $BA, $03, $9A, $04, $0A, $05, $1A, $03, $3A +L994E:  .byte $02, $FA, $04, $EA, $04, $DA, $05, $BA, $03, $9A, $04, $0A, $05, $1A, $03, $3A 
-L995E: .byte $05, $5A, $04, $6A, $50, $7A, $FF+L995E:  .byte $05, $5A, $04, $6A, $50, $7A, $FF
  
-L9965: .byte $04, $B3, $05, $A3, $06, $93, $07, $03, $06, $13, $05, $23, $50, $33, $FF+L9965:  .byte $04, $B3, $05, $A3, $06, $93, $07, $03, $06, $13, $05, $23, $50, $33, $FF
  
-L9974: .byte $09, $C2, $08, $A2, $07, $92, $07, $12, $08, $22, $09, $42, $50, $72, $FF+L9974:  .byte $09, $C2, $08, $A2, $07, $92, $07, $12, $08, $22, $09, $42, $50, $72, $FF
  
-L9983: .byte $07, $C2, $06, $A2, $05, $92, $05, $12, $06, $22, $07, $42, $50, $72, $FF+L9983:  .byte $07, $C2, $06, $A2, $05, $92, $05, $12, $06, $22, $07, $42, $50, $72, $FF
  
-L9992: .byte $05, $C2, $04, $A2, $03, $92, $03, $12, $04, $22, $05, $42, $50, $72, $FF+L9992:  .byte $05, $C2, $04, $A2, $03, $92, $03, $12, $04, $22, $05, $42, $50, $72, $FF
  
-L99A1: LDA $81 +L99A1:  LDA $81 
-L99A3: CMP #$01 +L99A3:  CMP #$01 
-L99A5: BEQ $99B0 +L99A5:  BEQ $99B0 
-L99A7: CMP #$03 +L99A7:  CMP #$03 
-L99A9: BEQ $99B5 +L99A9:  BEQ $99B5 
-L99AB: LDA $00 +L99AB:  LDA $00 
-L99AD: JMP $8000 +L99AD:  JMP $8000 
-L99B0: LDA $01 +L99B0:  LDA $01 
-L99B2: JMP $8003 +L99B2:  JMP $8003 
-L99B5: JMP $8006+L99B5:  JMP $8006
  
-L99B8: LDA #$09 +L99B8:  LDA #$09 
-L99BA: STA $85 +L99BA:  STA $85 
-L99BC: STA $86 +L99BC:  STA $86 
-L99BE: LDA EnStatus,+L99BE:  LDA EnStatus,
-L99C1: CMP #$03 +L99C1:  CMP #$03 
-L99C3: BEQ $99C8 +L99C3:  BEQ $99C8 
-L99C5: JSR $801B +L99C5:  JSR $801B 
-L99C8: LDA #$06 +L99C8:  LDA #$06 
-L99CA: STA $00 +L99CA:  STA $00 
-L99CC: LDA #$08 +L99CC:  LDA #$08 
-L99CE: STA $01 +L99CE:  STA $01 
-L99D0: JMP $99A1+L99D0:  JMP $99A1
  
-L99D3: LDA #$0F +L99D3:  LDA #$0F 
-L99D5: JMP $99BA +L99D5:  JMP $99BA 
-L99D8: LDA EnStatus,+L99D8:  LDA EnStatus,
-L99DB: CMP #$03 +L99DB:  CMP #$03 
-L99DD: BEQ $99E2 +L99DD:  BEQ $99E2 
-L99DF: JSR $801E +L99DF:  JSR $801E 
-L99E2: JMP $99C8 +L99E2:  JMP $99C8 
-L99E5: LDA #$21 +L99E5:  LDA #$21 
-L99E7: STA $85 +L99E7:  STA $85 
-L99E9: LDA #$1E +L99E9:  LDA #$1E 
-L99EB: STA $86 +L99EB:  STA $86 
-L99ED: LDA EnStatus,+L99ED:  LDA EnStatus,
-L99F0: CMP #$03 +L99F0:  CMP #$03 
-L99F2: BEQ $99F7 +L99F2:  BEQ $99F7 
-L99F4: JSR $801B +L99F4:  JSR $801B 
-L99F7: JMP $99C8 +L99F7:  JMP $99C8 
-L99FA: LDA $81 +L99FA:  LDA $81 
-L99FC: CMP #$01 +L99FC:  CMP #$01 
-L99FE: BEQ $9A44 +L99FE:  BEQ $9A44 
-L9A00: CMP #$03 +L9A00:  CMP #$03 
-L9A02: BEQ $9A49 +L9A02:  BEQ $9A49 
-L9A04: LDA EnCounter,+L9A04:  LDA EnCounter,
-L9A07: CMP #$0F +L9A07:  CMP #$0F 
-L9A09: BCC $9A3F +L9A09:  BCC $9A3F 
-L9A0B: CMP #$11 +L9A0B:  CMP #$11 
-L9A0D: BCS $9A16 +L9A0D:  BCS $9A16 
-L9A0F: LDA #$3A +L9A0F:  LDA #$3A 
-L9A11: STA $6B01,X +L9A11:  STA $6B01,X 
-L9A14: BNE $9A3F +L9A14:  BNE $9A3F 
-L9A16: DEC $6B01,X +L9A16:  DEC $6B01,X 
-L9A19: BNE $9A3F +L9A19:  BNE $9A3F 
-L9A1B: LDA #$00 +L9A1B:  LDA #$00 
-L9A1D: STA EnStatus,+L9A1D:  STA EnStatus,
-L9A20: LDY #$0C +L9A20:  LDY #$0C 
-L9A22: LDA #$0A +L9A22:  LDA #$0A 
-L9A24: STA $00A0,Y +L9A24:  STA $00A0,Y 
-L9A27: LDA EnYRoomPos,+L9A27:  LDA EnYRoomPos,
-L9A2A: STA $00A1,Y +L9A2A:  STA $00A1,Y 
-L9A2D: LDA EnXRoomPos,+L9A2D:  LDA EnXRoomPos,
-L9A30: STA $00A2,Y +L9A30:  STA $00A2,Y 
-L9A33: LDA EnNameTable,+L9A33:  LDA EnNameTable,
-L9A36: STA $00A3,Y +L9A36:  STA $00A3,Y 
-L9A39: DEY  +L9A39:  DEY  
-L9A3A: DEY  +L9A3A:  DEY  
-L9A3B: DEY  +L9A3B:  DEY  
-L9A3C: DEY  +L9A3C:  DEY  
-L9A3D: BPL $9A22 +L9A3D:  BPL $9A22 
-L9A3F: LDA #$02 +L9A3F:  LDA #$02 
-L9A41: JMP $8000 +L9A41:  JMP $8000 
-L9A44: LDA #$08 +L9A44:  LDA #$08 
-L9A46: JMP $8003 +L9A46:  JMP $8003 
-L9A49: JMP $8006+L9A49:  JMP $8006
  
-L9A4C: JSR $8009 +L9A4C:  JSR $8009 
-L9A4F: AND #$03 +L9A4F:  AND #$03 
-L9A51: BEQ $9A87 +L9A51:  BEQ $9A87 
-L9A53: LDA $81 +L9A53:  LDA $81 
-L9A55: CMP #$01 +L9A55:  CMP #$01 
-L9A57: BEQ $9A44 +L9A57:  BEQ $9A44 
-L9A59: CMP #$03 +L9A59:  CMP #$03 
-L9A5B: BEQ $9A49 +L9A5B:  BEQ $9A49 
-L9A5D: LDA EnStatus,+L9A5D:  LDA EnStatus,
-L9A60: CMP #$03 +L9A60:  CMP #$03 
-L9A62: BEQ $9A87 +L9A62:  BEQ $9A87 
-L9A64: LDA $040A,X +L9A64:  LDA $040A,X 
-L9A67: AND #$03 +L9A67:  AND #$03 
-L9A69: CMP #$01 +L9A69:  CMP #$01 
-L9A6B: BNE $9A7E +L9A6B:  BNE $9A7E 
-L9A6D: LDY EnYRoomPos,+L9A6D:  LDY EnYRoomPos,
-L9A70: CPY #$E4 +L9A70:  CPY #$E4 
-L9A72: BNE $9A7E +L9A72:  BNE $9A7E 
-L9A74: JSR $9ABD +L9A74:  JSR $9ABD 
-L9A77: LDA #$03 +L9A77:  LDA #$03 
-L9A79: STA $040A,X +L9A79:  STA $040A,X 
-L9A7C: BNE $9A84 +L9A7C:  BNE $9A84 
-L9A7E: JSR $9AE2 +L9A7E:  JSR $9AE2 
-L9A81: JSR $9AA8 +L9A81:  JSR $9AA8 
-L9A84: JSR $9AC6 +L9A84:  JSR $9AC6 
-L9A87: LDA #$03 +L9A87:  LDA #$03 
-L9A89: JSR $800C +L9A89:  JSR $800C 
-L9A8C: JMP $8006 +L9A8C:  JMP $8006 
-L9A8F: LDA $0405,X +L9A8F:  LDA $0405,X 
-L9A92: LSR  +L9A92:  LSR  
-L9A93: LDA $040A,X +L9A93:  LDA $040A,X 
-L9A96: AND #$03 +L9A96:  AND #$03 
-L9A98: ROL  +L9A98:  ROL  
-L9A99: TAY  +L9A99:  TAY  
-L9A9A: LDA $9AA0,Y +L9A9A:  LDA $9AA0,Y 
-L9A9D: JMP $800F+L9A9D:  JMP $800F
  
-L9AA0: .byte $35, $35, $3E, $38, $3B, $3B, $38, $3E +L9AA0:  .byte $35, $35, $3E, $38, $3B, $3B, $38, $3E 
  
-L9AA8: LDX PageIndex +L9AA8:  LDX PageIndex 
-L9AAA: BCS $9AC5 +L9AAA:  BCS $9AC5 
-L9AAC: LDA $00 +L9AAC:  LDA $00 
-L9AAE: BNE $9ABD +L9AAE:  BNE $9ABD 
-L9AB0: LDY $040A,X +L9AB0:  LDY $040A,X 
-L9AB3: DEY  +L9AB3:  DEY  
-L9AB4: TYA  +L9AB4:  TYA  
-L9AB5: AND #$03 +L9AB5:  AND #$03 
-L9AB7: STA $040A,X +L9AB7:  STA $040A,X 
-L9ABA: JMP $9A8F +L9ABA:  JMP $9A8F 
-L9ABD: LDA $0405,X +L9ABD:  LDA $0405,X 
-L9AC0: EOR #$01 +L9AC0:  EOR #$01 
-L9AC2: STA $0405,X +L9AC2:  STA $0405,X 
-L9AC5: RTS+L9AC5:  RTS
  
-L9AC6: JSR $9ADA +L9AC6:  JSR $9ADA 
-L9AC9: JSR $9AE2 +L9AC9:  JSR $9AE2 
-L9ACC: LDX PageIndex +L9ACC:  LDX PageIndex 
-L9ACE: BCC $9AD9 +L9ACE:  BCC $9AD9 
-L9AD0: JSR $9ADA +L9AD0:  JSR $9ADA 
-L9AD3: STA $040A,X +L9AD3:  STA $040A,X 
-L9AD6: JSR $9A8F +L9AD6:  JSR $9A8F 
-L9AD9: RTS+L9AD9:  RTS
  
-L9ADA: LDY $040A,X +L9ADA:  LDY $040A,X 
-L9ADD: INY  +L9ADD:  INY  
-L9ADE: TYA  +L9ADE:  TYA  
-L9ADF: AND #$03 +L9ADF:  AND #$03 
-L9AE1: RTS+L9AE1:  RTS
  
-L9AE2: LDY $0405,X +L9AE2:  LDY $0405,X 
-L9AE5: STY $00 +L9AE5:  STY $00 
-L9AE7: LSR $00 +L9AE7:  LSR $00 
-L9AE9: ROL  +L9AE9:  ROL  
-L9AEA: ASL  +L9AEA:  ASL  
-L9AEB: TAY  +L9AEB:  TAY  
-L9AEC: LDA $8049,Y +L9AEC:  LDA $8049,Y 
-L9AEF: PHA  +L9AEF:  PHA  
-L9AF0: LDA $8048,Y +L9AF0:  LDA $8048,Y 
-L9AF3: PHA  +L9AF3:  PHA  
-L9AF4: RTS+L9AF4:  RTS
  
-L9AF5: LDA $81 +L9AF5:  LDA $81 
-L9AF7: CMP #$01 +L9AF7:  CMP #$01 
-L9AF9: BEQ $9B2D +L9AF9:  BEQ $9B2D 
-L9AFB: CMP #$03 +L9AFB:  CMP #$03 
-L9AFD: BEQ $9B2A +L9AFD:  BEQ $9B2A 
-L9AFF: LDA #$80 +L9AFF:  LDA #$80 
-L9B01: STA $6AFE,X +L9B01:  STA $6AFE,X 
-L9B04: LDA $0402,X +L9B04:  LDA $0402,X 
-L9B07: BMI $9B25 +L9B07:  BMI $9B25 
-L9B09: LDA $0405,X +L9B09:  LDA $0405,X 
-L9B0C: AND #$10 +L9B0C:  AND #$10 
-L9B0E: BEQ $9B25 +L9B0E:  BEQ $9B25 
-L9B10: LDA EnYRoomPos,+L9B10:  LDA EnYRoomPos,
-L9B13: SEC  +L9B13:  SEC  
-L9B14: SBC $030D +L9B14:  SBC $030D 
-L9B17: BPL $9B1C +L9B17:  BPL $9B1C 
-L9B19: JSR $95C6 +L9B19:  JSR $95C6 
-L9B1C: CMP #$10 +L9B1C:  CMP #$10 
-L9B1E: BCS $9B25 +L9B1E:  BCS $9B25 
-L9B20: LDA #$00 +L9B20:  LDA #$00 
-L9B22: STA $6AFE,X +L9B22:  STA $6AFE,X 
-L9B25: LDA #$03 +L9B25:  LDA #$03 
-L9B27: JMP $8000 +L9B27:  JMP $8000 
-L9B2A: JMP $8006 +L9B2A:  JMP $8006 
-L9B2D: LDA #$08 +L9B2D:  LDA #$08 
-L9B2F: JMP $8003 +L9B2F:  JMP $8003 
-L9B32: LDA EnStatus,+L9B32:  LDA EnStatus,
-L9B35: CMP #$02 +L9B35:  CMP #$02 
-L9B37: BNE $9B71 +L9B37:  BNE $9B71 
-L9B39: LDA $0403,X +L9B39:  LDA $0403,X 
-L9B3C: BNE $9B71 +L9B3C:  BNE $9B71 
-L9B3E: LDA $6AFE,X +L9B3E:  LDA $6AFE,X 
-L9B41: BNE $9B55 +L9B41:  BNE $9B55 
-L9B43: LDA $030D +L9B43:  LDA $030D 
-L9B46: SEC  +L9B46:  SEC  
-L9B47: SBC EnYRoomPos,+L9B47:  SBC EnYRoomPos,
-L9B4A: CMP #$40 +L9B4A:  CMP #$40 
-L9B4C: BCS $9B71 +L9B4C:  BCS $9B71 
-L9B4E: LDA #$7F +L9B4E:  LDA #$7F 
-L9B50: STA $6AFE,X +L9B50:  STA $6AFE,X 
-L9B53: BNE $9B71 +L9B53:  BNE $9B71 
-L9B55: LDA $0402,X +L9B55:  LDA $0402,X 
-L9B58: BMI $9B71 +L9B58:  BMI $9B71 
-L9B5A: LDA #$00 +L9B5A:  LDA #$00 
-L9B5C: STA $0402,X +L9B5C:  STA $0402,X 
-L9B5F: STA EnCounter,+L9B5F:  STA EnCounter,
-L9B62: STA $6AFE,X +L9B62:  STA $6AFE,X 
-L9B65: LDA $0405,X +L9B65:  LDA $0405,X 
-L9B68: AND #$01 +L9B68:  AND #$01 
-L9B6A: TAY  +L9B6A:  TAY  
-L9B6B: LDA $9BA0,Y +L9B6B:  LDA $9BA0,Y 
-L9B6E: STA $0403,X +L9B6E:  STA $0403,X 
-L9B71: LDA $0405,X +L9B71:  LDA $0405,X 
-L9B74: ASL  +L9B74:  ASL  
-L9B75: BMI $9B95 +L9B75:  BMI $9B95 
-L9B77: LDA EnStatus,+L9B77:  LDA EnStatus,
-L9B7A: CMP #$02 +L9B7A:  CMP #$02 
-L9B7C: BNE $9B95 +L9B7C:  BNE $9B95 
-L9B7E: JSR $8036 +L9B7E:  JSR $8036 
-L9B81: PHA  +L9B81:  PHA  
-L9B82: JSR $8039 +L9B82:  JSR $8039 
-L9B85: STA $05 +L9B85:  STA $05 
-L9B87: PLA  +L9B87:  PLA  
-L9B88: STA $04 +L9B88:  STA $04 
-L9B8A: JSR $9CA8 +L9B8A:  JSR $9CA8 
-L9B8D: JSR $8027 +L9B8D:  JSR $8027 
-L9B90: BCC $9B9A +L9B90:  BCC $9B9A 
-L9B92: JSR $9C96 +L9B92:  JSR $9C96 
-L9B95: LDA #$03 +L9B95:  LDA #$03 
-L9B97: JMP $8003 +L9B97:  JMP $8003 
-L9B9A: LDA #$00 +L9B9A:  LDA #$00 
-L9B9C: STA EnStatus,+L9B9C:  STA EnStatus,
-L9B9F: RTS+L9B9F:  RTS
  
-L9BA0: .byte $04, $FC+L9BA0:  .byte $04, $FC
  
-L9BA2: LDA EnStatus,+L9BA2:  LDA EnStatus,
-L9BA5: CMP #$03 +L9BA5:  CMP #$03 
-L9BA7: BCC $9BC2 +L9BA7:  BCC $9BC2 
-L9BA9: BEQ $9BAF +L9BA9:  BEQ $9BAF 
-L9BAB: CMP #$05 +L9BAB:  CMP #$05 
-L9BAD: BNE $9BCB +L9BAD:  BNE $9BCB 
-L9BAF: LDA #$00 +L9BAF:  LDA #$00 
-L9BB1: STA $6B04 +L9BB1:  STA $6B04 
-L9BB4: STA $6B14 +L9BB4:  STA $6B14 
-L9BB7: STA $6B24 +L9BB7:  STA $6B24 
-L9BBA: STA $6B34 +L9BBA:  STA $6B34 
-L9BBD: STA $6B44 +L9BBD:  STA $6B44 
-L9BC0: BEQ $9BCB +L9BC0:  BEQ $9BCB 
-L9BC2: JSR $9C1D +L9BC2:  JSR $9C1D 
-L9BC5: JSR $9CCC +L9BC5:  JSR $9CCC 
-L9BC8: JSR $9D05 +L9BC8:  JSR $9D05 
-L9BCB: LDA #$0A +L9BCB:  LDA #$0A 
-L9BCD: STA $00 +L9BCD:  STA $00 
-L9BCF: JMP $99CC +L9BCF:  JMP $99CC 
-L9BD2: LDA $0405,X +L9BD2:  LDA $0405,X 
-L9BD5: AND #$02 +L9BD5:  AND #$02 
-L9BD7: BEQ $9BE0 +L9BD7:  BEQ $9BE0 
-L9BD9: LDA EnStatus,+L9BD9:  LDA EnStatus,
-L9BDC: CMP #$03 +L9BDC:  CMP #$03 
-L9BDE: BNE $9BE7 +L9BDE:  BNE $9BE7 
-L9BE0: LDA #$00 +L9BE0:  LDA #$00 
-L9BE2: STA EnStatus,+L9BE2:  STA EnStatus,
-L9BE5: BEQ $9C12 +L9BE5:  BEQ $9C12 
-L9BE7: LDA $0405,X +L9BE7:  LDA $0405,X 
-L9BEA: ASL  +L9BEA:  ASL  
-L9BEB: BMI $9C12 +L9BEB:  BMI $9C12 
-L9BED: LDA EnStatus,+L9BED:  LDA EnStatus,
-L9BF0: CMP #$02 +L9BF0:  CMP #$02 
-L9BF2: BNE $9C12 +L9BF2:  BNE $9C12 
-L9BF4: JSR $802D +L9BF4:  JSR $802D 
-L9BF7: LDX PageIndex +L9BF7:  LDX PageIndex 
-L9BF9: LDA $00 +L9BF9:  LDA $00 
-L9BFB: STA $0402,X +L9BFB:  STA $0402,X 
-L9BFE: JSR $8030 +L9BFE:  JSR $8030 
-L9C01: LDX PageIndex +L9C01:  LDX PageIndex 
-L9C03: LDA $00 +L9C03:  LDA $00 
-L9C05: STA $0403,X +L9C05:  STA $0403,X 
-L9C08: JSR $8033 +L9C08:  JSR $8033 
-L9C0B: BCS $9C12 +L9C0B:  BCS $9C12 
-L9C0D: LDA #$03 +L9C0D:  LDA #$03 
-L9C0F: STA EnStatus,+L9C0F:  STA EnStatus,
-L9C12: LDA #$01 +L9C12:  LDA #$01 
-L9C14: JSR $800C +L9C14:  JSR $800C 
-L9C17: JMP $8006 +L9C17:  JMP $8006 
-L9C1A: JMP $9BD2 +L9C1A:  JMP $9BD2 
-L9C1D: LDX #$50 +L9C1D:  LDX #$50 
-L9C1F: JSR $9C2A +L9C1F:  JSR $9C2A 
-L9C22: TXA  +L9C22:  TXA  
-L9C23: SEC  +L9C23:  SEC  
-L9C24: SBC #$10 +L9C24:  SBC #$10 
-L9C26: TAX  +L9C26:  TAX  
-L9C27: BNE $9C1F +L9C27:  BNE $9C1F 
-L9C29: RTS+L9C29:  RTS
  
-L9C2A: LDY EnStatus,+L9C2A:  LDY EnStatus,
-L9C2D: BEQ $9C55 +L9C2D:  BEQ $9C55 
-L9C2F: LDA EnDataIndex,+L9C2F:  LDA EnDataIndex,
-L9C32: CMP #$0A +L9C32:  CMP #$0A 
-L9C34: BEQ $9C3A +L9C34:  BEQ $9C3A 
-L9C36: CMP #$09 +L9C36:  CMP #$09 
-L9C38: BNE $9CA7 +L9C38:  BNE $9CA7 
-L9C3A: LDA $0405,X +L9C3A:  LDA $0405,X 
-L9C3D: AND #$02 +L9C3D:  AND #$02 
-L9C3F: BEQ $9C55 +L9C3F:  BEQ $9C55 
-L9C41: DEY  +L9C41:  DEY  
-L9C42: BEQ $9C60 +L9C42:  BEQ $9C60 
-L9C44: CPY #$02 +L9C44:  CPY #$02 
-L9C46: BEQ $9C55 +L9C46:  BEQ $9C55 
-L9C48: CPY #$03 +L9C48:  CPY #$03 
-L9C4A: BNE $9CA7 +L9C4A:  BNE $9CA7 
-L9C4C: LDA $040C,X +L9C4C:  LDA $040C,X 
-L9C4F: CMP #$01 +L9C4F:  CMP #$01 
-L9C51: BNE $9CA7 +L9C51:  BNE $9CA7 
-L9C53: BEQ $9C60 +L9C53:  BEQ $9C60 
-L9C55: LDA #$00 +L9C55:  LDA #$00 
-L9C57: STA EnStatus,+L9C57:  STA EnStatus,
-L9C5A: STA EnSpecialAttribs,+L9C5A:  STA EnSpecialAttribs,
-L9C5D: JSR $802A +L9C5D:  JSR $802A 
-L9C60: LDA $0405 +L9C60:  LDA $0405 
-L9C63: STA $0405,X +L9C63:  STA $0405,X 
-L9C66: LSR  +L9C66:  LSR  
-L9C67: PHP  +L9C67:  PHP  
-L9C68: TXA  +L9C68:  TXA  
-L9C69: LSR  +L9C69:  LSR  
-L9C6A: LSR  +L9C6A:  LSR  
-L9C6B: LSR  +L9C6B:  LSR  
-L9C6C: LSR  +L9C6C:  LSR  
-L9C6D: TAY  +L9C6D:  TAY  
-L9C6E: LDA $9CB7,Y +L9C6E:  LDA $9CB7,Y 
-L9C71: STA $04 +L9C71:  STA $04 
-L9C73: LDA $9CC6,Y +L9C73:  LDA $9CC6,Y 
-L9C76: STA EnDataIndex,+L9C76:  STA EnDataIndex,
-L9C79: TYA  +L9C79:  TYA  
-L9C7A: PLP  +L9C7A:  PLP  
-L9C7B: ROL  +L9C7B:  ROL  
-L9C7C: TAY  +L9C7C:  TAY  
-L9C7D: LDA $9CBB,Y +L9C7D:  LDA $9CBB,Y 
-L9C80: STA $05 +L9C80:  STA $05 
-L9C82: LDX #$00 +L9C82:  LDX #$00 
-L9C84: JSR $9CA8 +L9C84:  JSR $9CA8 
-L9C87: JSR $8027 +L9C87:  JSR $8027 
-L9C8A: LDX PageIndex +L9C8A:  LDX PageIndex 
-L9C8C: BCC $9CA7 +L9C8C:  BCC $9CA7 
-L9C8E: LDA EnStatus,+L9C8E:  LDA EnStatus,
-L9C91: BNE $9C96 +L9C91:  BNE $9C96 
-L9C93: INC EnStatus,+L9C93:  INC EnStatus,
-L9C96: LDA $08 +L9C96:  LDA $08 
-L9C98: STA EnYRoomPos,+L9C98:  STA EnYRoomPos,
-L9C9B: LDA $09 +L9C9B:  LDA $09 
-L9C9D: STA EnXRoomPos,+L9C9D:  STA EnXRoomPos,
-L9CA0: LDA $0B +L9CA0:  LDA $0B 
-L9CA2: AND #$01 +L9CA2:  AND #$01 
-L9CA4: STA EnNameTable,+L9CA4:  STA EnNameTable,
-L9CA7: RTS+L9CA7:  RTS
  
-L9CA8: LDA EnYRoomPos,+L9CA8:  LDA EnYRoomPos,
-L9CAB: STA $08 +L9CAB:  STA $08 
-L9CAD: LDA EnXRoomPos,+L9CAD:  LDA EnXRoomPos,
-L9CB0: STA $09 +L9CB0:  STA $09 
-L9CB2: LDA EnNameTable,+L9CB2:  LDA EnNameTable,
-L9CB5: STA $0B +L9CB5:  STA $0B 
-L9CB7: RTS+L9CB7:  RTS
  
-L9CB8: .byte $F5, $FD, $05, $F6, $FE, $0A, $F6, $0C, $F4, $0E, $F2, $F8, $08, $F4, $0C, $09 +L9CB8:  .byte $F5, $FD, $05, $F6, $FE, $0A, $F6, $0C, $F4, $0E, $F2, $F8, $08, $F4, $0C, $09 
-L9CC8: .byte $09, $09, $0A, $0A+L9CC8:  .byte $09, $09, $0A, $0A
    
-L9CCC: LDY $7E +L9CCC:  LDY $7E 
-L9CCE: BNE $9CD2 +L9CCE:  BNE $9CD2 
-L9CD0: LDY #$80 +L9CD0:  LDY #$80 
-L9CD2: LDA $2D +L9CD2:  LDA $2D 
-L9CD4: AND #$02 +L9CD4:  AND #$02 
-L9CD6: BNE $9D04 +L9CD6:  BNE $9D04 
-L9CD8: DEY  +L9CD8:  DEY  
-L9CD9: STY $7E +L9CD9:  STY $7E 
-L9CDB: TYA  +L9CDB:  TYA  
-L9CDC: ASL  +L9CDC:  ASL  
-L9CDD: BMI $9D04 +L9CDD:  BMI $9D04 
-L9CDF: AND #$0F +L9CDF:  AND #$0F 
-L9CE1: CMP #$0A +L9CE1:  CMP #$0A 
-L9CE3: BNE $9D04 +L9CE3:  BNE $9D04 
-L9CE5: LDA #$01 +L9CE5:  LDA #$01 
-L9CE7: LDX #$10 +L9CE7:  LDX #$10 
-L9CE9: CMP EnStatus,+L9CE9:  CMP EnStatus,
-L9CEC: BEQ $9CFF +L9CEC:  BEQ $9CFF 
-L9CEE: LDX #$20 +L9CEE:  LDX #$20 
-L9CF0: CMP EnStatus,+L9CF0:  CMP EnStatus,
-L9CF3: BEQ $9CFF +L9CF3:  BEQ $9CFF 
-L9CF5: LDX #$30 +L9CF5:  LDX #$30 
-L9CF7: CMP EnStatus,+L9CF7:  CMP EnStatus,
-L9CFA: BEQ $9CFF +L9CFA:  BEQ $9CFF 
-L9CFC: INC $7E +L9CFC:  INC $7E 
-L9CFE: RTS+L9CFE:  RTS
  
-L9CFF: LDA #$08 +L9CFF:  LDA #$08 
-L9D01: STA EnDelay,X +L9D01:  STA EnDelay,X 
-L9D04: RTS+L9D04:  RTS
  
-L9D05: LDY $7F +L9D05:  LDY $7F 
-L9D07: BNE $9D0B +L9D07:  BNE $9D0B 
-L9D09: LDY #$60 +L9D09:  LDY #$60 
-L9D0B: LDA $2D +L9D0B:  LDA $2D 
-L9D0D: AND #$02 +L9D0D:  AND #$02 
-L9D0F: BNE $9D34 +L9D0F:  BNE $9D34 
-L9D11: DEY  +L9D11:  DEY  
-L9D12: STY $7F +L9D12:  STY $7F 
-L9D14: TYA  +L9D14:  TYA  
-L9D15: ASL  +L9D15:  ASL  
-L9D16: BMI $9D34 +L9D16:  BMI $9D34 
-L9D18: AND #$0F +L9D18:  AND #$0F 
-L9D1A: BNE $9D34 +L9D1A:  BNE $9D34 
-L9D1C: LDA #$01 +L9D1C:  LDA #$01 
-L9D1E: LDX #$40 +L9D1E:  LDX #$40 
-L9D20: CMP EnStatus,+L9D20:  CMP EnStatus,
-L9D23: BEQ $9D2F +L9D23:  BEQ $9D2F 
-L9D25: LDX #$50 +L9D25:  LDX #$50 
-L9D27: CMP EnStatus,+L9D27:  CMP EnStatus,
-L9D2A: BEQ $9D2F +L9D2A:  BEQ $9D2F 
-L9D2C: INC $7F +L9D2C:  INC $7F 
-L9D2E: RTS+L9D2E:  RTS
  
-L9D2F: LDA #$08 +L9D2F:  LDA #$08 
-L9D31: STA EnDelay,X +L9D31:  STA EnDelay,X 
-L9D34: RTS+L9D34:  RTS
  
-L9D35: .byte $60, $22, $FF, $FF, $FF, $FF, $22, $80, $81, $82, $83, $22, $84, $85, $86, $87 +L9D35:  .byte $60, $22, $FF, $FF, $FF, $FF, $22, $80, $81, $82, $83, $22, $84, $85, $86, $87 
-L9D45: .byte $22, $88, $89, $8A, $8B, $22, $8C, $8D, $8E, $8F, $22, $94, $95, $96, $97, $22 +L9D45:  .byte $22, $88, $89, $8A, $8B, $22, $8C, $8D, $8E, $8F, $22, $94, $95, $96, $97, $22 
-L9D55: .byte $9C, $9D, $9D, $9C, $22, $9E, $9F, $9F, $9E, $22, $90, $91, $92, $93, $32, $4E +L9D55:  .byte $9C, $9D, $9D, $9C, $22, $9E, $9F, $9F, $9E, $22, $90, $91, $92, $93, $32, $4E 
-L9D65: .byte $4E, $4E, $4E, $4E, $4E+L9D65:  .byte $4E, $4E, $4E, $4E, $4E
  
 ;-----------------------------------[ Enemy animation data tables ]---------------------------------- ;-----------------------------------[ Enemy animation data tables ]----------------------------------
Line 2443: Line 2443:
 EnemyAnimIndexTbl: EnemyAnimIndexTbl:
  
-L9D6A: .byte $00, $01, $FF+L9D6A:  .byte $00, $01, $FF
  
-L9D6D: .byte $02, $FF+L9D6D:  .byte $02, $FF
  
-L9D6F: .byte $19, $1A, $FF+L9D6F:  .byte $19, $1A, $FF
  
-L9D72: .byte $1A, $1B, $FF+L9D72:  .byte $1A, $1B, $FF
  
-L9D75: .byte $1C, $1D, $FF+L9D75:  .byte $1C, $1D, $FF
  
-L9D78: .byte $1D, $1E, $FF+L9D78:  .byte $1D, $1E, $FF
  
-L9D7B: .byte $22, $23, $24, $FF+L9D7B:  .byte $22, $23, $24, $FF
  
-L9D7F: .byte $1F, $20, $21, $FF+L9D7F:  .byte $1F, $20, $21, $FF
  
-L9D83: .byte $22, $FF+L9D83:  .byte $22, $FF
  
-L9D85: .byte $1F, $FF+L9D85:  .byte $1F, $FF
  
-L9D87: .byte $23, $04, $FF+L9D87:  .byte $23, $04, $FF
  
-L9D8A: .byte $20, $03, $FF+L9D8A:  .byte $20, $03, $FF
  
-L9D8D: .byte $27, $28, $29, $FF+L9D8D:  .byte $27, $28, $29, $FF
  
-L9D91: .byte $37, $FF+L9D91:  .byte $37, $FF
  
-L9D93: .byte $38, $FF+L9D93:  .byte $38, $FF
  
-L9D95: .byte $39, $FF+L9D95:  .byte $39, $FF
  
-L9D97: .byte $3A, $FF+L9D97:  .byte $3A, $FF
  
-L9D99: .byte $3B, $FF+L9D99:  .byte $3B, $FF
  
-L9D9B: .byte $3C, $FF+L9D9B:  .byte $3C, $FF
  
-L9D9D: .byte $3D, $FF+L9D9D:  .byte $3D, $FF
  
-L9D9F: .byte $58, $59, $FF+L9D9F:  .byte $58, $59, $FF
  
-L9DA2: .byte $5A, $5B, $FF+L9DA2:  .byte $5A, $5B, $FF
  
-L9DA5: .byte $5C, $5D, $FF+L9DA5:  .byte $5C, $5D, $FF
  
-L9DA8: .byte $5E, $5F, $FF+L9DA8:  .byte $5E, $5F, $FF
  
-L9DAB: .byte $60, $FF+L9DAB:  .byte $60, $FF
  
-L9DAD: .byte $61, $F7, $62, $F7, $FF+L9DAD:  .byte $61, $F7, $62, $F7, $FF
  
-L9DB2: .byte $63, $64, $FF+L9DB2:  .byte $63, $64, $FF
  
-L9DB5: .byte $65, $FF+L9DB5:  .byte $65, $FF
  
-L9DB7: .byte $66, $67, $FF+L9DB7:  .byte $66, $67, $FF
  
-L9DBA: .byte $69, $6A, $FF+L9DBA:  .byte $69, $6A, $FF
  
-L9DBD: .byte $68, $FF+L9DBD:  .byte $68, $FF
  
-L9DBF: .byte $6B, $FF+L9DBF:  .byte $6B, $FF
  
-L9DC1: .byte $66, $FF+L9DC1:  .byte $66, $FF
  
-L9DC3: .byte $69, $FF+L9DC3:  .byte $69, $FF
  
-L9DC5: .byte $6C, $FF+L9DC5:  .byte $6C, $FF
  
-L9DC7: .byte $6D, $FF+L9DC7:  .byte $6D, $FF
  
-L9DC9: .byte $6F, $70, $71, $6E, $FF+L9DC9:  .byte $6F, $70, $71, $6E, $FF
  
-L9DCE: .byte $73, $74, $75, $72, $FF+L9DCE:  .byte $73, $74, $75, $72, $FF
  
-L9DD3: .byte $8F, $90, $FF+L9DD3:  .byte $8F, $90, $FF
  
-L9DD6: .byte $91, $92, $FF+L9DD6:  .byte $91, $92, $FF
  
-L9DD9: .byte $93, $94, $FF+L9DD9:  .byte $93, $94, $FF
  
-L9DDC: .byte $95, $FF+L9DDC:  .byte $95, $FF
  
-L9DDE: .byte $96, $FF+L9DDE:  .byte $96, $FF
  
 ;----------------------------[ Enemy sprite drawing pointer tables ]--------------------------------- ;----------------------------[ Enemy sprite drawing pointer tables ]---------------------------------
  
 EnemyFramePtrTbl1: EnemyFramePtrTbl1:
-L9DE0: .word $9FC2, $9FC7, $9FCC, $9FD1, $9FDA, $9FE3, $9FE3, $9FE3 +L9DE0:  .word $9FC2, $9FC7, $9FCC, $9FD1, $9FDA, $9FE3, $9FE3, $9FE3 
-L9DF0: .word $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3 +L9DF0:  .word $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3 
-L9E00: .word $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3 +L9E00:  .word $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3, $9FE3 
-L9E10: .word $9FE3, $9FE3, $9FF1, $9FFF, $A00B, $A019, $A027, $A033 +L9E10:  .word $9FE3, $9FE3, $9FF1, $9FFF, $A00B, $A019, $A027, $A033 
-L9E20: .word $A03C, $A046, $A050, $A059, $A063, $A06D, $A06D, $A06D +L9E20:  .word $A03C, $A046, $A050, $A059, $A063, $A06D, $A06D, $A06D 
-L9E30: .word $A07B, $A082, $A08B, $A08B, $A08B, $A08B, $A08B, $A08B +L9E30:  .word $A07B, $A082, $A08B, $A08B, $A08B, $A08B, $A08B, $A08B 
-L9E40: .word $A08B, $A08B, $A08B, $A08B, $A08B, $A08B, $A08B, $A08B +L9E40:  .word $A08B, $A08B, $A08B, $A08B, $A08B, $A08B, $A08B, $A08B 
-L9E50: .word $A09F, $A0B3, $A0BE, $A0C9, $A0D2, $A0DB, $A0E6, $A0E6 +L9E50:  .word $A09F, $A0B3, $A0BE, $A0C9, $A0D2, $A0DB, $A0E6, $A0E6 
-L9E60: .word $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6 +L9E60:  .word $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6 
-L9E70: .word $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6 +L9E70:  .word $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6 
-L9E80: .word $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6 +L9E80:  .word $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6, $A0E6 
-L9E90: .word $A0E6, $A0EE, $A0F6, $A0FE, $A106, $A10E, $A116, $A11E +L9E90:  .word $A0E6, $A0EE, $A0F6, $A0FE, $A106, $A10E, $A116, $A11E 
-L9EA0: .word $A126, $A12E, $A13C, $A156, $A162, $A16F, $A177, $A17F +L9EA0:  .word $A126, $A12E, $A13C, $A156, $A162, $A16F, $A177, $A17F 
-L9EB0: .word $A187, $A18F, $A197, $A19F, $A1A7, $A1AF, $A1B7, $A1BF +L9EB0:  .word $A187, $A18F, $A197, $A19F, $A1A7, $A1AF, $A1B7, $A1BF 
-L9EC0: .word $A1C7, $A1CF, $A1D7, $A1DF, $A1E7, $A1EF, $A1F7, $A1F7 +L9EC0:  .word $A1C7, $A1CF, $A1D7, $A1DF, $A1E7, $A1EF, $A1F7, $A1F7 
-L9ED0: .word $A1F7, $A1F7, $A1F7, $A1F7, $A1F7, $A1F7, $A1F7, $A1F7+L9ED0:  .word $A1F7, $A1F7, $A1F7, $A1F7, $A1F7, $A1F7, $A1F7, $A1F7
  
 EnemyFramePtrTbl2: EnemyFramePtrTbl2:
-L9EE0: .word $A1F7, $A1FF, $A204, $A204, $A204, $A204, $A204, $A204 +L9EE0:  .word $A1F7, $A1FF, $A204, $A204, $A204, $A204, $A204, $A204 
-L9EF0: .word $A204, $A204, $A209, $A209, $A209, $A209, $A209, $A209 +L9EF0:  .word $A204, $A204, $A209, $A209, $A209, $A209, $A209, $A209 
-L9F00: .word $A213, $A21D, $A22D, $A23D, $A24D, $A25D, $A267+L9F00:  .word $A213, $A21D, $A22D, $A23D, $A24D, $A25D, $A267
  
 EnemyPlacePtrTbl: EnemyPlacePtrTbl:
-L9F0E: .word $9F2E, $9F30, $9F48, $9F60, $9F60, $9F60, $9F70, $9F7C +L9F0E:  .word $9F2E, $9F30, $9F48, $9F60, $9F60, $9F60, $9F70, $9F7C 
-L9F1E: .word $9F84, $9F90, $9F90, $9FB0, $9FBE, $9FBE, $9FBE, $9FBE+L9F1E:  .word $9F84, $9F90, $9F90, $9FB0, $9FBE, $9FBE, $9FBE, $9FBE
  
 ;------------------------------[ Enemy sprite placement data tables ]-------------------------------- ;------------------------------[ Enemy sprite placement data tables ]--------------------------------
  
-L9F2E: .byte $FC, $FC+L9F2E:  .byte $FC, $FC
  
 ;Enemy explode. ;Enemy explode.
-L9F30: .byte $80, $80, $81, $81, $82, $82, $83, $83, $84, $84, $85, $85, $F4, $F8, $F4, $00 +L9F30:  .byte $80, $80, $81, $81, $82, $82, $83, $83, $84, $84, $85, $85, $F4, $F8, $F4, $00 
-L9F40: .byte $FC, $F8, $FC, $00, $04, $F8, $04, $00+L9F40:  .byte $FC, $F8, $FC, $00, $04, $F8, $04, $00
  
-L9F48: .byte $F0, $F4, $F0, $FC, $F0, $04, $F8, $F4, $F8, $FC, $F8, $04, $00, $F4, $00, $FC +L9F48:  .byte $F0, $F4, $F0, $FC, $F0, $04, $F8, $F4, $F8, $FC, $F8, $04, $00, $F4, $00, $FC 
-L9F58: .byte $00, $04, $08, $F4, $08, $FC, $08, $04+L9F58:  .byte $00, $04, $08, $F4, $08, $FC, $08, $04
  
-L9F60: .byte $F8, $F4, $00, $F4, $F8, $FC, $00, $FC, $F4, $FC, $FC, $FC, $F8, $04, $00, $04+L9F60:  .byte $F8, $F4, $00, $F4, $F8, $FC, $00, $FC, $F4, $FC, $FC, $FC, $F8, $04, $00, $04
  
-L9F70: .byte $02, $F4, $0A, $F4, $F8, $FC, $00, $FC, $02, $04, $0A, $04+L9F70:  .byte $02, $F4, $0A, $F4, $F8, $FC, $00, $FC, $02, $04, $0A, $04
  
-L9F7C: .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00+L9F7C:  .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00
  
-L9F84: .byte $F4, $FC, $FC, $FC, $04, $FC, $FC, $04, $04, $04, $0C, $FC+L9F84:  .byte $F4, $FC, $FC, $FC, $04, $FC, $FC, $04, $04, $04, $0C, $FC
  
-L9F90: .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00, $F0, $00, $F0, $08, $F8, $08, $F0, $F0 +L9F90:  .byte $F8, $F8, $F8, $00, $00, $F8, $00, $00, $F0, $00, $F0, $08, $F8, $08, $F0, $F0 
-L9FA0: .byte $F0, $F8, $F8, $F0, $00, $F0, $08, $F0, $08, $F8, $00, $08, $08, $00, $08, $08+L9FA0:  .byte $F0, $F8, $F8, $F0, $00, $F0, $08, $F0, $08, $F8, $00, $08, $08, $00, $08, $08
  
-L9FB0: .byte $F8, $FC, $00, $F8, $F4, $F4, $FC, $F4, $00, $00, $F4, $04, $FC, $04+L9FB0:  .byte $F8, $FC, $00, $F8, $F4, $F4, $FC, $F4, $00, $00, $F4, $04, $FC, $04
  
-L9FBE: .byte $FC, $F8, $FC, $00 +L9FBE:  .byte $FC, $F8, $FC, $00 
  
 ;Enemy frame drawing data. ;Enemy frame drawing data.
  
-L9FC2: .byte $00, $02, $02, $14, $FF+L9FC2:  .byte $00, $02, $02, $14, $FF
  
-L9FC7: .byte $00, $02, $02, $24, $FF+L9FC7:  .byte $00, $02, $02, $24, $FF
  
-L9FCC: .byte $00, $00, $00, $04, $FF+L9FCC:  .byte $00, $00, $00, $04, $FF
  
-L9FD1: .byte $27, $06, $08, $FC, $04, $00, $D0, $D1, $FF+L9FD1:  .byte $27, $06, $08, $FC, $04, $00, $D0, $D1, $FF
  
-L9FDA: .byte $67, $06, $08, $FC, $04, $00, $D0, $D1, $FF+L9FDA:  .byte $67, $06, $08, $FC, $04, $00, $D0, $D1, $FF
  
-L9FE3: .byte $25, $08, $0A, $A3, $B3, $A4, $B4, $FE, $FE, $FD, $62, $A3, $B3, $FF+L9FE3:  .byte $25, $08, $0A, $A3, $B3, $A4, $B4, $FE, $FE, $FD, $62, $A3, $B3, $FF
  
-L9FF1: .byte $25, $08, $0A, $A5, $B3, $FE, $FE, $A4, $B4, $FD, $62, $A5, $B3, $FF+L9FF1:  .byte $25, $08, $0A, $A5, $B3, $FE, $FE, $A4, $B4, $FD, $62, $A5, $B3, $FF
  
-L9FFF: .byte $26, $08, $0A, $B5, $B3, $A4, $B4, $FD, $62, $B5, $B3, $FF+L9FFF:  .byte $26, $08, $0A, $B5, $B3, $A4, $B4, $FD, $62, $B5, $B3, $FF
  
-LA00B: .byte $A5, $08, $0A, $A3, $B3, $A4, $B4, $FE, $FE, $FD, $E2, $A3, $B3, $FF+LA00B:  .byte $A5, $08, $0A, $A3, $B3, $A4, $B4, $FE, $FE, $FD, $E2, $A3, $B3, $FF
  
-LA019: .byte $A5, $08, $0A, $A5, $B3, $FE, $FE, $A4, $B4, $FD, $E2, $A5, $B3, $FF+LA019:  .byte $A5, $08, $0A, $A5, $B3, $FE, $FE, $A4, $B4, $FD, $E2, $A5, $B3, $FF
  
-LA027: .byte $A6, $08, $0A, $B5, $B3, $A4, $B4, $FD, $E2, $B5, $B3, $FF+LA027:  .byte $A6, $08, $0A, $B5, $B3, $A4, $B4, $FD, $E2, $B5, $B3, $FF
  
-LA033: .byte $27, $06, $08, $FC, $04, $00, $C0, $C1, $FF+LA033:  .byte $27, $06, $08, $FC, $04, $00, $C0, $C1, $FF
  
-LA03C: .byte $27, $06, $08, $E0, $E1, $FD, $A2, $E0, $E1, $FF+LA03C:  .byte $27, $06, $08, $E0, $E1, $FD, $A2, $E0, $E1, $FF
  
-LA046: .byte $27, $06, $08, $F0, $F1, $FD, $A2, $F0, $F1, $FF+LA046:  .byte $27, $06, $08, $F0, $F1, $FD, $A2, $F0, $F1, $FF
  
-LA050: .byte $67, $06, $08, $FC, $04, $00, $C0, $C1, $FF+LA050:  .byte $67, $06, $08, $FC, $04, $00, $C0, $C1, $FF
  
-LA059: .byte $67, $06, $08, $E0, $E1, $FD, $E2, $E0, $E1, $FF+LA059:  .byte $67, $06, $08, $E0, $E1, $FD, $E2, $E0, $E1, $FF
  
-LA063: .byte $67, $06, $08, $F0, $F1, $FD, $E2, $F0, $F1, $FF+LA063:  .byte $67, $06, $08, $F0, $F1, $FD, $E2, $F0, $F1, $FF
  
-LA06D: .byte $28, $0C, $08, $CE, $FC, $00, $FC, $DE, $EE, $DF, $FD, $62, $EE, $FF+LA06D:  .byte $28, $0C, $08, $CE, $FC, $00, $FC, $DE, $EE, $DF, $FD, $62, $EE, $FF
  
-LA07B: .byte $28, $0C, $08, $CE, $CF, $EF, $FF+LA07B:  .byte $28, $0C, $08, $CE, $CF, $EF, $FF
  
-LA082: .byte $28, $0C, $08, $CE, $FD, $62, $CF, $EF, $FF+LA082:  .byte $28, $0C, $08, $CE, $FD, $62, $CF, $EF, $FF
  
-LA08B: .byte $21, $00, $00, $FC, $08, $FC, $A3, $FC, $00, $08, $A3, $FC, $00, $F8, $B3, $FC +LA08B:  .byte $21, $00, $00, $FC, $08, $FC, $A3, $FC, $00, $08, $A3, $FC, $00, $F8, $B3, $FC 
-LA09B: .byte $00, $08, $B3, $FF+LA09B:  .byte $00, $08, $B3, $FF
  
-LA09F: .byte $21, $00, $00, $FC, $00, $FC, $B3, $FC, $00, $08, $B3, $FC, $00, $F8, $A3, $FC +LA09F:  .byte $21, $00, $00, $FC, $00, $FC, $B3, $FC, $00, $08, $B3, $FC, $00, $F8, $A3, $FC 
-LA0AF: .byte $00, $08, $A3, $FF+LA0AF:  .byte $00, $08, $A3, $FF
  
-LA0B3: .byte $21, $00, $00, $FC, $04, $00, $F1, $F0, $F1, $F0, $FF+LA0B3:  .byte $21, $00, $00, $FC, $04, $00, $F1, $F0, $F1, $F0, $FF
  
-LA0BE: .byte $21, $00, $00, $FC, $04, $00, $F0, $F1, $F0, $F1, $FF+LA0BE:  .byte $21, $00, $00, $FC, $04, $00, $F0, $F1, $F0, $F1, $FF
  
-LA0C9: .byte $21, $00, $00, $FC, $08, $00, $D1, $D0, $FF+LA0C9:  .byte $21, $00, $00, $FC, $08, $00, $D1, $D0, $FF
  
-LA0D2: .byte $21, $00, $00, $FC, $08, $00, $D0, $D1, $FF+LA0D2:  .byte $21, $00, $00, $FC, $08, $00, $D0, $D1, $FF
  
-LA0DB: .byte $21, $00, $00, $FC, $08, $00, $DE, $DF, $EE, $EE, $FF+LA0DB:  .byte $21, $00, $00, $FC, $08, $00, $DE, $DF, $EE, $EE, $FF
  
-LA0E6: .byte $27, $08, $08, $CC, $CD, $DC, $DD, $FF+LA0E6:  .byte $27, $08, $08, $CC, $CD, $DC, $DD, $FF
  
-LA0EE: .byte $67, $08, $08, $CC, $CD, $DC, $DD, $FF+LA0EE:  .byte $67, $08, $08, $CC, $CD, $DC, $DD, $FF
  
-LA0F6: .byte $27, $08, $08, $CA, $CB, $DA, $DB, $FF+LA0F6:  .byte $27, $08, $08, $CA, $CB, $DA, $DB, $FF
  
-LA0FE: .byte $A7, $08, $08, $CA, $CB, $DA, $DB, $FF+LA0FE:  .byte $A7, $08, $08, $CA, $CB, $DA, $DB, $FF
  
-LA106: .byte $A7, $08, $08, $CC, $CD, $DC, $DD, $FF+LA106:  .byte $A7, $08, $08, $CC, $CD, $DC, $DD, $FF
  
-LA10E: .byte $E7, $08, $08, $CC, $CD, $DC, $DD, $FF+LA10E:  .byte $E7, $08, $08, $CC, $CD, $DC, $DD, $FF
  
-LA116: .byte $67, $08, $08, $CA, $CB, $DA, $DB, $FF+LA116:  .byte $67, $08, $08, $CA, $CB, $DA, $DB, $FF
  
-LA11E: .byte $E7, $08, $08, $CA, $CB, $DA, $DB, $FF+LA11E:  .byte $E7, $08, $08, $CA, $CB, $DA, $DB, $FF
  
-LA126: .byte $21, $00, $00, $CC, $CD, $DC, $DD, $FF+LA126:  .byte $21, $00, $00, $CC, $CD, $DC, $DD, $FF
  
-LA12E: .byte $0A, $00, $00, $75, $FD, $60, $75, $FD, $A0, $75, $FD, $E0, $75, $FF+LA12E:  .byte $0A, $00, $00, $75, $FD, $60, $75, $FD, $A0, $75, $FD, $E0, $75, $FF
  
-LA13C: .byte $0A, $00, $00, $FE, $FE, $FE, $FE, $3D, $3E, $4E, $FD, $60, $3E, $3D, $4E, $FD +LA13C:  .byte $0A, $00, $00, $FE, $FE, $FE, $FE, $3D, $3E, $4E, $FD, $60, $3E, $3D, $4E, $FD 
-LA14C: .byte $E0, $4E, $3E, $3D, $FD, $A0, $4E, $3D, $3E, $FF+LA14C:  .byte $E0, $4E, $3E, $3D, $FD, $A0, $4E, $3D, $3E, $FF
  
-LA156: .byte $2B, $08, $08, $E2, $E3, $E4, $FE, $FD, $62, $E3, $E4, $FF+LA156:  .byte $2B, $08, $08, $E2, $E3, $E4, $FE, $FD, $62, $E3, $E4, $FF
  
-LA162: .byte $2B, $08, $08, $E2, $E3, $FE, $E4, $FD, $62, $E3, $FE, $E4, $FF+LA162:  .byte $2B, $08, $08, $E2, $E3, $FE, $E4, $FD, $62, $E3, $FE, $E4, $FF
  
-LA16F: .byte $21, $00, $00, $96, $96, $98, $98, $FF+LA16F:  .byte $21, $00, $00, $96, $96, $98, $98, $FF
  
-LA177: .byte $2A, $08, $08, $C2, $C3, $D2, $D3, $FF+LA177:  .byte $2A, $08, $08, $C2, $C3, $D2, $D3, $FF
  
-LA17F: .byte $2A, $08, $08, $C2, $C4, $D2, $D4, $FF+LA17F:  .byte $2A, $08, $08, $C2, $C4, $D2, $D4, $FF
  
-LA187: .byte $21, $08, $08, $C2, $C4, $D2, $D4, $FF+LA187:  .byte $21, $08, $08, $C2, $C4, $D2, $D4, $FF
  
-LA18F: .byte $6A, $08, $08, $C2, $C3, $D2, $D3, $FF+LA18F:  .byte $6A, $08, $08, $C2, $C3, $D2, $D3, $FF
  
-LA197: .byte $6A, $08, $08, $C2, $C4, $D2, $D4, $FF+LA197:  .byte $6A, $08, $08, $C2, $C4, $D2, $D4, $FF
  
-LA19F: .byte $61, $08, $08, $C2, $C4, $D2, $D4, $FF+LA19F:  .byte $61, $08, $08, $C2, $C4, $D2, $D4, $FF
  
-LA1A7: .byte $20, $02, $04, $FC, $FF+LA1A7:  .byte $20, $02, $04, $FC, $FF
  
-LA1AC: .byte $00, $F8, $FF+LA1AC:  .byte $00, $F8, $FF
  
-LA1AF: .byte $60, $02, $04, $FC, $FF+LA1AF:  .byte $60, $02, $04, $FC, $FF
  
-LA1B4: .byte $00, $F8, $FF+LA1B4:  .byte $00, $F8, $FF
  
-LA1B7: .byte $20, $02, $02, $FC, $FE, $00, $D9, $FF+LA1B7:  .byte $20, $02, $02, $FC, $FE, $00, $D9, $FF
  
-LA1BF: .byte $E0, $02, $02, $FC, $00, $02, $D8, $FF+LA1BF:  .byte $E0, $02, $02, $FC, $00, $02, $D8, $FF
  
-LA1C7: .byte $E0, $02, $02, $FC, $02, $00, $D9, $FF+LA1C7:  .byte $E0, $02, $02, $FC, $02, $00, $D9, $FF
  
-LA1CF: .byte $20, $02, $02, $FC, $00, $FE, $D8, $FF+LA1CF:  .byte $20, $02, $02, $FC, $00, $FE, $D8, $FF
  
-LA1D7: .byte $60, $02, $02, $FC, $FE, $00, $D9, $FF+LA1D7:  .byte $60, $02, $02, $FC, $FE, $00, $D9, $FF
  
-LA1DF: .byte $A0, $02, $02, $FC, $00, $FE, $D8, $FF+LA1DF:  .byte $A0, $02, $02, $FC, $00, $FE, $D8, $FF
  
-LA1E7: .byte $A0, $02, $02, $FC, $02, $00, $D9, $FF+LA1E7:  .byte $A0, $02, $02, $FC, $02, $00, $D9, $FF
  
-LA1EF: .byte $60, $02, $02, $FC, $00, $02, $D8, $FF+LA1EF:  .byte $60, $02, $02, $FC, $00, $02, $D8, $FF
  
-LA1F7: .byte $06, $08, $04, $FE, $FE, $14, $24, $FF+LA1F7:  .byte $06, $08, $04, $FE, $FE, $14, $24, $FF
  
-LA1FF: .byte $00, $04, $04, $8A, $FF+LA1FF:  .byte $00, $04, $04, $8A, $FF
  
-LA204: .byte $00, $04, $04, $8A, $FF+LA204:  .byte $00, $04, $04, $8A, $FF
  
-LA209: .byte $3F, $04, $08, $FD, $03, $EC, $FD, $43, $EC, $FF+LA209:  .byte $3F, $04, $08, $FD, $03, $EC, $FD, $43, $EC, $FF
  
-LA213: .byte $3F, $04, $08, $FD, $03, $ED, $FD, $43, $ED, $FF+LA213:  .byte $3F, $04, $08, $FD, $03, $ED, $FD, $43, $ED, $FF
  
-LA21D: .byte $22, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $F5, $F6, $F7, $FF+LA21D:  .byte $22, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $F5, $F6, $F7, $FF
  
-LA22D: .byte $22, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $E8, $E9, $F9, $FF+LA22D:  .byte $22, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $E8, $E9, $F9, $FF
  
-LA23D: .byte $62, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $F5, $F6, $F7, $FF+LA23D:  .byte $62, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $F5, $F6, $F7, $FF
  
-LA24D: .byte $62, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $E8, $E9, $F9, $FF+LA24D:  .byte $62, $10, $0C, $C5, $C6, $C7, $D5, $D6, $D7, $E5, $E6, $E7, $E8, $E9, $F9, $FF
  
-LA25D: .byte $21, $00, $00, $C5, $C7, $D5, $D7, $E5, $E7, $FF+LA25D:  .byte $21, $00, $00, $C5, $C7, $D5, $D7, $E5, $E7, $FF
  
-LA267: .byte $21, $00, $00, $C7, $C5, $D7, $D5, $E7, $E5, $FF+LA267:  .byte $21, $00, $00, $C7, $C5, $D7, $D5, $E7, $E5, $FF
  
 ;----------------------------------------[ Palette data ]-------------------------------------------- ;----------------------------------------[ Palette data ]--------------------------------------------
  
 Palette00: Palette00:
-LA271: .byte $3F ;Upper byte of PPU palette adress. +LA271:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA272: .byte $00 ;Lower byte of PPU palette adress. +LA272:  .byte $00                       ;Lower byte of PPU palette adress. 
-LA273: .byte $20 ;Palette data length.+LA273:  .byte $20                       ;Palette data length.
 ;The following values are written to the background palette: ;The following values are written to the background palette:
-LA274: .byte $0F, $22, $12, $1C, $0F, $22, $12, $1C, $0F, $27, $11, $07, $0F, $22, $12, $1C+LA274:  .byte $0F, $22, $12, $1C, $0F, $22, $12, $1C, $0F, $27, $11, $07, $0F, $22, $12, $1C
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA284: .byte $0F, $16, $19, $27, $0F, $12, $30, $21, $0F, $27, $2A, $3C, $0F, $15, $21, $38+LA284:  .byte $0F, $16, $19, $27, $0F, $12, $30, $21, $0F, $27, $2A, $3C, $0F, $15, $21, $38
  
-LA294: .byte $00 ;End Palette00 info.+LA294:  .byte $00                       ;End Palette00 info.
  
 Palette01: Palette01:
-LA295: .byte $3F ;Upper byte of PPU palette adress. +LA295:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA296: .byte $12 ;Lower byte of PPU palette adress. +LA296:  .byte $12                       ;Lower byte of PPU palette adress. 
-LA297: .byte $02 ;Palette data length.+LA297:  .byte $02                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA298: .byte $19, $27+LA298:  .byte $19, $27
  
-LA29A: .byte $00 ;End Palette01 info.+LA29A:  .byte $00                       ;End Palette01 info.
  
 Palette03: Palette03:
-LA29B: .byte $3F ;Upper byte of PPU palette adress. +LA29B:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA29C: .byte $12 ;Lower byte of PPU palette adress. +LA29C:  .byte $12                       ;Lower byte of PPU palette adress. 
-LA29D: .byte $02 ;Palette data length.+LA29D:  .byte $02                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA29E: .byte $2C, $27+LA29E:  .byte $2C, $27
  
-LA2A0: .byte $00 ;End Palette02 info.+LA2A0:  .byte $00                       ;End Palette02 info.
  
 Palette02: Palette02:
-LA2A1: .byte $3F ;Upper byte of PPU palette adress. +LA2A1:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2A2: .byte $12 ;Lower byte of PPU palette adress. +LA2A2:  .byte $12                       ;Lower byte of PPU palette adress. 
-LA2A3: .byte $02 ;Palette data length.+LA2A3:  .byte $02                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2A4: .byte $19, $35+LA2A4:  .byte $19, $35
  
-LA2A6: .byte $00 ;End Palette03 info.+LA2A6:  .byte $00                       ;End Palette03 info.
  
 Palette04: Palette04:
-LA2A7: .byte $3F ;Upper byte of PPU palette adress. +LA2A7:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2A8: .byte $12 ;Lower byte of PPU palette adress. +LA2A8:  .byte $12                       ;Lower byte of PPU palette adress. 
-LA2A9: .byte $02 ;Palette data length.+LA2A9:  .byte $02                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2AA: .byte $2C, $24+LA2AA:  .byte $2C, $24
  
-LA2AC: .byte $00 ;End Palette04 info.+LA2AC:  .byte $00                       ;End Palette04 info.
  
 Palette05: Palette05:
-LA2AD: .byte $3F ;Upper byte of PPU palette adress. +LA2AD:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2AE: .byte $00 ;Lower byte of PPU palette adress. +LA2AE:  .byte $00                       ;Lower byte of PPU palette adress. 
-LA2AF: .byte $10 ;Palette data length.+LA2AF:  .byte $10                       ;Palette data length.
 ;The following values are written to the background palette: ;The following values are written to the background palette:
-LA2B0: .byte $0F, $20, $10, $00, $0F, $28, $19, $17, $0F, $27, $11, $07, $0F, $28, $16, $17 +LA2B0:  .byte $0F, $20, $10, $00, $0F, $28, $19, $17, $0F, $27, $11, $07, $0F, $28, $16, $17 
-LA2C0: .byte $3F ;Upper byte of PPU palette adress. +LA2C0:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2C1: .byte $14 ;Lower byte of PPU palette adress. +LA2C1:  .byte $14                       ;Lower byte of PPU palette adress. 
-LA2C2: .byte $0C ;Palette data length.+LA2C2:  .byte $0C                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2C3: .byte $0F, $12, $30, $21, $0F, $26, $1A, $31, $0F, $15, $21, $38+LA2C3:  .byte $0F, $12, $30, $21, $0F, $26, $1A, $31, $0F, $15, $21, $38
  
-LA2CF: .byte $00 ;End Palette05 info.+LA2CF:  .byte $00                       ;End Palette05 info.
  
 Palette06: Palette06:
-LA2D0: .byte $3F ;Upper byte of PPU palette adress. +LA2D0:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2D1: .byte $11 ;Lower byte of PPU palette adress. +LA2D1:  .byte $11                       ;Lower byte of PPU palette adress. 
-LA2D2: .byte $03 ;Palette data length.+LA2D2:  .byte $03                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2D3: .byte $04, $09, $07+LA2D3:  .byte $04, $09, $07
  
-LA2D6: .byte $00 ;End Palette06 info.+LA2D6:  .byte $00                       ;End Palette06 info.
  
 Palette07: Palette07:
-LA2D7: .byte $3F ;Upper byte of PPU palette adress. +LA2D7:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2D8: .byte $11 ;Lower byte of PPU palette adress. +LA2D8:  .byte $11                       ;Lower byte of PPU palette adress. 
-LA2D9: .byte $03 ;Palette data length.+LA2D9:  .byte $03                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2DA: .byte $05, $09, $17+LA2DA:  .byte $05, $09, $17
  
-LA2DD: .byte $00 ;End Palette07 info.+LA2DD:  .byte $00                       ;End Palette07 info.
  
 Palette08: Palette08:
-LA2DE: .byte $3F ;Upper byte of PPU palette adress. +LA2DE:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2DF: .byte $11 ;Lower byte of PPU palette adress. +LA2DF:  .byte $11                       ;Lower byte of PPU palette adress. 
-LA2E0: .byte $03 ;Palette data length.+LA2E0:  .byte $03                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2E1: .byte $06, $0A, $26+LA2E1:  .byte $06, $0A, $26
  
-LA2E4: .byte $00 ;End Palette08 info.+LA2E4:  .byte $00                       ;End Palette08 info.
  
 Palette09: Palette09:
-LA2E5: .byte $3F ;Upper byte of PPU palette adress. +LA2E5:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2E6: .byte $11 ;Lower byte of PPU palette adress. +LA2E6:  .byte $11                       ;Lower byte of PPU palette adress. 
-LA2E7: .byte $03 ;Palette data length.+LA2E7:  .byte $03                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2E8: .byte $16, $19, $27+LA2E8:  .byte $16, $19, $27
  
-LA2EB: .byte $00 ;End Palette09 info.+LA2EB:  .byte $00                       ;End Palette09 info.
  
 Palette0A: Palette0A:
-LA2EC: .byte $3F ;Upper byte of PPU palette adress. +LA2EC:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2ED: .byte $00 ;Lower byte of PPU palette adress. +LA2ED:  .byte $00                       ;Lower byte of PPU palette adress. 
-LA2EE: .byte $04 ;Palette data length.+LA2EE:  .byte $04                       ;Palette data length.
 ;The following values are written to the background palette: ;The following values are written to the background palette:
-LA2EF: .byte $0F, $30, $30, $21+LA2EF:  .byte $0F, $30, $30, $21
  
-LA2F3: .byte $00 ;End Palette0A info.+LA2F3:  .byte $00                       ;End Palette0A info.
  
 Palette0B: Palette0B:
-LA2F4: .byte $3F ;Upper byte of PPU palette adress. +LA2F4:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2F5: .byte $10 ;Lower byte of PPU palette adress. +LA2F5:  .byte $10                       ;Lower byte of PPU palette adress. 
-LA2F6: .byte $04 ;Palette data length.+LA2F6:  .byte $04                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2F7: .byte $0F, $15, $34, $17+LA2F7:  .byte $0F, $15, $34, $17
  
-LA2FB: .byte $00 ;End Palette0B info.+LA2FB:  .byte $00                       ;End Palette0B info.
  
 Palette0C: Palette0C:
-LA2FC: .byte $3F ;Upper byte of PPU palette adress. +LA2FC:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA2FD: .byte $10 ;Lower byte of PPU palette adress. +LA2FD:  .byte $10                       ;Lower byte of PPU palette adress. 
-LA2FE: .byte $04 ;Palette data length.+LA2FE:  .byte $04                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA2FF: .byte $0F, $15, $34, $19+LA2FF:  .byte $0F, $15, $34, $19
  
-LA303: .byte $00 ;End Palette0C info.+LA303:  .byte $00                       ;End Palette0C info.
  
 Palette0D: Palette0D:
-LA304: .byte $3F ;Upper byte of PPU palette adress. +LA304:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA305: .byte $10 ;Lower byte of PPU palette adress. +LA305:  .byte $10                       ;Lower byte of PPU palette adress. 
-LA306: .byte $04 ;Palette data length.+LA306:  .byte $04                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA307: .byte $0F, $15, $34, $28+LA307:  .byte $0F, $15, $34, $28
  
-LA30B: .byte $00 ;End Palette0D info.+LA30B:  .byte $00                       ;End Palette0D info.
  
 Palette0E: Palette0E:
-LA30C: .byte $3F ;Upper byte of PPU palette adress. +LA30C:  .byte $3F                       ;Upper byte of PPU palette adress. 
-LA30D: .byte $10 ;Lower byte of PPU palette adress. +LA30D:  .byte $10                       ;Lower byte of PPU palette adress. 
-LA30E: .byte $04 ;Palette data length.+LA30E:  .byte $04                       ;Palette data length.
 ;The following values are written to the sprite palette: ;The following values are written to the sprite palette:
-LA30F: .byte $0F, $15, $34, $29+LA30F:  .byte $0F, $15, $34, $29
  
-LA313: .byte $00 ;End Palette0E info.+LA313:  .byte $00                       ;End Palette0E info.
  
 ;----------------------------[ Room and structure pointer tables ]----------------------------------- ;----------------------------[ Room and structure pointer tables ]-----------------------------------
  
 RmPtrTbl: RmPtrTbl:
-LA314: .word $A441, $A454, $A45C, $A480, $A4BB, $A4ED, $A524, $A55A +LA314:  .word $A441, $A454, $A45C, $A480, $A4BB, $A4ED, $A524, $A55A 
-LA324: .word $A587, $A5B9, $A5DD, $A615, $A635, $A661, $A68D, $A6B1 +LA324:  .word $A587, $A5B9, $A5DD, $A615, $A635, $A661, $A68D, $A6B1 
-LA334: .word $A6DB, $A715, $A73C, $A768, $A78B, $A7A3, $A7D0, $A7F1 +LA334:  .word $A6DB, $A715, $A73C, $A768, $A78B, $A7A3, $A7D0, $A7F1 
-LA344: .word $A81B, $A85B, $A88B, $A8B1, $A8E7, $A910, $A92B, $A96B +LA344:  .word $A81B, $A85B, $A88B, $A8B1, $A8E7, $A910, $A92B, $A96B 
-LA354: .word $A997, $A9C6, $A9F6, $AA20, $AA56, $AAA4, $AAE6, $AB19 +LA354:  .word $A997, $A9C6, $A9F6, $AA20, $AA56, $AAA4, $AAE6, $AB19 
-LA364: .word $AB48, $AB71, $AB92, $ABBF, $AC24, $AC4D, $AC6A +LA364:  .word $AB48, $AB71, $AB92, $ABBF, $AC24, $AC4D, $AC6A 
  
 StrctPtrTbl: StrctPtrTbl:
-LA372: .word $AC84, $AC97, $ACB0, $ACC9, $ACD0, $ACD7, $ACDB, $ACE6 +LA372:  .word $AC84, $AC97, $ACB0, $ACC9, $ACD0, $ACD7, $ACDB, $ACE6 
-LA382: .word $ACF3, $ACFF, $AD05, $AD0A, $AD1A, $AD1E, $AD28, $AD4D  +LA382:  .word $ACF3, $ACFF, $AD05, $AD0A, $AD1A, $AD1E, $AD28, $AD4D  
-LA392: .word $AD57, $AD6A, $AD7F, $AD8E, $AD98, $ADA2, $ADAD, $ADBE +LA392:  .word $AD57, $AD6A, $AD7F, $AD8E, $AD98, $ADA2, $ADAD, $ADBE 
-LA3A2: .word $ADE3, $ADE6, $ADEC, $ADF9, $AE09, $AE13, $AE18, $AE2D +LA3A2:  .word $ADE3, $ADE6, $ADEC, $ADF9, $AE09, $AE13, $AE18, $AE2D 
-LA3B2: .word $AE42, $AE48, $AE4B, $AE5F, $AE70, $AE85, $AE8E, $AE92 +LA3B2:  .word $AE42, $AE48, $AE4B, $AE5F, $AE70, $AE85, $AE8E, $AE92 
-LA3C2: .word $AEA5, $AEB0, $AEB3, $AEBE, $AEC8, $AECB, $AEDE, $AEE1 +LA3C2:  .word $AEA5, $AEB0, $AEB3, $AEBE, $AEC8, $AECB, $AEDE, $AEE1 
-LA3D2: .word $AEE4, $AEED +LA3D2:  .word $AEE4, $AEED 
  
 ;------------------------------------[ Special items table ]----------------------------------------- ;------------------------------------[ Special items table ]-----------------------------------------
Line 2898: Line 2898:
 ;Byte 0=Y coordinate of room on the world map. ;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.-->  ;Word 0=Address of next entry in the table that has a different Y coordinate.--> 
-; $FFFF=No more items with different Y coordinates.+      $FFFF=No more items with different Y coordinates.
 ;Byte 1=X coordinate of room in the world map. ;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--> ;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--> +      Y coordinate(short entry). $FF=No more items with different X--> 
-; coordinates until next long entry.+      coordinates until next long entry.
 ;Byte 3=Item type. See list below for special item types. ;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).--> ;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.+      It is possible to have multiple special items in one room.
 ; ;
 ;Short entry(one without a data word in it): ;Short entry(one without a data word in it):
 ;Byte 0=X coordinate of room in the world map(Y coordinate is the same--> ;Byte 0=X coordinate of room in the world map(Y coordinate is the same-->
-; as the last long item entry in the table).+      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--> ;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--> +      Y coordinate(short entry). $FF=No more items with different X--> 
-; coordinates until next long entry.+      coordinates until next long entry.
 ;Byte 2=Item type. See list below for special item types. ;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).--> ;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.+      It is possible to have multiple special items in one room.
 ; ;
 ;Special item types: ;Special item types:
Line 2932: Line 2932:
  
 ;Elevator to Tourian. ;Elevator to Tourian.
-LA3D6: .byte $02 +LA3D6:  .byte $02 
-LA3D7: .word $A3E4 +LA3D7:  .word $A3E4 
-LA3D9: .byte $03, $05, $04, $03, $00+LA3D9:  .byte $03, $05, $04, $03, $00
  
 ;Varia suit. ;Varia suit.
-LA3DE: .byte $0F, $FF, $02, $05, $37, $00+LA3DE:  .byte $0F, $FF, $02, $05, $37, $00
  
 ;Missiles. ;Missiles.
-LA3E4: .byte $03 +LA3E4:  .byte $03 
-LA3E5: .word $A3F3 +LA3E5:  .word $A3F3 
-LA3E7: .byte $18, $06, $02, $09, $67, $00+LA3E7:  .byte $18, $06, $02, $09, $67, $00
  
 ;Energy tank. ;Energy tank.
-LA3ED: .byte $1B, $FF, $02, $08, $87, $00+LA3ED:  .byte $1B, $FF, $02, $08, $87, $00
  
 ;Long beam. ;Long beam.
-LA3F3: .byte $05 +LA3F3:  .byte $05 
-LA3F4: .word $A402 +LA3F4:  .word $A402 
-LA3F6: .byte $07, $06, $02, $02, $37, $00+LA3F6:  .byte $07, $06, $02, $02, $37, $00
  
 ;Bombs. ;Bombs.
-LA3FC: .byte $19, $FF, $02, $00, $37, $00+LA3FC:  .byte $19, $FF, $02, $00, $37, $00
  
 ;Palette change room. ;Palette change room.
-LA402: .byte $07 +LA402:  .byte $07 
-LA403: .word $A40F +LA403:  .word $A40F 
-LA405: .byte $0C, $04, $0A, $00+LA405:  .byte $0C, $04, $0A, $00
  
 ;Energy tank. ;Energy tank.
-LA409: .byte $19, $FF, $02, $08, $87, $00+LA409:  .byte $19, $FF, $02, $08, $87, $00
  
 ;Ice beam. ;Ice beam.
-LA40F: .byte $09 +LA40F:  .byte $09 
-LA410: .word $A41C +LA410:  .word $A41C 
-LA412: .byte $13, $06, $02, $07, $37, $00+LA412:  .byte $13, $06, $02, $07, $37, $00
  
 ;Mellows. ;Mellows.
-LA418: .byte $15, $FF, $03, $00+LA418:  .byte $15, $FF, $03, $00
  
 ;Missiles. ;Missiles.
-LA41C: .byte $0B +LA41C:  .byte $0B 
-LA41D: .word $A42A +LA41D:  .word $A42A 
-LA41F: .byte $12, $06, $02, $09, $67, $00+LA41F:  .byte $12, $06, $02, $09, $67, $00
  
 ;Elevator to Norfair. ;Elevator to Norfair.
-LA425: .byte $16, $FF, $04, $01, $00+LA425:  .byte $16, $FF, $04, $01, $00
  
 ;Maru Mari. ;Maru Mari.
-LA42A: .byte $0E +LA42A:  .byte $0E 
-LA42B: .word $A439 +LA42B:  .word $A439 
-LA42D: .byte $02, $06, $02, $04, $96, $00+LA42D:  .byte $02, $06, $02, $04, $96, $00
  
 ;Energy tank. ;Energy tank.
-LA433: .byte $09, $FF, $02, $08, $12, $00+LA433:  .byte $09, $FF, $02, $08, $12, $00
  
 ;Elevator to Kraid. ;Elevator to Kraid.
-LA439: .byte $12 +LA439:  .byte $12 
-LA43A: .word $FFFF +LA43A:  .word $FFFF 
-LA43C: .byte $07, $FF, $04, $02, $00+LA43C:  .byte $07, $FF, $04, $02, $00
  
 ;-----------------------------------------[ Room definitions ]--------------------------------------- ;-----------------------------------------[ Room definitions ]---------------------------------------
Line 3009: Line 3009:
  
 ;Room #$00 ;Room #$00
-LA441: .byte $02 ;Attribute table data.+LA441:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAA42: .byte $40, $01, $02, $48, $01, $02, $50, $03, $02, $5F, $03, $02, $FD+LAA42:  .byte $40, $01, $02, $48, $01, $02, $50, $03, $02, $5F, $03, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAA4F: .byte $02, $A1, $02, $B1, $FF+LAA4F:  .byte $02, $A1, $02, $B1, $FF
  
 ;Room #$01 ;Room #$01
-LA454: .byte $02 ;Attribute table data.+LA454:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA455: .byte $07, $02, $02, $87, $02, $02, $FF+LA455:  .byte $07, $02, $02, $87, $02, $02, $FF
  
 ;Room #$02 ;Room #$02
-LA45C: .byte $03 ;Attribute table data.+LA45C:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA45D: .byte $00, $0B, $03, $0E, $0B, $03, $50, $0B, $03, $5E, $0B, $03, $A0, $0B, $03, $AE +LA45D:  .byte $00, $0B, $03, $0E, $0B, $03, $50, $0B, $03, $5E, $0B, $03, $A0, $0B, $03, $AE 
-LA46D: .byte $0B, $03, $FD+LA46D:  .byte $0B, $03, $FD
 ;Room enemy/door data:  ;Room enemy/door data: 
-LA470: .byte $01, $03, $42, $11, $83, $8A, $21, $03, $B5, $31, $02, $59, $41, $02, $A3, $FF+LA470:  .byte $01, $03, $42, $11, $83, $8A, $21, $03, $B5, $31, $02, $59, $41, $02, $A3, $FF
  
 ;Room #$03 ;Room #$03
-LA480: .byte $02 ;Attribute table data.+LA480:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA481: .byte $00, $0B, $03, $02, $09, $03, $0E, $0B, $03, $50, $0B, $03, $56, $0A, $03, $5F +LA481:  .byte $00, $0B, $03, $02, $09, $03, $0E, $0B, $03, $50, $0B, $03, $56, $0A, $03, $5F 
-LA491: .byte $03, $02, $8B, $0A, $03, $8E, $0B, $03, $92, $0A, $03, $A0, $0B, $03, $C7, $09 +LA491:  .byte $03, $02, $8B, $0A, $03, $8E, $0B, $03, $92, $0A, $03, $A0, $0B, $03, $C7, $09 
-LA4A1: .byte $03, $DE, $0B, $03, $FD +LA4A1:  .byte $03, $DE, $0B, $03, $FD 
 ;Room enemy/door data: ;Room enemy/door data:
-LA4A6: .byte $02, $A1, $01, $85, $47, $11, $05, $BA, $21, $03, $08, $31, $83, $53, $41, $83 +LA4A6:  .byte $02, $A1, $01, $85, $47, $11, $05, $BA, $21, $03, $08, $31, $83, $53, $41, $83 
-LA4B6: .byte $97, $51, $03, $C5, $FF+LA4B6:  .byte $97, $51, $03, $C5, $FF
  
 ;Room #$04 ;Room #$04
-LA4BB: .byte $03 ;Attribute table data.+LA4BB:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA4BC: .byte $00, $0B, $03, $04, $0A, $03, $0E, $0B, $03, $47, $09, $03, $50, $03, $02, $5E +LA4BC:  .byte $00, $0B, $03, $04, $0A, $03, $0E, $0B, $03, $47, $09, $03, $50, $03, $02, $5E 
-LA4CC: .byte $0B, $03, $80, $0B, $03, $82, $0A, $03, $9C, $0A, $03, $AE, $0B, $03, $B6, $0A +LA4CC:  .byte $0B, $03, $80, $0B, $03, $82, $0A, $03, $9C, $0A, $03, $AE, $0B, $03, $B6, $0A 
-LA4DC: .byte $03, $C0, $0B, $03, $FD+LA4DC:  .byte $03, $C0, $0B, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA4E1: .byte $02, $B1, $41, $03, $45, $51, $03, $BB, $31, $05, $39, $FF +LA4E1:  .byte $02, $B1, $41, $03, $45, $51, $03, $BB, $31, $05, $39, $FF 
  
 ;Room #$05 ;Room #$05
-LA4ED: .byte $03 ;Attribute table data.+LA4ED:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA4EE: .byte $00, $0B, $03, $0E, $0B, $03, $15, $09, $03, $50, $03, $02, $57, $0A, $03, $5F +LA4EE:  .byte $00, $0B, $03, $0E, $0B, $03, $15, $09, $03, $50, $03, $02, $57, $0A, $03, $5F 
-LA4FE: .byte $03, $02, $80, $0B, $03, $82, $0A, $03, $8B, $0A, $03, $8E, $0B, $03, $B0, $0B +LA4FE:  .byte $03, $02, $80, $0B, $03, $82, $0A, $03, $8B, $0A, $03, $8E, $0B, $03, $B0, $0B 
-LA50E: .byte $03, $C6, $09, $03, $CE, $0B, $03, $FD+LA50E:  .byte $03, $C6, $09, $03, $CE, $0B, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA516: .byte $02, $A1, $02, $B1, $01, $83, $43, $31, $85, $48, $51, $05, $B7, $FF+LA516:  .byte $02, $A1, $02, $B1, $01, $83, $43, $31, $85, $48, $51, $05, $B7, $FF
  
 ;Room #$06 ;Room #$06
-LA524: .byte $03 ;Attribute table data.+LA524:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA525: .byte $00, $0B, $03, $0E, $0B, $03, $12, $0A, $03, $37, $0A, $03, $50, $0B, $03, $5E +LA525:  .byte $00, $0B, $03, $0E, $0B, $03, $12, $0A, $03, $37, $0A, $03, $50, $0B, $03, $5E 
-LA535: .byte $0B, $03, $73, $0A, $03, $8A, $0A, $03, $A0, $0B, $03, $AE, $0B, $03, $B6, $09 +LA535:  .byte $0B, $03, $73, $0A, $03, $8A, $0A, $03, $A0, $0B, $03, $AE, $0B, $03, $B6, $09 
-LA545: .byte $03, $FD +LA545:  .byte $03, $FD 
 ;Room enemy/door data: ;Room enemy/door data:
-LA547: .byte $01, $03, $B3, $11, $03, $3C, $21, $05, $A8, $31, $05, $64, $51, $85, $7B, $41 +LA547:  .byte $01, $03, $B3, $11, $03, $3C, $21, $05, $A8, $31, $05, $64, $51, $85, $7B, $41 
-LA557: .byte $05, $28, $FF+LA557:  .byte $05, $28, $FF
  
 ;Room #$07 ;Room #$07
-LA55A: .byte $03 ;Attribute table data.+LA55A:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA55B: .byte $00, $0D, $03, $08, $0D, $03, $54, $06, $03, $5A, $06, $03, $67, $07, $03, $A0 +LA55B:  .byte $00, $0D, $03, $08, $0D, $03, $54, $06, $03, $5A, $06, $03, $67, $07, $03, $A0 
-LA56B: .byte $0B, $03, $AE, $0B, $03, $C2, $06, $03, $CD, $06, $03, $D2, $00, $02, $D6, $00 +LA56B:  .byte $0B, $03, $AE, $0B, $03, $C2, $06, $03, $CD, $06, $03, $D2, $00, $02, $D6, $00 
-LA57B: .byte $02, $FD+LA57B:  .byte $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA57D: .byte $51, $05, $B2, $41, $05, $BD, $31, $05, $67, $FF+LA57D:  .byte $51, $05, $B2, $41, $05, $BD, $31, $05, $67, $FF
  
 ;Room #$08 ;Room #$08
-LA587: .byte $03 ;Attribute table data.+LA587:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA588: .byte $00, $1E, $03, $04, $1E, $03, $08, $1E, $03, $0C, $1E, $03, $38, $1E, $03, $40 +LA588:  .byte $00, $1E, $03, $04, $1E, $03, $08, $1E, $03, $0C, $1E, $03, $38, $1E, $03, $40 
-LA598: .byte $1E, $03, $44, $1E, $03, $4C, $1E, $03, $74, $1E, $03, $78, $1E, $03, $80, $1E +LA598:  .byte $1E, $03, $44, $1E, $03, $4C, $1E, $03, $74, $1E, $03, $78, $1E, $03, $80, $1E 
-LA5A8: .byte $03, $8C, $1E, $03, $B0, $1E, $03, $B4, $1E, $03, $B8, $1E, $03, $CC, $1E, $03 +LA5A8:  .byte $03, $8C, $1E, $03, $B0, $1E, $03, $B4, $1E, $03, $B8, $1E, $03, $CC, $1E, $03 
-LA5B8: .byte $FF+LA5B8:  .byte $FF
  
 ;Room #$09(Starting room). ;Room #$09(Starting room).
-LA5B9: .byte $03 ;Attribute table data.+LA5B9:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA5BA: .byte $00, $11, $01, $08, $11, $01, $35, $1D, $03, $3B, $1D, $03, $55, $0B, $03, $5A +LA5BA:  .byte $00, $11, $01, $08, $11, $01, $35, $1D, $03, $3B, $1D, $03, $55, $0B, $03, $5A 
-LA5CA: .byte $0B, $03, $C5, $16, $00, $D0, $10, $03, $D8, $10, $03, $FD+LA5CA:  .byte $0B, $03, $C5, $16, $00, $D0, $10, $03, $D8, $10, $03, $FD
 ;Room enemy/door data:  ;Room enemy/door data: 
-LA5D6: .byte $51, $05, $25, $41, $05, $2B, $FF+LA5D6:  .byte $51, $05, $25, $41, $05, $2B, $FF
  
 ;Room #$0A ;Room #$0A
-LA5DD: .byte $00 ;Attribute table data.+LA5DD:  .byte $00                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA5DE: .byte $00, $14, $00, $08, $14, $00, $0F, $15, $00, $10, $15, $00, $14, $15, $00, $25 +LA5DE:  .byte $00, $14, $00, $08, $14, $00, $0F, $15, $00, $10, $15, $00, $14, $15, $00, $25 
-LA5EE: .byte $08, $03, $50, $14, $00, $58, $0C, $00, $5F, $04, $02, $60, $14, $00, $70, $13 +LA5EE:  .byte $08, $03, $50, $14, $00, $58, $0C, $00, $5F, $04, $02, $60, $14, $00, $70, $13 
-LA5FE: .byte $00, $80, $14, $00, $88, $14, $00, $90, $16, $00, $99, $16, $00, $B3, $15, $00 +LA5FE:  .byte $00, $80, $14, $00, $88, $14, $00, $90, $16, $00, $99, $16, $00, $B3, $15, $00 
-LA60E: .byte $BC, $15, $00, $FD+LA60E:  .byte $BC, $15, $00, $FD
 ;Room enemy/door data:  ;Room enemy/door data: 
-LA612: .byte $02, $A0, $FF+LA612:  .byte $02, $A0, $FF
  
 ;Room #$0B ;Room #$0B
-LA615: .byte $00 ;Attribute table data.+LA615:  .byte $00                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA616: .byte $00, $15, $00, $01, $16, $00, $08, $16, $00, $0F, $15, $00, $4F, $15, $00, $50 +LA616:  .byte $00, $15, $00, $01, $16, $00, $08, $16, $00, $0F, $15, $00, $4F, $15, $00, $50 
-LA626: .byte $04, $02, $80, $16, $00, $87, $02, $02, $89, $16, $00, $FD+LA626:  .byte $04, $02, $80, $16, $00, $87, $02, $02, $89, $16, $00, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA632: .byte $02, $B1, $FF+LA632:  .byte $02, $B1, $FF
  
 ;Room #$0C ;Room #$0C
-LA635: .byte $02 ;Attribute table data.+LA635:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA636: .byte $00, $1B, $02, $08, $1B, $02, $10, $1A, $02, $50, $03, $02, $80, $1A, $02, $82 +LA636:  .byte $00, $1B, $02, $08, $1B, $02, $10, $1A, $02, $50, $03, $02, $80, $1A, $02, $82 
-LA646: .byte $19, $02, $BC, $19, $02, $C0, $1A, $02, $C6, $1B, $02, $D1, $00, $02, $D9, $00 +LA646:  .byte $19, $02, $BC, $19, $02, $C0, $1A, $02, $C6, $1B, $02, $D1, $00, $02, $D9, $00 
-LA656: .byte $02, $FD+LA656:  .byte $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA658: .byte $02, $B1, $51, $02, $5A, $31, $02, $AA, $FF+LA658:  .byte $02, $B1, $51, $02, $5A, $31, $02, $AA, $FF
  
 ;Room #$0D ;Room #$0D
-LA661: .byte $02 ;Attribute table data.+LA661:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA662: .byte $00, $1B, $02, $08, $1B, $02, $1E, $1A, $02, $5F, $03, $02, $8C, $19, $02, $8E +LA662:  .byte $00, $1B, $02, $08, $1B, $02, $1E, $1A, $02, $5F, $03, $02, $8C, $19, $02, $8E 
-LA672: .byte $1A, $02, $B7, $1A, $02, $C2, $1A, $02, $CE, $1A, $02, $D0, $00, $02, $D7, $00 +LA672:  .byte $1A, $02, $B7, $1A, $02, $C2, $1A, $02, $CE, $1A, $02, $D0, $00, $02, $D7, $00 
-LA682: .byte $02, $FD+LA682:  .byte $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA684: .byte $02, $A1, $31, $05, $B3, $51, $02, $44, $FF+LA684:  .byte $02, $A1, $31, $05, $B3, $51, $02, $44, $FF
  
 ;Room #$0E ;Room #$0E
-LA68D: .byte $02 ;Attribute table data.+LA68D:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA68E: .byte $00, $1B, $02, $08, $1B, $02, $AC, $19, $02, $B4, $19, $02, $B8, $1A, $02, $D0 +LA68E:  .byte $00, $1B, $02, $08, $1B, $02, $AC, $19, $02, $B4, $19, $02, $B8, $1A, $02, $D0 
-LA69E: .byte $00, $02, $D8, $00, $02, $FD+LA69E:  .byte $00, $02, $D8, $00, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA6A4: .byte $01, $82, $28, $11, $05, $A5, $21, $02, $8B, $31, $02, $BD, $FF +LA6A4:  .byte $01, $82, $28, $11, $05, $A5, $21, $02, $8B, $31, $02, $BD, $FF 
  
 ;Room #$0F ;Room #$0F
-LA6B1: .byte $03 ;Attribute table data.+LA6B1:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA6B2: .byte $00, $1B, $02, $08, $1B, $02, $59, $06, $03, $92, $19, $02, $AC, $19, $02, $BB +LA6B2:  .byte $00, $1B, $02, $08, $1B, $02, $59, $06, $03, $92, $19, $02, $AC, $19, $02, $BB 
-LA6C2: .byte $19, $02, $C0, $06, $03, $D0, $00, $02, $D8, $00, $02, $FD+LA6C2:  .byte $19, $02, $C0, $06, $03, $D0, $00, $02, $D8, $00, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA6CE: .byte $01, $02, $3B, $11, $02, $B8, $51, $85, $84, $41, $05, $49, $FF+LA6CE:  .byte $01, $02, $3B, $11, $02, $B8, $51, $85, $84, $41, $05, $49, $FF
  
 ;Room #$10 ;Room #$10
-LA6DB: .byte $02 ;Attribute table data.+LA6DB:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA6DC: .byte $00, $17, $02, $08, $17, $02, $10, $17, $02, $18, $17, $02, $50, $03, $02, $5F +LA6DC:  .byte $00, $17, $02, $08, $17, $02, $10, $17, $02, $18, $17, $02, $50, $03, $02, $5F 
-LA6EC: .byte $03, $02, $80, $1A, $02, $82, $19, $02, $86, $2E, $02, $87, $1B, $02, $8E, $1A +LA6EC:  .byte $03, $02, $80, $1A, $02, $82, $19, $02, $86, $2E, $02, $87, $1B, $02, $8E, $1A 
-LA6FC: .byte $02, $C0, $1A, $02, $CE, $1A, $02, $D2, $12, $02, $D8, $12, $02, $FD+LA6FC:  .byte $02, $C0, $1A, $02, $CE, $1A, $02, $D2, $12, $02, $D8, $12, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA70A: .byte $02, $A1, $02, $B1, $01, $02, $5C, $11, $02, $A7, $FF+LA70A:  .byte $02, $A1, $02, $B1, $01, $02, $5C, $11, $02, $A7, $FF
  
 ;Room #$11 ;Room #$11
-LA715: .byte $03 ;Attribute table data.+LA715:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA716: .byte $00, $0B, $03, $02, $06, $03, $0E, $0B, $03, $50, $0B, $03, $52, $06, $03, $5E +LA716:  .byte $00, $0B, $03, $02, $06, $03, $0E, $0B, $03, $50, $0B, $03, $52, $06, $03, $5E 
-LA726: .byte $0B, $03, $A0, $0B, $03, $A2, $06, $03, $AE, $0B, $03, $FD+LA726:  .byte $0B, $03, $A0, $0B, $03, $A2, $06, $03, $AE, $0B, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA732: .byte $01, $83, $DD, $11, $03, $35, $21, $02, $7D, $FF+LA732:  .byte $01, $83, $DD, $11, $03, $35, $21, $02, $7D, $FF
  
 ;Room #$12 ;Room #$12
-LA73C: .byte $03 ;Attribute table data.+LA73C:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA73D: .byte $00, $0B, $03, $02, $11, $01, $0A, $11, $01, $50, $03, $02, $80, $0B, $03, $82 +LA73D:  .byte $00, $0B, $03, $02, $11, $01, $0A, $11, $01, $50, $03, $02, $80, $0B, $03, $82 
-LA74D: .byte $0A, $03, $D0, $10, $03, $D8, $10, $03, $FD+LA74D:  .byte $0A, $03, $D0, $10, $03, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA756: .byte $02, $B1, $01, $05, $C7, $11, $05, $CB, $51, $04, $3A, $41, $04, $29, $31, $04 +LA756:  .byte $02, $B1, $01, $05, $C7, $11, $05, $CB, $51, $04, $3A, $41, $04, $29, $31, $04 
-LA766: .byte $1E, $FF+LA766:  .byte $1E, $FF
  
 ;Room #$13 ;Room #$13
-LA768: .byte $03 ;Attribute table data.+LA768:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA769: .byte $00, $11, $01, $07, $10, $03, $0E, $0B, $03, $5F, $03, $02, $8A, $09, $03, $8E +LA769:  .byte $00, $11, $01, $07, $10, $03, $0E, $0B, $03, $5F, $03, $02, $8A, $09, $03, $8E 
-LA779: .byte $0B, $03, $D0, $10, $03, $D8, $10, $03, $FD+LA779:  .byte $0B, $03, $D0, $10, $03, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA782: .byte $02, $A1, $01, $05, $7B, $11, $05, $C8, $FF+LA782:  .byte $02, $A1, $01, $05, $7B, $11, $05, $C8, $FF
  
 ;Room #$14 ;Room #$14
-LA78B: .byte $01 ;Attribute table data.+LA78B:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA78C: .byte $00, $11, $01, $08, $11, $01, $D0, $10, $03, $D8, $10, $03, $FD+LA78C:  .byte $00, $11, $01, $08, $11, $01, $D0, $10, $03, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA799: .byte $51, $04, $14, $21, $04, $38, $41, $04, $2E, $FF+LA799:  .byte $51, $04, $14, $21, $04, $38, $41, $04, $2E, $FF
  
 ;Room #$15 ;Room #$15
-LA7A3: .byte $03 ;Attribute table data.+LA7A3:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA7A4: .byte $00, $10, $03, $08, $10, $03, $90, $1F, $01, $96, $1F, $01, $AA, $05, $03, $AC +LA7A4:  .byte $00, $10, $03, $08, $10, $03, $90, $1F, $01, $96, $1F, $01, $AA, $05, $03, $AC 
-LA7B4: .byte $1F, $01, $BA, $10, $03, $C4, $05, $03, $D0, $10, $03, $D8, $10, $03, $FD+LA7B4:  .byte $1F, $01, $BA, $10, $03, $C4, $05, $03, $D0, $10, $03, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA7C3: .byte $51, $05, $89, $37, $87, $AB, $21, $06, $23, $17, $07, $C5, $FF+LA7C3:  .byte $51, $05, $89, $37, $87, $AB, $21, $06, $23, $17, $07, $C5, $FF
  
 ;Room #$16 ;Room #$16
-LA7D0: .byte $01 ;Attribute table data.+LA7D0:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA7D1: .byte $00, $11, $01, $08, $11, $01, $B0, $1F, $01, $B6, $05, $03, $B8, $05, $03, $BC +LA7D1:  .byte $00, $11, $01, $08, $11, $01, $B0, $1F, $01, $B6, $05, $03, $B8, $05, $03, $BC 
-LA7E1: .byte $1F, $01, $C6, $1F, $01, $D4, $00, $02, $FD+LA7E1:  .byte $1F, $01, $C6, $1F, $01, $D4, $00, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA7EA: .byte $07, $07, $B7, $47, $87, $B9, $FF+LA7EA:  .byte $07, $07, $B7, $47, $87, $B9, $FF
  
 ;Room #$17 ;Room #$17
-LA7F1: .byte $03 ;Attribute table data.+LA7F1:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA7F2: .byte $00, $11, $01, $08, $10, $03, $4A, $1E, $03, $6B, $1E, $03, $8C, $1E, $03, $A6 +LA7F2:  .byte $00, $11, $01, $08, $10, $03, $4A, $1E, $03, $6B, $1E, $03, $8C, $1E, $03, $A6 
-LA802: .byte $15, $00, $B3, $1D, $03, $B9, $1D, $03, $C3, $0C, $00, $C8, $0C, $00, $D0, $10 +LA802:  .byte $15, $00, $B3, $1D, $03, $B9, $1D, $03, $C3, $0C, $00, $C8, $0C, $00, $D0, $10 
-LA812: .byte $03, $D8, $10, $03, $FD+LA812:  .byte $03, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA817: .byte $41, $05, $B4, $FF+LA817:  .byte $41, $05, $B4, $FF
  
 ;Room #$18 ;Room #$18
-LA81B: .byte $01 ;Attribute table data.+LA81B:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA81C: .byte $00, $0B, $03, $01, $11, $01, $09, $11, $01, $0E, $0B, $03, $50, $03, $02, $5F +LA81C:  .byte $00, $0B, $03, $01, $11, $01, $09, $11, $01, $0E, $0B, $03, $50, $03, $02, $5F 
-LA82C: .byte $03, $02, $64, $0D, $03, $66, $20, $01, $80, $1F, $01, $84, $20, $01, $88, $20 +LA82C:  .byte $03, $02, $64, $0D, $03, $66, $20, $01, $80, $1F, $01, $84, $20, $01, $88, $20 
-LA83C: .byte $01, $8C, $1E, $03, $A6, $20, $01, $B0, $0B, $03, $BE, $0B, $03, $E6, $20, $01 +LA83C:  .byte $01, $8C, $1E, $03, $A6, $20, $01, $B0, $0B, $03, $BE, $0B, $03, $E6, $20, $01 
-LA84C: .byte $FD+LA84C:  .byte $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA84D: .byte $02, $A1, $02, $B1, $31, $05, $56, $01, $85, $5A, $21, $05, $D9, $FF+LA84D:  .byte $02, $A1, $02, $B1, $31, $05, $56, $01, $85, $5A, $21, $05, $D9, $FF
  
 ;Room #$19 ;Room #$19
-LA85B: .byte $01 ;Attribute table data.+LA85B:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA85C: .byte $00, $10, $03, $04, $1F, $01, $08, $1F, $01, $0C, $11, $01, $12, $31, $03, $44 +LA85C:  .byte $00, $10, $03, $04, $1F, $01, $08, $1F, $01, $0C, $11, $01, $12, $31, $03, $44 
-LA86C: .byte $1F, $01, $48, $1F, $01, $84, $1F, $01, $88, $1F, $01, $D0, $1F, $01, $D4, $1F +LA86C:  .byte $1F, $01, $48, $1F, $01, $84, $1F, $01, $88, $1F, $01, $D0, $1F, $01, $D4, $1F 
-LA87C: .byte $01, $D8, $10, $03, $FD+LA87C:  .byte $01, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA881: .byte $51, $05, $C0, $41, $05, $CA, $31, $06, $3C, $FF+LA881:  .byte $51, $05, $C0, $41, $05, $CA, $31, $06, $3C, $FF
  
 ;Room #$1A ;Room #$1A
-LA88B: .byte $02 ;Attribute table data.+LA88B:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA88C: .byte $00, $28, $02, $01, $2D, $02, $09, $2D, $02, $50, $04, $02, $80, $28, $02, $81 +LA88C:  .byte $00, $28, $02, $01, $2D, $02, $09, $2D, $02, $50, $04, $02, $80, $28, $02, $81 
-LA89C: .byte $14, $00, $95, $15, $00, $D0, $2D, $02, $D8, $2D, $02, $FD+LA89C:  .byte $14, $00, $95, $15, $00, $D0, $2D, $02, $D8, $2D, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA8A8: .byte $02, $B0, $01, $05, $C7, $11, $85, $CA, $FF+LA8A8:  .byte $02, $B0, $01, $05, $C7, $11, $85, $CA, $FF
  
 ;Room #$1B ;Room #$1B
-LA8B1: .byte $00 ;Attribute table data.+LA8B1:  .byte $00                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA8B2: .byte $00, $14, $00, $04, $15, $00, $08, $14, $00, $0A, $15, $00, $97, $06, $03, $A0 +LA8B2:  .byte $00, $14, $00, $04, $15, $00, $08, $14, $00, $0A, $15, $00, $97, $06, $03, $A0 
-LA8C2: .byte $0B, $03, $A6, $15, $00, $A8, $15, $00, $AE, $0B, $03, $B4, $06, $03, $BA, $06 +LA8C2:  .byte $0B, $03, $A6, $15, $00, $A8, $15, $00, $AE, $0B, $03, $B4, $06, $03, $BA, $06 
-LA8D2: .byte $03, $C2, $06, $03, $D2, $00, $02, $D6, $00, $02, $FD+LA8D2:  .byte $03, $C2, $06, $03, $D2, $00, $02, $D6, $00, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA8DD: .byte $41, $05, $AA, $21, $06, $17, $11, $05, $A4, $FF+LA8DD:  .byte $41, $05, $AA, $21, $06, $17, $11, $05, $A4, $FF
  
 ;Room #$1C ;Room #$1C
-LA8E7: .byte $00 ;Attribute table data.+LA8E7:  .byte $00                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA8E8: .byte $00, $15, $00, $01, $0D, $03, $09, $0E, $01, $2A, $23, $01, $37, $22, $03, $4D +LA8E8:  .byte $00, $15, $00, $01, $0D, $03, $09, $0E, $01, $2A, $23, $01, $37, $22, $03, $4D 
-LA8F8: .byte $0E, $01, $50, $03, $02, $6A, $16, $00, $6D, $0E, $01, $80, $14, $00, $87, $02 +LA8F8:  .byte $0E, $01, $50, $03, $02, $6A, $16, $00, $6D, $0E, $01, $80, $14, $00, $87, $02 
-LA908: .byte $02, $89, $14, $00, $FD+LA908:  .byte $02, $89, $14, $00, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA90D: .byte $02, $B1, $FF+LA90D:  .byte $02, $B1, $FF
  
 ;Room #$1D ;Room #$1D
-LA910: .byte $01 ;Attribute table data.+LA910:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA911: .byte $00, $0E, $01, $08, $0E, $01, $44, $0E, $01, $84, $0F, $01, $94, $0E, $01, $B0 +LA911:  .byte $00, $0E, $01, $08, $0E, $01, $44, $0E, $01, $84, $0F, $01, $94, $0E, $01, $B0 
-LA921: .byte $0E, $01, $B8, $0E, $01, $FD +LA921:  .byte $0E, $01, $B8, $0E, $01, $FD 
 ;Room enemy/door data: ;Room enemy/door data:
-LA927: .byte $31, $06, $42, $FF+LA927:  .byte $31, $06, $42, $FF
  
 ;Room #$1E ;Room #$1E
-LA92B: .byte $01 ;Attribute table data.+LA92B:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA92C: .byte $00, $0E, $01, $02, $2A, $01, $07, $25, $01, $08, $0E, $01, $10, $0E, $01, $12 +LA92C:  .byte $00, $0E, $01, $02, $2A, $01, $07, $25, $01, $08, $0E, $01, $10, $0E, $01, $12 
-LA93c: .byte $2A, $01, $17, $25, $01, $18, $0E, $01, $50, $03, $02, $5F, $03, $02, $74, $26 +LA93c:  .byte $2A, $01, $17, $25, $01, $18, $0E, $01, $50, $03, $02, $5F, $03, $02, $74, $26 
-LA94C: .byte $01, $78, $26, $01, $80, $0E, $01, $88, $0E, $01, $C0, $24, $01, $CC, $24, $01 +LA94C:  .byte $01, $78, $26, $01, $80, $0E, $01, $88, $0E, $01, $C0, $24, $01, $CC, $24, $01 
-LA95C: .byte $D4, $00, $02, $FD+LA95C:  .byte $D4, $00, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA960: .byte $02, $A1, $02, $B1, $11, $02, $52, $01, $03, $C8, $FF+LA960:  .byte $02, $A1, $02, $B1, $11, $02, $52, $01, $03, $C8, $FF
  
 ;Room #$1F ;Room #$1F
-LA96B: .byte $01 ;Attribute table data.+LA96B:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA96C: .byte $00, $27, $01, $08, $27, $01, $10, $24, $01, $50, $03, $02, $80, $24, $01, $A6 +LA96C:  .byte $00, $27, $01, $08, $27, $01, $10, $24, $01, $50, $03, $02, $80, $24, $01, $A6 
-LA97C: .byte $26, $01, $B0, $0E, $01, $CA, $26, $01, $D8, $0E, $01, $FD+LA97C:  .byte $26, $01, $B0, $0E, $01, $CA, $26, $01, $D8, $0E, $01, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA988: .byte $02, $B1, $01, $02, $2B, $11, $02, $BB, $21, $82, $5B, $31, $02, $8B, $FF+LA988:  .byte $02, $B1, $01, $02, $2B, $11, $02, $BB, $21, $82, $5B, $31, $02, $8B, $FF
  
 ;Room #$20 ;Room #$20
-LA997: .byte $01 ;Attribute table data.+LA997:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA998: .byte $00, $27, $01, $08, $27, $01, $1C, $24, $01, $20, $24, $01, $5F, $03, $02, $8C +LA998:  .byte $00, $27, $01, $08, $27, $01, $1C, $24, $01, $20, $24, $01, $5F, $03, $02, $8C 
-LA9A8: .byte $24, $01, $BA, $26, $01, $C4, $26, $01, $C8, $0E, $01, $D0, $0E, $01, $FD +LA9A8:  .byte $24, $01, $BA, $26, $01, $C4, $26, $01, $C8, $0E, $01, $D0, $0E, $01, $FD 
 ;Room enemy/door data: ;Room enemy/door data:
-LA9B7: .byte $02, $A1, $51, $02, $85, $41, $02, $C5, $31, $05, $BA, $21, $05, $C5, $FF+LA9B7:  .byte $02, $A1, $51, $02, $85, $41, $02, $C5, $31, $05, $BA, $21, $05, $C5, $FF
  
 ;Room #$21 ;Room #$21
-LA9C6: .byte $01 ;Attribute table data.+LA9C6:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA9C7: .byte $00, $0E, $01, $08, $0E, $01, $30, $0E, $01, $38, $0E, $01, $A7, $26, $01, $B0 +LA9C7:  .byte $00, $0E, $01, $08, $0E, $01, $30, $0E, $01, $38, $0E, $01, $A7, $26, $01, $B0 
-LA9D7: .byte $24, $01, $B6, $24, $01, $BC, $24, $01, $C4, $05, $03, $D4, $27, $01, $DA, $00 +LA9D7:  .byte $24, $01, $B6, $24, $01, $BC, $24, $01, $C4, $05, $03, $D4, $27, $01, $DA, $00 
-LA9E7: .byte $02, $FD+LA9E7:  .byte $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LA9E9: .byte $07, $07, $C5, $11, $05, $AC, $21, $05, $A8, $51, $06, $7A, $FF+LA9E9:  .byte $07, $07, $C5, $11, $05, $AC, $21, $05, $A8, $51, $06, $7A, $FF
  
 ;Room #$22 ;Room #$22
-LA9F6: .byte $01 ;Attribute table data.+LA9F6:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LA9F7: .byte $00, $0E, $01, $08, $0E, $01, $30, $0E, $01, $37, $25, $01, $48, $2A, $01, $4C +LA9F7:  .byte $00, $0E, $01, $08, $0E, $01, $30, $0E, $01, $37, $25, $01, $48, $2A, $01, $4C 
-LAA07: .byte $2A, $01, $68, $0E, $01, $78, $0E, $01, $A3, $26, $01, $B0, $0E, $01, $B8, $0E +LAA07:  .byte $2A, $01, $68, $0E, $01, $78, $0E, $01, $A3, $26, $01, $B0, $0E, $01, $B8, $0E 
-LAA17: .byte $01, $FD+LAA17:  .byte $01, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAA19: .byte $41, $06, $75, $21, $03, $85, $FF+LAA19:  .byte $41, $06, $75, $21, $03, $85, $FF
  
 ;Room #$23 ;Room #$23
-LAA20: .byte $02 ;Attribute table data.+LAA20:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAA21: .byte $00, $27, $01, $08, $27, $01, $63, $29, $01, $73, $28, $02, $8B, $29, $01, $9B +LAA21:  .byte $00, $27, $01, $08, $27, $01, $63, $29, $01, $73, $28, $02, $8B, $29, $01, $9B 
-LAA31: .byte $28, $02, $C0, $26, $01, $C6, $26, $01, $D0, $0E, $01, $D8, $00, $02, $D9, $0E +LAA31:  .byte $28, $02, $C0, $26, $01, $C6, $26, $01, $D0, $0E, $01, $D8, $00, $02, $D9, $0E 
-LAA41: .byte $01, $DE, $05, $03, $FD+LAA41:  .byte $01, $DE, $05, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAA46: .byte $01, $85, $63, $11, $05, $8B, $21, $02, $6E, $47, $07, $DF, $31, $83, $A8, $FF+LAA46:  .byte $01, $85, $63, $11, $05, $8B, $21, $02, $6E, $47, $07, $DF, $31, $83, $A8, $FF
  
 ;Room #$24 ;Room #$24
-LAA56: .byte $01 ;Attribute table data.+LAA56:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAA57: .byte $00, $0E, $01, $08, $0E, $01, $40, $2B, $00, $48, $2B, $00, $50, $0E, $01, $53 +LAA57:  .byte $00, $0E, $01, $08, $0E, $01, $40, $2B, $00, $48, $2B, $00, $50, $0E, $01, $53 
-LAA67: .byte $20, $01, $58, $0E, $01, $5B, $20, $01, $60, $2B, $00, $68, $13, $00, $70, $27 +LAA67:  .byte $20, $01, $58, $0E, $01, $5B, $20, $01, $60, $2B, $00, $68, $13, $00, $70, $27 
-LAA77: .byte $01, $78, $27, $01, $80, $2B, $00, $88, $2B, $00, $90, $27, $01, $98, $27, $01 +LAA77:  .byte $01, $78, $27, $01, $80, $2B, $00, $88, $2B, $00, $90, $27, $01, $98, $27, $01 
-LAA87: .byte $A0, $13, $00, $A8, $2B, $00, $B0, $0E, $01, $B8, $0E, $01, $FD+LAA87:  .byte $A0, $13, $00, $A8, $2B, $00, $B0, $0E, $01, $B8, $0E, $01, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAA94: .byte $01, $05, $4D, $11, $85, $6C, $21, $05, $8A, $31, $85, $AF, $41, $05, $47, $FF+LAA94:  .byte $01, $05, $4D, $11, $85, $6C, $21, $05, $8A, $31, $85, $AF, $41, $05, $47, $FF
  
 ;Room #$25 ;Room #$25
-LAAA4: .byte $02 ;Attribute table data.+LAAA4:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAAA5: .byte $00, $27, $01, $05, $27, $01, $0A, $0E, $01, $23, $24, $01, $4A, $13, $00, $52 +LAAA5:  .byte $00, $27, $01, $05, $27, $01, $0A, $0E, $01, $23, $24, $01, $4A, $13, $00, $52 
-LAAB5: .byte $24, $01, $59, $20, $01, $5A, $0E, $01, $6A, $2B, $00, $79, $0E, $01, $89, $2B +LAAB5:  .byte $24, $01, $59, $20, $01, $5A, $0E, $01, $6A, $2B, $00, $79, $0E, $01, $89, $2B 
-LAAC5: .byte $00, $90, $28, $02, $94, $06, $03, $98, $0E, $01, $A8, $13, $00, $B0, $0E, $01 +LAAC5:  .byte $00, $90, $28, $02, $94, $06, $03, $98, $0E, $01, $A8, $13, $00, $B0, $0E, $01 
-LAAD5: .byte $B8, $0E, $01, $FD+LAAD5:  .byte $B8, $0E, $01, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAAD9: .byte $51, $05, $4F, $41, $05, $6E, $31, $05, $8E, $21, $02, $48, $FF+LAAD9:  .byte $51, $05, $4F, $41, $05, $6E, $31, $05, $8E, $21, $02, $48, $FF
  
 ;Room #$26 ;Room #$26
-LAAE6: .byte $01 ;Attribute table data.+LAAE6:  .byte $01                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAAE7: .byte $00, $0E, $01, $08, $27, $01, $40, $2B, $00, $50, $0E, $01, $56, $20, $01, $60 +LAAE7:  .byte $00, $0E, $01, $08, $27, $01, $40, $2B, $00, $50, $0E, $01, $56, $20, $01, $60 
-LAAF7: .byte $2B, $00, $68, $2C, $00, $80, $27, $01, $8B, $24, $01, $D0, $00, $02, $D8, $00 +LAAF7:  .byte $2B, $00, $68, $2C, $00, $80, $27, $01, $8B, $24, $01, $D0, $00, $02, $D8, $00 
-LAB07: .byte $02, $FD+LAB07:  .byte $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAB09: .byte $51, $05, $67, $41, $05, $7E, $21, $05, $7B, $31, $03, $49, $11, $02, $C6, $FF+LAB09:  .byte $51, $05, $67, $41, $05, $7E, $21, $05, $7B, $31, $03, $49, $11, $02, $C6, $FF
  
 ;Room #$27 ;Room #$27
-LAB19: .byte $03 ;Attribute table data.+LAB19:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAB1A: .byte $00, $0B, $03, $02, $11, $01, $09, $11, $01, $50, $04, $02, $80, $0B, $03, $82 +LAB1A:  .byte $00, $0B, $03, $02, $11, $01, $09, $11, $01, $50, $04, $02, $80, $0B, $03, $82 
-LAB2A: .byte $1E, $03, $B6, $1D, $03, $B7, $1D, $03, $C2, $09, $03, $C8, $1D, $03, $D0, $10 +LAB2A:  .byte $1E, $03, $B6, $1D, $03, $B7, $1D, $03, $C2, $09, $03, $C8, $1D, $03, $D0, $10 
-LAB3A: .byte $03, $D8, $10, $03, $FD+LAB3A:  .byte $03, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAB3F: .byte $02, $B0, $11, $04, $38, $31, $06, $27, $FF+LAB3F:  .byte $02, $B0, $11, $04, $38, $31, $06, $27, $FF
  
 ;Room #$28 ;Room #$28
-LAB48: .byte $00 ;Attribute table data.+LAB48:  .byte $00                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAB49: .byte $00, $2D, $02, $08, $2D, $02, $0F, $28, $02, $5F, $03, $02, $87, $14, $00, $8F +LAB49:  .byte $00, $2D, $02, $08, $2D, $02, $0F, $28, $02, $5F, $03, $02, $87, $14, $00, $8F 
-LAB59: .byte $28, $02, $9A, $15, $00, $C3, $26, $01, $D0, $2D, $02, $D8, $2D, $02, $FD +LAB59:  .byte $28, $02, $9A, $15, $00, $C3, $26, $01, $D0, $2D, $02, $D8, $2D, $02, $FD 
 ;Room enemy/door data: ;Room enemy/door data:
-LAB68: .byte $02, $A1, $01, $06, $23, $31, $05, $7D, $FF+LAB68:  .byte $02, $A1, $01, $06, $23, $31, $05, $7D, $FF
  
 ;Room #$29 ;Room #$29
-LAB71: .byte $02 ;Attribute table data.+LAB71:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAB72: .byte $00, $2D, $02, $08, $2D, $02, $C2, $26, $01, $C7, $26, $01, $C9, $26, $01, $D0 +LAB72:  .byte $00, $2D, $02, $08, $2D, $02, $C2, $26, $01, $C7, $26, $01, $C9, $26, $01, $D0 
-LAB82: .byte $2D, $02, $D8, $2D, $02, $FD+LAB82:  .byte $2D, $02, $D8, $2D, $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAB88: .byte $41, $86, $25, $51, $06, $2A, $21, $05, $CB, $FF+LAB88:  .byte $41, $86, $25, $51, $06, $2A, $21, $05, $CB, $FF
  
 ;Room #$2A ;Room #$2A
-LAB92: .byte $00 ;Attribute table data.+LAB92:  .byte $00                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAB93: .byte $00, $11, $01, $08, $11, $01, $68, $21, $02, $78, $15, $00, $95, $15, $00, $A0 +LAB93:  .byte $00, $11, $01, $08, $11, $01, $68, $21, $02, $78, $15, $00, $95, $15, $00, $A0 
-LABA3: .byte $0B, $03, $AE, $0B, $03, $BB, $15, $00, $C2, $06, $03, $D2, $00, $02, $D6, $00 +LABA3:  .byte $0B, $03, $AE, $0B, $03, $BB, $15, $00, $C2, $06, $03, $D2, $00, $02, $D6, $00 
-LABB3: .byte $02, $FD+LABB3:  .byte $02, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LABB5: .byte $01, $05, $58, $11, $05, $85, $31, $06, $26, $FF+LABB5:  .byte $01, $05, $58, $11, $05, $85, $31, $06, $26, $FF
  
 ;Room #$2B(Bridge to Tourian). ;Room #$2B(Bridge to Tourian).
-LABBF: .byte $02 ;Attribute table data.+LABBF:  .byte $02                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LABC0: .byte $00, $30, $00, $01, $1A, $02, $02, $30, $00, $03, $1A, $02, $05, $1C, $02, $0A +LABC0:  .byte $00, $30, $00, $01, $1A, $02, $02, $30, $00, $03, $1A, $02, $05, $1C, $02, $0A 
-LABD0: .byte $1B, $02, $0F, $30, $00, $10, $30, $00, $14, $30, $00, $1F, $30, $00, $2C, $18 +LABD0:  .byte $1B, $02, $0F, $30, $00, $10, $30, $00, $14, $30, $00, $1F, $30, $00, $2C, $18 
-LABE0: .byte $02, $35, $18, $02, $41, $19, $02, $44, $2F, $02, $45, $18, $02, $46, $2F, $02 +LABE0:  .byte $02, $35, $18, $02, $41, $19, $02, $44, $2F, $02, $45, $18, $02, $46, $2F, $02 
-LABF0: .byte $50, $04, $02, $53, $19, $02, $5F, $04, $02, $64, $1C, $02, $65, $1C, $02, $68 +LABF0:  .byte $50, $04, $02, $53, $19, $02, $5F, $04, $02, $64, $1C, $02, $65, $1C, $02, $68 
-LAC00: .byte $2F, $02, $80, $15, $00, $81, $19, $02, $8D, $19, $02, $9C, $19, $02, $9F, $15 +LAC00:  .byte $2F, $02, $80, $15, $00, $81, $19, $02, $8D, $19, $02, $9C, $19, $02, $9F, $15 
-LAC10: .byte $00, $C0, $30, $00, $D1, $00, $02, $D7, $00, $02, $DF, $30, $00, $FD+LAC10:  .byte $00, $C0, $30, $00, $D1, $00, $02, $D7, $00, $02, $DF, $30, $00, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAC1E: .byte $02, $A0, $02, $B1, $06, $FF+LAC1E:  .byte $02, $A0, $02, $B1, $06, $FF
  
 ;Room #$2C ;Room #$2C
-LAC24: .byte $00 ;Attribute table data.+LAC24:  .byte $00                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAC25: .byte $00, $16, $00, $07, $16, $00, $0E, $16, $00, $1F, $15, $00, $20, $15, $00, $40 +LAC25:  .byte $00, $16, $00, $07, $16, $00, $0E, $16, $00, $1F, $15, $00, $20, $15, $00, $40 
-LAC35: .byte $30, $00, $5F, $04, $02, $80, $16, $00, $87, $02, $02, $89, $16, $00, $A0, $15 +LAC35:  .byte $30, $00, $5F, $04, $02, $80, $16, $00, $87, $02, $02, $89, $16, $00, $A0, $15 
-LAC45: .byte $00, $AF, $15, $00, $FD+LAC45:  .byte $00, $AF, $15, $00, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAC4A: .byte $02, $A1, $FF+LAC4A:  .byte $02, $A1, $FF
  
 ;Room #$2D ;Room #$2D
-LAC4D: .byte $03 ;Attribute table data.+LAC4D:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAC4E: .byte $00, $11, $01, $08, $11, $01, $1E, $1E, $03, $5F, $04, $02, $8B, $10, $03, $9E +LAC4E:  .byte $00, $11, $01, $08, $11, $01, $1E, $1E, $03, $5F, $04, $02, $8B, $10, $03, $9E 
-LAC5E: .byte $0B, $03, $D0, $10, $03, $D8, $10, $03, $FD+LAC5E:  .byte $0B, $03, $D0, $10, $03, $D8, $10, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAC67: .byte $02, $A1, $FF+LAC67:  .byte $02, $A1, $FF
  
 ;Room #$2E ;Room #$2E
-LAC6A: .byte $03 ;Attribute table data.+LAC6A:  .byte $03                               ;Attribute table data.
 ;Room object data: ;Room object data:
-LAC6B: .byte $00, $0B, $03, $0E, $0B, $03, $50, $03, $02, $5E, $0B, $03, $80, $0B, $03, $AE +LAC6B:  .byte $00, $0B, $03, $0E, $0B, $03, $50, $03, $02, $5E, $0B, $03, $80, $0B, $03, $AE 
-LAC7B: .byte $0B, $03, $D0, $0B, $03, $FD+LAC7B:  .byte $0B, $03, $D0, $0B, $03, $FD
 ;Room enemy/door data: ;Room enemy/door data:
-LAC81: .byte $02, $B1, $FF+LAC81:  .byte $02, $B1, $FF
  
 ;---------------------------------------[ Structure definitions ]------------------------------------ ;---------------------------------------[ Structure definitions ]------------------------------------
Line 3425: Line 3425:
  
 ;Structure #$00 ;Structure #$00
-LAC84: .byte $08, $01, $01, $01, $01, $01, $01, $01, $01, $08, $00, $00, $00, $00, $00, $00 +LAC84:  .byte $08, $01, $01, $01, $01, $01, $01, $01, $01, $08, $00, $00, $00, $00, $00, $00 
-LAC94: .byte $00, $00, $FF+LAC94:  .byte $00, $00, $FF
  
 ;Structure #$01 ;Structure #$01
-LAC97: .byte $08, $02, $02, $02, $02, $02, $02, $02, $02, $01, $28, $01, $28, $01, $28, $08 +LAC97:  .byte $08, $02, $02, $02, $02, $02, $02, $02, $02, $01, $28, $01, $28, $01, $28, $08 
-LACA7: .byte $02, $02, $02, $02, $02, $02, $02, $02, $FF+LACA7:  .byte $02, $02, $02, $02, $02, $02, $02, $02, $FF
  
 ;Structure #$02 ;Structure #$02
-LACB0: .byte $02, $04, $05, $02, $04, $05, $02, $04, $05, $02, $04, $05, $02, $04, $05, $02 +LACB0:  .byte $02, $04, $05, $02, $04, $05, $02, $04, $05, $02, $04, $05, $02, $04, $05, $02 
-LACC0: .byte $04, $05, $02, $04, $05, $02, $04, $05, $FF+LACC0:  .byte $04, $05, $02, $04, $05, $02, $04, $05, $FF
  
 ;Structure #$03 ;Structure #$03
-LACC9: .byte $01, $06, $01, $06, $01, $06, $FF+LACC9:  .byte $01, $06, $01, $06, $01, $06, $FF
  
 ;Structure #$04 ;Structure #$04
-LACD0: .byte $01, $07, $01, $07, $01, $07, $FF+LACD0:  .byte $01, $07, $01, $07, $01, $07, $FF
  
 ;Structure #$05 ;Structure #$05
-LACD7: .byte $02, $31, $32, $FF+LACD7:  .byte $02, $31, $32, $FF
  
 ;Structure #$06 ;Structure #$06
-LACDB: .byte $01, $08, $01, $33, $01, $33, $01, $33, $01, $33, $FF+LACDB:  .byte $01, $08, $01, $33, $01, $33, $01, $33, $01, $33, $FF
  
 ;Structure #$07 ;Structure #$07
-LACE6: .byte $01, $28, $01, $08, $01, $1F, $01, $17, $01, $17, $01, $1F, $FF+LACE6:  .byte $01, $28, $01, $08, $01, $1F, $01, $17, $01, $17, $01, $1F, $FF
  
 ;Structure #$08 ;Structure #$08
-LACF3: .byte $02, $0E, $11, $03, $0F, $12, $22, $03, $10, $13, $14, $FF+LACF3:  .byte $02, $0E, $11, $03, $0F, $12, $22, $03, $10, $13, $14, $FF
  
 ;Structure #$09 ;Structure #$09
-LACFF: .byte $04, $08, $35, $35, $08, $FF+LACFF:  .byte $04, $08, $35, $35, $08, $FF
  
 ;Structure #$0A ;Structure #$0A
-LAD05: .byte $03, $08, $35, $08, $FF+LAD05:  .byte $03, $08, $35, $08, $FF
  
 ;Structure #$0B ;Structure #$0B
-LAD0A: .byte $02, $36, $36, $02, $1C, $08, $02, $08, $34, $02, $34, $34, $02, $08, $08, $FF+LAD0A:  .byte $02, $36, $36, $02, $1C, $08, $02, $08, $34, $02, $34, $34, $02, $08, $08, $FF
  
 ;Structure #$0C ;Structure #$0C
-LAD1A: .byte $02, $20, $20, $FF+LAD1A:  .byte $02, $20, $20, $FF
  
 ;Structure #$0D ;Structure #$0D
-LAD1E: .byte $08, $08, $1C, $08, $35, $08, $35, $1C, $08, $FF+LAD1E:  .byte $08, $08, $1C, $08, $35, $08, $35, $1C, $08, $FF
  
 ;Structure #$0E ;Structure #$0E
-LAD28: .byte $08, $1E, $1E, $1C, $1C, $1E, $1E, $1E, $1E, $08, $1E, $1E, $1E, $1E, $1C, $1E +LAD28:  .byte $08, $1E, $1E, $1C, $1C, $1E, $1E, $1E, $1E, $08, $1E, $1E, $1E, $1E, $1C, $1E 
-LAD38: .byte $1E, $1E, $08, $1C, $1E, $1E, $1E, $1E, $1E, $1C, $1E, $08, $1E, $1E, $1E, $1C +LAD38:  .byte $1E, $1E, $08, $1C, $1E, $1E, $1E, $1E, $1E, $1C, $1E, $08, $1E, $1E, $1E, $1C 
-LAD48: .byte $1E, $1C, $1C, $1E, $FF+LAD48:  .byte $1E, $1C, $1C, $1E, $FF
  
 ;Structure #$0F ;Structure #$0F
-LAD4D: .byte $08, $2E, $2E, $2E, $2E, $2E, $2E, $2E, $2E, $FF+LAD4D:  .byte $08, $2E, $2E, $2E, $2E, $2E, $2E, $2E, $2E, $FF
  
 ;Structure #$10 ;Structure #$10
-LAD57: .byte $08, $08, $0B, $0B, $0B, $0B, $08, $0B, $0B, $08, $08, $08, $1C, $1C, $08, $08 +LAD57:  .byte $08, $08, $0B, $0B, $0B, $0B, $08, $0B, $0B, $08, $08, $08, $1C, $1C, $08, $08 
-LAD67: .byte $1C, $08, $FF+LAD67:  .byte $1C, $08, $FF
  
 ;Structure #$11 ;Structure #$11
-LAD6A: .byte $08, $1C, $08, $08, $08, $08, $0A, $08, $1C, $08, $08, $0A, $09, $0A, $28, $28 +LAD6A:  .byte $08, $1C, $08, $08, $08, $08, $0A, $08, $1C, $08, $08, $0A, $09, $0A, $28, $28 
-LAD7A: .byte $08, $08, $01, $08, $FF+LAD7A:  .byte $08, $08, $01, $08, $FF
  
 ;Structure #$12 ;Structure #$12
-LAD7F: .byte $06, $2C, $2C, $2C, $2C, $15, $2C, $06, $2D, $2D, $2D, $2D, $16, $2D, $FF+LAD7F:  .byte $06, $2C, $2C, $2C, $2C, $15, $2C, $06, $2D, $2D, $2D, $2D, $16, $2D, $FF
  
 ;Structure #$13 ;Structure #$13
-LAD8E: .byte $08, $2B, $2B, $2B, $2B, $2B, $2B, $2B, $2B, $FF+LAD8E:  .byte $08, $2B, $2B, $2B, $2B, $2B, $2B, $2B, $2B, $FF
  
 ;Structure #$14 ;Structure #$14
-LAD98: .byte $08, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $FF+LAD98:  .byte $08, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $FF
  
 ;Structure #$15 ;Structure #$15
-LADA2: .byte $01, $20, $01, $20, $01, $17, $01, $17, $01, $20, $FF+LADA2:  .byte $01, $20, $01, $20, $01, $17, $01, $17, $01, $20, $FF
  
 ;Structure #$16 ;Structure #$16
-LADAD: .byte $07, $20, $20, $20, $20, $20, $20, $20, $07, $20, $1A, $20, $1F, $20, $1A, $20 +LADAD:  .byte $07, $20, $20, $20, $20, $20, $20, $20, $07, $20, $1A, $20, $1F, $20, $1A, $20 
-LADBD: .byte $FF+LADBD:  .byte $FF
  
 ;Structure #$17 ;Structure #$17
-LADBE: .byte $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $08, $0D, $0D, $0D, $0D, $0D, $0D +LADBE:  .byte $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $08, $0D, $0D, $0D, $0D, $0D, $0D 
-LADCE: .byte $0D, $0D, $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $08, $0D, $0D, $0D, $0D +LADCE:  .byte $0D, $0D, $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $08, $0D, $0D, $0D, $0D 
-LADDE: .byte $0D, $0D, $0D, $0D, $FF+LADDE:  .byte $0D, $0D, $0D, $0D, $FF
  
 ;Structure #$18 ;Structure #$18
-LADE3: .byte $01, $0D, $FF+LADE3:  .byte $01, $0D, $FF
  
 ;Structure #$19 ;Structure #$19
-LADE6: .byte $04, $0D, $0D, $0D, $0D, $FF+LADE6:  .byte $04, $0D, $0D, $0D, $0D, $FF
  
 ;Structure #$1A ;Structure #$1A
-LADEC: .byte $02, $0D, $0D, $02, $0D, $0D, $02, $0D, $0D, $02, $0D, $0D, $FF+LADEC:  .byte $02, $0D, $0D, $02, $0D, $0D, $02, $0D, $0D, $02, $0D, $0D, $FF
  
 ;Structure #$1B ;Structure #$1B
-LADF9: .byte $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $05, $27, $30, $0D, $0D, $30, $FF+LADF9:  .byte $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $05, $27, $30, $0D, $0D, $30, $FF
  
 ;Structure #$1C ;Structure #$1C
-LAE09: .byte $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $FF+LAE09:  .byte $08, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $0D, $FF
  
 ;Structure #$1D ;Structure #$1D
-LAE13: .byte $01, $0C, $01, $1F, $FF+LAE13:  .byte $01, $0C, $01, $1F, $FF
  
 ;Structure #$1E ;Structure #$1E
-LAE18: .byte $04, $08, $35, $08, $08, $04, $08, $1C, $08, $34, $04, $34, $08, $08, $08, $04 +LAE18:  .byte $04, $08, $35, $08, $08, $04, $08, $1C, $08, $34, $04, $34, $08, $08, $08, $04 
-LAE28: .byte $08, $08, $1C, $08, $FF+LAE28:  .byte $08, $08, $1C, $08, $FF
  
 ;Structure #$1F ;Structure #$1F
-LAE2D: .byte $04, $1D, $1D, $1D, $1D, $04, $1D, $1C, $1C, $1D, $04, $1C, $1D, $1C, $1C, $04 +LAE2D:  .byte $04, $1D, $1D, $1D, $1D, $04, $1D, $1C, $1C, $1D, $04, $1C, $1D, $1C, $1C, $04 
-LAE3D: .byte $1D, $1C, $1D, $1D, $FF+LAE3D:  .byte $1D, $1C, $1D, $1D, $FF
  
 ;Structure #$20 ;Structure #$20
-LAE42: .byte $04, $33, $33, $33, $33, $FF+LAE42:  .byte $04, $33, $33, $33, $33, $FF
  
 ;Structure #$21 ;Structure #$21
-LAE48: .byte $01, $22, $FF+LAE48:  .byte $01, $22, $FF
  
 ;Structure #$22 ;Structure #$22
-LAE4B: .byte $03, $28, $0E, $08, $03, $37, $08, $39, $03, $38, $39, $39, $03, $28, $3A, $0A +LAE4B:  .byte $03, $28, $0E, $08, $03, $37, $08, $39, $03, $38, $39, $39, $03, $28, $3A, $0A 
-LAE5B: .byte $02, $3B, $3C, $FF+LAE5B:  .byte $02, $3B, $3C, $FF
  
 ;Structure #$23 ;Structure #$23
-LAE5F: .byte $03, $1E, $1E, $1C, $03, $39, $08, $1E, $03, $0A, $09, $1E, $03, $3D, $0B, $0A +LAE5F:  .byte $03, $1E, $1E, $1C, $03, $39, $08, $1E, $03, $0A, $09, $1E, $03, $3D, $0B, $0A 
-LAE6F: .byte $FF+LAE6F:  .byte $FF
  
 ;Structure #$24 ;Structure #$24
-LAE70: .byte $04, $1E, $1E, $1C, $1E, $04, $1E, $1E, $1E, $1E, $04, $1C, $1E, $1E, $1E, $04 +LAE70:  .byte $04, $1E, $1E, $1C, $1E, $04, $1E, $1E, $1E, $1E, $04, $1C, $1E, $1E, $1E, $04 
-LAE80: .byte $1E, $1E, $1C, $1E, $FF+LAE80:  .byte $1E, $1E, $1C, $1E, $FF
  
 ;Structure #$25 ;Structure #$25
-LAE85: .byte $01, $23, $01, $23, $01, $23, $01, $23, $FF+LAE85:  .byte $01, $23, $01, $23, $01, $23, $01, $23, $FF
  
 ;Structure #$26 ;Structure #$26
-LAE8E: .byte $02, $3E, $3F, $FF+LAE8E:  .byte $02, $3E, $3F, $FF
  
 ;Structure #$27 ;Structure #$27
-LAE92: .byte $08, $1E, $1E, $1E, $1E, $1E, $1E, $1E, $1E, $08, $1E, $1E, $1E, $1E, $1E, $1E +LAE92:  .byte $08, $1E, $1E, $1E, $1E, $1E, $1E, $1E, $1E, $08, $1E, $1E, $1E, $1E, $1E, $1E 
-LAEA2: .byte $1E, $1E, $FF+LAEA2:  .byte $1E, $1E, $FF
  
 ;Structure #$28 ;Structure #$28
-LAEA5: .byte $01, $1F, $01, $1F, $01, $1F, $01, $1F, $01, $1F, $FF+LAEA5:  .byte $01, $1F, $01, $1F, $01, $1F, $01, $1F, $01, $1F, $FF
  
 ;Structure #$29 ;Structure #$29
-LAEB0: .byte $01, $3E, $FF+LAEB0:  .byte $01, $3E, $FF
  
 ;Structure #$2A ;Structure #$2A
-LAEB3: .byte $04, $2E, $2A, $2E, $2E, $04, $2E, $2E, $2E, $2A, $FF+LAEB3:  .byte $04, $2E, $2A, $2E, $2E, $04, $2E, $2E, $2E, $2A, $FF
  
 ;Structure #$2B ;Structure #$2B
-LAEBE: .byte $08, $2B, $03, $03, $2B, $03, $03, $03, $2B, $FF+LAEBE:  .byte $08, $2B, $03, $03, $2B, $03, $03, $03, $2B, $FF
  
 ;Structure #$2C ;Structure #$2C
-LAEC8: .byte $01, $1B, $FF+LAEC8:  .byte $01, $1B, $FF
  
 ;Structure #$2D ;Structure #$2D
-LAECB: .byte $08, $1F, $1F, $1F, $1F, $1F, $1F, $1F, $1F, $08, $1F, $1F, $1F, $1F, $1F, $1F +LAECB:  .byte $08, $1F, $1F, $1F, $1F, $1F, $1F, $1F, $1F, $08, $1F, $1F, $1F, $1F, $1F, $1F 
-LAEDB: .byte $1F, $1F, $FF+LAEDB:  .byte $1F, $1F, $FF
  
 ;Structure #$2E ;Structure #$2E
-LAEDE: .byte $01, $2F, $FF+LAEDE:  .byte $01, $2F, $FF
  
 ;Structure #$2F ;Structure #$2F
-LAEE1: .byte $01, $1F, $FF+LAEE1:  .byte $01, $1F, $FF
  
 ;Structure #$30 ;Structure #$30
-LAEE4: .byte $01, $17, $01, $17, $01, $17, $01, $17, $FF+LAEE4:  .byte $01, $17, $01, $17, $01, $17, $01, $17, $FF
  
 ;Structure #$31 ;Structure #$31
-LAEED: .byte $01, $24, $FF+LAEED:  .byte $01, $24, $FF
  
 ;----------------------------------------[ Macro definitions ]--------------------------------------- ;----------------------------------------[ Macro definitions ]---------------------------------------
Line 3599: Line 3599:
 MacroDefs: MacroDefs:
  
-LAEF0: .byte $F1, $F1, $F1, $F1 +LAEF0:  .byte $F1, $F1, $F1, $F1 
-LAEF4: .byte $FF, $FF, $F0, $F0 +LAEF4:  .byte $FF, $FF, $F0, $F0 
-LAEF8: .byte $64, $64, $64, $64 +LAEF8:  .byte $64, $64, $64, $64 
-LAEFC: .byte $D5, $D6, $CB, $CC +LAEFC:  .byte $D5, $D6, $CB, $CC 
-LAF00: .byte $A4, $FF, $A4, $FF +LAF00:  .byte $A4, $FF, $A4, $FF 
-LAF04: .byte $FF, $A5, $FF, $A5 +LAF04:  .byte $FF, $A5, $FF, $A5 
-LAF08: .byte $A0, $A0, $A0, $A0 +LAF08:  .byte $A0, $A0, $A0, $A0 
-LAF0C: .byte $A1, $A1, $A1, $A1 +LAF0C:  .byte $A1, $A1, $A1, $A1 
-LAF10: .byte $00, $01, $02, $03 +LAF10:  .byte $00, $01, $02, $03 
-LAF14: .byte $0B, $00, $FF, $0B +LAF14:  .byte $0B, $00, $FF, $0B 
-LAF18: .byte $03, $0A, $0A, $FF +LAF18:  .byte $03, $0A, $0A, $FF 
-LAF1C: .byte $08, $09, $02, $03 +LAF1C:  .byte $08, $09, $02, $03 
-LAF20: .byte $0E, $0F, $10, $11 +LAF20:  .byte $0E, $0F, $10, $11 
-LAF24: .byte $12, $13, $14, $0C +LAF24:  .byte $12, $13, $14, $0C 
-LAF28: .byte $FF, $FF, $FF, $30 +LAF28:  .byte $FF, $FF, $FF, $30 
-LAF2C: .byte $FF, $33, $FF, $36 +LAF2C:  .byte $FF, $33, $FF, $36 
-LAF30: .byte $FF, $39, $FF, $3D +LAF30:  .byte $FF, $39, $FF, $3D 
-LAF34: .byte $FF, $FF, $31, $32 +LAF34:  .byte $FF, $FF, $31, $32 
-LAF38: .byte $34, $35, $37, $38 +LAF38:  .byte $34, $35, $37, $38 
-LAF3C: .byte $3A, $3B, $3E, $3F +LAF3C:  .byte $3A, $3B, $3E, $3F 
-LAF40: .byte $3C, $41, $40, $42 +LAF40:  .byte $3C, $41, $40, $42 
-LAF44: .byte $FF, $FF, $43, $43 +LAF44:  .byte $FF, $FF, $43, $43 
-LAF48: .byte $44, $44, $44, $44 +LAF48:  .byte $44, $44, $44, $44 
-LAF4C: .byte $45, $46, $45, $46 +LAF4C:  .byte $45, $46, $45, $46 
-LAF50: .byte $FF, $47, $47, $48 +LAF50:  .byte $FF, $47, $47, $48 
-LAF54: .byte $48, $FF, $47, $48 +LAF54:  .byte $48, $FF, $47, $48 
-LAF58: .byte $48, $47, $47, $48 +LAF58:  .byte $48, $47, $47, $48 
-LAF5C: .byte $49, $49, $4A, $4A +LAF5C:  .byte $49, $49, $4A, $4A 
-LAF60: .byte $4B, $4C, $4D, $50 +LAF60:  .byte $4B, $4C, $4D, $50 
-LAF64: .byte $51, $52, $53, $54 +LAF64:  .byte $51, $52, $53, $54 
-LAF68: .byte $55, $56, $57, $58 +LAF68:  .byte $55, $56, $57, $58 
-LAF6C: .byte $59, $5B, $59, $5B +LAF6C:  .byte $59, $5B, $59, $5B 
-LAF70: .byte $5C, $5D, $5E, $5F +LAF70:  .byte $5C, $5D, $5E, $5F 
-LAF74: .byte $4F, $4F, $4F, $4F +LAF74:  .byte $4F, $4F, $4F, $4F 
-LAF78: .byte $88, $89, $8A, $8B +LAF78:  .byte $88, $89, $8A, $8B 
-LAF7C: .byte $84, $85, $86, $87 +LAF7C:  .byte $84, $85, $86, $87 
-LAF80: .byte $8C, $8D, $8E, $8F +LAF80:  .byte $8C, $8D, $8E, $8F 
-LAF84: .byte $FF, $FF, $FF, $FF ;Not used. +LAF84:  .byte $FF, $FF, $FF, $FF        ;Not used. 
-LAF88: .byte $FF, $FF, $FF, $FF ;Not used. +LAF88:  .byte $FF, $FF, $FF, $FF        ;Not used. 
-LAF8C: .byte $FF, $FF, $FF, $FF ;Not used. +LAF8C:  .byte $FF, $FF, $FF, $FF        ;Not used. 
-LAF90: .byte $FF, $FF, $FF, $FF ;Not used. +LAF90:  .byte $FF, $FF, $FF, $FF        ;Not used. 
-LAF94: .byte $B0, $B1, $B2, $B3 +LAF94:  .byte $B0, $B1, $B2, $B3 
-LAF98: .byte $B4, $B5, $B6, $B7 +LAF98:  .byte $B4, $B5, $B6, $B7 
-LAF9C: .byte $B8, $B8, $B9, $B9 +LAF9C:  .byte $B8, $B8, $B9, $B9 
-LAFA0: .byte $FF, $FF, $BA, $BA +LAFA0:  .byte $FF, $FF, $BA, $BA 
-LAFA4: .byte $BB, $BB, $BB, $BB +LAFA4:  .byte $BB, $BB, $BB, $BB 
-LAFA8: .byte $C7, $C8, $C9, $CA +LAFA8:  .byte $C7, $C8, $C9, $CA 
-LAFAC: .byte $94, $95, $96, $97 +LAFAC:  .byte $94, $95, $96, $97 
-LAFB0: .byte $0D, $FF, $FF, $FF +LAFB0:  .byte $0D, $FF, $FF, $FF 
-LAFB4: .byte $FF, $FF, $59, $5A +LAFB4:  .byte $FF, $FF, $59, $5A 
-LAFB8: .byte $FF, $FF, $5A, $5B +LAFB8:  .byte $FF, $FF, $5A, $5B 
-LAFBC: .byte $80, $81, $82, $83 +LAFBC:  .byte $80, $81, $82, $83 
-LAFC0: .byte $04, $05, $04, $05 +LAFC0:  .byte $04, $05, $04, $05 
-LAFC4: .byte $06, $06, $07, $07 +LAFC4:  .byte $06, $06, $07, $07 
-LAFC8: .byte $60, $61, $62, $63 +LAFC8:  .byte $60, $61, $62, $63 
-LAFCC: .byte $C1, $00, $00, $08 +LAFCC:  .byte $C1, $00, $00, $08 
-LAFD0: .byte $0B, $BE, $BC, $BD +LAFD0:  .byte $0B, $BE, $BC, $BD 
-LAFD4: .byte $BF, $01, $02, $03 +LAFD4:  .byte $BF, $01, $02, $03 
-LAFD8: .byte $C0, $01, $C0, $03 +LAFD8:  .byte $C0, $01, $C0, $03 
-LAFDC: .byte $FF, $C1, $FF, $FF +LAFDC:  .byte $FF, $C1, $FF, $FF 
-LAFE0: .byte $C2, $01, $FF, $FF +LAFE0:  .byte $C2, $01, $FF, $FF 
-LAFE4: .byte $30, $00, $BC, $BD +LAFE4:  .byte $30, $00, $BC, $BD 
-LAFE8: .byte $CD, $CE, $CF, $D0 +LAFE8:  .byte $CD, $CE, $CF, $D0 
-LAFEC: .byte $D1, $D2, $D3, $D4 +LAFEC:  .byte $D1, $D2, $D3, $D4 
-LAFF0: .byte $90, $91, $92, $93+LAFF0:  .byte $90, $91, $92, $93
  
 ;Not used. ;Not used.
-LAFF4: .byte $20, $20, $20, $20, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0+LAFF4:  .byte $20, $20, $20, $20, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
  
 ;------------------------------------------[ Area music data ]--------------------------------------- ;------------------------------------------[ Area music data ]---------------------------------------
Line 3682: Line 3682:
  
 BrinstarSQ1IndexData: BrinstarSQ1IndexData:
-LB000: .byte $C2 +LB000:  .byte $C2                       
-LB001: .byte $B4 ;1 1/2 seconds + +LB001:  .byte $B4                       ;1 1/2 seconds  
-LB002: .byte $2E ;B3 | Repeat 2 times +LB002:  .byte $2E                       ;B3             | Repeat 2 times 
-LB003: .byte $30 ;C4 +LB003:  .byte $30                       ;C4             
-LB004: .byte $FF +LB004:  .byte $FF                       
-LB005: .byte $C3 +LB005:  .byte $C3                       
-LB006: .byte $B3 ;3/4 seconds + +LB006:  .byte $B3                       ;3/4 seconds    
-LB007: .byte $2E ;B3 +LB007:  .byte $2E                       ;B3             
-LB008: .byte $34 ;D4 | Repeat 3 times +LB008:  .byte $34                       ;D4             | Repeat 3 times 
-LB009: .byte $30 ;C4 +LB009:  .byte $30                       ;C4             
-LB00A: .byte $3A ;F4 +LB00A:  .byte $3A                       ;F4             
-LB00B: .byte $FF +LB00B:  .byte $FF                       
-LB00C: .byte $B4 ;1 1/2 seconds +LB00C:  .byte $B4                       ;1 1/2 seconds 
-LB00d: .byte $2E ;B3 +LB00d:  .byte $2E                       ;B3 
-LB00E: .byte $B3 ;3/4 seconds +LB00E:  .byte $B3                       ;3/4 seconds 
-LB00F: .byte $30 ;C4 +LB00F:  .byte $30                       ;C4 
-LB010: .byte $34 ;D4 +LB010:  .byte $34                       ;D4 
-LB011: .byte $C3 +LB011:  .byte $C3                       
-LB012: .byte $B6 ;1 3/16 seconds + +LB012:  .byte $B6                       ;1 3/16 seconds + 
-LB013: .byte $38 ;E4 +LB013:  .byte $38                       ;E4             
-LB014: .byte $B9 ;1/8 seconds | +LB014:  .byte $B9                       ;1/8 seconds    
-LB015: .byte $30 ;C4 +LB015:  .byte $30                       ;C4             
-LB016: .byte $26 ;G3 | Repeat 3 times +LB016:  .byte $26                       ;G3             | Repeat 3 times 
-LB017: .byte $30 ;C4 +LB017:  .byte $30                       ;C4             
-LB018: .byte $B3 ;3/4 seconds | +LB018:  .byte $B3                       ;3/4 seconds    
-LB019: .byte $3A ;F4 +LB019:  .byte $3A                       ;F4             
-LB01A: .byte $34 ;D4 +LB01A:  .byte $34                       ;D4             
-LB01B: .byte $FF +LB01B:  .byte $FF                       
-LB01C: .byte $B4 ;1 1/2 seconds +LB01C:  .byte $B4                       ;1 1/2 seconds 
-LB01D: .byte $38 ;E4 +LB01D:  .byte $38                       ;E4 
-LB01E: .byte $38 ;E4 +LB01E:  .byte $38                       ;E4 
-LB01F: .byte $B2 ;3/8 seconds +LB01F:  .byte $B2                       ;3/8 seconds 
-LB020: .byte $3A ;F4 +LB020:  .byte $3A                       ;F4 
-LB021: .byte $30 ;C4 +LB021:  .byte $30                       ;C4 
-LB022: .byte $2A ;A3 +LB022:  .byte $2A                       ;A3 
-LB023: .byte $B9 ;1/8 seconds +LB023:  .byte $B9                       ;1/8 seconds 
-LB024: .byte $30 ;C4 +LB024:  .byte $30                       ;C4 
-LB025: .byte $2C ;A#3 +LB025:  .byte $2C                       ;A#3 
-LB026: .byte $30 ;C4 +LB026:  .byte $30                       ;C4 
-LB027: .byte $B2 ;3/8 seconds +LB027:  .byte $B2                       ;3/8 seconds 
-LB028: .byte $34 ;D4 +LB028:  .byte $34                       ;D4 
-LB029: .byte $3A ;F4 +LB029:  .byte $3A                       ;F4 
-LB02A: .byte $B3 ;3/4 seconds +LB02A:  .byte $B3                       ;3/4 seconds 
-LB02B: .byte $30 ;C4 +LB02B:  .byte $30                       ;C4 
-LB02C: .byte $B2 ;3/8 seconds +LB02C:  .byte $B2                       ;3/8 seconds 
-LB02D: .byte $36 ;D#4 +LB02D:  .byte $36                       ;D#4 
-LB02E: .byte $2A ;A3 +LB02E:  .byte $2A                       ;A3 
-LB02F: .byte $22 ;F3 +LB02F:  .byte $22                       ;F3 
-LB030: .byte $B9 ;1/8 seconds +LB030:  .byte $B9                       ;1/8 seconds 
-LB031: .byte $18 ;C3 +LB031:  .byte $18                       ;C3 
-LB032: .byte $2C ;A#3 +LB032:  .byte $2C                       ;A#3 
-LB033: .byte $18 ;C3 +LB033:  .byte $18                       ;C3 
-LB034: .byte $B2 ;3/8 seconds +LB034:  .byte $B2                       ;3/8 seconds 
-LB035: .byte $1C ;D3 +LB035:  .byte $1C                       ;D3 
-LB036: .byte $22 ;F3 +LB036:  .byte $22                       ;F3 
-LB037: .byte $2C ;A#3 +LB037:  .byte $2C                       ;A#3 
-LB038: .byte $B9 ;1/8 seconds +LB038:  .byte $B9                       ;1/8 seconds 
-LB039: .byte $18 ;C3 +LB039:  .byte $18                       ;C3 
-LB03A: .byte $22 ;F3 +LB03A:  .byte $22                       ;F3 
-LB03B: .byte $2A ;A3 +LB03B:  .byte $2A                       ;A3 
-LB03C: .byte $B3 ;3/4 seconds +LB03C:  .byte $B3                       ;3/4 seconds 
-LB03D: .byte $2E ;B3 +LB03D:  .byte $2E                       ;B3 
-LB03E: .byte $2A ;A3 +LB03E:  .byte $2A                       ;A3 
-LB03F: .byte $26 ;G3 +LB03F:  .byte $26                       ;G3 
-LB040: .byte $34 ;D4 +LB040:  .byte $34                       ;D4 
-LB041: .byte $B2 ;3/8 seconds +LB041:  .byte $B2                       ;3/8 seconds 
-LB042: .byte $36 ;D#4 +LB042:  .byte $36                       ;D#4 
-LB043: .byte $3A ;F4 +LB043:  .byte $3A                       ;F4 
-LB044: .byte $28 ;Ab3 +LB044:  .byte $28                       ;Ab3 
-LB045: .byte $B9 ;1/8 seconds +LB045:  .byte $B9                       ;1/8 seconds 
-LB046: .byte $26 ;G3 +LB046:  .byte $26                       ;G3 
-LB047: .byte $22 ;F3 +LB047:  .byte $22                       ;F3 
-LB048: .byte $1E ;D#3 +LB048:  .byte $1E                       ;D#3 
-LB049: .byte $B2 ;3/8 seconds +LB049:  .byte $B2                       ;3/8 seconds 
-LB04A: .byte $22 ;F3 +LB04A:  .byte $22                       ;F3 
-LB04B: .byte $2C ;A#3 +LB04B:  .byte $2C                       ;A#3 
-LB04C: .byte $26 ;G3 +LB04C:  .byte $26                       ;G3 
-LB04D: .byte $B9 ;1/8 seconds +LB04D:  .byte $B9                       ;1/8 seconds 
-LB04E: .byte $22 ;F3 +LB04E:  .byte $22                       ;F3 
-LB04F: .byte $44 ;A#4 +LB04F:  .byte $44                       ;A#4 
-LB050: .byte $34 ;D4 +LB050:  .byte $34                       ;D4 
-LB051: .byte $B4 ;1 1/2 seconds +LB051:  .byte $B4                       ;1 1/2 seconds 
-LB052: .byte $34 ;D4 +LB052:  .byte $34                       ;D4 
-LB053: .byte $B3 ;3/4 seconds +LB053:  .byte $B3                       ;3/4 seconds 
-LB054: .byte $2E ;B3 +LB054:  .byte $2E                       ;B3 
-LB055: .byte $26 ;G3 +LB055:  .byte $26                       ;G3 
-LB056: .byte $00 ;End Brinstar music+LB056:  .byte $00                       ;End Brinstar music
  
 BrinstarSQ2IndexData: BrinstarSQ2IndexData:
-LB057: .byte $C2 +LB057:  .byte $C2                       
-LB058: .byte $B2 ;3/8 seconds + +LB058:  .byte $B2                       ;3/8 seconds    
-LB059: .byte $0E ;G2 +LB059:  .byte $0E                       ;G2             
-LB05A: .byte $B9 ;1/8 seconds | +LB05A:  .byte $B9                       ;1/8 seconds    
-LB05B: .byte $0E ;G2 +LB05B:  .byte $0E                       ;G2             
-LB05C: .byte $06 ;D2 +LB05C:  .byte $06                       ;D2             
-LB05D: .byte $0E ;G2 +LB05D:  .byte $0E                       ;G2             
-LB05E: .byte $B2 ;3/8 seconds | +LB05E:  .byte $B2                       ;3/8 seconds    
-LB05F: .byte $0E ;G2 +LB05F:  .byte $0E                       ;G2             
-LB060: .byte $B9 ;1/8 seconds | +LB060:  .byte $B9                       ;1/8 seconds    
-LB061: .byte $0E ;G2 +LB061:  .byte $0E                       ;G2             
-LB062: .byte $06 ;D2 +LB062:  .byte $06                       ;D2             
-LB063: .byte $0E ;G2 | Repeat 2 times +LB063:  .byte $0E                       ;G2             | Repeat 2 times 
-LB064: .byte $B2 ;3/8 seconds | +LB064:  .byte $B2                       ;3/8 seconds    
-LB065: .byte $14 ;A#2 +LB065:  .byte $14                       ;A#2            
-LB066: .byte $B9 ;1/8 seconds | +LB066:  .byte $B9                       ;1/8 seconds    
-LB067: .byte $14 ;A#2 +LB067:  .byte $14                       ;A#2            
-LB068: .byte $0A ;F2 +LB068:  .byte $0A                       ;F2             
-LB069: .byte $14 ;A#2 +LB069:  .byte $14                       ;A#2            
-LB06A: .byte $B2 ;3/8 seconds | +LB06A:  .byte $B2                       ;3/8 seconds    
-LB06B: .byte $14 ;A#2 +LB06B:  .byte $14                       ;A#2            
-LB06C: .byte $B9 ;1/8 seconds | +LB06C:  .byte $B9                       ;1/8 seconds    
-LB06D: .byte $14 ;A#2 +LB06D:  .byte $14                       ;A#2            
-LB06E: .byte $0A ;F2 +LB06E:  .byte $0A                       ;F2             
-LB06F: .byte $14 ;A#2 +LB06F:  .byte $14                       ;A#2            
-LB070: .byte $FF +LB070:  .byte $FF                       
-LB071: .byte $C3 +LB071:  .byte $C3                       
-LB072: .byte $B4 ;1 1/2 seconds + +LB072:  .byte $B4                       ;1 1/2 seconds  
-LB073: .byte $3E ;G4 +LB073:  .byte $3E                       ;G4             
-LB074: .byte $B6 ;1 3/16 seconds | +LB074:  .byte $B6                       ;1 3/16 seconds | 
-LB075: .byte $44 ;A#4 +LB075:  .byte $44                       ;A#4            
-LB076: .byte $B0 ;3/32 seconds | Repeat 3 times +LB076:  .byte $B0                       ;3/32 seconds   | Repeat 3 times 
-LB077: .byte $42 ;A4 +LB077:  .byte $42                       ;A4             
-LB078: .byte $44 ;A#4 +LB078:  .byte $44                       ;A#4            
-LB079: .byte $42 ;A4 +LB079:  .byte $42                       ;A4             
-LB07A: .byte $3A ;F4 +LB07A:  .byte $3A                       ;F4             
-LB07B: .byte $FF +LB07B:  .byte $FF                       
-LB07C: .byte $B4 ;1 1/2 seconds +LB07C:  .byte $B4                       ;1 1/2 seconds 
-LB07D: .byte $3E ;G4 +LB07D:  .byte $3E                       ;G4 
-LB07E: .byte $3E ;G4 +LB07E:  .byte $3E                       ;G4 
-LB07F: .byte $C3 +LB07F:  .byte $C3                       
-LB080: .byte $B6 ;1 3/16 seconds + +LB080:  .byte $B6                       ;1 3/16 seconds + 
-LB081: .byte $48 ;C5 +LB081:  .byte $48                       ;C5             
-LB082: .byte $B2 ;3/8 seconds | +LB082:  .byte $B2                       ;3/8 seconds    
-LB083: .byte $3E ;G4 +LB083:  .byte $3E                       ;G4             
-LB084: .byte $B6 ;1 3/16 seconds | +LB084:  .byte $B6                       ;1 3/16 seconds | 
-LB085: .byte $44 ;A#4 | Repeat 3 times +LB085:  .byte $44                       ;A#4            | Repeat 3 times 
-LB086: .byte $B0 ;3/32 seconds | +LB086:  .byte $B0                       ;3/32 seconds   
-LB087: .byte $42 ;A4 +LB087:  .byte $42                       ;A4             
-LB088: .byte $44 ;A#4 +LB088:  .byte $44                       ;A#4            
-LB089: .byte $42 ;A4 +LB089:  .byte $42                       ;A4             
-LB08A: .byte $3A ;F4 +LB08A:  .byte $3A                       ;F4             
-LB08B: .byte $FF +LB08B:  .byte $FF                       
-LB08C: .byte $B4 ;1 1/2 seconds +LB08C:  .byte $B4                       ;1 1/2 seconds 
-LB08D: .byte $3E ;G4 +LB08D:  .byte $3E                       ;G4 
-LB08E: .byte $26 ;G3 +LB08E:  .byte $26                       ;G3 
-LB08F: .byte $B6 ;1 3/16 seconds +LB08F:  .byte $B6                       ;1 3/16 seconds 
-LB090: .byte $42 ;A4 +LB090:  .byte $42                       ;A4 
-LB091: .byte $B9 ;1/8 seconds +LB091:  .byte $B9                       ;1/8 seconds 
-LB092: .byte $42 ;A4 +LB092:  .byte $42                       ;A4 
-LB093: .byte $3E ;G4 +LB093:  .byte $3E                       ;G4 
-LB094: .byte $42 ;A4 +LB094:  .byte $42                       ;A4 
-LB095: .byte $B3 ;3/4 seconds +LB095:  .byte $B3                       ;3/4 seconds 
-LB096: .byte $44 ;A#4 +LB096:  .byte $44                       ;A#4 
-LB097: .byte $B2 ;3/8 seconds +LB097:  .byte $B2                       ;3/8 seconds 
-LB098: .byte $3A ;F4 +LB098:  .byte $3A                       ;F4 
-LB099: .byte $B9 ;1/8 seconds +LB099:  .byte $B9                       ;1/8 seconds 
-LB09A: .byte $30 ;C4 +LB09A:  .byte $30                       ;C4 
-LB09B: .byte $3A ;F4 +LB09B:  .byte $3A                       ;F4 
-LB09C: .byte $3E ;G4 +LB09C:  .byte $3E                       ;G4 
-LB09D: .byte $B6 ;1 3/16 seconds +LB09D:  .byte $B6                       ;1 3/16 seconds 
-LB09E: .byte $42 ;A4 +LB09E:  .byte $42                       ;A4 
-LB09F: .byte $B9 ;1/8 seconds +LB09F:  .byte $B9                       ;1/8 seconds 
-LB0A0: .byte $42 ;A4 +LB0A0:  .byte $42                       ;A4 
-LB0A1: .byte $3E ;G4 +LB0A1:  .byte $3E                       ;G4 
-LB0A2: .byte $42 ;A4 +LB0A2:  .byte $42                       ;A4 
-LB0A3: .byte $B3 ;3/4 seconds +LB0A3:  .byte $B3                       ;3/4 seconds 
-LB0A4: .byte $44 ;A#4 +LB0A4:  .byte $44                       ;A#4 
-LB0A5: .byte $B2 ;3/8 seconds +LB0A5:  .byte $B2                       ;3/8 seconds 
-LB0A6: .byte $3A ;F4 +LB0A6:  .byte $3A                       ;F4 
-LB0A7: .byte $B9 ;1/8 seconds +LB0A7:  .byte $B9                       ;1/8 seconds 
-LB0A8: .byte $3A ;F4 +LB0A8:  .byte $3A                       ;F4 
-LB0A9: .byte $44 ;A#4 +LB0A9:  .byte $44                       ;A#4 
-LB0AA: .byte $48 ;C5 +LB0AA:  .byte $48                       ;C5 
-LB0AB: .byte $B4 ;1 1/2 seconds +LB0AB:  .byte $B4                       ;1 1/2 seconds 
-LB0AC: .byte $4C ;D5 +LB0AC:  .byte $4C                       ;D5 
-LB0AD: .byte $B3 ;3/4 seconds +LB0AD:  .byte $B3                       ;3/4 seconds 
-LB0AE: .byte $48 ;C5 +LB0AE:  .byte $48                       ;C5 
-LB0AF: .byte $46 ;B4 +LB0AF:  .byte $46                       ;B4 
-LB0B0: .byte $B6 ;1 3/16 seconds +LB0B0:  .byte $B6                       ;1 3/16 seconds 
-LB0B1: .byte $48 ;C5 +LB0B1:  .byte $48                       ;C5 
-LB0B2: .byte $B9 ;1/8 seconds +LB0B2:  .byte $B9                       ;1/8 seconds 
-LB0B3: .byte $4E ;D#5 +LB0B3:  .byte $4E                       ;D#5 
-LB0B4: .byte $4C ;D5 +LB0B4:  .byte $4C                       ;D5 
-LB0B5: .byte $48 ;C5 +LB0B5:  .byte $48                       ;C5 
-LB0B6: .byte $B3 ;3/4 seconds +LB0B6:  .byte $B3                       ;3/4 seconds 
-LB0B7: .byte $4C ;D5 +LB0B7:  .byte $4C                       ;D5 
-LB0B8: .byte $B2 ;3/8 seconds +LB0B8:  .byte $B2                       ;3/8 seconds 
-LB0B9: .byte $44 ;A#4 +LB0B9:  .byte $44                       ;A#4 
-LB0BA: .byte $B9 ;1/8 seconds +LB0BA:  .byte $B9                       ;1/8 seconds 
-LB0BB: .byte $44 ;A#4 +LB0BB:  .byte $44                       ;A#4 
-LB0BC: .byte $4C ;D5 +LB0BC:  .byte $4C                       ;D5 
-LB0BD: .byte $52 ;F5 +LB0BD:  .byte $52                       ;F5 
-LB0BE: .byte $B4 ;1 1/2 seconds +LB0BE:  .byte $B4                       ;1 1/2 seconds 
-LB0BF: .byte $54 ;F#5 +LB0BF:  .byte $54                       ;F#5 
-LB0C0: .byte $54 ;F#5+LB0C0:  .byte $54                       ;F#5
  
 BrinstarTriangleIndexData: BrinstarTriangleIndexData:
-LB0C1: .byte $C4 +LB0C1:  .byte $C4                       
-LB0C2: .byte $B4 ;1 1/2 seconds + Repeat 4 times +LB0C2:  .byte $B4                       ;1 1/2 seconds  + Repeat 4 times 
-LB0C3: .byte $02 ;No sound + +LB0C3:  .byte $02                       ;No sound       
-LB0C4: .byte $FF +LB0C4:  .byte $FF                       
-LB0C5: .byte $C3 +LB0C5:  .byte $C3                       
-LB0C6: .byte $B2 ;3/8 seconds + +LB0C6:  .byte $B2                       ;3/8 seconds    
-LB0C7: .byte $26 ;G3 +LB0C7:  .byte $26                       ;G3             
-LB0C8: .byte $B9 ;1/8 seconds | +LB0C8:  .byte $B9                       ;1/8 seconds    
-LB0C9: .byte $26 ;G3 +LB0C9:  .byte $26                       ;G3             
-LB0CA: .byte $3E ;G4 +LB0CA:  .byte $3E                       ;G4             
-LB0CB: .byte $34 ;D4 +LB0CB:  .byte $34                       ;D4             
-LB0CC: .byte $B2 ;3/8 seconds | +LB0CC:  .byte $B2                       ;3/8 seconds    
-LB0CD: .byte $26 ;G3 +LB0CD:  .byte $26                       ;G3             
-LB0CE: .byte $B9 ;1/8 seconds | +LB0CE:  .byte $B9                       ;1/8 seconds    
-LB0CF: .byte $26 ;G3 +LB0CF:  .byte $26                       ;G3             
-LB0D0: .byte $34 ;D4 | Repeat 3 times +LB0D0:  .byte $34                       ;D4             | Repeat 3 times 
-LB0D1: .byte $26 ;G3 +LB0D1:  .byte $26                       ;G3             
-LB0D2: .byte $B2 ;3/8 seconds | +LB0D2:  .byte $B2                       ;3/8 seconds    
-LB0D3: .byte $2C ;A#3 +LB0D3:  .byte $2C                       ;A#3            
-LB0D4: .byte $B9 ;1/8 seconds | +LB0D4:  .byte $B9                       ;1/8 seconds    
-LB0D5: .byte $2C ;A#3 +LB0D5:  .byte $2C                       ;A#3            
-LB0D6: .byte $3A ;F4 +LB0D6:  .byte $3A                       ;F4             
-LB0D7: .byte $2C ;A#3 +LB0D7:  .byte $2C                       ;A#3            
-LB0D8: .byte $B2 ;3/8 seconds | +LB0D8:  .byte $B2                       ;3/8 seconds    
-LB0D9: .byte $2C ;A#3 +LB0D9:  .byte $2C                       ;A#3            
-LB0DA: .byte $B9 ;1/8 seconds | +LB0DA:  .byte $B9                       ;1/8 seconds    
-LB0DB: .byte $2C ;A#3 +LB0DB:  .byte $2C                       ;A#3            
-LBoDC: .byte $3A ;F4 +LBoDC:  .byte $3A                       ;F4             
-LB0DD: .byte $2C ;A#3 +LB0DD:  .byte $2C                       ;A#3            
-LB0DE: .byte $FF +LB0DE:  .byte $FF                       
-LB0DF: .byte $C4 +LB0DF:  .byte $C4                       
-LB0E0: .byte $B2 ;3/8 seconds + +LB0E0:  .byte $B2                       ;3/8 seconds    
-LB0E1: .byte $26 ;G3 +LB0E1:  .byte $26                       ;G3             
-LB0E2: .byte $B9 ;1/8 seconds | Repeat 4 times +LB0E2:  .byte $B9                       ;1/8 seconds    | Repeat 4 times 
-LB0E3: .byte $34 ;D4 +LB0E3:  .byte $34                       ;D4             
-LB0E4: .byte $26 ;G3 +LB0E4:  .byte $26                       ;G3             
-LB0E5: .byte $26 ;G3 +LB0E5:  .byte $26                       ;G3             
-LB0E6: .byte $FF +LB0E6:  .byte $FF                       
-LB0E7: .byte $D0 +LB0E7:  .byte $D0                       
-LB0E8: .byte $B9 ;1/8 seconds +  +LB0E8:  .byte $B9                       ;1/8 seconds                                   
-LB0E9: .byte $18 ;C3 +LB0E9:  .byte $18                       ;C3             
-LB0EA: .byte $26 ;G3 | Repeat 16 times +LB0EA:  .byte $26                       ;G3             | Repeat 16 times 
-LB0EB: .byte $18 ;C3 +LB0EB:  .byte $18                       ;C3             
-LB0EC: .byte $B2 ;3/8 seconds | +LB0EC:  .byte $B2                       ;3/8 seconds    
-LB0ED: .byte $18 ;C3 +LB0ED:  .byte $18                       ;C3             
-LB0EE: .byte $FF +LB0EE:  .byte $FF                       
-LB0EF: .byte $C2 +LB0EF:  .byte $C2                       
-LB0F0: .byte $B2 ;3/8 seconds + +LB0F0:  .byte $B2                       ;3/8 seconds    
-LB0F1: .byte $1E ;D#3 +LB0F1:  .byte $1E                       ;D#3            
-LB0F2: .byte $B9 ;1/8 seconds | +LB0F2:  .byte $B9                       ;1/8 seconds    
-LB0F3: .byte $1E ;D#3 +LB0F3:  .byte $1E                       ;D#3            
-LB0F4: .byte $18 ;C3 +LB0F4:  .byte $18                       ;C3             
-LB0F5: .byte $1E ;D#3 +LB0F5:  .byte $1E                       ;D#3            
-LB0F6: .byte $B2 ;3/8 seconds | +LB0F6:  .byte $B2                       ;3/8 seconds    
-LB0F7: .byte $1E ;D#3 +LB0F7:  .byte $1E                       ;D#3            
-LB0F8: .byte $B9 ;1/8 seconds | +LB0F8:  .byte $B9                       ;1/8 seconds    
-LB0F9: .byte $1E ;D#3 +LB0F9:  .byte $1E                       ;D#3            
-LB0FA: .byte $18 ;C3 | Repeat 2 times +LB0FA:  .byte $18                       ;C3             | Repeat 2 times 
-LB0FB: .byte $1E ;D#3 +LB0FB:  .byte $1E                       ;D#3            
-LB0FC: .byte $B2 ;3/8 seconds | +LB0FC:  .byte $B2                       ;3/8 seconds    
-LB0FD: .byte $1C ;D3 +LB0FD:  .byte $1C                       ;D3             
-LB0FE: .byte $B9 ;1/8 seconds | +LB0FE:  .byte $B9                       ;1/8 seconds    
-LB0FF: .byte $1C ;D3 +LB0FF:  .byte $1C                       ;D3             
-LB100: .byte $14 ;A#2 +LB100:  .byte $14                       ;A#2            
-LB101: .byte $1C ;D3 +LB101:  .byte $1C                       ;D3             
-LB102: .byte $B2 ;3/8 seconds | +LB102:  .byte $B2                       ;3/8 seconds    
-LB103: .byte $1C ;D3 +LB103:  .byte $1C                       ;D3             
-LB104: .byte $B9 ;1/8 seconds | +LB104:  .byte $B9                       ;1/8 seconds    
-LB105: .byte $1C ;D3 +LB105:  .byte $1C                       ;D3             
-LB106: .byte $14 ;A#2 +LB106:  .byte $14                       ;A#2            
-LB107: .byte $1C ;D3 +LB107:  .byte $1C                       ;D3             
-LB108: .byte $FF +LB108:  .byte $FF                       
-LB109: .byte $B2 ;3/8 seconds +LB109:  .byte $B2                       ;3/8 seconds 
-LB10A: .byte $26 ;G3 +LB10A:  .byte $26                       ;G3 
-LB10B: .byte $12 ;A2 +LB10B:  .byte $12                       ;A2 
-LB10C: .byte $16 ;B2 +LB10C:  .byte $16                       ;B2 
-LB10D: .byte $18 ;C3 +LB10D:  .byte $18                       ;C3 
-LB10E: .byte $1C ;D3 +LB10E:  .byte $1C                       ;D3 
-LB10F: .byte $20 ;E3 +LB10F:  .byte $20                       ;E3 
-LB110: .byte $24 ;F#3 +LB110:  .byte $24                       ;F#3 
-LB111: .byte $26 ;G3 +LB111:  .byte $26                       ;G3 
-LB112: .byte $B2 ;3/8 seconds +LB112:  .byte $B2                       ;3/8 seconds 
-LB113: .byte $28 ;Ab3 +LB113:  .byte $28                       ;Ab3 
-LB114: .byte $B9 ;1/8 seconds +LB114:  .byte $B9                       ;1/8 seconds 
-LB115: .byte $28 ;Ab3 +LB115:  .byte $28                       ;Ab3 
-LB116: .byte $1E ;D#3 +LB116:  .byte $1E                       ;D#3 
-LB117: .byte $18 ;C3 +LB117:  .byte $18                       ;C3 
-LB118: .byte $B2 ;3/8 seconds +LB118:  .byte $B2                       ;3/8 seconds 
-LB119: .byte $10 ;Ab2 +LB119:  .byte $10                       ;Ab2 
-LB11A: .byte $B9 ;1/8 seconds +LB11A:  .byte $B9                       ;1/8 seconds 
-LB11B: .byte $30 ;C4 +LB11B:  .byte $30                       ;C4 
-LB11C: .byte $2C ;A#3 +LB11C:  .byte $2C                       ;A#3 
-LB11D: .byte $28 ;Ab3 +LB11D:  .byte $28                       ;Ab3 
-LB11E: .byte $B2 ;3/8 seconds +LB11E:  .byte $B2                       ;3/8 seconds 
-LB11F: .byte $1E ;D#3 +LB11F:  .byte $1E                       ;D#3 
-LB120: .byte $1C ;D3 +LB120:  .byte $1C                       ;D3 
-LB121: .byte $18 ;C3 +LB121:  .byte $18                       ;C3 
-LB122: .byte $14 ;A#2 +LB122:  .byte $14                       ;A#2 
-LB123: .byte $2A ;A3 +LB123:  .byte $2A                       ;A3 
-LB124: .byte $2A ;A3 +LB124:  .byte $2A                       ;A3 
-LB125: .byte $2A ;A3 +LB125:  .byte $2A                       ;A3 
-LB126: .byte $2A ;A3 +LB126:  .byte $2A                       ;A3 
-LB127: .byte $CC +LB127:  .byte $CC                       
-LB128: .byte $B9 ;1/8 seconds + Repeat 12 times +LB128:  .byte $B9                       ;1/8 seconds    + Repeat 12 times 
-LB129: .byte $2A ;A3 +LB129:  .byte $2A                       ;A3             
-LB12A: .BYTE $FF ;+LB12A:  .BYTE $FF                       ;
  
 BrinstarNoiseIndexData: BrinstarNoiseIndexData:
-LB12B: .byte $E8 +LB12B:  .byte $E8                       
-LB12C: .byte $B2 ;3/8 seconds + +LB12C:  .byte $B2                       ;3/8 seconds    
-LB12D: .byte $04 ;Drumbeat 01 | +LB12D:  .byte $04                       ;Drumbeat 01    
-LB12E: .byte $04 ;Drumbeat 01 | +LB12E:  .byte $04                       ;Drumbeat 01    
-LB12F: .byte $04 ;Drumbeat 01 | Repeat 40 times +LB12F:  .byte $04                       ;Drumbeat 01    | Repeat 40 times 
-LB130: .byte $B9 ;1/8 seconds | +LB130:  .byte $B9                       ;1/8 seconds    
-LB131: .byte $04 ;Drumbeat 01 | +LB131:  .byte $04                       ;Drumbeat 01    
-LB132: .byte $04 ;Drumbeat 01 | +LB132:  .byte $04                       ;Drumbeat 01    
-LB133: .byte $04 ;Drumbeat 01 + +LB133:  .byte $04                       ;Drumbeat 01    
-LB134: .byte $FF ;+LB134:  .byte $FF                       ;
  
 ;Unused tile patterns.  ;Unused tile patterns. 
-LB135: .byte $E0, $E0, $F0, $00, $00, $00, $00, $00, $00, $00, $00, $21, $80, $40, $02, $05 +LB135:  .byte $E0, $E0, $F0, $00, $00, $00, $00, $00, $00, $00, $00, $21, $80, $40, $02, $05 
-LB145: .byte $26, $52, $63, $00, $00, $00, $06, $07, $67, $73, $73, $FF, $AF, $2F, $07, $0B +LB145:  .byte $26, $52, $63, $00, $00, $00, $06, $07, $67, $73, $73, $FF, $AF, $2F, $07, $0B 
-LB155: .byte $8D, $A7, $B1, $00, $00, $00, $00, $00, $80, $80, $80, $F8, $B8, $F8, $F8, $F0 +LB155:  .byte $8D, $A7, $B1, $00, $00, $00, $00, $00, $80, $80, $80, $F8, $B8, $F8, $F8, $F0 
-LB165: .byte $F0, $F8, $FC, $00, $00, $00, $00, $00, $00, $00, $00, $07, $07, $07, $07, $07 +LB165:  .byte $F0, $F8, $FC, $00, $00, $00, $00, $00, $00, $00, $00, $07, $07, $07, $07, $07 
-LB175: .byte $03, $03, $01, $00, $00, $00, $00, $00, $00, $00, $80, $FF, $C7, $83, $03, $C7 +LB175:  .byte $03, $03, $01, $00, $00, $00, $00, $00, $00, $00, $80, $FF, $C7, $83, $03, $C7 
-LB185: .byte $CF, $FE, $EC, $00, $30, $78, $F8, $30, $00, $01, $12, $F5, $EA, $FB, $FD, $F9 +LB185:  .byte $CF, $FE, $EC, $00, $30, $78, $F8, $30, $00, $01, $12, $F5, $EA, $FB, $FD, $F9 
-LB195: .byte $1E, $0E, $44, $07, $03, $03, $01, $01, $E0, $10, $48, $2B, $3B, $1B, $5A, $D0 +LB195:  .byte $1E, $0E, $44, $07, $03, $03, $01, $01, $E0, $10, $48, $2B, $3B, $1B, $5A, $D0 
-LB1A5: .byte $D1, $C3, $C3, $3B, $3B, $9B, $DA, $D0, $D0, $C0, $C0, $2C, $23, $20, $20, $30 +LB1A5:  .byte $D1, $C3, $C3, $3B, $3B, $9B, $DA, $D0, $D0, $C0, $C0, $2C, $23, $20, $20, $30 
-LB1B5: .byte $98, $CF, $C7, $00, $00, $00, $00, $00, $00, $00, $30, $1F, $80, $C0, $C0, $60 +LB1B5:  .byte $98, $CF, $C7, $00, $00, $00, $00, $00, $00, $00, $30, $1F, $80, $C0, $C0, $60 
-LB1C5: .byte $70, $FC, $C0, $00, $00, $00, $00, $00, $00, $00, $00, $01, $00, $00, $00, $00 +LB1C5:  .byte $70, $FC, $C0, $00, $00, $00, $00, $00, $00, $00, $00, $01, $00, $00, $00, $00 
-LB1D5: .byte $00, $00, $00, $80, $80, $C0, $78, $4C, $C7, $80, $80, $C4, $A5, $45, $0B, $1B +LB1D5:  .byte $00, $00, $00, $80, $80, $C0, $78, $4C, $C7, $80, $80, $C4, $A5, $45, $0B, $1B 
-LB1E5: .byte $03, $03, $00, $3A, $13, $31, $63, $C3, $83, $03, $04, $E6, $E6, $C4, $8E, $1C +LB1E5:  .byte $03, $03, $00, $3A, $13, $31, $63, $C3, $83, $03, $04, $E6, $E6, $C4, $8E, $1C 
-LB1F5: .byte $3C, $18, $30, $E8, $E8, $C8, $90, $60, $00, $00, $00+LB1F5:  .byte $3C, $18, $30, $E8, $E8, $C8, $90, $60, $00, $00, $00
  
 ;------------------------------------------[ Sound Engine ]------------------------------------------ ;------------------------------------------[ Sound Engine ]------------------------------------------
  
 ;SFXdata. The top four entries are used by the noise music player for drum beats. ;SFXdata. The top four entries are used by the noise music player for drum beats.
-LB200: .byte $00 ;Base for drum beat music data.+LB200:  .byte $00                       ;Base for drum beat music data.
  
 DrumBeat00SFXData: DrumBeat00SFXData:
-LB201: .byte $10, $01, $18 ;Noise channel music data #$01.+LB201:  .byte $10, $01, $18             ;Noise channel music data #$01.
 DrumBeat01SFXData: DrumBeat01SFXData:
-LB204: .byte $00, $01, $38 ;Noise channel music data #$04.+LB204:  .byte $00, $01, $38             ;Noise channel music data #$04.
 DrumBeat02SFXData: DrumBeat02SFXData:
-LB207: .byte $01, $02, $40 ;Noise channel music data #$07.+LB207:  .byte $01, $02, $40             ;Noise channel music data #$07.
 DrumBeat03SFXData: DrumBeat03SFXData:
-LB20A: .byte $00, $09, $58 ;Noise channel music data #$0A.+LB20A:  .byte $00, $09, $58             ;Noise channel music data #$0A.
 GamePausedSFXData: GamePausedSFXData:
-LB20D: .byte $80, $7F, $80, $48+LB20D:  .byte $80, $7F, $80, $48
 ScrewAttSFXData: ScrewAttSFXData:
-LB211: .byte $35, $7F, $00, $B0+LB211:  .byte $35, $7F, $00, $B0
 MissileLaunchSFXData: MissileLaunchSFXData:
-LB215: .byte $19, $7F, $0E, $A0+LB215:  .byte $19, $7F, $0E, $A0
 BombExplodeSFXData: BombExplodeSFXData:
-LB219: .byte $0D, $7F, $0F, $08+LB219:  .byte $0D, $7F, $0F, $08
 SamusWalkSFXData: SamusWalkSFXData:
-LB21D: .byte $16, $7F, $0B, $18+LB21D:  .byte $16, $7F, $0B, $18
 SpitFlameSFXData: SpitFlameSFXData:
-LB221: .byte $13, $7F, $0E, $F8+LB221:  .byte $13, $7F, $0E, $F8
 SamusHitSQ1SQ2SFXData: SamusHitSQ1SQ2SFXData:
-LC225: .byte $C1, $89, $02, $0F+LC225:  .byte $C1, $89, $02, $0F
 BossHitSQ2SFXData: BossHitSQ2SFXData:
-LB229: .byte $34, $BA, $E0, $05+LB229:  .byte $34, $BA, $E0, $05
 BossHitSQ1SFXData: BossHitSQ1SFXData:
-LB22D: .byte $34, $BB, $CE, $05+LB22D:  .byte $34, $BB, $CE, $05
 IncorrectPasswordSQ1SFXData: IncorrectPasswordSQ1SFXData:
-LB231: .byte $B6, $7F, $00, $C2+LB231:  .byte $B6, $7F, $00, $C2
 IncorrectPasswordSQ2SFXData: IncorrectPasswordSQ2SFXData:
-LB235: .byte $B6, $7F, $04, $C2+LB235:  .byte $B6, $7F, $04, $C2
 TimeBombTickSFXData: TimeBombTickSFXData:
-LB239: .byte $17, $7F, $66, $89+LB239:  .byte $17, $7F, $66, $89
 EnergyPickupSFXData: EnergyPickupSFXData:
-LB23D: .byte $89, $7F, $67, $18+LB23D:  .byte $89, $7F, $67, $18
 MissilePickupSFXData: MissilePickupSFXData:
-LB241: .byte $8B, $7F, $FD, $28+LB241:  .byte $8B, $7F, $FD, $28
 MetalSFXData: MetalSFXData:
-LB245: .byte $02, $7F, $A8, $F8+LB245:  .byte $02, $7F, $A8, $F8
 LongRangeShotSFXData: LongRangeShotSFXData:
-LB249: .byte $D7, $83, $58, $F8+LB249:  .byte $D7, $83, $58, $F8
 ShortRangeShotSFXData: ShortRangeShotSFXData:
-LB24D: .byte $D6, $82, $58, $F8+LB24D:  .byte $D6, $82, $58, $F8
 JumpSFXData: JumpSFXData:
-LB251: .byte $95, $8C, $40, $B9+LB251:  .byte $95, $8C, $40, $B9
 EnemyHitSFXData: EnemyHitSFXData:
-LB255: .byte $1D, $9A, $20, $8F+LB255:  .byte $1D, $9A, $20, $8F
 BugOutOFHoleSFXData: BugOutOFHoleSFXData:
-LB259: .byte $16, $8D, $E0, $42+LB259:  .byte $16, $8D, $E0, $42
 WaveBeamSFXData: WaveBeamSFXData:
-LB25D: .byte $19, $7F, $6F, $40+LB25D:  .byte $19, $7F, $6F, $40
 IceBeamSFXData: IceBeamSFXData:
-LB261: .byte $18, $7F, $80, $40+LB261:  .byte $18, $7F, $80, $40
 BombLaunch1SFXData: BombLaunch1SFXData:
-LB265: .byte $07, $7F, $40, $28+LB265:  .byte $07, $7F, $40, $28
 BombLaunch2SFXData: BombLaunch2SFXData:
-LB269: .byte $07, $7F, $45, $28+LB269:  .byte $07, $7F, $45, $28
 SamusToBallSFXData: SamusToBallSFXData:
-LB26D: .byte $7F, $7F, $DD, $3B+LB26D:  .byte $7F, $7F, $DD, $3B
 MetroidHitSFXData: MetroidHitSFXData:
-LB26E: .byte $7F, $7F, $FF, $98+LB26E:  .byte $7F, $7F, $FF, $98
 SamusDieSFXData: SamusDieSFXData:
-LB275: .byte $7F, $7F, $40, $08+LB275:  .byte $7F, $7F, $40, $08
 SamusBeepSFXData: SamusBeepSFXData:
-LB279: .byte $09, $7F, $30, $48+LB279:  .byte $09, $7F, $30, $48
 BigEnemyHitSFXData: BigEnemyHitSFXData:
-LB27D: .byte $03, $7F, $42, $18+LB27D:  .byte $03, $7F, $42, $18
 StatueRaiseSFXData: StatueRaiseSFXData:
-LB281: .byte $03, $7F, $11, $09+LB281:  .byte $03, $7F, $11, $09
 DoorSFXData: DoorSFXData:
-LB285: .byte $7F, $7F, $30, $B2+LB285:  .byte $7F, $7F, $30, $B2
  
 ;The following table is used by the CheckSFXFlag routine.  The first two bytes of each row ;The following table is used by the CheckSFXFlag routine.  The first two bytes of each row
Line 4097: Line 4097:
 ChooseNextSFXRoutineTbl: ChooseNextSFXRoutineTbl:
  
-LB289: .word $B2BB, $B322 ;Noise init SFX (1st). +LB289:  .word $B2BB, $B322              ;Noise init SFX         (1st). 
-LB28D: .byte $00 +LB28D:  .byte $00 
-  +         
-LB28E: .word $B2CB, $B4EE ;Noise continue SFX (2nd). +LB28E:  .word $B2CB, $B4EE              ;Noise continue SFX     (2nd). 
-LB292: .byte $00+LB292:  .byte $00
  
-LB293: .word $B2DB, $B330 ;SQ1 init SFX (5th). +LB293:  .word $B2DB, $B330              ;SQ1 init SFX           (5th). 
-LB297: .byte $01+LB297:  .byte $01
  
-LB298: .word $B2EB, $B4EE ;SQ2 continue SFX (6th). +LB298:  .word $B2EB, $B4EE              ;SQ2 continue SFX       (6th). 
-LB29C: .byte $01+LB29C:  .byte $01
  
-LB29D: .word $B2FB, $B344 ;Triangle init SFX (7th). +LB29D:  .word $B2FB, $B344              ;Triangle init SFX      (7th). 
-LB2A1: .byte $03+LB2A1:  .byte $03
  
-LB2A2: .word $B30B, $B4EE ;Triangle continue SFX (8th). +LB2A2:  .word $B30B, $B4EE              ;Triangle continue SFX  (8th). 
-LB2A6: .byte $03+LB2A6:  .byte $03
  
-LB2A7: .word $BC06, $B35C ;Multi init SFX (3rd). +LB2A7:  .word $BC06, $B35C              ;Multi init SFX         (3rd). 
-LB2AB: .byte $04+LB2AB:  .byte $04
  
-LB2AC: .word $BC16, $B364 ;Multi continue SFX (4th). +LB2AC:  .word $BC16, $B364              ;Multi continue SFX     (4th). 
-LB2B0: .byte $04+LB2B0:  .byte $04
  
-LB2B1: .word $BC26, $BC4B ;temp flag Music (10th). +LB2B1:  .word $BC26, $BC4B              ;temp flag Music        (10th). 
-LB2B5: .byte $00+LB2B5:  .byte $00
  
-LB2B6: .word $BC26, $BC3D ;Music (9th). +LB2B6:  .word $BC26, $BC3D              ;Music                  (9th). 
-LB2BA: .byte $00+LB2BA:  .byte $00
  
 ;The tables below contain addresses for SFX handling routines. ;The tables below contain addresses for SFX handling routines.
  
 ;Noise Init SFX handling routine addresses: ;Noise Init SFX handling routine addresses:
-LB2BB: .word $B4EE ;No sound. +LB2BB:  .word $B4EE                     ;No sound. 
-LB2BD: .word $B52B ;Screw attack init SFX. +LB2BD:  .word $B52B                     ;Screw attack init SFX. 
-LB2BF: .word $B56E ;Missile launch init SFX. +LB2BF:  .word $B56E                     ;Missile launch init SFX. 
-LB2C1: .word $B583 ;Bomb explode init SFX. +LB2C1:  .word $B583                     ;Bomb explode init SFX. 
-LB2C3: .word $B598 ;Samus walk init SFX. +LB2C3:  .word $B598                     ;Samus walk init SFX. 
-LB2C5: .word $B50F ;Spit flame init SFX. +LB2C5:  .word $B50F                     ;Spit flame init SFX. 
-LB2C7: .word $B4EE ;No sound. +LB2C7:  .word $B4EE                     ;No sound. 
-LB2C9: .word $B4EE ;No sound.+LB2C9:  .word $B4EE                     ;No sound.
  
 ;Noise Continue SFX handling routine addresses: ;Noise Continue SFX handling routine addresses:
  
-LB2CB: .word $B4EE ;No sound. +LB2CB:  .word $B4EE                     ;No sound. 
-LB2CD: .word $B539 ;Screw attack continue SFX. +LB2CD:  .word $B539                     ;Screw attack continue SFX. 
-LB2CF: .word $B57B ;Missile launch continue SFX. +LB2CF:  .word $B57B                     ;Missile launch continue SFX. 
-LB2D1: .word $B58A ;Bomb explode continue SFX. +LB2D1:  .word $B58A                     ;Bomb explode continue SFX. 
-LB2D3: .word $B58A ;Samus walk continue SFX. +LB2D3:  .word $B58A                     ;Samus walk continue SFX. 
-LB2D5: .word $B516 ;Spit flame continue SFX. +LB2D5:  .word $B516                     ;Spit flame continue SFX. 
-LB2D7: .word $B4EE ;No sound. +LB2D7:  .word $B4EE                     ;No sound. 
-LB2D9: .word $B4EE ;No sound.+LB2D9:  .word $B4EE                     ;No sound.
  
 ;SQ1 Init SFX handling routine addresses: ;SQ1 Init SFX handling routine addresses:
  
-LB2DB: .word $B6CD ;Missile pickup init SFX. +LB2DB:  .word $B6CD                     ;Missile pickup init SFX. 
-LB2DD: .word $B6E7 ;Energy pickup init SFX. +LB2DD:  .word $B6E7                     ;Energy pickup init SFX. 
-LB2DF: .word $B735 ;Metal init SFX. +LB2DF:  .word $B735                     ;Metal init SFX. 
-LB2E1: .word $B716 ;Bullet fire init SFX. +LB2E1:  .word $B716                     ;Bullet fire init SFX. 
-LB2E3: .word $B73C ;Bird out of hole init SFX. +LB2E3:  .word $B73C                     ;Bird out of hole init SFX. 
-LB2E5: .word $B710 ;Enemy hit init SFX. +LB2E5:  .word $B710                     ;Enemy hit init SFX. 
-LB2E7: .word $B703 ;Samus jump init SFX. +LB2E7:  .word $B703                     ;Samus jump init SFX. 
-LB2E9: .word $B77A ;Wave beam init SFX.+LB2E9:  .word $B77A                     ;Wave beam init SFX.
  
 ;SQ1 Continue SFX handling routine addresses: ;SQ1 Continue SFX handling routine addresses:
  
-LB2EB: .word $B6B0 ;Missile pickup continue SFX. +LB2EB:  .word $B6B0                     ;Missile pickup continue SFX. 
-LB2ED: .word $B6D3 ;Energy pickup continue SFX. +LB2ED:  .word $B6D3                     ;Energy pickup continue SFX. 
-LB2EF: .word $B6ED ;Metal continue SFX. +LB2EF:  .word $B6ED                     ;Metal continue SFX. 
-LB2F1: .word $B74F ;Bullet fire continue SFX. +LB2F1:  .word $B74F                     ;Bullet fire continue SFX. 
-LB2F3: .word $B6ED ;Bird out of hole continue SFX. +LB2F3:  .word $B6ED                     ;Bird out of hole continue SFX. 
-LB2F5: .word $B6ED ;Enemy hit continue SFX. +LB2F5:  .word $B6ED                     ;Enemy hit continue SFX. 
-LB2F7: .word $B6ED ;Samus jump continue SFX. +LB2F7:  .word $B6ED                     ;Samus jump continue SFX. 
-LB2F9: .word $B781 ;Wave beam continue SFX.+LB2F9:  .word $B781                     ;Wave beam continue SFX.
  
 ;Triangle init handling routine addresses: ;Triangle init handling routine addresses:
  
-LB2FB: .word $B8D2 ;Samus die init SFX. +LB2FB:  .word $B8D2                     ;Samus die init SFX. 
-LB2FD: .word $B7AC ;Door open close init SFX. +LB2FD:  .word $B7AC                     ;Door open close init SFX. 
-LB2FF: .word $B8A7 ;Metroid hit init SFX. +LB2FF:  .word $B8A7                     ;Metroid hit init SFX. 
-LB301: .word $B921 ;Statue raise init SFX. +LB301:  .word $B921                     ;Statue raise init SFX. 
-LB303: .word $B7D9 ;Beep init SFX. +LB303:  .word $B7D9                     ;Beep init SFX. 
-LB305: .word $B7EF ;Big enemy hit init SFX. +LB305:  .word $B7EF                     ;Big enemy hit init SFX. 
-LB307: .word $B834 ;Samus to ball init SFX. +LB307:  .word $B834                     ;Samus to ball init SFX. 
-LB309: .word $B878 ;Bomb launch init SFX.+LB309:  .word $B878                     ;Bomb launch init SFX.
  
 ;Triangle continue handling routine addresses: ;Triangle continue handling routine addresses:
  
-LB30B: .word $B8ED ;Samus die continue SFX. +LB30B:  .word $B8ED                     ;Samus die continue SFX. 
-LB30E: .word $B7CB ;Door open close continue SFX. +LB30E:  .word $B7CB                     ;Door open close continue SFX. 
-LB30F: .word $B8B1 ;Metroid hit continue SFX. +LB30F:  .word $B8B1                     ;Metroid hit continue SFX. 
-LB311: .word $B940 ;Statue raise continue SFX. +LB311:  .word $B940                     ;Statue raise continue SFX. 
-LB313: .word $B7E7 ;Beep continue SFX. +LB313:  .word $B7E7                     ;Beep continue SFX. 
-LB315: .word $B80E ;Big enemy hit continue SFX. +LB315:  .word $B80E                     ;Big enemy hit continue SFX. 
-LB317: .word $B84F ;Samus to ball continue SFX. +LB317:  .word $B84F                     ;Samus to ball continue SFX. 
-LB319: .word $B87F ;Bomb launch continue SFX.+LB319:  .word $B87F                     ;Bomb launch continue SFX.
  
 LoadNoiseSFXInitFlags: LoadNoiseSFXInitFlags:
-LB31B: LDA NoiseSFXFlag ;Load A with Noise init SFX flags, (1st SFX cycle). +LB31B:  LDA NoiseSFXFlag                ;Load A with Noise init SFX flags, (1st SFX cycle). 
-LB31E: LDX #$89 ;Lower address byte in ChooseNextSFXRoutineTbl. +LB31E:  LDX #$89                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB320: BNE GotoSFXCheckFlags ;Branch always.+LB320:  BNE GotoSFXCheckFlags           ;Branch always.
  
 LoadNoiseSFXContFlags: LoadNoiseSFXContFlags:
-LB322: LDA NoiseContSFX ;Load A with Noise continue flags, (2nd SFX cycle). +LB322:  LDA NoiseContSFX                ;Load A with Noise continue flags, (2nd SFX cycle). 
-LB325: LDX #$8E ;Lower address byte in ChooseNextSFXRoutineTbl. +LB325:  LDX #$8E                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB327: BNE GotoSFXCheckFlags ;Branch always.+LB327:  BNE GotoSFXCheckFlags           ;Branch always.
  
 LoadSQ1SFXInitFlags: LoadSQ1SFXInitFlags:
-LB329: LDA SQ1SFXFlag ;Load A with SQ1 init flags, (5th SFX cycle). +LB329:  LDA SQ1SFXFlag                  ;Load A with SQ1 init flags, (5th SFX cycle). 
-LB32C: LDX #$93 ;Lower address byte in ChooseNextSFXRoutineTbl. +LB32C:  LDX #$93                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB32E: BNE GotoSFXCheckFlags ;Branch always.+LB32E:  BNE GotoSFXCheckFlags           ;Branch always.
  
 LoadSQ1SFXContFlags: LoadSQ1SFXContFlags:
-LB330: LDA SQ1ContSFX ;Load A with SQ1 continue flags, (6th SFX cycle). +LB330:  LDA SQ1ContSFX                  ;Load A with SQ1 continue flags, (6th SFX cycle). 
-LB333: LDX #$98 ;Lower address byte in ChooseNextSFXRoutineTbl. +LB333:  LDX #$98                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB335: BNE GotoSFXCheckFlags ;Branch always.+LB335:  BNE GotoSFXCheckFlags           ;Branch always.
  
 GotoSFXCheckFlags: GotoSFXCheckFlags:
-LB337: JSR CheckSFXFlag ;($B4BD)Checks to see if SFX flags set.  +LB337:  JSR CheckSFXFlag                ;($B4BD)Checks to see if SFX flags set.          
-LB33A: JMP ($00E2) ;if no flag found, Jump to next SFX cycle,--> +LB33A:  JMP ($00E2)                     ;if no flag found, Jump to next SFX cycle,--> 
- ;else jump to specific SFX handling routine.+                                        ;else jump to specific SFX handling routine.
 LoadSTriangleSFXInitFlags: LoadSTriangleSFXInitFlags:
-LB33D: LDA TriangleSFXFlag ;Load A with Triangle init flags, (7th SFX cycle). +LB33D:  LDA TriangleSFXFlag             ;Load A with Triangle init flags, (7th SFX cycle). 
-LB340: LDX #$9D ;Lower address byte in ChooseNextSFXRoutineTbl. +LB340:  LDX #$9D                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB342: BNE GotoSFXCheckFlags ;Brach always.+LB342:  BNE GotoSFXCheckFlags           ;Brach always.
  
 LoadTriangleSFXContFlags: LoadTriangleSFXContFlags:
-LB344: LDA TriangleContSFX ;Load A with Triangle continue flags, (8th SFX cycle). +LB344:  LDA TriangleContSFX             ;Load A with Triangle continue flags, (8th SFX cycle). 
-LB347: LDX #$A2 ;Lower address byte in ChooseNextSFXRoutineTbl. +LB347:  LDX #$A2                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB349: BNE GotoSFXCheckFlags ;Branch always.+LB349:  BNE GotoSFXCheckFlags           ;Branch always.
  
 LoadMultiSFXInitFlags: LoadMultiSFXInitFlags:
-LB34B: LDA MultiSFXFlag ;Load A with Multi init flags, (3rd SFX cycle). +LB34B:  LDA MultiSFXFlag                ;Load A with Multi init flags, (3rd SFX cycle). 
-LB34E: LDX #$A7 ;Lower address byte in ChooseNextSFXRoutineTbl. +LB34E:  LDX #$A7                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB350: JSR CheckSFXFlag ;($B4BD)Checks to see if SFX or music flags set. +LB350:  JSR CheckSFXFlag                ;($B4BD)Checks to see if SFX or music flags set. 
-LB353: JSR FindMusicInitIndex ;($BC53)Find bit containing music init flag. +LB353:  JSR FindMusicInitIndex          ;($BC53)Find bit containing music init flag. 
-LB356: JSR Add8 ;($BC64)Add 8 to MusicInitIndex. +LB356:  JSR Add8                        ;($BC64)Add 8 to MusicInitIndex. 
-LB359: JMP ($00E2) ;If no flag found, Jump to next SFX cycle,--> +LB359:  JMP ($00E2)                     ;If no flag found, Jump to next SFX cycle,--> 
- ;else jump to specific SFX handling subroutine.+                                        ;else jump to specific SFX handling subroutine.
 LoadMultiSFXContFlags: LoadMultiSFXContFlags:
-LB35C: LDA MultiContSFX ;Load A with $68C flags (4th SFX cycle). +LB35C:  LDA MultiContSFX                ;Load A with $68C flags (4th SFX cycle). 
-LB35F: LDX #$AC ;Lower address byte in ChooseNextSFXRoutineTbl. +LB35F:  LDX #$AC                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LB361: JMP GotoSFXCheckFlags ;($B337)Checks to see if SFX or music flags set.+LB361:  JMP GotoSFXCheckFlags           ;($B337)Checks to see if SFX or music flags set.
  
 LoadSQ1Flags: LoadSQ1Flags:
-LB364: JSR LoadSQ1SFXInitFlags ;($B329)Check for SQ1 init flags. +LB364:  JSR LoadSQ1SFXInitFlags         ;($B329)Check for SQ1 init flags. 
-LB367: RTS ;+LB367:  RTS                             ;
  
-LoadSQ1ChannelSFX: ;Used to determine which sound registers to change--> +LoadSQ1ChannelSFX:                      ;Used to determine which sound registers to change--> 
-LB368: LDA #$00 ;($4000 - $4003) - SQ1. +LB368:  LDA #$00                        ;($4000 - $4003) - SQ1. 
-LB36A: BEQ + ;Branch always.+LB36A:  BEQ +                           ;Branch always.
  
-LoadTriangleChannelSFX: ;Used to determine which sound registers to change--> +LoadTriangleChannelSFX:                 ;Used to determine which sound registers to change--> 
-LB36C: LDA #$08 ;($4008 - $400B) - Triangle. +LB36C:  LDA #$08                        ;($4008 - $400B) - Triangle. 
-LB36E: BNE + ;Branch always.+LB36E:  BNE +                           ;Branch always.
  
-LoadNoiseChannelSFX: ;Used to determine which sound registers to change--> +LoadNoiseChannelSFX:                    ;Used to determine which sound registers to change--> 
-LB370: LDA #$0C ;($400C - $400F) - Noise. +LB370:  LDA #$0C                        ;($400C - $400F) - Noise. 
-LB372: BNE + ;Branch always.+LB372:  BNE +                           ;Branch always.
  
-LoadSQ2ChannelSFX: ;Used to determine which sound registers to change--> +LoadSQ2ChannelSFX:                      ;Used to determine which sound registers to change--> 
-LB374: LDA #$04 ;($4004 - $4007) - SQ2.+LB374:  LDA #$04                        ;($4004 - $4007) - SQ2.
  
 LoadSFXData: LoadSFXData:
-LB376:* STA $E0 ;Lower address byte of desired APU control register. +LB376:* STA $E0                         ;Lower address byte of desired APU control register. 
-LB378: LDA #$40 +LB378:  LDA #$40                        
-LB37A: STA $E1 ;Upper address byte of desired APU control register. +LB37A:  STA $E1                         ;Upper address byte of desired APU control register. 
-LB37C: STY $E2 ;Lower address byte of data to load into sound channel. +LB37C:  STY $E2                         ;Lower address byte of data to load into sound channel. 
-LB37E: LDA #$B2 +LB37E:  LDA #$B2                        
-LB380: STA $E3 ;Upper address byte of data to load into sound channel. +LB380:  STA $E3                         ;Upper address byte of data to load into sound channel. 
-LB382: LDY #$00 ;Starting index for loading four byte sound data.+LB382:  LDY #$00                        ;Starting index for loading four byte sound data.
  
 LoadSFXRegisters: LoadSFXRegisters:
-LB384:* LDA ($E2),Y ;Load A with SFX data byte. +LB384:* LDA ($E2),                    ;Load A with SFX data byte. 
-LB386: STA ($E0),Y ;Store A in SFX register. +LB386:  STA ($E0),                    ;Store A in SFX register. 
-LB388: INY  +LB388:  INY                             
-LB389: TYA  ;The four registers associated with each sound--> +LB389:  TYA                             ;The four registers associated with each sound--> 
-LB38A: CMP #$04 ;channel are loaded one after the other (the loop--> +LB38A:  CMP #$04                        ;channel are loaded one after the other (the loop--> 
-LB38C: BNE - ;repeats four times). +LB38C:  BNE -                           ;repeats four times). 
-LB38E: RTS  ;+LB38E:  RTS                             ;
  
 PauseSFX: PauseSFX:
-LB38F:* INC SFXPaused ;SFXPaused=#$01 +LB38F:* INC SFXPaused                   ;SFXPaused=#$01 
-LB392: JSR ClearSounds ;($B43E)Clear sound registers of data.  +LB392:  JSR ClearSounds                 ;($B43E)Clear sound registers of data.           
-LB395: STA PauseSFXStatus ;PauseSFXStatus=#$00 +LB395:  STA PauseSFXStatus              ;PauseSFXStatus=#$00 
-LB398: RTS ;+LB398:  RTS                             ;
  
-LB399:* LDA SFXPaused ;Has SFXPaused been set? if not, branch +LB399:* LDA SFXPaused                   ;Has SFXPaused been set? if not, branch 
-LB39C: BEQ -- +LB39C:  BEQ --                          
-LB39E: LDA PauseSFXStatus ;For the first #$12 frames after the game has been--> +LB39E:  LDA PauseSFXStatus              ;For the first #$12 frames after the game has been--> 
-LB3A1: CMP #$12 ;paused, play GamePaused SFX.  If paused for #$12--> +LB3A1:  CMP #$12                        ;paused, play GamePaused SFX.  If paused for #$12--> 
-LB3A3: BEQ ++ ;frames or more, branch to exit. +LB3A3:  BEQ ++                          ;frames or more, branch to exit. 
-LB3A5: AND #$03 +LB3A5:  AND #$03                        
-LB3A7: CMP #$03 ;Every fourth frame, repeat GamePaused SFX +LB3A7:  CMP #$03                        ;Every fourth frame, repeat GamePaused SFX 
-LB3A9: BNE + +LB3A9:  BNE +                           
-LB3AB: LDY #$0D ;Lower address byte of GamePaused SFX data(Base=$B200) +LB3AB:  LDY #$0D                        ;Lower address byte of GamePaused SFX data(Base=$B200) 
-LB3AD: JSR LoadSQ1ChannelSFX ;($B368) Load GamePaused SFX data. +LB3AD:  JSR LoadSQ1ChannelSFX           ;($B368) Load GamePaused SFX data. 
-LB3B0:* INC PauseSFXStatus +LB3B0:* INC PauseSFXStatus              
-LB3B3:* RTS ;+LB3B3:* RTS                             ;
  
 ;------------------------------------[ Sound Engine Entry Point ]------------------------------------ ;------------------------------------[ Sound Engine Entry Point ]------------------------------------
Line 4311: Line 4311:
  
 SoundEngine:  SoundEngine: 
-LB3B4: LDA #$C0 ;Set APU to 5 frame cycle, disable frame interrupt. +LB3B4:  LDA #$C0                        ;Set APU to 5 frame cycle, disable frame interrupt. 
-LB3B6: STA APUCommonCntrl1 +LB3B6:  STA APUCommonCntrl1             
-LB3B9: LDA NoiseSFXFlag ;is bit zero is set in NoiseSFXFlag(Silence--> +LB3B9:  LDA NoiseSFXFlag                ;is bit zero is set in NoiseSFXFlag(Silence--> 
-LB3BC: LSR  ;music)?  If yes, branch. +LB3BC:  LSR                             ;music)?  If yes, branch. 
-LB3BD: BCS ++ +LB3BD:  BCS ++                          
-LB3BF: LDA MainRoutine +LB3BF:  LDA MainRoutine                 
-LB3C1: CMP #$05 ;Is game paused?  If yes, branch. +LB3C1:  CMP #$05                        ;Is game paused?  If yes, branch. 
-LB3C3: BEQ --- +LB3C3:  BEQ ---                         
-LB3C5: LDA #$00 ;Clear SFXPaused when game is running. +LB3C5:  LDA #$00                        ;Clear SFXPaused when game is running. 
-LB3C7: STA SFXPaused +LB3C7:  STA SFXPaused                   
-LB3CA: JSR LoadNoiseSFXInitFlags ;($B31B)Check noise SFX flags. +LB3CA:  JSR LoadNoiseSFXInitFlags       ;($B31B)Check noise SFX flags. 
-LB3CD: JSR LoadMultiSFXInitFlags ;($B34B)Check multichannel SFX flags. +LB3CD:  JSR LoadMultiSFXInitFlags       ;($B34B)Check multichannel SFX flags. 
-LB3D0: JSR LoadSTriangleSFXInitFlags ;($B33D)Check triangle SFX flags. +LB3D0:  JSR LoadSTriangleSFXInitFlags   ;($B33D)Check triangle SFX flags. 
-LB3D3: JSR LoadMusicTempFlags ;($BC36)Check music flags.+LB3D3:  JSR LoadMusicTempFlags          ;($BC36)Check music flags.
  
 ClearSFXFlags: ClearSFXFlags:
-LB3D6:* LDA #$00 +LB3D6:* LDA #$00                        
-LB3D8: STA NoiseSFXFlag +LB3D8:  STA NoiseSFXFlag                
-LB3DB: STA SQ1SFXFlag +LB3DB:  STA SQ1SFXFlag                  
-LB3DE: STA SQ2SFXFlag ;Clear all SFX flags. +LB3DE:  STA SQ2SFXFlag                  ;Clear all SFX flags. 
-LB3E1: STA TriangleSFXFlag +LB3E1:  STA TriangleSFXFlag             
-LB3E4: STA MultiSFXFlag +LB3E4:  STA MultiSFXFlag                
-LB3E7: STA MusicInitFlag +LB3E7:  STA MusicInitFlag               
-LB3EA: RTS ;+LB3EA:  RTS                             ;
  
-LB3EB:* JSR InitializeSoundAddresses ;($B404)Prepare to start playing music.  +LB3EB:* JSR InitializeSoundAddresses    ;($B404)Prepare to start playing music.          
-LB3EE: BEQ -- ;Branch always.+LB3EE:  BEQ --                          ;Branch always.
  
 CheckRepeatMusic: CheckRepeatMusic:
-LB3F0: LDA MusicRepeat +LB3F0:  LDA MusicRepeat                 
-LB3F3: BEQ + ;If music is supposed to repeat, reset music,--> +LB3F3:  BEQ +                           ;If music is supposed to repeat, reset music,--> 
-LB3F5: LDA CurrentMusic ;flags else branch to exit. +LB3F5:  LDA CurrentMusic                ;flags else branch to exit. 
-LB3F8: STA CurrentMusicRepeat +LB3F8:  STA CurrentMusicRepeat          
-LB3FB: RTS ;+LB3FB:  RTS                             ;
  
 CheckMusicFlags: CheckMusicFlags:
-LB3FC: LDA CurrentMusic ;Loads A with current music flags and compares it--> +LB3FC:  LDA CurrentMusic                ;Loads A with current music flags and compares it--> 
-LB3FF: CMP CurrentSFXFlags ;with current SFX flags.  If both are equal,--> +LB3FF:  CMP CurrentSFXFlags             ;with current SFX flags.  If both are equal,--> 
-LB402: BEQ ++ ;just clear music counters, else clear everything.+LB402:  BEQ ++                          ;just clear music counters, else clear everything.
  
-InitializeSoundAddresses: +InitializeSoundAddresses:               
-LB404:* JSR ClearMusicAndSFXAddresses ;($B41D)Jumps to all subroutines needed to reset--> +LB404:* JSR ClearMusicAndSFXAddresses   ;($B41D)Jumps to all subroutines needed to reset--> 
-LB407: JSR ClearSounds ;($B43E)all sound addresses in order to start--> +LB407:  JSR ClearSounds                 ;($B43E)all sound addresses in order to start--> 
-LB40A:* JSR ClearSpecialAddresses ;($B40E)playing music. +LB40A:* JSR ClearSpecialAddresses       ;($B40E)playing music. 
-LB40D: RTS  ;+LB40D:  RTS                             ;
  
 ClearSpecialAddresses: ClearSpecialAddresses:
-LB40E: LDA #$00 ;  +LB40E:  LDA #$00                               
-LB410: STA TriangleCounterCntrl ;Clears addresses used for repeating music,--> +LB410:  STA TriangleCounterCntrl        ;Clears addresses used for repeating music,--> 
-LB413: STA SFXPaused ;pausing music and controlling triangle length. +LB413:  STA SFXPaused                   ;pausing music and controlling triangle length. 
-LB416: STA CurrentMusicRepeat +LB416:  STA CurrentMusicRepeat          
-LB419: STA MusicRepeat +LB419:  STA MusicRepeat                 
-LB41C: RTS ;+LB41C:  RTS                             ;
  
-ClearMusicAndSFXAddresses: +ClearMusicAndSFXAddresses:              
-LB41D: LDA #$00 +LB41D:  LDA #$00                        
-LB41F: STA SQ1InUse +LB41F:  STA SQ1InUse                    
-LB422: STA SQ2InUse +LB422:  STA SQ2InUse                    
-LB425: STA TriangleInUse +LB425:  STA TriangleInUse               
-LB428: STA WriteMultiChannelData ; +LB428:  STA WriteMultiChannelData       
-LB42B: STA NoiseContSFX ;Clears any SFX or music-->  +LB42B:  STA NoiseContSFX                ;Clears any SFX or music-->  
-LB42E: STA SQ1ContSFX ;currently being played. +LB42E:  STA SQ1ContSFX                  ;currently being played. 
-LB431: STA SQ2ContSFX +LB431:  STA SQ2ContSFX                  
-LB434: STA TriangleContSFX +LB434:  STA TriangleContSFX             
-LB437: STA MultiContSFX +LB437:  STA MultiContSFX                
-LB43A: STA CurrentMusic +LB43A:  STA CurrentMusic                
-LB43D: RTS  ;+LB43D:  RTS                             ;
  
-ClearSounds: +ClearSounds:                            
-LB43E: LDA #$10 +LB43E:  LDA #$10                        
-LB440: STA SQ1Cntrl0 +LB440:  STA SQ1Cntrl0                   
-LB443: STA SQ2Cntrl0 +LB443:  STA SQ2Cntrl0                   
-LB446: STA NoiseCntrl0 ;Clears all sounds that might be in--> +LB446:  STA NoiseCntrl0                 ;Clears all sounds that might be in--> 
-LB449: LDA #$00 ;The sound channel registers. +LB449:  LDA #$00                        ;The sound channel registers. 
-LB44B: STA TriangleCntrl0 +LB44B:  STA TriangleCntrl0              
-LB44E: STA DMCCntrl1 +LB44E:  STA DMCCntrl1                   
-LB451: RTS  ;+LB451:  RTS                             ;
  
 SelectSFXRoutine: SelectSFXRoutine:
-LB452: LDX ChannelType +LB452:  LDX ChannelType                 
-LB455: STA NoiseSFXLength,X ;Stores frame length of SFX in corresponding address. +LB455:  STA NoiseSFXLength,           ;Stores frame length of SFX in corresponding address. 
-LB458: TXA +LB458:  TXA                             
-LB459: BEQ ++ ;Branch if SFX uses noise channel. +LB459:  BEQ ++                          ;Branch if SFX uses noise channel. 
-LB45B: CMP #$01 +LB45B:  CMP #$01                        
-LB45D: BEQ + ;Branch if SFX uses SQ1 channel. +LB45D:  BEQ +                           ;Branch if SFX uses SQ1 channel. 
-LB45F: CMP #$02 +LB45F:  CMP #$02                        
-LB461: BEQ MusicBranch00 ;Branch if SFX uses SQ2 channel. +LB461:  BEQ MusicBranch00               ;Branch if SFX uses SQ2 channel. 
-LB463: CMP #$03 +LB463:  CMP #$03                        
-LB465: BEQ MusicBranch01 ;Branch if SFX uses triangle wave. +LB465:  BEQ MusicBranch01               ;Branch if SFX uses triangle wave. 
-LB467: RTS ;Exit if SFX routine uses no channels.+LB467:  RTS                             ;Exit if SFX routine uses no channels.
  
-LB468:* JSR LoadSQ1ChannelSFX ;($B368)Prepare to load SQ1 channel with data. +LB468:* JSR LoadSQ1ChannelSFX           ;($B368)Prepare to load SQ1 channel with data. 
-LB46B: BEQ ++ ;Branch always. +LB46B:  BEQ ++                          ;Branch always. 
-MusicBranch00: +MusicBranch00:                          
-LB46D: JSR LoadSQ2ChannelSFX ;($B374)Prepare to load SQ2 channel with data. +LB46D:  JSR LoadSQ2ChannelSFX           ;($B374)Prepare to load SQ2 channel with data. 
-LB470: BEQ ++ ;Branch always. +LB470:  BEQ ++                          ;Branch always. 
-MusicBranch01: +MusicBranch01:                          
-LB472: JSR LoadTriangleChannelSFX ;($B36C)Prepare to load triangle channel with data. +LB472:  JSR LoadTriangleChannelSFX      ;($B36C)Prepare to load triangle channel with data. 
-LB475: BEQ ++ ;Branch always. +LB475:  BEQ ++                          ;Branch always. 
-LB477:* JSR LoadNoiseChannelSFX ;($B370)Prepare to load noise channel with data. +LB477:* JSR LoadNoiseChannelSFX         ;($B370)Prepare to load noise channel with data. 
-LB47A:* JSR UpdateContFlags ;($B493)Set continuation flags for this SFX. +LB47A:* JSR UpdateContFlags             ;($B493)Set continuation flags for this SFX. 
-LB47D: TXA +LB47D:  TXA                             
-LB47E: STA NoiseInUse,X ;Indicate sound channel is in use. +LB47E:  STA NoiseInUse,               ;Indicate sound channel is in use. 
-LB481: LDA #$00 +LB481:  LDA #$00                        
-LB483: STA ThisNoiseFrame,X +LB483:  STA ThisNoiseFrame,           
-LB486: STA NoiseSFXData,X ;Clears all the following addresses before going--> +LB486:  STA NoiseSFXData,             ;Clears all the following addresses before going--> 
-LB489: STA MultiSFXData,X ;to the proper SFX handling routine. +LB489:  STA MultiSFXData,             ;to the proper SFX handling routine. 
-LB48C: STA ScrewAttackSFXData,X ; +LB48C:  STA ScrewAttackSFXData,       
-LB48F: STA WriteMultiChannelData ; +LB48F:  STA WriteMultiChannelData       
-LB492: RTS ;+LB492:  RTS                             ;
  
 UpdateContFlags: UpdateContFlags:
-LB493:* LDX ChannelType ;Loads X register with sound channel just changed. +LB493:* LDX ChannelType                 ;Loads X register with sound channel just changed. 
-LB496: LDA NoiseContSFX,X ;Clear existing continuation SFX--> +LB496:  LDA NoiseContSFX,             ;Clear existing continuation SFX--> 
-LB499: AND #$00 ;flags for that channel. +LB499:  AND #$00                        ;flags for that channel. 
-LB49B: ORA CurrentSFXFlags ;Load new continuation flags. +LB49B:  ORA CurrentSFXFlags             ;Load new continuation flags. 
-LB49E: STA NoiseContSFX,X ;Save results. +LB49E:  STA NoiseContSFX,             ;Save results. 
-LB4A1: RTS ;+LB4A1:  RTS                             ;
  
 ClearCurrentSFXFlags: ClearCurrentSFXFlags:
-LB4A2: LDA #$00 ;Once SFX has completed, this block clears the--> +LB4A2:  LDA #$00                        ;Once SFX has completed, this block clears the--> 
-LB4A4: STA CurrentSFXFlags ;SFX flag from the current flag register. +LB4A4:  STA CurrentSFXFlags             ;SFX flag from the current flag register. 
-LB4A7: BEQ - ;+LB4A7:  BEQ -                           ;
  
 IncrementSFXFrame: IncrementSFXFrame:
-LB4A9: LDX ChannelType ;Load SFX channel number. +LB4A9:  LDX ChannelType                 ;Load SFX channel number. 
-LB4AC: INC ThisNoiseFrame,X ;increment current frame to play on given channel. +LB4AC:  INC ThisNoiseFrame,           ;increment current frame to play on given channel. 
-LB4AF: LDA ThisNoiseFrame,X ;Load current frame to play on given channel. +LB4AF:  LDA ThisNoiseFrame,           ;Load current frame to play on given channel. 
-LB4B2: CMP NoiseSFXLength,X ;Check to see if current frame is last frame to play. +LB4B2:  CMP NoiseSFXLength,           ;Check to see if current frame is last frame to play. 
-LB4B5: BNE + +LB4B5:  BNE +                           
-LB4B7: LDA #$00 ;If current frame is last frame,--> +LB4B7:  LDA #$00                        ;If current frame is last frame,--> 
-LB4B9: STA ThisNoiseFrame,X ;reset current frame to 0. +LB4B9:  STA ThisNoiseFrame,           ;reset current frame to 0. 
-LB4BC:* RTS  ;+LB4BC:* RTS                             ;
  
 ;The CheckSFXFlag routine loads E0 thru E3 with the below values: ;The CheckSFXFlag routine loads E0 thru E3 with the below values:
Line 4458: Line 4458:
  
 CheckSFXFlag: CheckSFXFlag:
-LB4BD: STA CurrentSFXFlags ;Store any set flags in $064D. +LB4BD:  STA CurrentSFXFlags             ;Store any set flags in $064D. 
-LB4C0: STX $E4 +LB4C0:  STX $E4                         
-LB4C2: LDY #$B2 +LB4C2:  LDY #$B2                        
-LB4C4: STY $E5 +LB4C4:  STY $E5                         
-LB4C6: LDY #$00 ;Y=0 for counting loop ahead. +LB4C6:  LDY #$00                        ;Y=0 for counting loop ahead. 
-LB4C8:* LDA ($E4),Y +LB4C8:* LDA ($E4),                    
-LB4CA: STA $00E0,Y ;See table above for values loaded into $E0--> +LB4CA:  STA $00E0,                    ;See table above for values loaded into $E0--> 
-LB4CD: INY  ;thru $E3 during this loop. +LB4CD:  INY                             ;thru $E3 during this loop. 
-LB4CE: TYA  +LB4CE:  TYA                             
-LB4CF: CMP #$04 ;Loop repeats four times to load the values. +LB4CF:  CMP #$04                        ;Loop repeats four times to load the values. 
-LB4D1: BNE - +LB4D1:  BNE -                           
-LB4D3: LDA ($E4),Y +LB4D3:  LDA ($E4),                    
-LB4D5: STA ChannelType ;#$00=SQ1,#$01=SQ2,#$02=Triangle,#$03=Noise +LB4D5:  STA ChannelType                 ;#$00=SQ1,#$01=SQ2,#$02=Triangle,#$03=Noise 
-LB4D8: LDY #$00 ;Set y to 0 for counting loop ahead. +LB4D8:  LDY #$00                        ;Set y to 0 for counting loop ahead. 
-LB4DA: LDA CurrentSFXFlags +LB4DA:  LDA CurrentSFXFlags             
-LB4DD: PHA  ;Push current SFX flags on stack. +LB4DD:  PHA                             ;Push current SFX flags on stack. 
-LB4DE:* ASL CurrentSFXFlags +LB4DE:* ASL CurrentSFXFlags             
-LB4E1: BCS + ;This portion of the routine loops a maximum of--> +LB4E1:  BCS +                           ;This portion of the routine loops a maximum of--> 
-LB4E3: INY ;eight times looking for any SFX flags that have--> +LB4E3:  INY                             ;eight times looking for any SFX flags that have--> 
-LB4E4: INY  ;been set in the current SFX cycle.  If a flag--> +LB4E4:  INY                             ;been set in the current SFX cycle.  If a flag--> 
-LB4E5: TYA  ;is found, Branch to SFXFlagFound for further--> +LB4E5:  TYA                             ;is found, Branch to SFXFlagFound for further--> 
-LB4E6: CMP #$10 ;processing, if no flags are set, continue to--> +LB4E6:  CMP #$10                        ;processing, if no flags are set, continue to--> 
-LB4E8: BNE - ;next SFX cycle.+LB4E8:  BNE -                           ;next SFX cycle.
  
 RestoreSFXFlags: RestoreSFXFlags:
-LB4EA: PLA +LB4EA:  PLA                             
-LB4EB: STA CurrentSFXFlags ;Restore original data in CurrentSFXFlags. +LB4EB:  STA CurrentSFXFlags             ;Restore original data in CurrentSFXFlags. 
-LB4EE: RTS ;+LB4EE:  RTS                             ;
  
-SFXFlagFound: +SFXFlagFound:                           
-LB4EF:* LDA ($E0),Y ;This routine stores the starting address of the--> +LB4EF:* LDA ($E0),                    ;This routine stores the starting address of the--> 
-LB4F1: STA $E2 ;specific SFX handling routine for the SFX flag-->  +LB4F1:  STA $E2                         ;specific SFX handling routine for the SFX flag-->  
-LB4F3: INY  ;found.  The address is stored in registers--> +LB4F3:  INY                             ;found.  The address is stored in registers--> 
-LB4F4: LDA ($E0),Y ;$E2 and $E3. +LB4F4:  LDA ($E0),                    ;$E2 and $E3. 
-LB4F6: STA $E3 +LB4F6:  STA $E3                         
-LB4F8: JMP RestoreSFXFlags ;($B4EA)Restore original data in CurrentSFXFlags.+LB4F8:  JMP RestoreSFXFlags             ;($B4EA)Restore original data in CurrentSFXFlags.
  
 ;-----------------------------------[ SFX Handling Routines ]--------------------------------------- ;-----------------------------------[ SFX Handling Routines ]---------------------------------------
Line 4500: Line 4500:
 ;on the SFX.  It starts out quiet, then becomes louder then goes quiet again. ;on the SFX.  It starts out quiet, then becomes louder then goes quiet again.
 SpitFlamesTbl: SpitFlamesTbl:
-LB4FB: .byte $12, $13, $14, $15, $16, $17, $18, $19, $1A, $1B, $1C, $1D, $1B, $1A, $19, $17 +LB4FB:  .byte $12, $13, $14, $15, $16, $17, $18, $19, $1A, $1B, $1C, $1D, $1B, $1A, $19, $17 
-LB50B: .byte $16, $15, $14, $12+LB50B:  .byte $16, $15, $14, $12
  
 SpitFlameSFXStart: SpitFlameSFXStart:
-LB50F: LDA #$14 ;Number of frames to play sound before a change. +LB50F:  LDA #$14                        ;Number of frames to play sound before a change. 
-LB511: LDY #$21 ;Lower byte of sound data start address(base=$B200). +LB511:  LDY #$21                        ;Lower byte of sound data start address(base=$B200). 
-LB513: JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB513:  JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 SpitFlameSFXContinue: SpitFlameSFXContinue:
-LB516: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB516:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB519: BNE + ;If more frames to process, branch. +LB519:  BNE +                           ;If more frames to process, branch. 
-LB51B: JMP EndNoiseSFX ;($B58F)End SFX. +LB51B:  JMP EndNoiseSFX                 ;($B58F)End SFX. 
-LB51E:* LDY NoiseSFXData +LB51E:* LDY NoiseSFXData                
-LB521: LDA $B4FB,Y ;Load data from table above and store in NoiseCntrl0. +LB521:  LDA $B4FB,                    ;Load data from table above and store in NoiseCntrl0. 
-LB524: STA NoiseCntrl0 +LB524:  STA NoiseCntrl0                 
-LB527: INC NoiseSFXData ;Increment to next entry in data table. +LB527:  INC NoiseSFXData                ;Increment to next entry in data table. 
-LB52A: RTS +LB52A:  RTS 
  
 ScrewAttackSFXStart: ScrewAttackSFXStart:
-LB52B: LDA #$05 ;Number of frames to play sound before a change. +LB52B:  LDA #$05                        ;Number of frames to play sound before a change. 
-LB52D: LDY #$11 ;Lower byte of sound data start address(base=$B200). +LB52D:  LDY #$11                        ;Lower byte of sound data start address(base=$B200). 
-LB52F: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. +LB52F:  JSR SelectSFXRoutine            ;($B452)Setup registers for SFX. 
-LB532: LDA $B213 ;#$00. +LB532:  LDA $B213                       ;#$00. 
-LB535: STA NoiseSFXData ;Clear NoiseSFXData. +LB535:  STA NoiseSFXData                ;Clear NoiseSFXData. 
-LB538:* RTS ;+LB538:* RTS                             ;
  
 ScrewAttackSFXContinue: ScrewAttackSFXContinue:
-LB539: LDA ScrewAttackSFXData ;Prevents period index from being incremented until--> +LB539:  LDA ScrewAttackSFXData          ;Prevents period index from being incremented until--> 
-LB53C: CMP #$02 ;after the tenth frame of the SFX. +LB53C:  CMP #$02                        ;after the tenth frame of the SFX. 
-LB53E: BEQ + ;Branch if not ready to increment. +LB53E:  BEQ +                           ;Branch if not ready to increment. 
-LB540: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB540:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB543: BNE - +LB543:  BNE -                           
-LB545: INC ScrewAttackSFXData ;Increment every fifth frame. +LB545:  INC ScrewAttackSFXData          ;Increment every fifth frame. 
-LB548: RTS ;+LB548:  RTS                             ;
  
-LB549:* JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB549:* JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB54C: BNE IncrementPeriodIndex ;Start increasing period index after first ten frames. +LB54C:  BNE IncrementPeriodIndex        ;Start increasing period index after first ten frames. 
-LB54E: DEC NoiseSFXData +LB54E:  DEC NoiseSFXData                
-LB551: DEC NoiseSFXData ;Decrement NoiseSFXData by three every fifth frame. +LB551:  DEC NoiseSFXData                ;Decrement NoiseSFXData by three every fifth frame. 
-LB554: DEC NoiseSFXData +LB554:  DEC NoiseSFXData                
-LB557: INC MultiSFXData ;Increment MultiSFXData.  When it is equal to #$0F--> +LB557:  INC MultiSFXData                ;Increment MultiSFXData.  When it is equal to #$0F--> 
-LB55A: LDA MultiSFXData ;end screw attack SFX.  MultiSFXData does not--> +LB55A:  LDA MultiSFXData                ;end screw attack SFX.  MultiSFXData does not--> 
-LB55D: CMP #$0F ;appear to be linked to multi SFX channels in--> +LB55D:  CMP #$0F                        ;appear to be linked to multi SFX channels in--> 
-LB55F: BNE -- ;this routine. +LB55F:  BNE --                          ;this routine. 
-LB561: JMP EndNoiseSFX ;($B58F)End SFX.+LB561:  JMP EndNoiseSFX                 ;($B58F)End SFX.
  
 IncrementPeriodIndex: IncrementPeriodIndex:
-LB564: INC NoiseSFXData ;Incrementing the period index has the effect of--> +LB564:  INC NoiseSFXData                ;Incrementing the period index has the effect of--> 
-LB567: LDA NoiseSFXData ;lowering the frequency of the noise SFX. +LB567:  LDA NoiseSFXData                ;lowering the frequency of the noise SFX. 
-LB56A: STA NoiseCntrl2 +LB56A:  STA NoiseCntrl2                 
-LB56D: RTS ;+LB56D:  RTS                             ;
  
 MissileLaunchSFXStart: MissileLaunchSFXStart:
-LB56E: LDA #$18 ;Number of frames to play sound before a change. +LB56E:  LDA #$18                        ;Number of frames to play sound before a change. 
-LB570: LDY #$15 ;Lower byte of sound data start address(base=$B200). +LB570:  LDY #$15                        ;Lower byte of sound data start address(base=$B200). 
-LB572: JSR GotoSelectSFXRoutine ;($B587)Prepare to setup registers for SFX. +LB572:  JSR GotoSelectSFXRoutine        ;($B587)Prepare to setup registers for SFX. 
-LB575: LDA #$0A +LB575:  LDA #$0A                        
-LB577: STA NoiseSFXData ;Start increment index for noise channel at #$0A. +LB577:  STA NoiseSFXData                ;Start increment index for noise channel at #$0A. 
-LB57A: RTS ;+LB57A:  RTS                             ;
  
 MissileLaunchSFXContine: MissileLaunchSFXContine:
-LB57B: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB57B:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB57E: BNE IncrementPeriodIndex ; +LB57E:  BNE IncrementPeriodIndex        
-LB580: JMP EndNoiseSFX ;($B58F)End SFX.+LB580:  JMP EndNoiseSFX                 ;($B58F)End SFX.
  
 BombExplodeSFXStart: BombExplodeSFXStart:
-LB583: LDA #$30 ;Number of frames to play sound before a change. +LB583:  LDA #$30                        ;Number of frames to play sound before a change. 
-LB585: LDY #$19 ;Lower byte of sound data start address(base=$B200).+LB585:  LDY #$19                        ;Lower byte of sound data start address(base=$B200).
  
 GotoSelectSFXRoutine: GotoSelectSFXRoutine:
-LB587:* JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB587:* JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 ;The following routine is used to continue BombExplode and SamusWalk SFX. ;The following routine is used to continue BombExplode and SamusWalk SFX.
  
 NoiseSFXContinue: NoiseSFXContinue:
-LB58A: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB58A:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB58D: BNE MusicBranch02 ;If more frames to process, branch to exit. +LB58D:  BNE MusicBranch02               ;If more frames to process, branch to exit. 
  
 EndNoiseSFX: EndNoiseSFX:
-LB58F: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags. +LB58F:  JSR ClearCurrentSFXFlags        ;($B4A2)Clear all SFX flags. 
-LB592: LDA #$10 +LB592:  LDA #$10                        
-LB594: STA NoiseCntrl0 ;disable envelope generator(sound off).+LB594:  STA NoiseCntrl0                 ;disable envelope generator(sound off).
  
 MusicBranch02: MusicBranch02:
-LB597: RTS ;Exit for multiple routines.+LB597:  RTS                             ;Exit for multiple routines.
    
 SamusWalkSFXStart: SamusWalkSFXStart:
-LB598: LDA NoiseContSFX ;If MissileLaunch, SamusWalk or SpitFire SFX are--> +LB598:  LDA NoiseContSFX                ;If MissileLaunch, SamusWalk or SpitFire SFX are--> 
-LB59B: AND #$34 ;already being played, branch to exit. +LB59B:  AND #$34                        ;already being played, branch to exit. 
-LB59D: BNE MusicBranch02 +LB59D:  BNE MusicBranch02               
-LB59F: LDA #$03 ;Number of frames to play sound before a change. +LB59F:  LDA #$03                        ;Number of frames to play sound before a change. 
-LB5A1: LDY #$1D ;Lower byte of sound data start address(base=$B200). +LB5A1:  LDY #$1D                        ;Lower byte of sound data start address(base=$B200). 
-LB5A3: BNE - ;Branch always.+LB5A3:  BNE -                           ;Branch always.
  
 MultiSFXInit: MultiSFXInit:
-LB5A5: STA MultiSFXLength +LB5A5:  STA MultiSFXLength              
-LB5A8: JSR LoadSQ2ChannelSFX ;($B374)Set SQ2 SFX data. +LB5A8:  JSR LoadSQ2ChannelSFX           ;($B374)Set SQ2 SFX data. 
-LB5AB: JSR UpdateContFlags ;($B493)Set continue SFX flag. +LB5AB:  JSR UpdateContFlags             ;($B493)Set continue SFX flag. 
-LB5AE: LDA #$01 +LB5AE:  LDA #$01                        
-LB5B0: STA SQ1InUse ;Disable music from using SQ1 and SQ2 while--> +LB5B0:  STA SQ1InUse                    ;Disable music from using SQ1 and SQ2 while--> 
-LB5B3: LDA #$02 ;SFX are playing. +LB5B3:  LDA #$02                        ;SFX are playing. 
-LB5B5: STA SQ2InUse +LB5B5:  STA SQ2InUse                    
-LB5B8: LDA #$00 +LB5B8:  LDA #$00                        
-LB5BA: STA SQ1ContSFX +LB5BA:  STA SQ1ContSFX                  
-LB5BD: STA SQ1SFXData +LB5BD:  STA SQ1SFXData                  
-LB5C0: STA SQ1SQ2SFXData ;Clear all listed memory addresses. +LB5C0:  STA SQ1SQ2SFXData               ;Clear all listed memory addresses. 
-LB5C3: STA SQ1SFXPeriodLow +LB5C3:  STA SQ1SFXPeriodLow             
-LB5C6: STA ThisMultiFrame +LB5C6:  STA ThisMultiFrame              
-LB5C9: STA WriteMultiChannelData ; +LB5C9:  STA WriteMultiChannelData       
-LB5CC: RTS ;+LB5CC:  RTS                             ;
  
 EndMultiSFX: EndMultiSFX:
-LB5CD: LDA #$10 +LB5CD:  LDA #$10                        
-LB5CF: STA SQ1Cntrl0 ;Disable SQ1 envelope generator(sound off). +LB5CF:  STA SQ1Cntrl0                   ;Disable SQ1 envelope generator(sound off). 
-LB5D2: STA SQ2Cntrl0 ;Disable SQ2 envelope generator(sound off). +LB5D2:  STA SQ2Cntrl0                   ;Disable SQ2 envelope generator(sound off). 
-LB5D5: LDA #$7F +LB5D5:  LDA #$7F                        
-LB5D7: STA SQ1Cntrl1 ;Disable SQ1 sweep. +LB5D7:  STA SQ1Cntrl1                   ;Disable SQ1 sweep. 
-LB5DA: STA SQ2Cntrl1 ;Disable SQ2 sweep. +LB5DA:  STA SQ2Cntrl1                   ;Disable SQ2 sweep. 
-LB5DD: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags. +LB5DD:  JSR ClearCurrentSFXFlags        ;($B4A2)Clear all SFX flags. 
-LB5E0: LDA #$00 +LB5E0:  LDA #$00                        
-LB5E2: STA SQ1InUse +LB5E2:  STA SQ1InUse                    
-LB5E5: STA SQ2InUse ;Allows music player to use SQ1 and SQ2 channels. +LB5E5:  STA SQ2InUse                    ;Allows music player to use SQ1 and SQ2 channels. 
-LB5E8: INC WriteMultiChannelData ; +LB5E8:  INC WriteMultiChannelData       
-LB5EB: RTS ;+LB5EB:  RTS                             ;
  
 BossHitSFXStart: BossHitSFXStart:
-LB5EC: LDY #$2D ;Low byte of SQ1 sound data start address(base=$B200). +LB5EC:  LDY #$2D                        ;Low byte of SQ1 sound data start address(base=$B200). 
-LB5EE: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. +LB5EE:  JSR LoadSQ1ChannelSFX           ;($B368)Set SQ1 SFX data. 
-LB5F1: LDY #$29 ;Low byte of SQ2 sound data start address(base=$B200). +LB5F1:  LDY #$29                        ;Low byte of SQ2 sound data start address(base=$B200). 
-LB5F3: JMP MultiSFXInit ;($B5A5)Initiate multi channel SFX.+LB5F3:  JMP MultiSFXInit                ;($B5A5)Initiate multi channel SFX.
  
 BossHitSFXContinue: BossHitSFXContinue:
-LB5F6: INC SQ1SFXData ;Increment index to data in table below. +LB5F6:  INC SQ1SFXData                  ;Increment index to data in table below. 
-LB5F9: LDY SQ1SFXData +LB5F9:  LDY SQ1SFXData                  
-LB5FC: LDA $B63C,Y +LB5FC:  LDA $B63C,                    
-LB5FF: STA SQ1Cntrl0 ;Load SQ1Cntrl0 and SQ2Cntrl0 from table below. +LB5FF:  STA SQ1Cntrl0                   ;Load SQ1Cntrl0 and SQ2Cntrl0 from table below. 
-LB602: STA SQ2Cntrl0 +LB602:  STA SQ2Cntrl0                   
-LB605: LDA SQ1SFXData +LB605:  LDA SQ1SFXData                  
-LB608: CMP #$14 ;After #$14 frames, end SFX. +LB608:  CMP #$14                        ;After #$14 frames, end SFX. 
-LB60A: BEQ ++ +LB60A:  BEQ ++                          
-LB60C: CMP #$06 ;After six or more frames of SFX, branch. +LB60C:  CMP #$06                        ;After six or more frames of SFX, branch. 
-LB60E: BCC + +LB60E:  BCC +                           
-LB610: LDA RandomNumber1 +LB610:  LDA RandomNumber1               
-LB612: ORA #$10 ;Set bit 5. +LB612:  ORA #$10                        ;Set bit 5. 
-LB614: AND #$7F ;Randomly set bits 7, 3, 2, 1 and 0. +LB614:  AND #$7F                        ;Randomly set bits 7, 3, 2, 1 and 0. 
-LB616: STA SQ1SFXPeriodLow ;Store in SQ1 period low. +LB616:  STA SQ1SFXPeriodLow             ;Store in SQ1 period low. 
-LB619: ROL +LB619:  ROL                             
-LB61A: STA SQ1SQ2SFXData +LB61A:  STA SQ1SQ2SFXData               
-LB61D: JMP WriteSQ1SQ2PeriodLow ;($B62C)Write period low data to SQ1 and SQ2. +LB61D:  JMP WriteSQ1SQ2PeriodLow        ;($B62C)Write period low data to SQ1 and SQ2. 
-LB620:* INC SQ1SQ2SFXData +LB620:* INC SQ1SQ2SFXData               
-LB623: INC SQ1SQ2SFXData ;Increment SQ1 and SQ2 period low by two. +LB623:  INC SQ1SQ2SFXData               ;Increment SQ1 and SQ2 period low by two. 
-LB626: INC SQ1SFXPeriodLow +LB626:  INC SQ1SFXPeriodLow             
-LB629: INC SQ1SFXPeriodLow ;+LB629:  INC SQ1SFXPeriodLow             ;
  
 WriteSQ1SQ2PeriodLow: WriteSQ1SQ2PeriodLow:
-LB62C: LDA SQ1SQ2SFXData +LB62C:  LDA SQ1SQ2SFXData               
-LB62F: STA SQ2Cntrl2 ;Write new SQ1 and SQ2 period lows to SQ1 and SQ2--> +LB62F:  STA SQ2Cntrl2                   ;Write new SQ1 and SQ2 period lows to SQ1 and SQ2--> 
-LB632: LDA SQ1SFXPeriodLow ;channels. +LB632:  LDA SQ1SFXPeriodLow             ;channels. 
-LB635: STA SQ1Cntrl2 +LB635:  STA SQ1Cntrl2                   
-LB638: RTS ;+LB638:  RTS                             ;
  
-LB639:* JMP EndMultiSFX ;($B5CD)End SFX.+LB639:* JMP EndMultiSFX                 ;($B5CD)End SFX.
  
 BossHitSFXDataTbl: BossHitSFXDataTbl:
-LB63C: .byte $38, $3D, $3F, $3F, $3F, $3F, $3F, $3D, $3B, $39, $3B, $3D, $3F, $3D, $3B, $39 +LB63C:  .byte $38, $3D, $3F, $3F, $3F, $3F, $3F, $3D, $3B, $39, $3B, $3D, $3F, $3D, $3B, $39 
-LB64C: .byte $3B, $3D, $3F, $39+LB64C:  .byte $3B, $3D, $3F, $39
  
 SamusHitSFXContinue: SamusHitSFXContinue:
-LB650: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB650:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB653: BNE + ;If more SFX frames to process, branch. +LB653:  BNE +                           ;If more SFX frames to process, branch. 
-LB655: JMP EndMultiSFX ;($B5CD)End SFX. +LB655:  JMP EndMultiSFX                 ;($B5CD)End SFX. 
-LB658:* LDY #$25 ;Low byte of SQ1 sound data start address(base=$B200). +LB658:* LDY #$25                        ;Low byte of SQ1 sound data start address(base=$B200). 
-LB65A: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. +LB65A:  JSR LoadSQ1ChannelSFX           ;($B368)Set SQ1 SFX data. 
-LB65D: LDA RandomNumber1 +LB65D:  LDA RandomNumber1               
-LB65F: AND #$0F ;Randomly set last four bits of SQ1 period low. +LB65F:  AND #$0F                        ;Randomly set last four bits of SQ1 period low. 
-LB661: STA SQ1Cntrl2 +LB661:  STA SQ1Cntrl2                   
-LB664: LDY #$25 ;Low byte of SQ2 sound data start address(base=$B200). +LB664:  LDY #$25                        ;Low byte of SQ2 sound data start address(base=$B200). 
-LB666: JSR LoadSQ2ChannelSFX ;($B374)Set SQ2 SFX data. +LB666:  JSR LoadSQ2ChannelSFX           ;($B374)Set SQ2 SFX data. 
-LB669: LDA RandomNumber1 +LB669:  LDA RandomNumber1               
-LB66B: LSR ;Multiply random number by 4. +LB66B:  LSR                             ;Multiply random number by 4. 
-LB66C: LSR +LB66C:  LSR                             
-LB66D: AND #$0F +LB66D:  AND #$0F                        
-LB66F: STA SQ2Cntrl2 ;Randomly set bits 2 and 3 of SQ2 period low. +LB66F:  STA SQ2Cntrl2                   ;Randomly set bits 2 and 3 of SQ2 period low. 
-LB672: RTS ;+LB672:  RTS                             ;
  
 SamusHitSFXStart: SamusHitSFXStart:
-LB673: LDY #$25 ;Low byte of SQ1 sound data start address(base=$B200). +LB673:  LDY #$25                        ;Low byte of SQ1 sound data start address(base=$B200). 
-LB675: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. +LB675:  JSR LoadSQ1ChannelSFX           ;($B368)Set SQ1 SFX data. 
-LB678: LDA RandomNumber1 +LB678:  LDA RandomNumber1               
-LB67A: AND #$0F ;Randomly set last four bits of SQ1 period low. +LB67A:  AND #$0F                        ;Randomly set last four bits of SQ1 period low. 
-LB67C: STA SQ1Cntrl2 +LB67C:  STA SQ1Cntrl2                   
-LB67F: CLC +LB67F:  CLC                             
-LB680: LDA RandomNumber1 ;Randomly set last three bits of SQ2 period low+1. +LB680:  LDA RandomNumber1               ;Randomly set last three bits of SQ2 period low+1. 
-LB682: AND #$03 +LB682:  AND #$03                        
-LB684: ADC #$01 ;Number of frames to play sound before a change. +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). +LB686:  LDY #$25                        ;Low byte of SQ2 sound data start address(base=$B200). 
-LB688: JSR MultiSFXInit ;($B5A5)Initiate multi channel SFX. +LB688:  JSR MultiSFXInit                ;($B5A5)Initiate multi channel SFX. 
-LB68B: LDA RandomNumber1 +LB68B:  LDA RandomNumber1               
-LB68D: LSR ;Multiply random number by 4. +LB68D:  LSR                             ;Multiply random number by 4. 
-LB68E: LSR +LB68E:  LSR                             
-LB68F: AND #$0F +LB68F:  AND #$0F                        
-LB691: STA SQ2Cntrl2 ;Randomly set bits 2 and 3 of SQ2 period low. +LB691:  STA SQ2Cntrl2                   ;Randomly set bits 2 and 3 of SQ2 period low. 
-LB694:* RTS ;+LB694:* RTS                             ;
  
 IncorrectPasswordSFXStart: IncorrectPasswordSFXStart:
-LB695: LDY #$31 ;Low byte of SQ1 sound data start address(base=$B200). +LB695:  LDY #$31                        ;Low byte of SQ1 sound data start address(base=$B200). 
-LB697: JSR LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data. +LB697:  JSR LoadSQ1ChannelSFX           ;($B368)Set SQ1 SFX data. 
-LB69A: LDA #$20 ;Number of frames to play sound before a change. +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). +LB69C:  LDY #$35                        ;Low byte of SQ2 sound data start address(base=$B200). 
-LB69E: JMP MultiSFXInit ;($B5A5)Initiate multi channel SFX.+LB69E:  JMP MultiSFXInit                ;($B5A5)Initiate multi channel SFX.
  
 IncorrectPasswordSFXContinue: IncorrectPasswordSFXContinue:
-LB6A1: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB6A1:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB6A4: BNE - ;If more frames to process, branch to exit. +LB6A4:  BNE -                           ;If more frames to process, branch to exit. 
-LB6A6: JMP EndMultiSFX ;($B5CD)End SFX.+LB6A6:  JMP EndMultiSFX                 ;($B5CD)End SFX.
  
 ;The following table is used by the below routine to load SQ1Cntrl2 data in the--> ;The following table is used by the below routine to load SQ1Cntrl2 data in the-->
Line 4720: Line 4720:
  
 MissilePickupSFXTbl: MissilePickupSFXTbl:
-LB6A9: .byte $BD, $8D, $7E, $5E, $46, $3E, $00 +LB6A9:  .byte $BD, $8D, $7E, $5E, $46, $3E, $00 
  
 MissilePickupSFXContinue: MissilePickupSFXContinue:
-LB6B0: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB6B0:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB6B3: BNE MusicBranch03 ;If more frames to process, branch to exit. +LB6B3:  BNE MusicBranch03               ;If more frames to process, branch to exit. 
-LB6B5: LDY SQ1SFXData +LB6B5:  LDY SQ1SFXData                  
-LB6B8: LDA MissilePickupSFXTbl,Y ;Load SFX data from table above. +LB6B8:  LDA MissilePickupSFXTbl,      ;Load SFX data from table above. 
-LB6BB: BNE + +LB6BB:  BNE +                           
-LB6BD: JMP EndSQ1SFX ;($B6F2)SFX completed. +LB6BD:  JMP EndSQ1SFX                   ;($B6F2)SFX completed. 
-LB6C0:* STA SQ1Cntrl2 +LB6C0:* STA SQ1Cntrl2                   
-LB6C3: LDA $B244 ;#$28. +LB6C3:  LDA $B244                       ;#$28. 
-LB6C6: STA SQ1Cntrl3 ;load SQ1Cntrl3 with #$28. +LB6C6:  STA SQ1Cntrl3                   ;load SQ1Cntrl3 with #$28. 
-LB6C9: INC SQ1SFXData ;Increment index to data table above every 5 frames.+LB6C9:  INC SQ1SFXData                  ;Increment index to data table above every 5 frames.
  
 MusicBranch03: MusicBranch03:
-LB6CC: RTS ;Exit from multiple routines.+LB6CC:  RTS                             ;Exit from multiple routines.
  
 MissilePickupSFXStart: MissilePickupSFXStart:
-LB6CD: LDA #$05 ;Number of frames to play sound before a change. +LB6CD:  LDA #$05                        ;Number of frames to play sound before a change. 
-LB6CF: LDY #$41 ;Lower byte of sound data start address(base=$B200). +LB6CF:  LDY #$41                        ;Lower byte of sound data start address(base=$B200). 
-LB6D1: BNE +++ ;Branch always.+LB6D1:  BNE +++                         ;Branch always.
  
 EnergyPickupSFXContinue: EnergyPickupSFXContinue:
-LB6D3: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB6D3:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB6D6: BNE MusicBranch03 ;If more frames to process, branch to exit. +LB6D6:  BNE MusicBranch03               ;If more frames to process, branch to exit. 
-LB6D8: INC SQ1SFXData +LB6D8:  INC SQ1SFXData                  
-LB6DB: LDA SQ1SFXData ;Every six frames, reload SFX info.  Does it--> +LB6DB:  LDA SQ1SFXData                  ;Every six frames, reload SFX info.  Does it--> 
-LB6DE: CMP #$03 ;three times for a total of 18 frames. +LB6DE:  CMP #$03                        ;three times for a total of 18 frames. 
-LB6E0: BEQ + +LB6E0:  BEQ +                           
-LB6E2: LDY #$3D +LB6E2:  LDY #$3D                        
-LB6E4: JMP LoadSQ1ChannelSFX ;($B368)Set SQ1 SFX data.+LB6E4:  JMP LoadSQ1ChannelSFX           ;($B368)Set SQ1 SFX data.
  
 EnergyPickupSFXStart: EnergyPickupSFXStart:
-LB6E7: LDA #$06 ;Number of frames to play sound before a change. +LB6E7:  LDA #$06                        ;Number of frames to play sound before a change. 
-LB6E9: LDY #$3D ;Lower byte of sound data start address(base=$B200). +LB6E9:  LDY #$3D                        ;Lower byte of sound data start address(base=$B200). 
-LB6EB: BNE +++ ;Branch always.+LB6EB:  BNE +++                         ;Branch always.
  
 ;The following continue routine is used by the metal, bird out of hole, ;The following continue routine is used by the metal, bird out of hole,
Line 4761: Line 4761:
  
 SQ1SFXContinue: SQ1SFXContinue:
-LB6ED: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB6ED:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB6F0: BNE MusicBranch03 ;+LB6F0:  BNE MusicBranch03               ;
  
 EndSQ1SFX: EndSQ1SFX:
-LB6F2:* LDA #$10 +LB6F2:* LDA #$10                        
-LB6F4: STA SQ1Cntrl0 ;Disable envelope generator(sound off). +LB6F4:  STA SQ1Cntrl0                   ;Disable envelope generator(sound off). 
-LB6F7: LDA #$00 +LB6F7:  LDA #$00                        
-LB6F9: STA SQ1InUse ;Allows music to use SQ1 channel. +LB6F9:  STA SQ1InUse                    ;Allows music to use SQ1 channel. 
-LB6FC: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags. +LB6FC:  JSR ClearCurrentSFXFlags        ;($B4A2)Clear all SFX flags. 
-LB6FF: INC WriteMultiChannelData ;Allows music routines to load SQ1 and SQ2 music. +LB6FF:  INC WriteMultiChannelData       ;Allows music routines to load SQ1 and SQ2 music. 
-LB702: RTS ;+LB702:  RTS                             ;
  
 SamusJumpSFXStart: SamusJumpSFXStart:
-LB703: LDA CurrentMusic ;If escape music is playing, exit without playing--> +LB703:  LDA CurrentMusic                ;If escape music is playing, exit without playing--> 
-LB706: CMP #$04 ;Samus jump SFX. +LB706:  CMP #$04                        ;Samus jump SFX. 
-LB708: BEQ MusicBranch03 +LB708:  BEQ MusicBranch03               
-LB70A: LDA #$0C ;Number of frames to play sound before a change. +LB70A:  LDA #$0C                        ;Number of frames to play sound before a change. 
-LB70C: LDY #$51 ;Lower byte of sound data start address(base=$B200). +LB70C:  LDY #$51                        ;Lower byte of sound data start address(base=$B200). 
-LB70E: BNE SelectSFX1 ;Branch always.+LB70E:  BNE SelectSFX1                  ;Branch always.
  
 EnemyHitSFXStart: EnemyHitSFXStart:
-LB710: LDA #$08 ;Number of frames to play sound before a change. +LB710:  LDA #$08                        ;Number of frames to play sound before a change. 
-LB712: LDY #$55 ;Lower byte of sound data start address(base=$B200). +LB712:  LDY #$55                        ;Lower byte of sound data start address(base=$B200). 
-LB714: BNE SelectSFX1 ;Branch always.+LB714:  BNE SelectSFX1                  ;Branch always.
  
 BulletFireSFXStart: BulletFireSFXStart:
-LB716: LDA HasBeamSFX +LB716:  LDA HasBeamSFX                  
-LB719: LSR ;If Samus has ice beam, branch. +LB719:  LSR                             ;If Samus has ice beam, branch. 
-LB71A: BCS +++++ +LB71A:  BCS +++++                       
-LB71C: LDA SQ1ContSFX ;If MissilePickup, EnergyPickup, BirdOutOfHole--> +LB71C:  LDA SQ1ContSFX                  ;If MissilePickup, EnergyPickup, BirdOutOfHole--> 
-LB71F: AND #$CC ;or EnemyHit SFX already playing, branch to exit. +LB71F:  AND #$CC                        ;or EnemyHit SFX already playing, branch to exit. 
-LB721: BNE MusicBranch03 +LB721:  BNE MusicBranch03               
-LB723: LDA HasBeamSFX +LB723:  LDA HasBeamSFX                  
-LB726: ASL ;If Samus has long beam, branch. +LB726:  ASL                             ;If Samus has long beam, branch. 
-LB727: BCS + +LB727:  BCS +                           
-LB729: LDA #$03 ;Number of frames to play sound before a change. +LB729:  LDA #$03                        ;Number of frames to play sound before a change. 
-LB72B: LDY #$4D ;Lower byte of sound data start address(base=$B200). +LB72B:  LDY #$4D                        ;Lower byte of sound data start address(base=$B200). 
-LB72D: BNE SelectSFX1 ;Branch always (Plays ShortBeamSFX).+LB72D:  BNE SelectSFX1                  ;Branch always (Plays ShortBeamSFX).
  
 HasLongBeamSFXStart: HasLongBeamSFXStart:
-LB72F:* LDA #$07 ;Number of frames to play sound before a change. +LB72F:* LDA #$07                        ;Number of frames to play sound before a change. 
-LB731: LDY #$49 ;Lower byte of sound data start address(base=$B200). +LB731:  LDY #$49                        ;Lower byte of sound data start address(base=$B200). 
-LB733: BNE SelectSFX1 ;Branch always.+LB733:  BNE SelectSFX1                  ;Branch always.
  
 MetalSFXStart: MetalSFXStart:
-LB735: LDA #$0B ;Number of frames to play sound before a change. +LB735:  LDA #$0B                        ;Number of frames to play sound before a change. 
-LB737: LDY #$45 ;Lower byte of sound data start address(base=$B200).+LB737:  LDY #$45                        ;Lower byte of sound data start address(base=$B200).
  
 SelectSFX1: SelectSFX1:
-LB739:* JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB739:* JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 BirdOutOfHoleSFXStart: BirdOutOfHoleSFXStart:
-LB73C: LDA CurrentMusic ;If escape music is playing, use this SFX to make--> +LB73C:  LDA CurrentMusic                ;If escape music is playing, use this SFX to make--> 
-LB73F: CMP #$04 ;the bomb ticking sound, else play regular SFX. +LB73F:  CMP #$04                        ;the bomb ticking sound, else play regular SFX. 
-LB741: BEQ + +LB741:  BEQ +                           
-LB743: LDA #$16 ;Number of frames to play sound before a change. +LB743:  LDA #$16                        ;Number of frames to play sound before a change. 
-LB745: LDY #$59 ;Lower byte of sound data start address(base=$B200). +LB745:  LDY #$59                        ;Lower byte of sound data start address(base=$B200). 
-LB747: BNE SelectSFX1 ;Branch always. +LB747:  BNE SelectSFX1                  ;Branch always. 
-LB749:* LDA #$07 ;Number of frames to play sound before a change. +LB749:* LDA #$07                        ;Number of frames to play sound before a change. 
-LB74B: LDY #$39 ;Lower byte of sound data start address(base=$B200). +LB74B:  LDY #$39                        ;Lower byte of sound data start address(base=$B200). 
-LB74D: BNE SelectSFX1 ;Branch always.+LB74D:  BNE SelectSFX1                  ;Branch always.
  
 BulletFireSFXContinue: BulletFireSFXContinue:
-LB74F: LDA HasBeamSFX +LB74F:  LDA HasBeamSFX                  
-LB752: LSR ;If Samus has ice beam, branch. +LB752:  LSR                             ;If Samus has ice beam, branch. 
-LB753: BCS +++ +LB753:  BCS +++                         
-LB755: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB755:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB758: BNE + ;If more frames to process, branch to exit. +LB758:  BNE +                           ;If more frames to process, branch to exit. 
-LB75A: JMP EndSQ1SFX ;($B6F2)If SFX finished, jump. +LB75A:  JMP EndSQ1SFX                   ;($B6F2)If SFX finished, jump. 
-LB75D:* RTS ;+LB75D:* RTS                             ;
  
 HasIceBeamSFXStart: HasIceBeamSFXStart:
-LB75E:* LDA #$07 ;Number of frames to play sound before a change. +LB75E:* LDA #$07                        ;Number of frames to play sound before a change. 
-LB760: LDY #$61 ;Lower byte of sound data start address(base=$B200). +LB760:  LDY #$61                        ;Lower byte of sound data start address(base=$B200). 
-LB762: JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB762:  JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 HasIceBeamSFXContinue: HasIceBeamSFXContinue:
-LB765:* JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB765:* JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB768: BNE + ;If more frames to process, branch. +LB768:  BNE +                           ;If more frames to process, branch. 
-LB76A: JMP EndSQ1SFX ;($B6F2)If SFX finished, jump. +LB76A:  JMP EndSQ1SFX                   ;($B6F2)If SFX finished, jump. 
-LB76D:* LDA SQ1SFXData +LB76D:* LDA SQ1SFXData                  
-LB770: AND #$01 ;Determine index for IceBeamSFXDataTbl below. +LB770:  AND #$01                        ;Determine index for IceBeamSFXDataTbl below. 
-LB772: TAY +LB772:  TAY                             
-LB773: LDA IceBeamSFXDataTbl,Y ;Loads A with value from IceBeamSFXDataTbl below. +LB773:  LDA IceBeamSFXDataTbl,        ;Loads A with value from IceBeamSFXDataTbl below. 
-LB776: BNE ++ ;+LB776:  BNE ++                          ;
  
 IceBeamSFXDataTbl: IceBeamSFXDataTbl:
-LB778: .byte $93 ;Ice beam SFX period low data. +LB778:  .byte $93                       ;Ice beam SFX period low data. 
-LB779: .byte $81  ;+LB779:  .byte $81                       ;
  
 WaveBeamSFXStart: WaveBeamSFXStart:
-LB77A: LDA #$08 ;Number of frames to play sound before a change. +LB77A:  LDA #$08                        ;Number of frames to play sound before a change. 
-LB77C: LDY #$5D ;Lower byte of sound data start address(base=$B200). +LB77C:  LDY #$5D                        ;Lower byte of sound data start address(base=$B200). 
-LB77E: JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB77E:  JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 WaveBeamSFXContinue: WaveBeamSFXContinue:
-LB781: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB781:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB784: BNE + ;If more frames to process, branch. +LB784:  BNE +                           ;If more frames to process, branch. 
-LB786: LDY SQ1SQ2SFXData +LB786:  LDY SQ1SQ2SFXData               
-LB789: INC SQ1SQ2SFXData ;Load wave beam SFXDisable/enable envelope length--> +LB789:  INC SQ1SQ2SFXData               ;Load wave beam SFXDisable/enable envelope length--> 
-LB78C: LDA WaveBeamSFXDisLngthTbl,Y ;data from WaveBeamSFXDisableLengthTbl. +LB78C:  LDA WaveBeamSFXDisLngthTbl,   ;data from WaveBeamSFXDisableLengthTbl. 
-LB78F: STA SQ1Cntrl0 +LB78F:  STA SQ1Cntrl0                   
-LB792: BNE MusicBranch10 ;If at end of WaveBeamSFXDisableLengthTbl, end SFX. +LB792:  BNE MusicBranch10               ;If at end of WaveBeamSFXDisableLengthTbl, end SFX. 
-LB794: JMP EndSQ1SFX ;($B6F2)If SFX finished, jump. +LB794:  JMP EndSQ1SFX                   ;($B6F2)If SFX finished, jump. 
-LB797:* LDA SQ1SFXData +LB797:* LDA SQ1SFXData 
-LB79A: AND #$01 +LB79A:  AND #$01                        
-LB79C: TAY ;Load wave beam SFX period low data from--> +LB79C:  TAY                             ;Load wave beam SFX period low data from--> 
-LB79D: LDA WaveBeamSFXPeriodLowTbl,Y ;WaveBeamSFXPeriodLowTbl.+LB79D:  LDA WaveBeamSFXPeriodLowTbl,  ;WaveBeamSFXPeriodLowTbl.
  
 LoadSQ1PeriodLow: LoadSQ1PeriodLow:
-LB7A0:* STA SQ1Cntrl2 ;Change the period low data for SQ1 channel. +LB7A0:* STA SQ1Cntrl2                   ;Change the period low data for SQ1 channel. 
-LB7A3: INC SQ1SFXData ;+LB7A3:  INC SQ1SFXData                  ;
  
 MusicBranch10: MusicBranch10:
-LB7A6: RTS ;Exit for multiple routines.+LB7A6:  RTS                             ;Exit for multiple routines.
    
 WaveBeamSFXPeriodLowTbl: WaveBeamSFXPeriodLowTbl:
-LB7A7: .byte $58 ;Wave beam SFX period low data. +LB7A7:  .byte $58                       ;Wave beam SFX period low data. 
-LB7A8: .byte $6F ;+LB7A8:  .byte $6F                       ;
  
 WaveBeamSFXDisLngthTbl: WaveBeamSFXDisLngthTbl:
-LB7A9: .byte $93 +LB7A9:  .byte $93                       
-LB7AA: .byte $91 ;Wave beam SFX Disable/enable envelope length data. +LB7AA:  .byte $91                       ;Wave beam SFX Disable/enable envelope length data. 
-LB7AB: .byte $00 ;+LB7AB:  .byte $00                       ;
  
 DoorOpenCloseSFXStart: DoorOpenCloseSFXStart:
-LB7AC: LDA $B287 ;#$30. +LB7AC:  LDA $B287                       ;#$30. 
-LB7AF: STA TrianglePeriodLow ;Set triangle period low data byte. +LB7AF:  STA TrianglePeriodLow           ;Set triangle period low data byte. 
-LB7B2: LDA $B288 ;#$B2. +LB7B2:  LDA $B288                       ;#$B2. 
-LB7B5: AND #$07 ;Set triangle period high data byte. +LB7B5:  AND #$07                        ;Set triangle period high data byte. 
-LB7B7: STA TrianglePeriodHigh ;#$B7. +LB7B7:  STA TrianglePeriodHigh          ;#$B7. 
-LB7BA: LDA #$0F +LB7BA:  LDA #$0F                        
-LB7BC: STA TriangleChangeLow ;Change triangle channel period low every frame by #$0F. +LB7BC:  STA TriangleChangeLow           ;Change triangle channel period low every frame by #$0F. 
-LB7BF: LDA #$00 +LB7BF:  LDA #$00                        
-LB7C1: STA TriangleChangeHigh ;No change in triangle channel period high. +LB7C1:  STA TriangleChangeHigh          ;No change in triangle channel period high. 
-LB7C4: LDA #$1F ;Number of frames to play sound before a change. +LB7C4:  LDA #$1F                        ;Number of frames to play sound before a change. 
-LB7C6: LDY #$85 ;Lower byte of sound data start address(base=$B200). +LB7C6:  LDY #$85                        ;Lower byte of sound data start address(base=$B200). 
-LB7C8: JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB7C8:  JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 DoorOpenCloseSFXContinue: DoorOpenCloseSFXContinue:
-LB7CB: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB7CB:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB7CE: BNE + +LB7CE:  BNE +                           
-LB7D0: JMP EndTriangleSFX ;($B896)End SFX. +LB7D0:  JMP EndTriangleSFX              ;($B896)End SFX. 
-LB7D3:* JSR DecreaseTrianglePeriods ;($B98C)Decrease periods. +LB7D3:* JSR DecreaseTrianglePeriods     ;($B98C)Decrease periods. 
-LB7D6: JMP WriteTrianglePeriods ;($B869)Save new periods.+LB7D6:  JMP WriteTrianglePeriods        ;($B869)Save new periods.
  
 BeepSFXStart: BeepSFXStart:
-LB7D9: LDA TriangleContSFX ;If BombLaunchSFX is already playing, branch--> +LB7D9:  LDA TriangleContSFX             ;If BombLaunchSFX is already playing, branch--> 
-LB7DC: AND #$80 ;without playing BeepSFX. +LB7DC:  AND #$80                        ;without playing BeepSFX. 
-LB7DE: BNE MusicBranch10 +LB7DE:  BNE MusicBranch10               
-LB7E0: LDA #$03 ;Number of frames to play sound before a change. +LB7E0:  LDA #$03                        ;Number of frames to play sound before a change. 
-LB7E2: LDY #$79 ;Lower byte of sound data start address(base=$B200). +LB7E2:  LDY #$79                        ;Lower byte of sound data start address(base=$B200). 
-LB7E4: JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB7E4:  JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 BeepSFXContinue: BeepSFXContinue:
-LB7E7: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB7E7:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB7EA: BNE MusicBranch10 ;If more frames to process, branch to exit. +LB7EA:  BNE MusicBranch10               ;If more frames to process, branch to exit. 
-LB7EC: JMP EndTriangleSFX ;($B896)End SFX.+LB7EC:  JMP EndTriangleSFX              ;($B896)End SFX.
  
 BigEnemyHitSFXStart: BigEnemyHitSFXStart:
-LB7EF: LDA #$12 ;Increase triangle low period by #$12 every frame. +LB7EF:  LDA #$12                        ;Increase triangle low period by #$12 every frame. 
-LB7F1: STA TriangleChangeLow +LB7F1:  STA TriangleChangeLow           
-LB7F4: LDA #$00 +LB7F4:  LDA #$00                        
-LB7F6: STA TriangleChangeHigh ;Does not change triangle period high. +LB7F6:  STA TriangleChangeHigh          ;Does not change triangle period high. 
-LB7F9: LDA $B27F ;#$42. +LB7F9:  LDA $B27F                       ;#$42. 
-LB7FC: STA TrianglePeriodLow ;Save new triangle period low data. +LB7FC:  STA TrianglePeriodLow           ;Save new triangle period low data. 
-LB7FF: LDA $B280 ;#$18. +LB7FF:  LDA $B280                       ;#$18. 
-LB802: AND #$07 ;#$1F. +LB802:  AND #$07                        ;#$1F. 
-LB804: STA TrianglePeriodHigh ;Save new triangle period high data. +LB804:  STA TrianglePeriodHigh          ;Save new triangle period high data. 
-LB807: LDA #$0A ;Number of frames to play sound before a change. +LB807:  LDA #$0A                        ;Number of frames to play sound before a change. 
-LB809: LDY #$7D ;Lower byte of sound data start address(base=$B200). +LB809:  LDY #$7D                        ;Lower byte of sound data start address(base=$B200). 
-LB80B: JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB80B:  JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 BigEnemyHitSFXContinue: BigEnemyHitSFXContinue:
-LB80E: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB80E:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB811: BNE + ;If more frames to process, branch +LB811:  BNE +                           ;If more frames to process, branch 
-LB813: JMP EndTriangleSFX ;($B896)End SFX +LB813:  JMP EndTriangleSFX              ;($B896)End SFX 
-LB816:* JSR IncreaseTrianglePeriods ;($B978)Increase periods. +LB816:* JSR IncreaseTrianglePeriods     ;($B978)Increase periods. 
-LB819: LDA RandomNumber1 +LB819:  LDA RandomNumber1               
-LB81B: AND #$3C +LB81B:  AND #$3C                        
-LB81D: STA TriangleSFXData +LB81D:  STA TriangleSFXData             
-LB820: LDA TrianglePeriodLow ;Randomly set or clear bits 2, 3, 4 and 5 in--> +LB820:  LDA TrianglePeriodLow           ;Randomly set or clear bits 2, 3, 4 and 5 in--> 
-LB823: AND #$C3 ;triangle channel period low. +LB823:  AND #$C3                        ;triangle channel period low. 
-LB825: ORA TriangleSFXData +LB825:  ORA TriangleSFXData             
-LB828: STA TriangleCntrl2 +LB828:  STA TriangleCntrl2              
-LB82B: LDA TrianglePeriodHigh +LB82B:  LDA TrianglePeriodHigh          
-LB82E: ORA #$40 ;Set 4th bit in triangle channel period high. +LB82E:  ORA #$40                        ;Set 4th bit in triangle channel period high. 
-LB830: STA TriangleCntrl3 +LB830:  STA TriangleCntrl3              
-LB833: RTS ;+LB833:  RTS                             ;
  
 SamusToBallSFXStart: SamusToBallSFXStart:
-LB834: LDA #$08 ;Number of frames to play sound before a change. +LB834:  LDA #$08                        ;Number of frames to play sound before a change. 
-LB836: LDY #$6D ;Lower byte of sound data start address(base=$B200). +LB836:  LDY #$6D                        ;Lower byte of sound data start address(base=$B200). 
-LB838: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. +LB838:  JSR SelectSFXRoutine            ;($B452)Setup registers for SFX. 
-LB83B: LDA #$05 +LB83B:  LDA #$05                        
-LB83D: STA PercentDifference ;Stores percent difference. In this case 5 = 1/5 = 20%. +LB83D:  STA PercentDifference           ;Stores percent difference. In this case 5 = 1/5 = 20%. 
-LB840: LDA $B26F ;#$DD. +LB840:  LDA $B26F                       ;#$DD. 
-LB843: STA TrianglePeriodLow ;Save new triangle period low data. +LB843:  STA TrianglePeriodLow           ;Save new triangle period low data. 
-LB846: LDA $B270 ;#$3B. +LB846:  LDA $B270                       ;#$3B. 
-LB849: AND #$07 ;#$02. +LB849:  AND #$07                        ;#$02. 
-LB84B: STA TrianglePeriodHigh ;Save new triangle period high data. +LB84B:  STA TrianglePeriodHigh          ;Save new triangle period high data. 
-LB84E: RTS ;+LB84E:  RTS                             ;
  
 SamusToBallSFXContinue: SamusToBallSFXContinue:
-LB84F: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB84F:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB852: BNE + ;If more frames to process, branch. +LB852:  BNE +                           ;If more frames to process, branch. 
-LB854: JMP EndTriangleSFX ;($B896)End SFX. +LB854:  JMP EndTriangleSFX              ;($B896)End SFX. 
-LB857:* JSR DivideTrianglePeriods ;($B9A0)reduces triangle period low by 20% each frame. +LB857:* JSR DivideTrianglePeriods       ;($B9A0)reduces triangle period low by 20% each frame. 
-LB85A: LDA TriangleLowPercentage ; +LB85A:  LDA TriangleLowPercentage       
-LB85D: STA TriangleChangeLow ;Store new values to change triangle periods. +LB85D:  STA TriangleChangeLow           ;Store new values to change triangle periods. 
-LB860: LDA TriangleHighPercentage ; +LB860:  LDA TriangleHighPercentage      
-LB863: STA TriangleChangeHigh +LB863:  STA TriangleChangeHigh          
-LB866: JSR DecreaseTrianglePeriods ;($B98C)Decrease periods.+LB866:  JSR DecreaseTrianglePeriods     ;($B98C)Decrease periods.
  
 WriteTrianglePeriods: WriteTrianglePeriods:
-LB869: LDA TrianglePeriodLow ;Write TrianglePeriodLow to triangle channel. +LB869:  LDA TrianglePeriodLow           ;Write TrianglePeriodLow to triangle channel. 
-LB86C: STA TriangleCntrl2 +LB86C:  STA TriangleCntrl2              
-LB86F: LDA TrianglePeriodHigh +LB86F:  LDA TrianglePeriodHigh          
-LB872: ORA #$08 ;Write TrianglePeriodHigh to triangle channel. +LB872:  ORA #$08                        ;Write TrianglePeriodHigh to triangle channel. 
-LB874: STA TriangleCntrl3 +LB874:  STA TriangleCntrl3              
-LB877: RTS ;+LB877:  RTS                             ;
  
 BombLaunchSFXStart: BombLaunchSFXStart:
-LB878: LDA #$04 ;Number of frames to play sound before a change. +LB878:  LDA #$04                        ;Number of frames to play sound before a change. 
-LB87A: LDY #$65 ;Lower byte of sound data start address(base=$B200). +LB87A:  LDY #$65                        ;Lower byte of sound data start address(base=$B200). 
-LB87C: JMP SelectSFXRoutine ;($B452)Setup registers for SFX.+LB87C:  JMP SelectSFXRoutine            ;($B452)Setup registers for SFX.
  
 BombLaunchSFXContinue: BombLaunchSFXContinue:
-LB87F: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB87F:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB882: BNE MusicBranch04 ;If more frames to process, branch to exit. +LB882:  BNE MusicBranch04               ;If more frames to process, branch to exit. 
-LB884: INC TriangleSFXData +LB884:  INC TriangleSFXData             
-LB887: LDA TriangleSFXData ;After four frames, load second part of SFX. +LB887:  LDA TriangleSFXData             ;After four frames, load second part of SFX. 
-LB88A: CMP #$02 +LB88A:  CMP #$02                        
-LB88C: BNE + +LB88C:  BNE +                           
-LB88E: JMP EndTriangleSFX ;($B896)End SFX. +LB88E:  JMP EndTriangleSFX              ;($B896)End SFX. 
-LB891:* LDY #$69 ;Lower byte of sound data start address(base=$B200). +LB891:* LDY #$69                        ;Lower byte of sound data start address(base=$B200). 
-LB893: JMP LoadTriangleChannelSFX ;($B36C)Prepare to load triangle channel with data.+LB893:  JMP LoadTriangleChannelSFX      ;($B36C)Prepare to load triangle channel with data.
  
 EndTriangleSFX: EndTriangleSFX:
-LB896: LDA #$00 +LB896:  LDA #$00                        
-LB898: STA TriangleCntrl0 ;clear TriangleCntr0(sound off). +LB898:  STA TriangleCntrl0              ;clear TriangleCntr0(sound off). 
-LB89B: STA TriangleInUse ;Allows music to use triangle channel. +LB89B:  STA TriangleInUse               ;Allows music to use triangle channel. 
-LB89E: LDA #$18 +LB89E:  LDA #$18                        
-LB8A0: STA TriangleCntrl3 ;Set length index to #$03. +LB8A0:  STA TriangleCntrl3              ;Set length index to #$03. 
-LB8A3: JSR ClearCurrentSFXFlags ;($B4A2)Clear all SFX flags.+LB8A3:  JSR ClearCurrentSFXFlags        ;($B4A2)Clear all SFX flags.
  
 MusicBranch04: MusicBranch04:
-LB8A6: RTS ;Exit from for multiple routines.+LB8A6:  RTS                             ;Exit from for multiple routines.
  
 MetroidHitSFXStart: MetroidHitSFXStart:
-LB8A7: LDA #$03 ;Number of frames to play sound before a change. +LB8A7:  LDA #$03                        ;Number of frames to play sound before a change. 
-LB8A9: LDY #$71 ;Lower byte of sound data start address(base=$B200). +LB8A9:  LDY #$71                        ;Lower byte of sound data start address(base=$B200). 
-LB8AB: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. +LB8AB:  JSR SelectSFXRoutine            ;($B452)Setup registers for SFX. 
-LB8AE: JMP RndTrianglePeriods ;($B8C3)MetroidHit SFX has several different sounds.+LB8AE:  JMP RndTrianglePeriods          ;($B8C3)MetroidHit SFX has several different sounds.
  
 MetroiHitSFXContinue: MetroiHitSFXContinue:
-LB8B1: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB8B1:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB8B4: BEQ + +LB8B4:  BEQ +                           
-LB8B6: INC TriangleSFXData +LB8B6:  INC TriangleSFXData             
-LB8B9: LDA TriangleSFXData ;Randomize triangle periods nine times throughout--> +LB8B9:  LDA TriangleSFXData             ;Randomize triangle periods nine times throughout--> 
-LB8BC: CMP #$09 ;the course of the SFX. +LB8BC:  CMP #$09                        ;the course of the SFX. 
-LB8BE: BNE MusicBranch04 ;If SFX not done, branch. +LB8BE:  BNE MusicBranch04               ;If SFX not done, branch. 
-LB8C0: JMP EndTriangleSFX ;($B896)End SFX.+LB8C0:  JMP EndTriangleSFX              ;($B896)End SFX.
  
 RndTrianglePeriods: RndTrianglePeriods:
-LB8C3:* LDA RandomNumber1 ;Randomly set or reset bits 7, 4, 2 and 1 of--> +LB8C3:* LDA RandomNumber1               ;Randomly set or reset bits 7, 4, 2 and 1 of--> 
-LB8C5: ORA #$6C ;triangle channel period low. +LB8C5:  ORA #$6C                        ;triangle channel period low. 
-LB8C7: STA TriangleCntrl2 +LB8C7:  STA TriangleCntrl2              
-LB8CA: AND #$01 +LB8CA:  AND #$01                        
-LB8CC: ORA #$F8 ;Randomly set or reset last bit of triangle--> +LB8CC:  ORA #$F8                        ;Randomly set or reset last bit of triangle--> 
-LB8CE: STA TriangleCntrl3 ;channel period high. +LB8CE:  STA TriangleCntrl3              ;channel period high. 
-LB8D1: RTS ;+LB8D1:  RTS                             ;
  
 SamusDieSFXStart: SamusDieSFXStart:
-LB8D2: JSR InitializeSoundAddresses ;($B404)Clear all sound addresses. +LB8D2:  JSR InitializeSoundAddresses    ;($B404)Clear all sound addresses. 
-LB8D5: LDA #$0E ;Number of frames to play sound before a change. +LB8D5:  LDA #$0E                        ;Number of frames to play sound before a change. 
-LB8D7: LDY #$75 ;Lower byte of sound data start address(base=$B200). +LB8D7:  LDY #$75                        ;Lower byte of sound data start address(base=$B200). 
-LB8D9: JSR SelectSFXRoutine ;($B452)Setup registers for SFX. +LB8D9:  JSR SelectSFXRoutine            ;($B452)Setup registers for SFX. 
-LB8DC: LDA #$15 ;Decrease triangle SFX periods by 4.8% every frame. +LB8DC:  LDA #$15                        ;Decrease triangle SFX periods by 4.8% every frame. 
-LB8DE: STA PercentDifference +LB8DE:  STA PercentDifference           
-LB8E1: LDA $B277 ;#$40. +LB8E1:  LDA $B277                       ;#$40. 
-LB8E4: STA TrianglePeriodLow +LB8E4:  STA TrianglePeriodLow           
-LB8E7: LDA #$00 ;Initial values of triangle periods. +LB8E7:  LDA #$00                        ;Initial values of triangle periods. 
-LB8E9: STA TrianglePeriodHigh +LB8E9:  STA TrianglePeriodHigh          
-LB8EC:* RTS ;+LB8EC:* RTS                             ;
  
 SamusDieSFXContinue: SamusDieSFXContinue:
-LB8ED: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB8ED:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB8F0: BNE + +LB8F0:  BNE +                           
-LB8F2: LDA #$20 ;Store change in triangle period low. +LB8F2:  LDA #$20                        ;Store change in triangle period low. 
-LB8F4: STA TriangleChangeLow +LB8F4:  STA TriangleChangeLow           
-LB8F7: LDA #$00 +LB8F7:  LDA #$00                        
-LB8F9: STA TriangleChangeHigh ;No change in triangle period high. +LB8F9:  STA TriangleChangeHigh          ;No change in triangle period high. 
-LB8FC: JSR DecreaseTrianglePeriods ;($B98C)Decrease periods. +LB8FC:  JSR DecreaseTrianglePeriods     ;($B98C)Decrease periods. 
-LB8FF: INC TriangleSFXData +LB8FF:  INC TriangleSFXData             
-LB902: LDA TriangleSFXData +LB902:  LDA TriangleSFXData             
-LB905: CMP #$06 +LB905:  CMP #$06                        
-LB907: BNE - ;If more frames to process, branch to exit. +LB907:  BNE -                           ;If more frames to process, branch to exit. 
-LB909: JMP EndTriangleSFX ;($B896)End SFX. +LB909:  JMP EndTriangleSFX              ;($B896)End SFX. 
-LB90C:* JSR DivideTrianglePeriods ;($B9A0)reduces triangle period low. +LB90C:* JSR DivideTrianglePeriods       ;($B9A0)reduces triangle period low. 
-LB90F: LDA TriangleLowPercentage ; +LB90F:  LDA TriangleLowPercentage       
-LB912: STA TriangleChangeLow ;Update triangle periods. +LB912:  STA TriangleChangeLow           ;Update triangle periods. 
-LB915: LDA TriangleHighPercentage ; +LB915:  LDA TriangleHighPercentage      
-LB918: STA TriangleChangeHigh +LB918:  STA TriangleChangeHigh          
-LB91B: JSR IncreaseTrianglePeriods ;($B978)Increase periods. +LB91B:  JSR IncreaseTrianglePeriods     ;($B978)Increase periods. 
-LB91E: JMP WriteTrianglePeriods ;($B869)Save new periods.+LB91E:  JMP WriteTrianglePeriods        ;($B869)Save new periods.
  
 StatueRaiseSFXStart: StatueRaiseSFXStart:
-LB921: LDA $B283 ;#$11. +LB921:  LDA $B283                       ;#$11. 
-LB924: STA TrianglePeriodLow ;Save period low data. +LB924:  STA TrianglePeriodLow           ;Save period low data. 
-LB927: LDA $B284 ;#$09. +LB927:  LDA $B284                       ;#$09. 
-LB92A: AND #$07 +LB92A:  AND #$07                        
-LB92C: STA TrianglePeriodHigh ;Store last three bits in $B284. +LB92C:  STA TrianglePeriodHigh          ;Store last three bits in $B284. 
-LB92F: LDA #$00 +LB92F:  LDA #$00                        
-LB931: STA TriangleChangeHigh ;No change in Triangle period high. +LB931:  STA TriangleChangeHigh          ;No change in Triangle period high. 
-LB934: LDA #$0B +LB934:  LDA #$0B                        
-LB936: STA TriangleChangeLow +LB936:  STA TriangleChangeLow           
-LB939: LDA #$06 ;Number of frames to play sound before a change. +LB939:  LDA #$06                        ;Number of frames to play sound before a change. 
-LB93B: LDY #$81 ;Lower byte of sound data start address(base=$B200). +LB93B:  LDY #$81                        ;Lower byte of sound data start address(base=$B200). 
-LB93D: JMP SelectSFXroutine ;($B452)Setup registers for SFX.+LB93D:  JMP SelectSFXroutine            ;($B452)Setup registers for SFX.
  
 StatueRaiseSFXContinue: StatueRaiseSFXContinue:
-LB940: JSR IncrementSFXFrame ;($B4A9)Get next databyte to process in SFX. +LB940:  JSR IncrementSFXFrame           ;($B4A9)Get next databyte to process in SFX. 
-LB943: BNE ++ +LB943:  BNE ++                          
-LB945: INC TriangleSFXData ;Increment TriangleSFXData every 6 frames. +LB945:  INC TriangleSFXData             ;Increment TriangleSFXData every 6 frames. 
-LB948: LDA TriangleSFXData +LB948:  LDA TriangleSFXData             
-LB94B: CMP #$09 ;When TriangleSFXData = #$09, end SFX. +LB94B:  CMP #$09                        ;When TriangleSFXData = #$09, end SFX. 
-LB94D: BNE + +LB94D:  BNE +                           
-LB94F: JMP EndTriangleSFX ;($B896)End SFX. +LB94F:  JMP EndTriangleSFX              ;($B896)End SFX. 
-LB952:* LDA TriangleChangeLow +LB952:* LDA TriangleChangeLow           
-LB955: PHA ;Save triangle periods. +LB955:  PHA                             ;Save triangle periods. 
-LB956: LDA TriangleChangeHigh +LB956:  LDA TriangleChangeHigh          
-LB959: PHA +LB959:  PHA                             
-LB95A: LDA #$25 +LB95A:  LDA #$25                        
-LB95C: STA TriangleChangeLow +LB95C:  STA TriangleChangeLow           
-LB95F: LDA #$00 ;No change in triangle period high. +LB95F:  LDA #$00                        ;No change in triangle period high. 
-LB961: STA TriangleChangeHigh +LB961:  STA TriangleChangeHigh          
-LB964: JSR IncreaseTrianglePeriods ;($B978)Increase periods. +LB964:  JSR IncreaseTrianglePeriods     ;($B978)Increase periods. 
-LB967: PLA +LB967:  PLA                             
-LB968: STA TriangleChangeHigh ;Restore triangle periods. +LB968:  STA TriangleChangeHigh          ;Restore triangle periods. 
-LB96B: PLA +LB96B:  PLA                             
-LB96C: STA TriangleChangeLow +LB96C:  STA TriangleChangeLow           
-LB96F: JMP WriteTrianglePeriods ;($B869)Save new periods. +LB96F:  JMP WriteTrianglePeriods        ;($B869)Save new periods. 
-LB972:* JSR DecreaseTrianglePeriods ;($B98C)Decrease periods. +LB972:* JSR DecreaseTrianglePeriods     ;($B98C)Decrease periods. 
-LB975: JMP WriteTrianglePeriods ;($B869)Save new periods.+LB975:  JMP WriteTrianglePeriods        ;($B869)Save new periods.
  
 IncreaseTrianglePeriods: IncreaseTrianglePeriods:
-LB978: CLC  +LB978:  CLC  
-LB979: LDA TrianglePeriodLow +LB979:  LDA TrianglePeriodLow           
-LB97C: ADC TriangleChangeLow ;Calculate new TrianglePeriodLow. +LB97C:  ADC TriangleChangeLow           ;Calculate new TrianglePeriodLow. 
-LB97F: STA TrianglePeriodLow +LB97F:  STA TrianglePeriodLow           
-LB982: LDA TrianglePeriodHigh +LB982:  LDA TrianglePeriodHigh          
-LB985: ADC TriangleChangeHigh ;Calculate new TrianglePeriodHigh. +LB985:  ADC TriangleChangeHigh          ;Calculate new TrianglePeriodHigh. 
-LB988: STA TrianglePeriodHigh +LB988:  STA TrianglePeriodHigh          
-LB98B: RTS ;+LB98B:  RTS                             ;
  
 DecreaseTrianglePeriods: DecreaseTrianglePeriods:
-LB98C: SEC  +LB98C:  SEC  
-LB98D: LDA TrianglePeriodLow +LB98D:  LDA TrianglePeriodLow           
-LB990: SBC TriangleChangeLow ;Calculate new TrianglePeriodLow. +LB990:  SBC TriangleChangeLow           ;Calculate new TrianglePeriodLow. 
-LB993: STA TrianglePeriodLow +LB993:  STA TrianglePeriodLow           
-LB996: LDA TrianglePeriodHigh +LB996:  LDA TrianglePeriodHigh          
-LB999: SBC TriangleChangeHigh ;Calculate new TrianglePeriodHigh. +LB999:  SBC TriangleChangeHigh          ;Calculate new TrianglePeriodHigh. 
-LB99C: STA TrianglePeriodHigh +LB99C:  STA TrianglePeriodHigh          
-LB99F: RTS ;+LB99F:  RTS                             ;
  
 DivideTrianglePeriods: DivideTrianglePeriods:
-LB9A0: LDA TrianglePeriodLow +LB9A0:  LDA TrianglePeriodLow           
-LB9A3: PHA ;Store TrianglePeriodLow and TrianglePeriodHigh. +LB9A3:  PHA                             ;Store TrianglePeriodLow and TrianglePeriodHigh. 
-LB9A4: LDA TrianglePeriodHigh +LB9A4:  LDA TrianglePeriodHigh          
-LB9A7: PHA +LB9A7:  PHA                             
-LB9A8: LDA #$00 +LB9A8:  LDA #$00                        
-LB9AA: STA DivideData +LB9AA:  STA DivideData                  
-LB9AD: LDX #$10 +LB9AD:  LDX #$10                        
-LB9AF: ROL TrianglePeriodLow +LB9AF:  ROL TrianglePeriodLow           
-LB9B2: ROL TrianglePeriodHigh +LB9B2:  ROL TrianglePeriodHigh          
-LB9B5:* ROL DivideData ;The following routine takes the triangle period--> +LB9B5:* ROL DivideData                  ;The following routine takes the triangle period--> 
-LB9B8: LDA DivideData ;high and triangle period low values and reduces--> +LB9B8:  LDA DivideData                  ;high and triangle period low values and reduces--> 
-LB9BB: CMP PercentDifference ;them by a certain percent.  The percent is--> +LB9BB:  CMP PercentDifference           ;them by a certain percent.  The percent is--> 
-LB9BE: BCC + ;determined by the value stored in--> +LB9BE:  BCC +                           ;determined by the value stored in--> 
-LB9C0: SBC PercentDifference ;PercentDifference.  If PercentDifference=#$05,--> +LB9C0:  SBC PercentDifference           ;PercentDifference.  If PercentDifference=#$05,--> 
-LB9C3: STA DivideData ;then the values will be reduced by 20%(1/5).--> +LB9C3:  STA DivideData                  ;then the values will be reduced by 20%(1/5).--> 
-LB9C6:* ROL TrianglePeriodLow ;If PercentDifference=#$0A,Then the value will--> +LB9C6:* ROL TrianglePeriodLow           ;If PercentDifference=#$0A,Then the value will--> 
-LB9C9: ROL TrianglePeriodHigh ;be reduced by 10%(1/10), etc. This function is--> +LB9C9:  ROL TrianglePeriodHigh          ;be reduced by 10%(1/10), etc. This function is--> 
-LB9CC: DEX ;basically a software emulation of a sweep function. +LB9CC:  DEX                             ;basically a software emulation of a sweep function. 
-LB9CD: BNE -- +LB9CD:  BNE --                          
-LB9CF: LDA TrianglePeriodLow +LB9CF:  LDA TrianglePeriodLow           
-LB9D2: STA TriangleLowPercentage ; +LB9D2:  STA TriangleLowPercentage       
-LB9D5: LDA TrianglePeriodHigh +LB9D5:  LDA TrianglePeriodHigh          
-LB9D8: STA TriangleHighPercentage ; +LB9D8:  STA TriangleHighPercentage      
-LB9DB: PLA +LB9DB:  PLA                             
-LB9DC: STA TrianglePeriodHigh ;Restore TrianglePerodLow and TrianglePeriodHigh. +LB9DC:  STA TrianglePeriodHigh          ;Restore TrianglePerodLow and TrianglePeriodHigh. 
-LB9DF: PLA +LB9DF:  PLA                             
-LB9E0: STA TrianglePeriodLow +LB9E0:  STA TrianglePeriodLow           
-LB9E3: RTS ;+LB9E3:  RTS                             ;
  
 ;--------------------------------------[ End SFX routines ]------------------------------------- ;--------------------------------------[ End SFX routines ]-------------------------------------
    
 SetVolumeAndDisableSweep: SetVolumeAndDisableSweep:
-LB9E4: LDA #$7F +LB9E4:  LDA #$7F                        
-LB9E6: STA MusicSQ1Sweep ;Disable sweep generator on SQ1 and SQ2. +LB9E6:  STA MusicSQ1Sweep               ;Disable sweep generator on SQ1 and SQ2. 
-LB9E9: STA MusicSQ2Sweep +LB9E9:  STA MusicSQ2Sweep               
-LB9EC: STX SQ1DutyEnvelope ;Store duty cycle and volume data for SQ1 and SQ2. +LB9EC:  STX SQ1DutyEnvelope             ;Store duty cycle and volume data for SQ1 and SQ2. 
-LB9EF: STY SQ2DutyEnvelope +LB9EF:  STY SQ2DutyEnvelope             
-LB9F2: RTS ;+LB9F2:  RTS                             ;
  
 ResetVolumeIndex: ResetVolumeIndex:
-LB9F3: LDA SQ1MusicFrameCount ;If at the beginning of a new SQ1 note, set--> +LB9F3:  LDA SQ1MusicFrameCount          ;If at the beginning of a new SQ1 note, set--> 
-LB9F6: CMP #$01 ;SQ1VolumeIndex = #$01. +LB9F6:  CMP #$01                        ;SQ1VolumeIndex = #$01. 
-LB9F8: BNE + +LB9F8:  BNE +                           
-LB9FA: STA SQ1VolumeIndex +LB9FA:  STA SQ1VolumeIndex              
-LB9FD:* LDA SQ2MusicFrameCount +LB9FD:* LDA SQ2MusicFrameCount          
-LBA00: CMP #$01 ;If at the beginning of a new SQ2 note, set--> +LBA00:  CMP #$01                        ;If at the beginning of a new SQ2 note, set--> 
-LBA02: BNE + ;SQ2VolumeIndex = #$01. +LBA02:  BNE +                           ;SQ2VolumeIndex = #$01. 
-LBA04: STA SQ2VolumeIndex +LBA04:  STA SQ2VolumeIndex              
-LBA07:* RTS  ;+LBA07:* RTS                             ;
  
 LoadSQ1SQ2Periods: LoadSQ1SQ2Periods:
-LBA08: LDA WriteMultiChannelData ;If a Multi channel data does not need to be--> +LBA08:  LDA WriteMultiChannelData       ;If a Multi channel data does not need to be--> 
-LBA0B: BEQ + ;loaded, branch to exit. +LBA0B:  BEQ +                           ;loaded, branch to exit. 
-LBA0D: LDA #$00 +LBA0D:  LDA #$00                        
-LBA0F: STA WriteMultiChannelData ;Clear multi channel data write flag. +LBA0F:  STA WriteMultiChannelData       ;Clear multi channel data write flag. 
-LBA12: LDA MusicSQ1Sweep +LBA12:  LDA MusicSQ1Sweep               
-LBA15: STA SQ1Cntrl1 +LBA15:  STA SQ1Cntrl1                   
-LBA18: LDA MusicSQ1PeriodLow +LBA18:  LDA MusicSQ1PeriodLow           
-LBA1B: STA SQ1Cntrl2 ;Loads SQ1 channel addresses $4001, $4002, $4003. +LBA1B:  STA SQ1Cntrl2                   ;Loads SQ1 channel addresses $4001, $4002, $4003. 
-LBA1E: LDA MusicSQ1PeriodHigh +LBA1E:  LDA MusicSQ1PeriodHigh          
-LBA21: STA SQ1Cntrl3 +LBA21:  STA SQ1Cntrl3                   
-LBA24: LDA MusicSQ2Sweep +LBA24:  LDA MusicSQ2Sweep               
-LBA27: STA SQ2Cntrl1 +LBA27:  STA SQ2Cntrl1                   
-LBA2A: LDA MusicSQ2PeriodLow +LBA2A:  LDA MusicSQ2PeriodLow           
-LBA2D: STA SQ2Cntrl2 ;Loads SQ2 channel addresses $4005, $4006, $4007. +LBA2D:  STA SQ2Cntrl2                   ;Loads SQ2 channel addresses $4005, $4006, $4007. 
-LBA30: LDA MusicSQ2PeriodHigh +LBA30:  LDA MusicSQ2PeriodHigh          
-LBA33: STA SQ2Cntrl3 +LBA33:  STA SQ2Cntrl3                   
-LBA36:* RTS ;+LBA36:* RTS                             ;
  
 LoadSQ1SQ2Channels: LoadSQ1SQ2Channels:
-LBA37: LDX #$00 ;Load SQ1 channel data. +LBA37:  LDX #$00                        ;Load SQ1 channel data. 
-LBA39: JSR WriteSQCntrl0 ;($BA41)Write Cntrl0 data. +LBA39:  JSR WriteSQCntrl0               ;($BA41)Write Cntrl0 data. 
-LBA3C: INX ;Load SQ2 channel data. +LBA3C:  INX                             ;Load SQ2 channel data. 
-LBA3D: JSR WriteSQCntrl0 ;($BA41)Write Cntrl0 data. +LBA3D:  JSR WriteSQCntrl0               ;($BA41)Write Cntrl0 data. 
-LBA40: RTS ;+LBA40:  RTS                             ;
  
 WriteSQCntrl0: WriteSQCntrl0:
-LBA41: LDA SQ1VolumeCntrl,X ;Load SQ channel volume data. If zero, branch to exit. +LBA41:  LDA SQ1VolumeCntrl,           ;Load SQ channel volume data. If zero, branch to exit. 
-LBA44: BEQ +++++ +LBA44:  BEQ +++++                       
-LBA46: STA VolumeCntrlAddress +LBA46:  STA VolumeCntrlAddress          
-LBA48: JSR LoadSQ1SQ2Periods ;($BA08)Load SQ1 and SQ2 control information. +LBA48:  JSR LoadSQ1SQ2Periods           ;($BA08)Load SQ1 and SQ2 control information. 
-LBA4B: LDA SQ1VolumeData,X +LBA4B:  LDA SQ1VolumeData,            
-LBA4E: CMP #$10 ;If sound channel is not currently--> +LBA4E:  CMP #$10                        ;If sound channel is not currently--> 
-LBA50: BEQ +++++++ ;playing sound, branch. +LBA50:  BEQ +++++++                     ;playing sound, branch. 
-LBA52: LDY #$00 +LBA52:  LDY #$00                        
-LBA54:* DEC VolumeCntrlAddress ;Desired entry in VolumeCntrlAdressTbl. +LBA54:* DEC VolumeCntrlAddress          ;Desired entry in VolumeCntrlAdressTbl. 
-LBA56: BEQ + +LBA56:  BEQ +                           
-LBA58: INY ;*2(2 byte address to find voulume control data). +LBA58:  INY                             ;*2(2 byte address to find voulume control data). 
-LBA59: INY +LBA59:  INY                             
-LBA5A: BNE - ;Keep decrementing until desired address is found. +LBA5A:  BNE -                           ;Keep decrementing until desired address is found. 
-LBA5C:* LDA VolumeCntrlAddressTbl,Y ;Base is $BCB0. +LBA5C:* LDA VolumeCntrlAddressTbl,    ;Base is $BCB0. 
-LBA5F: STA $EC ;Volume data address low byte. +LBA5F:  STA $EC                         ;Volume data address low byte. 
-LBA61: LDA VolumeCntrlAddressTbl+1,Y ;Base is $BCB1. +LBA61:  LDA VolumeCntrlAddressTbl+1,  ;Base is $BCB1. 
-LBA64: STA $ED ;Volume data address high byte. +LBA64:  STA $ED                         ;Volume data address high byte. 
-LBA66: LDY SQ1VolumeIndex,X ;Index to desired volume data. +LBA66:  LDY SQ1VolumeIndex,           ;Index to desired volume data. 
-LBA69: LDA ($EC),Y ;Load desired volume for current channel into--> +LBA69:  LDA ($EC),                    ;Load desired volume for current channel into--> 
-LBA6B: STA Cntrl0Data ;Cntrl0Data. +LBA6B:  STA Cntrl0Data                  ;Cntrl0Data. 
-LBA6D: CMP #$FF ;If last entry in volume table is #$FF, restore--> +LBA6D:  CMP #$FF                        ;If last entry in volume table is #$FF, restore--> 
-LBA6F: BEQ MusicBranch05 ;volume to its original level after done reading--> +LBA6F:  BEQ MusicBranch05               ;volume to its original level after done reading--> 
-LBA71: CMP #$F0 ;Volume data.  If #$F0 is last entry, turn sound--> +LBA71:  CMP #$F0                        ;Volume data.  If #$F0 is last entry, turn sound--> 
-LBA73: BEQ MusicBranch06 ;off on current channel until next note. +LBA73:  BEQ MusicBranch06               ;off on current channel until next note. 
-LBA75: LDA SQ1DutyEnvelope,X ;Remove duty cycle data For current channel and--> +LBA75:  LDA SQ1DutyEnvelope,          ;Remove duty cycle data For current channel and--> 
-LBA78: AND #$F0 ;add this frame of volume data and store results-->  +LBA78:  AND #$F0                        ;add this frame of volume data and store results-->  
-LBA7A: ORA Cntrl0Data ;in Cntrl0Data. +LBA7A:  ORA Cntrl0Data                  ;in Cntrl0Data. 
-LBA7C: TAY +LBA7C:  TAY                             
-LBA7D:* INC SQ1VolumeIndex,X ;Increment Index to volume data. +LBA7D:* INC SQ1VolumeIndex,           ;Increment Index to volume data. 
-LBA80:* LDA SQ1InUse,X ;If SQ1 or SQ2(depends on loop iteration) in use,--> +LBA80:* LDA SQ1InUse,                 ;If SQ1 or SQ2(depends on loop iteration) in use,--> 
-LBA83: BNE + ;branch to exit, else write SQ(1 or 2)Cntrl0. +LBA83:  BNE +                           ;branch to exit, else write SQ(1 or 2)Cntrl0. 
-LBA85: TXA +LBA85:  TXA                             
-LBA86: BEQ ++ ;If currently on SQ1, branch to write SQ1 data.+LBA86:  BEQ ++                          ;If currently on SQ1, branch to write SQ1 data.
  
-WriteSQ2Cntrl0: +WriteSQ2Cntrl0:                         
-LBA88: STY SQ2Cntrl0 ;Write SQ2Cntrl0 data. +LBA88:  STY SQ2Cntrl0                   ;Write SQ2Cntrl0 data. 
-LBA8B:* RTS ;+LBA8B:* RTS                             ;
  
-WriteSQ1Cntrl0: +WriteSQ1Cntrl0:                         
-LBA8C:* STY SQ1Cntrl0 ;Write SQ1Cntrl0 data. +LBA8C:* STY SQ1Cntrl0                   ;Write SQ1Cntrl0 data. 
-LBA8F: RTS ;+LBA8F:  RTS                             ;
  
 MusicBranch05: MusicBranch05:
-LBA90: LDY SQ1DutyEnvelope,X ;Restore original volume of sound channel. +LBA90:  LDY SQ1DutyEnvelope,          ;Restore original volume of sound channel. 
-LBA93: BNE --- ;Branch always.+LBA93:  BNE ---                         ;Branch always.
  
 MusicBranch06: MusicBranch06:
-LBA95: LDY #$10 ;Disable envelope generator and set volume to 0. +LBA95:  LDY #$10                        ;Disable envelope generator and set volume to 0. 
-LBA97: BNE --- ;Branch always. +LBA97:  BNE ---                         ;Branch always. 
-LBA99:* LDY #$10 ;Disable envelope generator and set volume to 0. +LBA99:* LDY #$10                        ;Disable envelope generator and set volume to 0. 
-LBA9B: BNE ----- ;Branch always.+LBA9B:  BNE -----                       ;Branch always.
  
 GotoCheckRepeatMusic: GotoCheckRepeatMusic:
-LBA9D:* JSR CheckRepeatMusic ;($B3F0)Resets music flags if music repeats. +LBA9D:* JSR CheckRepeatMusic            ;($B3F0)Resets music flags if music repeats. 
-LBAA0: RTS ;+LBAA0:  RTS                             ;
  
 GotoLoadSQ1SQ2Channels: GotoLoadSQ1SQ2Channels:
-LBAA1:* JSR LoadSQ1SQ2Channels ;($BA37)Load SQ1 and SQ2 channel data. +LBAA1:* JSR LoadSQ1SQ2Channels          ;($BA37)Load SQ1 and SQ2 channel data. 
-LBAA4: RTS ;+LBAA4:  RTS                             ;
  
 LoadCurrentMusicFrameData: LoadCurrentMusicFrameData:
-LBAA5: JSR ResetVolumeIndex ;($B9F3)Reset index if at the beginning of a new note. +LBAA5:  JSR ResetVolumeIndex            ;($B9F3)Reset index if at the beginning of a new note. 
-LBAA8: LDA #$00 +LBAA8:  LDA #$00                        
-LBAAA: TAX ;X = #$00. +LBAAA:  TAX                             ;X = #$00. 
-LBAAB: STA ThisSoundChannel ;(#$00, #$04, #$08 or #$0C). +LBAAB:  STA ThisSoundChannel            ;(#$00, #$04, #$08 or #$0C). 
-LBAAE: BEQ ++ +LBAAE:  BEQ ++                          
-LBAB0:* TXA +LBAB0:* TXA                             
-LBAB1: LSR +LBAB1:  LSR                             
-LBAB2: TAX ;Increment to next sound channel(1,2 or 3). +LBAB2:  TAX                             ;Increment to next sound channel(1,2 or 3). 
- +                                        
-IncrementToNextChannel: +IncrementToNextChannel:                 
-LBAB3: INX +LBAB3:  INX                             
-LBAB4: TXA +LBAB4:  TXA                             
-LBAB5: CMP #$04 ;If done with four sound channels, branch to load--> +LBAB5:  CMP #$04                        ;If done with four sound channels, branch to load--> 
-LBAB7: BEQ -- ;sound channel SQ1 SQ2 data. +LBAB7:  BEQ --                          ;sound channel SQ1 SQ2 data. 
-LBAB9: LDA ThisSoundChannel ;Add 4 to the least significant byte of the current--> +LBAB9:  LDA ThisSoundChannel            ;Add 4 to the least significant byte of the current--> 
-LBABC: CLC  ;sound channel start address.  This moves to next--> +LBABC:  CLC                             ;sound channel start address.  This moves to next--> 
-LBABD: ADC #$04 ;sound channel address ranges to process. +LBABD:  ADC #$04                        ;sound channel address ranges to process. 
-LBABF: STA ThisSoundChannel +LBABF:  STA ThisSoundChannel            
-LBAC2:* TXA +LBAC2:* TXA                             
-LBAC3: ASL ;*2(two bytes for sound channel info base address). +LBAC3:  ASL                             ;*2(two bytes for sound channel info base address). 
-LBAC4: TAX +LBAC4:  TAX                             
-LBAC5: LDA SQ1LowBaseByte,X +LBAC5:  LDA SQ1LowBaseByte,           
-LBAC8: STA $E6 ;Load sound channel info base address into $E6--> +LBAC8:  STA $E6                         ;Load sound channel info base address into $E6--> 
-LBACA: LDA SQ1HighBaseByte,X ;and $E7. ($E6=low byte, $E7=high byte). +LBACA:  LDA SQ1HighBaseByte,          ;and $E7. ($E6=low byte, $E7=high byte). 
-LBACD: STA $E7 +LBACD:  STA $E7                         
-LBACF: LDA SQ1HighBaseByte,X ;If no data for this sound channel, branch--> +LBACF:  LDA SQ1HighBaseByte,          ;If no data for this sound channel, branch--> 
-LBAD2: BEQ -- ;to find data for next sound channel. +LBAD2:  BEQ --                          ;to find data for next sound channel. 
-LBAD4: TXA +LBAD4:  TXA                             
-LBAD5: LSR ;/2. Determine current sound channel (0,1,2 or3). +LBAD5:  LSR                             ;/2. Determine current sound channel (0,1,2 or3). 
-LBAD6: TAX +LBAD6:  TAX                             
-LBAD7: DEC SQ1MusicFrameCount,X ;Decrement the current sound channel frame count--> +LBAD7:  DEC SQ1MusicFrameCount,       ;Decrement the current sound channel frame count--> 
-LBADA: BNE IncrementToNextChannel ;If not zero, branch to check next channel, else--> +LBADA:  BNE IncrementToNextChannel      ;If not zero, branch to check next channel, else--> 
- ;load the next set of sound channel data.+                                        ;load the next set of sound channel data.
 LoadNextChannelIndexData: LoadNextChannelIndexData:
-LBADC: LDY SQ1MusicIndexIndex,X ;Load current channel index to music data index. +LBADC:  LDY SQ1MusicIndexIndex,       ;Load current channel index to music data index. 
-LBADF: INC SQ1MusicIndexIndex,X ;Increment current channel index to music data index. +LBADF:  INC SQ1MusicIndexIndex,       ;Increment current channel index to music data index. 
-LBAE2: LDA ($E6),Y +LBAE2:  LDA ($E6),                    
-LBAE4: BEQ ---- ;Branch if music has reached the end. +LBAE4:  BEQ ----                                ;Branch if music has reached the end. 
-LBAE6: TAY ;Transfer music data index to Y (base=$BE77) . +LBAE6:  TAY                             ;Transfer music data index to Y (base=$BE77) . 
-LBAE7: CMP #$FF +LBAE7:  CMP #$FF                        
-LBAE9: BEQ + ;At end of loop? If yes, branch. +LBAE9:  BEQ +                           ;At end of loop? If yes, branch. 
-LBAEB: AND #$C0 +LBAEB:  AND #$C0                        
-LBAED: CMP #$C0 ;At beginnig of new loop? if yes, branch. +LBAED:  CMP #$C0                        ;At beginnig of new loop? if yes, branch. 
-LBAEF: BEQ ++ +LBAEF:  BEQ ++                          
-LBAF1: JMP LoadMusicChannel ;($BB1C)Load music data into channel.+LBAF1:  JMP LoadMusicChannel            ;($BB1C)Load music data into channel.
  
 RepeatMusicLoop: RepeatMusicLoop:
-LBAF4:* LDA SQ1RepeatCounter,X ;If loop counter has reached zero, branch to exit. +LBAF4:* LDA SQ1RepeatCounter,         ;If loop counter has reached zero, branch to exit. 
-LBAF7: BEQ ++ +LBAF7:  BEQ ++                          
-LBAF9: DEC SQ1RepeatCounter,X ;Decrement loop counter. +LBAF9:  DEC SQ1RepeatCounter,         ;Decrement loop counter. 
-LBAFC: LDA SQ1LoopIndex,X ;Load loop index for proper channel and store it in--> +LBAFC:  LDA SQ1LoopIndex,             ;Load loop index for proper channel and store it in--> 
-LBAFF: STA SQ1MusicIndexIndex,X ;music index index address. +LBAFF:  STA SQ1MusicIndexIndex,       ;music index index address. 
-LBB02: BNE ++ ;Branch unless music has reached the end.+LBB02:  BNE ++                          ;Branch unless music has reached the end.
  
 StartNewMusicLoop: StartNewMusicLoop:
-LBB04:* TYA +LBB04:* TYA                             
-LBB05: AND #$3F ;Remove last six bits of loop controller and save--> +LBB05:  AND #$3F                        ;Remove last six bits of loop controller and save--> 
-LBB07: STA SQ1RepeatCounter,X ;in repeat counter addresses.  # of times to loop. +LBB07:  STA SQ1RepeatCounter,         ;in repeat counter addresses.  # of times to loop. 
-LBB0A: DEC SQ1RepeatCounter,X ;Decrement loop counter. +LBB0A:  DEC SQ1RepeatCounter,         ;Decrement loop counter. 
-LBB0D: LDA SQ1MusicIndexIndex,X ;Store location of loop start in loop index address. +LBB0D:  LDA SQ1MusicIndexIndex,       ;Store location of loop start in loop index address. 
-LBB10: STA SQ1LoopIndex,X +LBB10:  STA SQ1LoopIndex,             
-LBB13:* JMP LoadNextChannelIndexData ;($BADC)Load next channel index data.+LBB13:* JMP LoadNextChannelIndexData    ;($BADC)Load next channel index data.
  
-LBB16:* JMP LoadNoiseChannelMusic ;($BBDE)Load data for noise channel music.+LBB16:* JMP LoadNoiseChannelMusic       ;($BBDE)Load data for noise channel music.
  
-LBB19:* JMP LoadTriangleCntrl0 ;($BBB7)Load Cntrl0 byte of triangle channel.+LBB19:* JMP LoadTriangleCntrl0          ;($BBB7)Load Cntrl0 byte of triangle channel.
  
 LoadMusicChannel: LoadMusicChannel:
-LBB1C: TYA +LBB1C:  TYA                             
-LBB1D: AND #$B0 +LBB1D:  AND #$B0                        
-LBB1F: CMP #$B0 ;Is data byte music note length data?  If not, branch. +LBB1F:  CMP #$B0                        ;Is data byte music note length data?  If not, branch. 
-LBB21: BNE + +LBB21:  BNE +                           
-LBB23: TYA +LBB23:  TYA                             
-LBB24: AND #$0F ;Separate note length data. +LBB24:  AND #$0F                        ;Separate note length data. 
-LBB26: CLC +LBB26:  CLC                             
-LBB27: ADC NoteLengthTblOffset ;Find proper note lengths table for current music. +LBB27:  ADC NoteLengthTblOffset         ;Find proper note lengths table for current music. 
-LBB2A: TAY +LBB2A:  TAY                             
-LBB2B: LDA NoteLengths0Tbl,Y ;(Base is $BEF7)Load note length and store in-->  +LBB2B:  LDA NoteLengths0Tbl,          ;(Base is $BEF7)Load note length and store in-->  
-LBB2E: STA SQ1FrameCountInit,X ;frame count init address. +LBB2E:  STA SQ1FrameCountInit,        ;frame count init address. 
-LBB31: TAY ;Y now contains note length. +LBB31:  TAY                             ;Y now contains note length. 
-LBB32: TXA +LBB32:  TXA                             
-LBB33: CMP #$02 ;If loading Triangle channel data, branch. +LBB33:  CMP #$02                        ;If loading Triangle channel data, branch. 
-LBB35: BEQ - ;+LBB35:  BEQ -                           ;
  
 LoadSoundDataIndexIndex: LoadSoundDataIndexIndex:
-LBB37: LDY SQ1MusicIndexIndex,X ;Load current index to sound data index. +LBB37:  LDY SQ1MusicIndexIndex,       ;Load current index to sound data index. 
-LBB3A: INC SQ1MusicIndexIndex,X ;Increment music index index address. +LBB3A:  INC SQ1MusicIndexIndex,       ;Increment music index index address. 
-LBB3D: LDA ($E6),Y ;Load index to sound channel music data. +LBB3D:  LDA ($E6),                    ;Load index to sound channel music data. 
-LBB3F: TAY +LBB3F:  TAY                             
-LBB40:* TXA +LBB40:* TXA                             
-LBB41: CMP #$03 ;If loading Noise channel data, branch. +LBB41:  CMP #$03                        ;If loading Noise channel data, branch. 
-LBB43: BEQ --- +LBB43:  BEQ ---                         
-LBB45: PHA ;Push music channel number on stack(0, 1 or 2). +LBB45:  PHA                             ;Push music channel number on stack(0, 1 or 2). 
-LBB46: LDX ThisSoundChannel +LBB46:  LDX ThisSoundChannel            
-LBB49: LDA MusicNotesTbl+1,Y ;(Base=$BE78)Load A with music channel period low data. +LBB49:  LDA MusicNotesTbl+1,          ;(Base=$BE78)Load A with music channel period low data. 
-LBB4C: BEQ + ;If data is #$00, skip period high and low loading. +LBB4C:  BEQ +                           ;If data is #$00, skip period high and low loading. 
-LBB4E: STA MusicSQ1PeriodLow,X ;Store period low data in proper period low address. +LBB4E:  STA MusicSQ1PeriodLow,        ;Store period low data in proper period low address. 
-LBB51: LDA MusicNotesTbl,Y ;(Base=$BE77)Load A with music channel period high data. +LBB51:  LDA MusicNotesTbl,            ;(Base=$BE77)Load A with music channel period high data. 
-LBB54: ORA #$08 ;Ensure minimum index length of 1. +LBB54:  ORA #$08                        ;Ensure minimum index length of 1. 
-LBB56: STA MusicSQ1PeriodHigh,X ;Store period high data in proper period high address. +LBB56:  STA MusicSQ1PeriodHigh,       ;Store period high data in proper period high address. 
-LBB59:* TAY +LBB59:* TAY                             
-LBB5A: PLA ;Pull stack and restore channel number to X. +LBB5A:  PLA                             ;Pull stack and restore channel number to X. 
-LBB5B: TAX +LBB5B:  TAX                             
-LBB5C: TYA +LBB5C:  TYA                             
-LBB5D: BNE + ;If period information was present, branch. +LBB5D:  BNE +                           ;If period information was present, branch. 
- +                                
 NoPeriodInformation: NoPeriodInformation:
-LBB5F: LDA #$00 ;Turn off channel volume since no period data present. +LBB5F:  LDA #$00                        ;Turn off channel volume since no period data present. 
-LBB61: STA Cntrl0Data +LBB61:  STA Cntrl0Data                  
-LBB63: TXA +LBB63:  TXA                             
-LBB64: CMP #$02 ;If loading triangle channel data, branch. +LBB64:  CMP #$02                        ;If loading triangle channel data, branch. 
-LBB66: BEQ ++ +LBB66:  BEQ ++                          
-LBB68: LDA #$10 ;Turn off volume and disable env. generator(SQ1,SQ2). +LBB68:  LDA #$10                        ;Turn off volume and disable env. generator(SQ1,SQ2). 
-LBB6A: STA Cntrl0Data +LBB6A:  STA Cntrl0Data                  
-LBB6C: BNE ++ ;Branch always.+LBB6C:  BNE ++                          ;Branch always.
  
 PeriodInformationFound: PeriodInformationFound:
-LBB6E:* LDA SQ1DutyEnvelope,X ;Store channel duty cycle and volume info in $EA. +LBB6E:* LDA SQ1DutyEnvelope,          ;Store channel duty cycle and volume info in $EA. 
-LBB71: STA Cntrl0Data +LBB71:  STA Cntrl0Data                  
-LBB73:* TXA +LBB73:* TXA                             
-LBB74: DEC SQ1InUse,X +LBB74:  DEC SQ1InUse,                 
-LBB77: CMP SQ1InUse,X ;If SQ1 or SQ2 are being used by SFX routines, branch. +LBB77:  CMP SQ1InUse,                 ;If SQ1 or SQ2 are being used by SFX routines, branch. 
-LBB7A: BEQ +++ +LBB7A:  BEQ +++                         
-LBB7C: INC SQ1InUse,X ;Restore not in use status of SQ1 or SQ2. +LBB7C:  INC SQ1InUse,                 ;Restore not in use status of SQ1 or SQ2. 
-LBB7F: LDY ThisSoundChannel +LBB7F:  LDY ThisSoundChannel            
-LBB82: TXA +LBB82:  TXA                             
-LBB83: CMP #$02 ;If loading triangle channel data, branch. +LBB83:  CMP #$02                        ;If loading triangle channel data, branch. 
-LBB85: BEQ + +LBB85:  BEQ +                           
-LBB87: LDA SQ1VolumeCntrl,X ;If $062E or $062F has volume data, skip writing--> +LBB87:  LDA SQ1VolumeCntrl,           ;If $062E or $062F has volume data, skip writing--> 
-LBB8A: BNE ++ ;Cntrl0Data to SQ1 or SQ2. +LBB8A:  BNE ++                          ;Cntrl0Data to SQ1 or SQ2. 
-LBB8C:* LDA Cntrl0Data +LBB8C:* LDA Cntrl0Data                  
-LBB8E: STA SQ1Cntrl0,Y ;Write Cntrl0Data. +LBB8E:  STA SQ1Cntrl0,                ;Write Cntrl0Data. 
-LBB91:* LDA Cntrl0Data +LBB91:* LDA Cntrl0Data                  
-LBB93: STA SQ1VolumeData,X ;Store volume data index to volume data. +LBB93:  STA SQ1VolumeData,            ;Store volume data index to volume data. 
-LBB96: LDA MusicSQ1PeriodLow,Y +LBB96:  LDA MusicSQ1PeriodLow,        
-LBB99: STA SQ1Cntrl2,Y +LBB99:  STA SQ1Cntrl2,                
-LBB9C: LDA MusicSQ1PeriodHigh,Y ;Write data to three sound channel addresses. +LBB9C:  LDA MusicSQ1PeriodHigh,       ;Write data to three sound channel addresses. 
-LBB9F: STA SQ1Cntrl3,Y +LBB9F:  STA SQ1Cntrl3,                
-LBBA2: LDA MusicSQ1Sweep,X +LBBA2:  LDA MusicSQ1Sweep,            
-LBBA5: STA SQ1Cntrl1,Y ;+LBBA5:  STA SQ1Cntrl1,                ;
  
 LoadNewMusicFrameCount: LoadNewMusicFrameCount:
-LBBA8: LDA SQ1FrameCountInit,X ;Load new music frame count and store it in music--> +LBBA8:  LDA SQ1FrameCountInit,        ;Load new music frame count and store it in music--> 
-LBBAB: STA SQ1MusicFrameCount,X ;frame count address. +LBBAB:  STA SQ1MusicFrameCount,       ;frame count address. 
-LBBAE: JMP IncrementToNextChannel ;($BAB3)Move to next sound channel.+LBBAE:  JMP IncrementToNextChannel      ;($BAB3)Move to next sound channel.
  
 SQ1SQ2InUse: SQ1SQ2InUse:
-LBBB1:* INC SQ1InUse,X ;Restore in use status of SQ1 or SQ1. +LBBB1:* INC SQ1InUse,                 ;Restore in use status of SQ1 or SQ1. 
-LBBB4: JMP LoadNewMusicFrameCount ;($BBA8)Load new music frame count.+LBBB4:  JMP LoadNewMusicFrameCount      ;($BBA8)Load new music frame count.
  
 LoadTriangleCntrl0: LoadTriangleCntrl0:
-LBBB7: LDA TriangleCounterCntrl ; +LBBB7:  LDA TriangleCounterCntrl        
-LBBBA: AND #$0F ;If lower bits set, branch to play shorter note.  +LBBBA:  AND #$0F                        ;If lower bits set, branch to play shorter note.  
-LBBBC: BNE ++ +LBBBC:  BNE ++                          
-LBBBE: LDA TriangleCounterCntrl ; +LBBBE:  LDA TriangleCounterCntrl        
-LBBC1: AND #$F0 ;If upper bits are set, branch to play longer note. +LBBC1:  AND #$F0                        ;If upper bits are set, branch to play longer note. 
-LBBC3: BNE + +LBBC3:  BNE +                           
-LBBC5: TYA +LBBC5:  TYA                             
-LBBC6: JMP AddTriangleLength ;($BBCD)Calculate length to play note. +LBBC6:  JMP AddTriangleLength           ;($BBCD)Calculate length to play note. 
-LBBC9:* LDA #$FF ;Disable length cntr(play until triangle data changes). +LBBC9:* LDA #$FF                        ;Disable length cntr(play until triangle data changes). 
-LBBCB: BNE + ;Branch always.+LBBCB:  BNE +                           ;Branch always.
  
 AddTriangleLength: AddTriangleLength:
-LBBCD: CLC  +LBBCD:  CLC                             
-LBBCE: ADC #$FF ;Add #$FF(Effectively subtracts 1 from A). +LBBCE:  ADC #$FF                        ;Add #$FF(Effectively subtracts 1 from A). 
-LBBD0: ASL ;*2. +LBBD0:  ASL                             ;*2. 
-LBBD1: ASL ;*2. +LBBD1:  ASL                             ;*2. 
-LBBD2: CMP #$3C +LBBD2:  CMP #$3C                        
-LBBD4: BCC + ;If result is greater than #$3C, store #$3C(highest--> +LBBD4:  BCC +                           ;If result is greater than #$3C, store #$3C(highest--> 
-LBBD6: LDA #$3C ;triangle linear count allowed). +LBBD6:  LDA #$3C                        ;triangle linear count allowed). 
-LBBD8:* STA TriLinearCount +LBBD8:* STA TriLinearCount              
-LBBDB:* JMP LoadSoundDataIndexIndex ;($BB37)Load index to sound data index.+LBBDB:* JMP LoadSoundDataIndexIndex     ;($BB37)Load index to sound data index.
  
 LoadNoiseChannelMusic: LoadNoiseChannelMusic:
-LBBDE: LDA NoiseContSFX +LBBDE:  LDA NoiseContSFX                
-LBBE1: AND #$FC ;If playing any Noise SFX, branch to exit. +LBBE1:  AND #$FC                        ;If playing any Noise SFX, branch to exit. 
-LBBE3: BNE + +LBBE3:  BNE +                           
-LBBE5: LDA $B200,Y +LBBE5:  LDA $B200,                    
-LBBE8: STA NoiseCntrl0 ;Load noise channel with drum beat SFX starting--> +LBBE8:  STA NoiseCntrl0                 ;Load noise channel with drum beat SFX starting--> 
-LBBEB: LDA $B201,Y ;at address B201.  The possible values of Y are--> +LBBEB:  LDA $B201,                    ;at address B201.  The possible values of Y are--> 
-LBBEE: STA NoiseCntrl2 ;#$01, #$04, #$07 or #$0A. +LBBEE:  STA NoiseCntrl2                 ;#$01, #$04, #$07 or #$0A. 
-LBBF1: LDA $B202,Y +LBBF1:  LDA $B202,                    
-LBBF4: STA NoiseCntrl3 +LBBF4:  STA NoiseCntrl3                 
-LBBF7:* JMP LoadNewMusicFrameCount ;($BBA8)Load new music frame count.+LBBF7:* JMP LoadNewMusicFrameCount      ;($BBA8)Load new music frame count.
  
 ;The following table is used by the InitializeMusic routine to find the index for loading ;The following table is used by the InitializeMusic routine to find the index for loading
Line 5455: Line 5455:
  
 InitMusicIndexTbl: InitMusicIndexTbl:
-LBBFA: .byte $41 ;Ridley area music. +LBBFA:  .byte $41                       ;Ridley area music. 
-LBBFB: .byte $8F ;Tourian music. +LBBFB:  .byte $8F                       ;Tourian music. 
-LBBFC: .byte $34 ;Item room music. +LBBFC:  .byte $34                       ;Item room music. 
-LBBFD: .byte $27 ;Kraid area music. +LBBFD:  .byte $27                       ;Kraid area music. 
-LBBFE: .byte $1A ;Norfair music. +LBBFE:  .byte $1A                       ;Norfair music. 
-LBBFF: .byte $0D ;Escape music. +LBBFF:  .byte $0D                       ;Escape music. 
-LBC00: .byte $00 ;Mother brain music. +LBC00:  .byte $00                       ;Mother brain music. 
-LBC01: .byte $82 ;Brinstar music. +LBC01:  .byte $82                       ;Brinstar music. 
-LBC02: .byte $68 ;Fade in music. +LBC02:  .byte $68                       ;Fade in music. 
-LBC03: .byte $75 ;Power up music. +LBC03:  .byte $75                       ;Power up music. 
-LBC04: .byte $4E ;End music. +LBC04:  .byte $4E                       ;End music. 
-LBC05: .byte $5B ;Intro music.+LBC05:  .byte $5B                       ;Intro music.
  
 ;The tables below contain addresses for SFX and music handling routines. ;The tables below contain addresses for SFX and music handling routines.
 ;Multi channel Init SFX and music handling routine addresses: ;Multi channel Init SFX and music handling routine addresses:
  
-LBC06: .word $BC80 ;Fade in music. +LBC06:  .word $BC80                     ;Fade in music. 
-LBC08: .word $BC7A ;Power up music.  +LBC08:  .word $BC7A                     ;Power up music.  
-LBC0A: .word $BC86 ;End game music. +LBC0A:  .word $BC86                     ;End game music. 
-LBC0C: .word $BC7A ;Intro music. +LBC0C:  .word $BC7A                     ;Intro music. 
-LBC0E: .word $B4EE ;No sound. +LBC0E:  .word $B4EE                     ;No sound. 
-LBC10: .word $B673 ;Samus hit init SFX. +LBC10:  .word $B673                     ;Samus hit init SFX. 
-LBC12: .word $B5EC ;Boss hit init SFX. +LBC12:  .word $B5EC                     ;Boss hit init SFX. 
-LBC14: .word $B695 ;Incorrect password init SFX.+LBC14:  .word $B695                     ;Incorrect password init SFX.
  
 ;Multi channel continue SFX handling routine addresses: ;Multi channel continue SFX handling routine addresses:
  
-LBC16: .word $B4EE ;No sound. +LBC16:  .word $B4EE                     ;No sound. 
-LBC18: .word $B4EE ;No sound. +LBC18:  .word $B4EE                     ;No sound. 
-LBC1A: .word $B4EE ;No sound. +LBC1A:  .word $B4EE                     ;No sound. 
-LBC1C: .word $B4EE ;No sound. +LBC1C:  .word $B4EE                     ;No sound. 
-LBC1E: .word $B4EE ;No sound. +LBC1E:  .word $B4EE                     ;No sound. 
-LBC20: .word $B650 ;Samus hit continue SFX. +LBC20:  .word $B650                     ;Samus hit continue SFX. 
-LBC22: .word $B5F6 ;Boss hit continue SFX. +LBC22:  .word $B5F6                     ;Boss hit continue SFX. 
-LBC24: .word $B6A1 ;Incorrect password continue SFX.+LBC24:  .word $B6A1                     ;Incorrect password continue SFX.
  
 ;Music handling routine addresses: ;Music handling routine addresses:
  
-LBC26: .word $BC83 ;Ridley area music. +LBC26:  .word $BC83                     ;Ridley area music. 
-LBC28: .word $BC77 ;Tourian music. +LBC28:  .word $BC77                     ;Tourian music. 
-LBC2A: .word $BC77 ;Item room music. +LBC2A:  .word $BC77                     ;Item room music. 
-LBC2C: .word $BC77 ;Kraid area music. +LBC2C:  .word $BC77                     ;Kraid area music. 
-LBC2E: .word $BC80 ;Norfair music. +LBC2E:  .word $BC80                     ;Norfair music. 
-LBC30: .word $BC7D ;Escape music. +LBC30:  .word $BC7D                     ;Escape music. 
-LBC32: .word $BC77 ;Mother brain music. +LBC32:  .word $BC77                     ;Mother brain music. 
-LBC34: .word $BC80 ;Brinstar music.+LBC34:  .word $BC80                     ;Brinstar music.
  
 ;-----------------------------------[ Entry point for music routines ]-------------------------------- ;-----------------------------------[ Entry point for music routines ]--------------------------------
  
 LoadMusicTempFlags: LoadMusicTempFlags:
-LBC36: LDA CurrentMusicRepeat ;Load A with temp music flags, (9th SFX cycle). +LBC36:  LDA CurrentMusicRepeat          ;Load A with temp music flags, (9th SFX cycle). 
-LBC39: LDX #$B6 ;Lower address byte in ChooseNextSFXRoutineTbl. +LBC39:  LDX #$B6                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LBC3B: BNE + ;Branch always.+LBC3B:  BNE +                           ;Branch always.
  
 LoadMusicInitFlags: LoadMusicInitFlags:
-LBC3D: LDA MusicInitFlag ;Load A with Music flags, (10th SFX cycle). +LBC3D:  LDA MusicInitFlag               ;Load A with Music flags, (10th SFX cycle). 
-LBC40: LDX #$B1 ;Lower address byte in ChooseNextSFXRoutineTbl. +LBC40:  LDX #$B1                        ;Lower address byte in ChooseNextSFXRoutineTbl. 
-LBC42:* JSR CheckSFXFlag ;($B4BD)Checks to see if SFX or music flags set. +LBC42:* JSR CheckSFXFlag                ;($B4BD)Checks to see if SFX or music flags set. 
-LBC45: JSR FindMusicInitIndex ;($BC53)Find bit containing music init flag. +LBC45:  JSR FindMusicInitIndex          ;($BC53)Find bit containing music init flag. 
-LBC48: JMP ($00E2) ;If no flag found, Jump to next SFX cycle,--> +LBC48:  JMP ($00E2)                     ;If no flag found, Jump to next SFX cycle,--> 
- ;else jump to specific SFX handling subroutine.+                                        ;else jump to specific SFX handling subroutine.
  
-ContinueMusic: ;11th and last SFX cycle. +ContinueMusic:                          ;11th and last SFX cycle. 
-LBC4B: LDA CurrentMusic +LBC4B:  LDA CurrentMusic                
-LBC4E: BEQ +++ ;Branch to exit of no music playing. +LBC4E:  BEQ +++                         ;Branch to exit of no music playing. 
-LBC50: JMP LoadCurrentMusicFrameData ;($BAA5)Load info for current frame of music data.+LBC50:  JMP LoadCurrentMusicFrameData   ;($BAA5)Load info for current frame of music data.
  
 ;MusicInitIndex values correspond to the following music: ;MusicInitIndex values correspond to the following music:
Line 5528: Line 5528:
  
 FindMusicInitIndex: FindMusicInitIndex:
-LBC53: LDA #$FF ;Load MusicInitIndex with #$FF. +LBC53:  LDA #$FF                        ;Load MusicInitIndex with #$FF. 
-LBC55: STA MusicInitIndex +LBC55:  STA MusicInitIndex              
-LBC58: LDA CurrentSFXFlags +LBC58:  LDA CurrentSFXFlags             
-LBC5B: BEQ ++ ;Branch to exit if no SFX flags set for Multi SFX. +LBC5B:  BEQ ++                          ;Branch to exit if no SFX flags set for Multi SFX. 
-LBC5D:* INC MusicInitIndex +LBC5D:* INC MusicInitIndex              
-LBC60: ASL ;Shift left until bit flag is in carry bit. +LBC60:  ASL                             ;Shift left until bit flag is in carry bit. 
-LBC61: BCC - ;Loop until SFX flag found.  Store bit--> +LBC61:  BCC -                           ;Loop until SFX flag found.  Store bit--> 
-LBC63:* RTS ;number of music in MusicInitIndex.+LBC63:* RTS                             ;number of music in MusicInitIndex.
  
 ;The following routine is used to add eight to the music index when looking for music flags ;The following routine is used to add eight to the music index when looking for music flags
 ;in the MultiSFX address.   ;in the MultiSFX address.  
 Add8: Add8:
-LBC64: LDA MusicInitIndex +LBC64:  LDA MusicInitIndex              
-LBC67: CLC +LBC67:  CLC                             
-LBC68: ADC #$08 ;Add #$08 to MusicInitIndex. +LBC68:  ADC #$08                        ;Add #$08 to MusicInitIndex. 
-LBC6A: STA MusicInitIndex +LBC6A:  STA MusicInitIndex              
-LBC6D: RTS ;+LBC6D:  RTS                             ;
  
-LBC6E: LDA CurrentMusic +LBC6E:  LDA CurrentMusic                
-LBC71: ORA #$F0 ;This code does not appear to be used in this page. +LBC71:  ORA #$F0                        ;This code does not appear to be used in this page. 
-LBC73: STA CurrentMusic +LBC73:  STA CurrentMusic                
-LBC76:* RTS ;+LBC76:* RTS                             ;
  
 Music00Start: Music00Start:
-LBC77: JMP Music00Init ;($BCAA)Initialize music 00.+LBC77:  JMP Music00Init                 ;($BCAA)Initialize music 00.
  
 Music01Start: Music01Start:
-LBC7A: JMP Music01Init ;($BCA4)Initialize music 01.+LBC7A:  JMP Music01Init                 ;($BCA4)Initialize music 01.
  
 Music02Start: Music02Start:
-LBC7D: JMP Music02Init ;($BC9A)Initialize music 02.+LBC7D:  JMP Music02Init                 ;($BC9A)Initialize music 02.
  
 Msic03Start: Msic03Start:
-LBC80: JMP Music03Init ;($BC96)Initialize music 03.+LBC80:  JMP Music03Init                 ;($BC96)Initialize music 03.
  
 Music04Start: Music04Start:
-LBC83: JMP Music04Init ;($BC89)Initialize music 04.+LBC83:  JMP Music04Init                 ;($BC89)Initialize music 04.
  
 Music05Start: Music05Start:
-LBC86: JMP Music05Init ;($BC9E)Initialize music 05.+LBC86:  JMP Music05Init                 ;($BC9E)Initialize music 05.
  
 Music04Init: Music04Init:
-LBC89: LDA #$B3 ;Duty cycle and volume data for SQ1 and SQ2.+LBC89:  LDA #$B3                        ;Duty cycle and volume data for SQ1 and SQ2.
  
 XYMusicInit: XYMusicInit:
-LBC8B:* TAX ;Duty cycle and volume data for SQ1. +LBC8B:* TAX                             ;Duty cycle and volume data for SQ1. 
-LBC8C: TAY ;Duty cycle and volume data for SQ2.+LBC8C:  TAY                             ;Duty cycle and volume data for SQ2.
  
-LBC8D:* JSR SetVolumeAndDisableSweep ;($B9E4)Set duty cycle and volume data for SQ1 and SQ2. +LBC8D:* JSR SetVolumeAndDisableSweep    ;($B9E4)Set duty cycle and volume data for SQ1 and SQ2. 
-LBC90: JSR InitializeMusic ;($BF19)Setup music registers. +LBC90:  JSR InitializeMusic             ;($BF19)Setup music registers. 
-LBC93: JMP LoadCurrentMusicFrameData ;($BAA5)Load info for current frame of music data.+LBC93:  JMP LoadCurrentMusicFrameData   ;($BAA5)Load info for current frame of music data.
  
 Music03Init: Music03Init:
-LBC96: LDA #$34 ;Duty cycle and volume data for SQ1 and SQ2. +LBC96:  LDA #$34                        ;Duty cycle and volume data for SQ1 and SQ2. 
-LBC98: BNE -- ;Branch always+LBC98:  BNE --                          ;Branch always
  
 Music02Init: Music02Init:
-LBC9A: LDA #$F4 ;Duty cycle and volume data for SQ1 and SQ2. +LBC9A:  LDA #$F4                        ;Duty cycle and volume data for SQ1 and SQ2. 
-LBC9C: BNE -- ;Branch always+LBC9C:  BNE --                          ;Branch always
  
 Music05Init: Music05Init:
-LBC9E: LDX #$F5 ;Duty cycle and volume data for SQ1. +LBC9E:  LDX #$F5                        ;Duty cycle and volume data for SQ1. 
-LBCA0: LDY #$F6 ;Duty cycle and volume data for SQ2. +LBCA0:  LDY #$F6                        ;Duty cycle and volume data for SQ2. 
-LBCA2: BNE - ;Branch always+LBCA2:  BNE -                           ;Branch always
  
 Music01Init: Music01Init:
-LBCA4: LDX #$B6 ;Duty cycle and volume data for SQ1. +LBCA4:  LDX #$B6                        ;Duty cycle and volume data for SQ1. 
-LBCA6: LDY #$F6 ;Duty cycle and volume data for SQ2. +LBCA6:  LDY #$F6                        ;Duty cycle and volume data for SQ2. 
-LBCA8: BNE - ;Branch always+LBCA8:  BNE -                           ;Branch always
  
 Music00Init: Music00Init:
-LBCAA: LDX #$92 ;Duty cycle and volume data for SQ1. +LBCAA:  LDX #$92                        ;Duty cycle and volume data for SQ1. 
-LBCAC: LDY #$96 ;Duty cycle and volume data for SQ2. +LBCAC:  LDY #$96                        ;Duty cycle and volume data for SQ2. 
-LBCAE: BNE - ;Branch always+LBCAE:  BNE -                           ;Branch always
  
 ;The following address table provides starting addresses of the volume data tables below: ;The following address table provides starting addresses of the volume data tables below:
 VolumeCntrlAddressTbl: VolumeCntrlAddressTbl:
-LBCB0: .word $BCBA, $BCC5, $BCCF, $BCDA, $BD03+LBCB0:  .word $BCBA, $BCC5, $BCCF, $BCDA, $BD03
  
 VolumeDataTbl1: VolumeDataTbl1:
-LBCBA: .byte $01, $02, $02, $03, $03, $04, $05, $06, $07, $08, $FF+LBCBA:  .byte $01, $02, $02, $03, $03, $04, $05, $06, $07, $08, $FF
  
 VolumeDataTbl2: VolumeDataTbl2:
-LBCC5: .byte $02, $04, $05, $06, $07, $08, $07, $06, $05, $FF+LBCC5:  .byte $02, $04, $05, $06, $07, $08, $07, $06, $05, $FF
  
 VolumeDataTbl3: VolumeDataTbl3:
-LBCCF: .byte $00, $0D, $09, $07, $06, $05, $05, $05, $04, $04, $FF+LBCCF:  .byte $00, $0D, $09, $07, $06, $05, $05, $05, $04, $04, $FF
  
 VolumeDataTbl4: VolumeDataTbl4:
-LBCDA: .byte $02, $06, $07, $07, $07, $06, $06, $06, $06, $05, $05, $05, $04, $04, $04, $03 +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 +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+LBCFA:  .byte $02, $02, $02, $01, $01, $01, $01, $01, $F0
  
 VolumeDataTbl5: VolumeDataTbl5:
-LBD03: .byte $0A, $0A, $09, $08, $07, $06, $05, $04, $03, $02, $07, $07, $06, $05, $04, $04 +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 +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 +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 ;The init music table loads addresses $062B thru $0637 with the initial data needed to play the
Line 5643: Line 5643:
  
 ;Mother brain music(not used this memory page). ;Mother brain music(not used this memory page).
-LBD31: .byte $0B, $FF, $F5, $00, $00 +LBD31:  .byte $0B, $FF, $F5, $00, $00 
-LBD36: .word $0100, $0300, $0500, $0000+LBD36:  .word $0100, $0300, $0500, $0000
  
 ;Escape music(not used this memory page). ;Escape music(not used this memory page).
-LBD3E: .byte $0B, $FF, $00, $02, $02 +LBD3E:  .byte $0B, $FF, $00, $02, $02 
-LBD43: .word $0100, $0300, $0500, $0700+LBD43:  .word $0100, $0300, $0500, $0700
  
 ;Norfair music(not used this memory page). ;Norfair music(not used this memory page).
-LBD4B: .byte $0B, $FF, $F0, $04, $04 +LBD4B:  .byte $0B, $FF, $F0, $04, $04 
-LBD50: .word $0100, $0300, $0500, $0700+LBD50:  .word $0100, $0300, $0500, $0700
  
 ;Kraid area music(not used this memory page). ;Kraid area music(not used this memory page).
-LBD58: .byte $00, $FF, $F0, $00, $00 +LBD58:  .byte $00, $FF, $F0, $00, $00 
-LBD5D: .word $0100, $0300, $0500, $0000+LBD5D:  .word $0100, $0300, $0500, $0000
  
 ;Item room music. ;Item room music.
-LBD65: .byte $0B, $FF, $03, $00, $00 +LBD65:  .byte $0B, $FF, $03, $00, $00 
-LBD6A: .word $BDDA, $BDDC, $BDCD, $0000+LBD6A:  .word $BDDA, $BDDC, $BDCD, $0000
  
 ;Ridley area music(not used this memory page). ;Ridley area music(not used this memory page).
-LBD72: .byte $0B, $FF, $F0, $01, $01 +LBD72:  .byte $0B, $FF, $F0, $01, $01 
-LBD77: .word $0100, $0300, $0500, $0000+LBD77:  .word $0100, $0300, $0500, $0000
  
 ;End game music(not used this memory page). ;End game music(not used this memory page).
-LBD7F: .byte $17, $00, $00, $02, $01 +LBD7F:  .byte $17, $00, $00, $02, $01 
-LBD84: .word $0100, $0300, $0500, $0700+LBD84:  .word $0100, $0300, $0500, $0700
  
 ;Intro music(not used this memory page). ;Intro music(not used this memory page).
-LBD8C: .byte $17, $00, $F0, $02, $05 +LBD8C:  .byte $17, $00, $F0, $02, $05 
-LBD91: .word $0100, $0300, $0500, $0700+LBD91:  .word $0100, $0300, $0500, $0700
  
 ;Fade in music ;Fade in music
-LBD99: .byte $0B, $00, $F0, $02, $00 +LBD99:  .byte $0B, $00, $F0, $02, $00 
-LBD9E: .word $BE3E, $BE1D, $BE36, $0000+LBD9E:  .word $BE3E, $BE1D, $BE36, $0000
  
 ;Power up music ;Power up music
-LBDA6: .byte $00, $00, $F0, $01, $00 +LBDA6:  .byte $00, $00, $F0, $01, $00 
-LBDAB: .word $BDF7, $BE0D, $BE08, $0000+LBDAB:  .word $BDF7, $BE0D, $BE08, $0000
  
 ;Brinstar music ;Brinstar music
-LBDB3: .byte $0B, $FF, $00, $02, $03 +LBDB3:  .byte $0B, $FF, $00, $02, $03 
-LBDB8: .word $B000, $B057, $B0C1, $B12B+LBDB8:  .word $B000, $B057, $B0C1, $B12B
  
 ;Tourian music ;Tourian music
-LBDC0: .byte $0B, $FF, $03, $00, $00 +LBDC0:  .byte $0B, $FF, $03, $00, $00 
-LBDC5: .word $BE59, $BE47, $BE62, $0000+LBDC5:  .word $BE59, $BE47, $BE62, $0000
  
 ItemRoomTriangleIndexData: ItemRoomTriangleIndexData:
-LBDCD: .byte $C8 +LBDCD:  .byte $C8                       
-LBDCE: .byte $B0 ;3/32 seconds + +LBDCE:  .byte $B0                       ;3/32 seconds   
-LBDCF: .byte $38 ;E3 +LBDCF:  .byte $38                       ;E3             
-LBDD0: .byte $3A ;F3 +LBDD0:  .byte $3A                       ;F3             
-LBDD1: .byte $3C ;F#3 +LBDD1:  .byte $3C                       ;F#3            
-LBDD2: .byte $3E ;G3 +LBDD2:  .byte $3E                       ;G3             
-LBDD3: .byte $40 ;Ab3 | Repeat 8 times +LBDD3:  .byte $40                       ;Ab3            | Repeat 8 times 
-LBDD4: .byte $3E ;G3 +LBDD4:  .byte $3E                       ;G3             
-LBDD5: .byte $3C ;F#3 +LBDD5:  .byte $3C                       ;F#3            
-LBDD6: .byte $3A ;F3 +LBDD6:  .byte $3A                       ;F3             
-LBDD7: .byte $B6 ;1 3/16 seconds | +LBDD7:  .byte $B6                       ;1 3/16 seconds | 
-LBDD8: .byte $02 ;no sound + +LBDD8:  .byte $02                       ;no sound       
-LBDD9: .byte $FF ;+LBDD9:  .byte $FF                       ;
  
 ItemRoomSQ1IndexData: ItemRoomSQ1IndexData:
-LBDDA: .byte $B8 ;1/4 seconds +LBDDA:  .byte $B8                       ;1/4 seconds 
-LBDDB: .byte $02 ;No sound+LBDDB:  .byte $02                       ;No sound
  
 ItemRoomSQ2IndexData: ItemRoomSQ2IndexData:
-LBDDC: .byte $B3 ;3/4 seconds +LBDDC:  .byte $B3                       ;3/4 seconds 
-LBDDD: .byte $02 ;No sound +LBDDD:  .byte $02                       ;No sound 
-LBDDE: .byte $B2 ;3/8 seconds +LBDDE:  .byte $B2                       ;3/8 seconds 
-LBDDF: .byte $74 ;A#6 +LBDDF:  .byte $74                       ;A#6 
-LBDE0: .byte $02 ;No sound +LBDE0:  .byte $02                       ;No sound 
-LBDE1: .byte $6A ;F5 +LBDE1:  .byte $6A                       ;F5 
-LBDE2: .byte $02 ;No sound +LBDE2:  .byte $02                       ;No sound 
-LBDE3: .byte $72 ;A6 +LBDE3:  .byte $72                       ;A6 
-LBDE4: .byte $02 ;No sound +LBDE4:  .byte $02                       ;No sound 
-LBDE5: .byte $62 ;C#5 +LBDE5:  .byte $62                       ;C#5 
-LBDE6: .byte $B4 ;1 1/2 seconds +LBDE6:  .byte $B4                       ;1 1/2 seconds 
-LBDE7: .byte $02 ;No sound +LBDE7:  .byte $02                       ;No sound 
-LBDE8: .byte $B2 ;3/8 seconds +LBDE8:  .byte $B2                       ;3/8 seconds 
-LBDE9: .byte $60 ;C5 +LBDE9:  .byte $60                       ;C5 
-LBDEA: .byte $02 ;No sound +LBDEA:  .byte $02                       ;No sound 
-LBDEB: .byte $6C ;F#5 +LBDEB:  .byte $6C                       ;F#5 
-LBDEC: .byte $02 ;No sound +LBDEC:  .byte $02                       ;No sound 
-LBDED: .byte $76 ;B6 +LBDED:  .byte $76                       ;B6 
-LBDEE: .byte $B3 ;3/4 seconds +LBDEE:  .byte $B3                       ;3/4 seconds 
-LBDEF: .byte $02 ;No sound +LBDEF:  .byte $02                       ;No sound 
-LBDF0: .byte $B2 ;3/8 seconds +LBDF0:  .byte $B2                       ;3/8 seconds 
-LBDF1: .byte $7E ;F6 +LBDF1:  .byte $7E                       ;F6 
-LBDF2: .byte $02 ;No sound +LBDF2:  .byte $02                       ;No sound 
-LBDF3: .byte $7C ;D6 +LBDF3:  .byte $7C                       ;D6 
-LBDF4: .byte $B3 ;3/4 seconds +LBDF4:  .byte $B3                       ;3/4 seconds 
-LBDF5: .byte $02 ;No sound +LBDF5:  .byte $02                       ;No sound 
-LBDF6: .byte $00 ;End item room music.+LBDF6:  .byte $00                       ;End item room music.
  
 PowerUpSQ1IndexData: PowerUpSQ1IndexData:
-LBDF7: .byte $B3 ;1/2 seconds +LBDF7:  .byte $B3                       ;1/2 seconds 
-LBDF8: .byte $48 ;C4 +LBDF8:  .byte $48                       ;C4 
-LBDF9: .byte $42 ;A4 +LBDF9:  .byte $42                       ;A4 
-LBDFA: .byte $B2 ;1/4 seconds +LBDFA:  .byte $B2                       ;1/4 seconds 
-LBDFB: .byte $3E ;G3 +LBDFB:  .byte $3E                       ;G3 
-LBDFC: .byte $38 ;E3 +LBDFC:  .byte $38                       ;E3 
-LBDFD: .byte $30 ;C3 +LBDFD:  .byte $30                       ;C3 
-LBDFE: .byte $38 ;E3 +LBDFE:  .byte $38                       ;E3 
-LBDFF: .byte $4C ;D4 +LBDFF:  .byte $4C                       ;D4 
-LBE00: .byte $44 ;A#4 +LBE00:  .byte $44                       ;A#4 
-LBE01: .byte $3E ;G3 +LBE01:  .byte $3E                       ;G3 
-LBE02: .byte $36 ;D#3 +LBE02:  .byte $36                       ;D#3 
-LBE03: .byte $C8 +LBE03:  .byte $C8                       
-LBE04: .byte $B0 ;1/16 seconds + +LBE04:  .byte $B0                       ;1/16 seconds   
-LBE05: .byte $38 ;E3 | Repeat 8 times +LBE05:  .byte $38                       ;E3             | Repeat 8 times 
-LBE06: .byte $3C ;F#3 +LBE06:  .byte $3C                       ;F#3            
-LBE07: .byte $FF+LBE07:  .byte $FF
  
 PowerUpTriangleIndexData: PowerUpTriangleIndexData:
-LBE08: .byte $B4 ;1 second +LBE08:  .byte $B4                       ;1 second 
-LBE09: .byte $2C ;A#3 +LBE09:  .byte $2C                       ;A#3 
-LBE0A: .byte $2A ;A3 +LBE0A:  .byte $2A                       ;A3 
-LBE0B: .byte $1E ;D#2 +LBE0B:  .byte $1E                       ;D#2 
-LBE0C: .byte $1C ;D2+LBE0C:  .byte $1C                       ;D2
  
 PowerUpSQ2IndexData: PowerUpSQ2IndexData:
-LBE0D: .byte $B2 ;1/4 seconds +LBE0D:  .byte $B2                       ;1/4 seconds 
-LBE0E: .byte $22 ;F2 +LBE0E:  .byte $22                       ;F2 
-LBE0F: .byte $2C ;A#3 +LBE0F:  .byte $2C                       ;A#3 
-LBE10: .byte $30 ;C3 +LBE10:  .byte $30                       ;C3 
-LBE11: .byte $34 ;D3 +LBE11:  .byte $34                       ;D3 
-LBE12: .byte $38 ;E3 +LBE12:  .byte $38                       ;E3 
-LBE13: .byte $30 ;C3 +LBE13:  .byte $30                       ;C3 
-LBE14: .byte $26 ;G2 +LBE14:  .byte $26                       ;G2 
-LBE15: .byte $30 ;C3 +LBE15:  .byte $30                       ;C3 
-LBE16: .byte $3A ;F3 +LBE16:  .byte $3A                       ;F3 
-LBE17: .byte $34 ;D3 +LBE17:  .byte $34                       ;D3 
-LBE18: .byte $2C ;A#3 +LBE18:  .byte $2C                       ;A#3 
-LBE19: .byte $26 ;G2 +LBE19:  .byte $26                       ;G2 
-LBE1A:  .byte $B4 ;1 second +LBE1A:  .byte $B4                       ;1 second 
-LBE1B: .byte $2A ;A3 +LBE1B:  .byte $2A                       ;A3 
-LBE1C: .byte $00 ;End power up music.+LBE1C:  .byte $00                       ;End power up music.
  
 FadeInSQ2IndexData: FadeInSQ2IndexData:
-LBE1D: .byte $C4 +LBE1D:  .byte $C4 
-LBE1E: .byte $B0 ;3/32 seconds + +LBE1E:  .byte $B0                       ;3/32 seconds   
-LBE1F: .byte $3E ;G3 | Repeat 4 times +LBE1F:  .byte $3E                       ;G3             | Repeat 4 times 
-LBE20: .byte $30 ;C3 +LBE20:  .byte $30                       ;C3             
-LBE21: .byte $FF +LBE21:  .byte $FF                       
-LBE22: .byte $C4 +LBE22:  .byte $C4                       
-LBE23: .byte $42 ;A4 + Repeat 4 times +LBE23:  .byte $42                       ;A4             + Repeat 4 times 
-LBE24: .byte $30 ;C3 +LBE24:  .byte $30                       ;C3             
-LBE25: .byte $FF +LBE25:  .byte $FF                       
-LBE26: .byte $C4 +LBE26:  .byte $C4                       
-LBE27: .byte $3A ;F3 + Repeat 4 times +LBE27:  .byte $3A                       ;F3             + Repeat 4 times 
-LBE28: .byte $2C ;A#3 +LBE28:  .byte $2C                       ;A#3            
-LBE29: .byte $FF +LBE29:  .byte $FF                       
-LBE2A: .byte $C4 +LBE2A:  .byte $C4                       
-LBE2B: .byte $38 ;E3 + Repeat 4 times +LBE2B:  .byte $38                       ;E3             + Repeat 4 times 
-LBE2C: .byte $26 ;G2 +LBE2C:  .byte $26                       ;G2             
-LBE2D: .byte $FF +LBE2D:  .byte $FF                       
-LBE2E: .byte $C4 +LBE2E:  .byte $C4                       
-LBE2F: .byte $34 ;D3 + Repeat 4 times +LBE2F:  .byte $34                       ;D3             + Repeat 4 times 
-LBE30: .byte $20 ;E2 +LBE30:  .byte $20                       ;E2             
-LBE31: .byte $FF +LBE31:  .byte $FF                       
-LBE32: .byte $E0 +LBE32:  .byte $E0                       
-LBE33: .byte $34 ;D3 + Repeat 32 times +LBE33:  .byte $34                       ;D3             + Repeat 32 times 
-LBE34: .byte $24 ;F#2 +LBE34:  .byte $24                       ;F#2            
-LBE35: .byte $FF ;+LBE35:  .byte $FF                       ;
  
 FadeInTriangleIndexData: FadeInTriangleIndexData:
-LBE36: .byte $B3 ;3/4 seconds +LBE36:  .byte $B3                       ;3/4 seconds 
-LBE37: .byte $36 ;D#3 +LBE37:  .byte $36                       ;D#3 
-LBE38: .byte $34 ;D3 +LBE38:  .byte $34                       ;D3 
-LBE39: .byte $30 ;C3 +LBE39:  .byte $30                       ;C3 
-LBE3A: .byte $2A ;A3 +LBE3A:  .byte $2A                       ;A3 
-LBE3B: .byte $B4 ;1 1/2 seconds +LBE3B:  .byte $B4                       ;1 1/2 seconds 
-LBE3C: .byte $1C ;D2 +LBE3C:  .byte $1C                       ;D2 
-LBE3D: .byte $1C ;D2+LBE3D:  .byte $1C                       ;D2
  
 FadeInSQ1IndexData: FadeInSQ1IndexData:
-LBE3E: .byte $B3 ;3/4 seconds +LBE3E:  .byte $B3                       ;3/4 seconds 
-LBE3F: .byte $34 ;D3 +LBE3F:  .byte $34                       ;D3 
-LBE40: .byte $3A ;F3 +LBE40:  .byte $3A                       ;F3 
-LBE41: .byte $34 ;D3 +LBE41:  .byte $34                       ;D3 
-LBE42: .byte $30 ;C3 +LBE42:  .byte $30                       ;C3 
-LBE43: .byte $B4 ;1 1/2 seconds +LBE43:  .byte $B4                       ;1 1/2 seconds 
-LBE44: .byte $2A ;A3 +LBE44:  .byte $2A                       ;A3 
-LBE45: .byte $2A ;A3 +LBE45:  .byte $2A                       ;A3 
-LBE46: .byte $00 ;End fade in music.+LBE46:  .byte $00                       ;End fade in music.
  
 TourianSQ2IndexData: TourianSQ2IndexData:
-LBE47: .byte $B4 ;1 1/2 seconds +LBE47:  .byte $B4                       ;1 1/2 seconds 
-LBE48: .byte $12 ;A2 +LBE48:  .byte $12                       ;A2 
-LBE49: .byte $B3 ;3/4 seconds +LBE49:  .byte $B3                       ;3/4 seconds 
-LBE4A: .byte $10 ;Ab1 +LBE4A:  .byte $10                       ;Ab1 
-LBE4B: .byte $18 ;C2 +LBE4B:  .byte $18                       ;C2 
-LBE4C: .byte $16 ;B2 +LBE4C:  .byte $16                       ;B2 
-LBE4D: .byte $0A ;F1 +LBE4D:  .byte $0A                       ;F1 
-LBE4E: .byte $B4 ;1 1/2 seconds +LBE4E:  .byte $B4                       ;1 1/2 seconds 
-LBE4F: .byte $14 ;A#2 +LBE4F:  .byte $14                       ;A#2 
-LBE50: .byte $12 ;A2 +LBE50:  .byte $12                       ;A2 
-LBE51: .byte $B3 ;3/4 seconds +LBE51:  .byte $B3                       ;3/4 seconds 
-LBE52: .byte $10 ;Ab1 +LBE52:  .byte $10                       ;Ab1 
-LBE53: .byte $06 ;D1 +LBE53:  .byte $06                       ;D1 
-LBE54: .byte $0E ;G1 +LBE54:  .byte $0E                       ;G1 
-LBE55: .byte $04 ;C#1 +LBE55:  .byte $04                       ;C#1 
-LBE56: .byte $B4 ;1 1/2 seconds +LBE56:  .byte $B4                       ;1 1/2 seconds 
-LBE57: .byte $0C ;F#1 +LBE57:  .byte $0C                       ;F#1 
-LBE58: .byte $00 ;End Tourian music.+LBE58:  .byte $00                       ;End Tourian music.
  
 TourianSQ1IndexData: TourianSQ1IndexData:
-LBE59: .byte $E0 +LBE59:  .byte $E0                       
-LBE5A: .byte $B0 ;3/32 seconds + +LBE5A:  .byte $B0                       ;3/32 seconds   
-LBE5B: .byte $54 ;F#4 +LBE5B:  .byte $54                       ;F#4            
-LBE5C: .byte $4E ;D#4 +LBE5C:  .byte $4E                       ;D#4            
-LBE5D: .byte $48 ;C4 | Repeat 32 times +LBE5D:  .byte $48                       ;C4             | Repeat 32 times 
-LBE5E: .byte $42 ;A4 +LBE5E:  .byte $42                       ;A4             
-LBE5F: .byte $48 ;C4 +LBE5F:  .byte $48                       ;C4             
-LBE60: .byte $4E ;D#4 +LBE60:  .byte $4E                       ;D#4            
-LBE61: .byte $FF ;+LBE61:  .byte $FF                       ;
  
 TourianTriangleIndexData: TourianTriangleIndexData:
-LBE62: .byte $E0 +LBE62:  .byte $E0                       
-LBE63: .byte $B3 ;3/4 seconds + +LBE63:  .byte $B3                       ;3/4 seconds    
-LBE64: .byte $02 ;No sound | +LBE64:  .byte $02                       ;No sound       
-LBE65: .byte $B0 ;3/32 seconds | +LBE65:  .byte $B0                       ;3/32 seconds   
-LBE66: .byte $3C ;F#3 +LBE66:  .byte $3C                       ;F#3            
-LBE67: .byte $40 ;Ab3 +LBE67:  .byte $40                       ;Ab3            
-LBE68: .byte $44 ;A#4 +LBE68:  .byte $44                       ;A#4            
-LBE69: .byte $4A ;C#4 +LBE69:  .byte $4A                       ;C#4            
-LBE6A: .byte $4E ;D#4 +LBE6A:  .byte $4E                       ;D#4            
-LBE6B: .byte $54 ;F#4 +LBE6B:  .byte $54                       ;F#4            
-LBE6C: .byte $58 ;Ab4 | Repeat 32 times +LBE6C:  .byte $58                       ;Ab4            | Repeat 32 times 
-LBE6D: .byte $5C ;A#5 +LBE6D:  .byte $5C                       ;A#5            
-LBE6E: .byte $62 ;C#5 +LBE6E:  .byte $62                       ;C#5            
-LBE6F: .byte $66 ;D#5 +LBE6F:  .byte $66                       ;D#5            
-LBE70: .byte $6C ;F#5 +LBE70:  .byte $6C                       ;F#5            
-LBE71: .byte $70 ;Ab5 +LBE71:  .byte $70                       ;Ab5            
-LBE72: .byte $74 ;A#6 +LBE72:  .byte $74                       ;A#6            
-LBE73: .byte $7A ;C#6 +LBE73:  .byte $7A                       ;C#6            
-LBE74: .byte $B3 ;3/4 seconds | +LBE74:  .byte $B3                       ;3/4 seconds    
-LBE75: .byte $02 ;No sound + +LBE75:  .byte $02                       ;No sound       
-LBE76: .byte $FF+LBE76:  .byte $FF
  
 ;The following table contains the musical notes used by the music player.  The first byte is ;The following table contains the musical notes used by the music player.  The first byte is
Line 5889: Line 5889:
  
 MusicNotesTbl: MusicNotesTbl:
-LBE77: .byte $07 ;55.0Hz (A1) Index #$00 (Not used) +LBE77:  .byte $07                       ;55.0Hz (A1)    Index #$00 (Not used) 
-LBE78: .byte $F0 ;+LBE78:  .byte $F0                       ;
  
-LBE79: .byte $00 ;No sound Index #$02 +LBE79:  .byte $00                       ;No sound       Index #$02 
-LBE7A: .byte $00 ;+LBE7A:  .byte $00                       ;
  
-LBE7B: .byte $06 ;69.3Hz (C#2) Index #$04 +LBE7B:  .byte $06                       ;69.3Hz (C#2)   Index #$04 
-LBE7C: .byte $4E ;+LBE7C:  .byte $4E                       ;
  
-LBE7D: .byte $05 ;73.4Hz (D2) Index #$06 +LBE7D:  .byte $05                       ;73.4Hz (D2)    Index #$06 
-LBE7E: .byte $F3 ;+LBE7E:  .byte $F3                       ;
  
-LBE7F: .byte $05 ;82.4Hz (E2) Index #$08 +LBE7F:  .byte $05                       ;82.4Hz (E2)    Index #$08 
-LBE80: .byte $4D ;+LBE80:  .byte $4D                       ;
  
-LBE81: .byte $05 ;87.3Hz (F2) Index #$0A +LBE81:  .byte $05                       ;87.3Hz (F2)    Index #$0A 
-LBE82: .byte $01 ;+LBE82:  .byte $01                       ;
  
-LBE83: .byte $04 ;92.5Hz (F#2) Index #$0C +LBE83:  .byte $04                       ;92.5Hz (F#2)   Index #$0C 
-LBE84: .byte $B9 ;+LBE84:  .byte $B9                       ;
  
-LBE85: .byte $04 ;98.0Hz (G2) Index #$0E +LBE85:  .byte $04                       ;98.0Hz (G2)    Index #$0E 
-LBE86: .byte $75 ;+LBE86:  .byte $75                       ;
  
-LBE87: .byte $04 ;103.8Hz (Ab2) Index #$10 +LBE87:  .byte $04                       ;103.8Hz (Ab2)  Index #$10 
-LBE88: .byte $35 ;+LBE88:  .byte $35                       ;
  
-LBE89: .byte $03 ;110.0Hz (A2) Index #$12 +LBE89:  .byte $03                       ;110.0Hz (A2)   Index #$12 
-LBE8A: .byte $F8 ;+LBE8A:  .byte $F8                       ;
  
-LBE8B: .byte $03 ;116.5Hz (A#2) Index #$14 +LBE8B:  .byte $03                       ;116.5Hz (A#2)  Index #$14 
-LBE8C: .byte $BF ;+LBE8C:  .byte $BF                       ;
  
-LBE8D: .byte $03 ;123.5Hz (B2) Index #$16 +LBE8D:  .byte $03                       ;123.5Hz (B2)   Index #$16 
-LBE8E: .byte $89 ;+LBE8E:  .byte $89                       ;
  
-LBE8F: .byte $03 ;130.7Hz (C3) Index #$18 +LBE8F:  .byte $03                       ;130.7Hz (C3)   Index #$18 
-LBE90: .byte $57 ;+LBE90:  .byte $57                       ;
  
-LBE91: .byte $03 ;138.5Hz (C#3) Index #$1A +LBE91:  .byte $03                       ;138.5Hz (C#3)  Index #$1A 
-LBE92: .byte $27 ;+LBE92:  .byte $27                       ;
  
-LBE93: .byte $02 ;146.8Hz (D3) Index #$1C +LBE93:  .byte $02                       ;146.8Hz (D3)   Index #$1C 
-LBE94: .byte $F9 ;+LBE94:  .byte $F9                       ;
  
-LBE95: .byte $02 ;155.4Hz (D#3) Index #$1E +LBE95:  .byte $02                       ;155.4Hz (D#3)  Index #$1E 
-LBE96: .byte $CF ;+LBE96:  .byte $CF                       ;
  
-LBE97: .byte $02 ;164.8Hz (E3) Index #$20 +LBE97:  .byte $02                       ;164.8Hz (E3)   Index #$20 
-LBE98: .byte $A6 ;+LBE98:  .byte $A6                       ;
  
-LBE99: .byte $02 ;174.5Hz (F3) Index #$22 +LBE99:  .byte $02                       ;174.5Hz (F3)   Index #$22 
-LBE9A: .byte $80 ;+LBE9A:  .byte $80                       ;
  
-LBE9B: .byte $02 ;184.9Hz (F#3) Index #$24 +LBE9B:  .byte $02                       ;184.9Hz (F#3)  Index #$24 
-LBE9C: .byte $5C ;+LBE9C:  .byte $5C                       ;
  
-LBE9D: .byte $02 ;196.0Hz (G3) Index #$26 +LBE9D:  .byte $02                       ;196.0Hz (G3)   Index #$26 
-LBE9E: .byte $3A ;  +LBE9E:  .byte $3A                              
-  +         
-LBE9F: .byte $02 ;207.6Hz (Ab3) Index #$28 +LBE9F:  .byte $02                       ;207.6Hz (Ab3)  Index #$28 
-LBEA0: .byte $1A ;+LBEA0:  .byte $1A                       ;
  
-LBEA1: .byte $01 ;219.8Hz (A3) Index #$2A +LBEA1:  .byte $01                       ;219.8Hz (A3)   Index #$2A 
-LBEA2: .byte $FC ;+LBEA2:  .byte $FC                       ;
  
-LBEA3: .byte $01 ;233.1Hz (A#3) Index #$2C +LBEA3:  .byte $01                       ;233.1Hz (A#3)  Index #$2C 
-LBEA4: .byte $DF ;+LBEA4:  .byte $DF                       ;
  
-LBEA5: .byte $01 ;247.0Hz (B3) Index #$2E +LBEA5:  .byte $01                       ;247.0Hz (B3)   Index #$2E 
-LBEA6: .byte $C4 ;+LBEA6:  .byte $C4                       ;
  
-LBEA7: .byte $01 ;261.4Hz (C4) Index #$30 +LBEA7:  .byte $01                       ;261.4Hz (C4)   Index #$30 
-LBEA8: .byte $AB ;+LBEA8:  .byte $AB                       ;
  
-LBEA9: .byte $01 ;276.9Hz (C#4) Index #$32 +LBEA9:  .byte $01                       ;276.9Hz (C#4)  Index #$32 
-LBEAA: .byte $93 ;+LBEAA:  .byte $93                       ;
  
-LBEAB: .byte $01 ;293.6Hz (D4) Index #$34 +LBEAB:  .byte $01                       ;293.6Hz (D4)   Index #$34 
-LBEAC: .byte $7C ;+LBEAC:  .byte $7C                       ;
  
-LBEAD: .byte $01 ;310.8Hz (D#4) Index #$36 +LBEAD:  .byte $01                       ;310.8Hz (D#4)  Index #$36 
-LBEAE: .byte $67 ;+LBEAE:  .byte $67                       ;
  
-LBEAF: .byte $01 ;330.0Hz (E4) Index #$38 +LBEAF:  .byte $01                       ;330.0Hz (E4)   Index #$38 
-LBEB0: .byte $52 ;+LBEB0:  .byte $52                       ;
  
-LBEB1: .byte $01 ;349.6Hz (F4) Index #$3A +LBEB1:  .byte $01                       ;349.6Hz (F4)   Index #$3A 
-LBEB2: .byte $3F ;+LBEB2:  .byte $3F                       ;
  
-LBEB3: .byte $01 ;370.4Hz (F#4) Index #$3C +LBEB3:  .byte $01                       ;370.4Hz (F#4)  Index #$3C 
-LBEB4: .byte $2D ;+LBEB4:  .byte $2D                       ;
  
-LBEB5: .byte $01 ;392.5Hz (G4) Index #$3E +LBEB5:  .byte $01                       ;392.5Hz (G4)   Index #$3E 
-LBEB6: .byte $1C ;+LBEB6:  .byte $1C                       ;
  
-LBEB7: .byte $01 ;415.9Hz (Ab4) Index #$40 +LBEB7:  .byte $01                       ;415.9Hz (Ab4)  Index #$40 
-LBEB8: .byte $0C ;+LBEB8:  .byte $0C                       ;
  
-LBEB9: .byte $00 ;440.4Hz (A4) Index #$42 +LBEB9:  .byte $00                       ;440.4Hz (A4)   Index #$42 
-LBEBA: .byte $FD ;+LBEBA:  .byte $FD                       ;
  
-LBEBB: .byte $00 ;468.1Hz (A#4) Index #$44 +LBEBB:  .byte $00                       ;468.1Hz (A#4)  Index #$44 
-LBEBC: .byte $EE ;+LBEBC:  .byte $EE                       ;
  
-LBEBD: .byte $00 ;495.0Hz (B4) Index #$46 +LBEBD:  .byte $00                       ;495.0Hz (B4)   Index #$46 
-LBEBE: .byte $E1 ;+LBEBE:  .byte $E1                       ;
  
-LBEBF: .byte $00 ;525.2Hz (C5) Index #$48 +LBEBF:  .byte $00                       ;525.2Hz (C5)   Index #$48 
-LBEC0: .byte $D4 ;+LBEC0:  .byte $D4                       ;
  
-LBEC1: .byte $00 ;556.6Hz (C#5) Index #$4A +LBEC1:  .byte $00                       ;556.6Hz (C#5)  Index #$4A 
-LBEC2: .byte $C8 ;+LBEC2:  .byte $C8                       ;
  
-LBEC3: .byte $00 ;588.8Hz (D5) Index #$4C +LBEC3:  .byte $00                       ;588.8Hz (D5)   Index #$4C 
-LBEC4: .byte $BD ;+LBEC4:  .byte $BD                       ;
  
-LBEC5: .byte $00 ;625.0Hz (D#5) Index #$4E +LBEC5:  .byte $00                       ;625.0Hz (D#5)  Index #$4E 
-LBEC6: .byte $B2 ;+LBEC6:  .byte $B2                       ;
  
-LBEC7: .byte $00 ;662.0Hz (E5) Index #$50 +LBEC7:  .byte $00                       ;662.0Hz (E5)   Index #$50 
-LBEC8: .byte $A8 ;+LBEC8:  .byte $A8                       ;
  
-LBEC9: .byte $00 ;699.2Hz (F5) Index #$52 +LBEC9:  .byte $00                       ;699.2Hz (F5)   Index #$52 
-LBECA: .byte $9F ;+LBECA:  .byte $9F                       ;
  
-LBECB: .byte $00 ;740.9Hz (F#5) Index #$54 +LBECB:  .byte $00                       ;740.9Hz (F#5)  Index #$54 
-LBECC: .byte $96 ;+LBECC:  .byte $96                       ;
  
-LBECD: .byte $00 ;787.9Hz (G5) Index #$56 +LBECD:  .byte $00                       ;787.9Hz (G5)   Index #$56 
-LBECE: .byte $8D ;+LBECE:  .byte $8D                       ;
  
-LBECF: .byte $00 ;834.9Hz (Ab5) Index #$58 +LBECF:  .byte $00                       ;834.9Hz (Ab5)  Index #$58 
-LBED0: .byte $85 ;+LBED0:  .byte $85                       ;
  
-LBED1: .byte $00 ;880.9HZ (A5) Index #$5A +LBED1:  .byte $00                       ;880.9HZ (A5)   Index #$5A 
-LBED2: .byte $7E ;+LBED2:  .byte $7E                       ;
  
-LBED3: .byte $00 ;940.1Hz (A#5) Index #$5C +LBED3:  .byte $00                       ;940.1Hz (A#5)  Index #$5C 
-LBED4: .byte $76 ;+LBED4:  .byte $76                       ;
  
-LBED5: .byte $00 ;990.0Hz (B5) Index #$5E +LBED5:  .byte $00                       ;990.0Hz (B5)   Index #$5E 
-LBED6: .byte $70 ;+LBED6:  .byte $70                       ;
  
-LBED7: .byte $00 ;1055Hz (C6) Index #$60 +LBED7:  .byte $00                       ;1055Hz (C6)    Index #$60 
-LBED8: .byte $69 ;+LBED8:  .byte $69                       ;
  
-LBED9: .byte $00 ;1118Hz (C#6) Index #$62 +LBED9:  .byte $00                       ;1118Hz (C#6)   Index #$62 
-LBEDA: .byte $63 ;+LBEDA:  .byte $63                       ;
  
-LBEDB:  .byte $00 ;1178Hz (D6) Index #$64 +LBEDB:  .byte $00                       ;1178Hz (D6)    Index #$64 
-LBEDC: .byte $5E ;+LBEDC:  .byte $5E                       ;
  
-LBEDD: .byte $00 ;1257Hz (D#6) Index #$66 +LBEDD:  .byte $00                       ;1257Hz (D#6)   Index #$66 
-LBEDE: .byte $58 ;+LBEDE:  .byte $58                       ;
  
-LBEDF: .byte $00 ;1332Hz (E6) Index #$68 +LBEDF:  .byte $00                       ;1332Hz (E6)    Index #$68 
-LBEE0: .byte $53 ;+LBEE0:  .byte $53                       ;
  
-LBEE1: .byte $00 ;1398Hz (F6) Index #$6A +LBEE1:  .byte $00                       ;1398Hz (F6)    Index #$6A 
-LBEE2: .byte $4F ;+LBEE2:  .byte $4F                       ;
  
-LBEE3: .byte $00 ;1492Hz (F#6) Index #$6C +LBEE3:  .byte $00                       ;1492Hz (F#6)   Index #$6C 
-LBEE4: .byte $4A ;+LBEE4:  .byte $4A                       ;
  
-LBEE5: .byte $00 ;1576Hz (G6) Index #$6E +LBEE5:  .byte $00                       ;1576Hz (G6)    Index #$6E 
-LBEE6: .byte $46 ;+LBEE6:  .byte $46                       ;
  
-LBEE7: .byte $00 ;1670Hz (Ab6) Index #$70 +LBEE7:  .byte $00                       ;1670Hz (Ab6)   Index #$70 
-LBEE8: .byte $42 ;+LBEE8:  .byte $42                       ;
  
-LBEE9: .byte $00 ;1776Hz (A6) Index #$72 +LBEE9:  .byte $00                       ;1776Hz (A6)    Index #$72 
-LBEEA: .byte $3E ;+LBEEA:  .byte $3E                       ;
  
-LBEEB: .byte $00 ;1896Hz (A#6) Index #$74 +LBEEB:  .byte $00                       ;1896Hz (A#6)   Index #$74 
-LBEEC: .byte $3A ;+LBEEC:  .byte $3A                       ;
  
-LBEED: .byte $00 ;1998Hz (B6) Index #$76 +LBEED:  .byte $00                       ;1998Hz (B6)    Index #$76 
-LBEEE: .byte $37 ;+LBEEE:  .byte $37                       ;
  
-LBEEF: .byte $00 ;2111Hz (C7) Index #$78 +LBEEF:  .byte $00                       ;2111Hz (C7)    Index #$78 
-LBEF0: .byte $34 ;+LBEF0:  .byte $34                       ;
  
-LBEF1: .byte $00 ;2238Hz (C#7) Index #$7A +LBEF1:  .byte $00                       ;2238Hz (C#7)   Index #$7A 
-LBEF2: .byte $31 ;+LBEF2:  .byte $31                       ;
  
-LBEF3: .byte $00 ;2380Hz (D7) Index #$7C +LBEF3:  .byte $00                       ;2380Hz (D7)    Index #$7C 
-LBEF4: .byte $2E ;+LBEF4:  .byte $2E                       ;
  
-LBEF5: .byte $00 ;2796Hz (F7) Index #$7E +LBEF5:  .byte $00                       ;2796Hz (F7)    Index #$7E 
-LBEF6: .byte $27 ;+LBEF6:  .byte $27                       ;
  
 ;The following tables are used to load the music frame count addresses ($0640 thru $0643). The ;The following tables are used to load the music frame count addresses ($0640 thru $0643). The
Line 6090: Line 6090:
  
 NoteLengths0Tbl: NoteLengths0Tbl:
-LBEF7: .byte $04 ;About    1/16 seconds ($B0) +LBEF7:  .byte $04                       ;About    1/16 seconds ($B0) 
-LBEF8: .byte $08 ;About    1/8  seconds ($B1) +LBEF8:  .byte $08                       ;About    1/8  seconds ($B1) 
-LBEF9: .byte $10 ;About    1/4  seconds ($B2) +LBEF9:  .byte $10                       ;About    1/4  seconds ($B2) 
-LBEFA: .byte $20 ;About    1/2  seconds ($B3) +LBEFA:  .byte $20                       ;About    1/2  seconds ($B3) 
-LBEFB: .byte $40 ;About 1       seconds ($B4) +LBEFB:  .byte $40                       ;About 1       seconds ($B4) 
-LBEFC: .byte $18 ;About    3/8  seconds ($B5) +LBEFC:  .byte $18                       ;About    3/8  seconds ($B5) 
-LBEFD: .byte $30 ;About    3/4  seconds ($B6) +LBEFD:  .byte $30                       ;About    3/4  seconds ($B6) 
-LBEFE: .byte $0C ;About    3/16 seconds ($B7) +LBEFE:  .byte $0C                       ;About    3/16 seconds ($B7) 
-LBEFF: .byte $0B ;About   11/64 seconds ($B8) +LBEFF:  .byte $0B                       ;About   11/64 seconds ($B8) 
-LBF00: .byte $05 ;About    5/64 seconds ($B9) +LBF00:  .byte $05                       ;About    5/64 seconds ($B9) 
-LBF01: .byte $02 ;About    1/32 seconds ($BA)+LBF01:  .byte $02                       ;About    1/32 seconds ($BA)
  
 ;Used by item room, fade in, Brinstar music, Ridley area music, Mother brain music, ;Used by item room, fade in, Brinstar music, Ridley area music, Mother brain music,
Line 6106: Line 6106:
  
 NoteLengths1Tbl: NoteLengths1Tbl:
-LBF02: .byte $06 ;About    3/32 seconds ($B0) +LBF02:  .byte $06                       ;About    3/32 seconds ($B0) 
-LBF03: .byte $0C ;About    3/16 seconds ($B1) +LBF03:  .byte $0C                       ;About    3/16 seconds ($B1) 
-LBF04: .byte $18 ;About    3/8  seconds ($B2) +LBF04:  .byte $18                       ;About    3/8  seconds ($B2) 
-LBF05: .byte $30 ;About    3/4  seconds ($B3) +LBF05:  .byte $30                       ;About    3/4  seconds ($B3) 
-LBF06: .byte $60 ;About 1  1/2  seconds ($B4) +LBF06:  .byte $60                       ;About 1  1/2  seconds ($B4) 
-LBF07: .byte $24 ;About    9/16 seconds ($B5) +LBF07:  .byte $24                       ;About    9/16 seconds ($B5) 
-LBF08: .byte $48 ;About 1  3/16 seconds ($B6) +LBF08:  .byte $48                       ;About 1  3/16 seconds ($B6) 
-LBF09: .byte $12 ;About    9/32 seconds ($B7) +LBF09:  .byte $12                       ;About    9/32 seconds ($B7) 
-LBF0A: .byte $10 ;About    1/4  seconds ($B8) +LBF0A:  .byte $10                       ;About    1/4  seconds ($B8) 
-LBF0B: .byte $08 ;About    1/8  seconds ($B9) +LBF0B:  .byte $08                       ;About    1/8  seconds ($B9) 
-LBF0C: .byte $03 ;About    3/64 seconds ($BA)+LBF0C:  .byte $03                       ;About    3/64 seconds ($BA)
  
 ;Used by intro and end game music. ;Used by intro and end game music.
  
 NoteLengths2Tbl: NoteLengths2Tbl:
-LBF0D: .byte $10 ;About    1/4  seconds ($B0) +LBF0D:  .byte $10                       ;About    1/4  seconds ($B0) 
-LBF0E: .byte $07 ;About    7/64 seconds ($B1) +LBF0E:  .byte $07                       ;About    7/64 seconds ($B1) 
-LBF0F: .byte $0E ;About    7/32 seconds ($B2) +LBF0F:  .byte $0E                       ;About    7/32 seconds ($B2) 
-LBF10: .byte $1C ;About    7/16 seconds ($B3) +LBF10:  .byte $1C                       ;About    7/16 seconds ($B3) 
-LBF11: .byte $38 ;About    7/8  seconds ($B4) +LBF11:  .byte $38                       ;About    7/8  seconds ($B4) 
-LBF12: .byte $70 ;About 1 13/16 seconds ($B5) +LBF12:  .byte $70                       ;About 1 13/16 seconds ($B5) 
-LBF13: .byte $2A ;About   21/32 seconds ($B6) +LBF13:  .byte $2A                       ;About   21/32 seconds ($B6) 
-LBF14: .byte $54 ;About 1  5/16 seconds ($B7) +LBF14:  .byte $54                       ;About 1  5/16 seconds ($B7) 
-LBF15: .byte $15 ;About   21/64 seconds ($B8) +LBF15:  .byte $15                       ;About   21/64 seconds ($B8) 
-LBF16: .byte $12 ;About    9/32 seconds ($B9) +LBF16:  .byte $12                       ;About    9/32 seconds ($B9) 
-LBF17: .byte $02 ;About    1/32 seconds ($BA) +LBF17:  .byte $02                       ;About    1/32 seconds ($BA) 
-LBF18: .byte $03 ;About    3/64 seconds ($BB)+LBF18:  .byte $03                       ;About    3/64 seconds ($BB)
  
-InitializeMusic:  +InitializeMusic:                                         
-LBF19: JSR CheckMusicFlags ;($B3FC)Check to see if restarting current music. +LBF19:  JSR CheckMusicFlags             ;($B3FC)Check to see if restarting current music. 
-LBF1C: LDA CurrentSFXFlags ;Load current SFX flags and store CurrentMusic address. +LBF1C:  LDA CurrentSFXFlags             ;Load current SFX flags and store CurrentMusic address. 
-LBF1F: STA CurrentMusic +LBF1F:  STA CurrentMusic                
-LBF22: LDA MusicInitIndex +LBF22:  LDA MusicInitIndex              
-LBF25: TAY +LBF25:  TAY                             
-LBF26: LDA InitMusicIndexTbl,Y ;($BBFA)Find index for music in InitMusicInitIndexTbl. +LBF26:  LDA InitMusicIndexTbl,        ;($BBFA)Find index for music in InitMusicInitIndexTbl. 
-LBF29: TAY +LBF29:  TAY                             
-LBF2A: LDX #$00 ;+LBF2A:  LDX #$00                        ;
  
-LBF2C:* LDA InitMusicTbl,Y ;Base is $BD31. +LBF2C:* LDA InitMusicTbl,             ;Base is $BD31. 
-LBF2F: STA NoteLengthTblOffset,X ; +LBF2F:  STA NoteLengthTblOffset,      
-LBF32: INY  ;The following loop repeats 13 times to--> +LBF32:  INY                             ;The following loop repeats 13 times to--> 
-LBF33: INX  ;load the initial music addresses --> +LBF33:  INX                             ;load the initial music addresses --> 
-LBF34: TXA  ;(registers $062B thru $0637). +LBF34:  TXA                             ;(registers $062B thru $0637). 
-LBF35: CMP #$0D +LBF35:  CMP #$0D                        
-LBF37: BNE - ;+LBF37:  BNE -                           ;
  
-LBF39: LDA #$01 ;Resets addresses $0640 thru $0643 to #$01.--> +LBF39:  LDA #$01                        ;Resets addresses $0640 thru $0643 to #$01.--> 
-LBF3B: STA SQ1MusicFrameCount ;These addresses are used for counting the--> +LBF3B:  STA SQ1MusicFrameCount          ;These addresses are used for counting the--> 
-LBF3E: STA SQ2MusicFrameCount ;number of frames music channels have been playing. +LBF3E:  STA SQ2MusicFrameCount          ;number of frames music channels have been playing. 
-LBF41: STA TriangleMusicFrameCount ; +LBF41:  STA TriangleMusicFrameCount     
-LBF44: STA NoiseMusicFrameCount ; +LBF44:  STA NoiseMusicFrameCount        
-LBF47: LDA #$00 +LBF47:  LDA #$00                        
-LBF49: STA SQ1MusicIndexIndex +LBF49:  STA SQ1MusicIndexIndex          
-LBF4C: STA SQ2MusicIndexIndex ;Resets addresses $0638 thru $063B to #$00.--> +LBF4C:  STA SQ2MusicIndexIndex          ;Resets addresses $0638 thru $063B to #$00.--> 
-LBF4F: STA TriangleMusicIndexIndex ;These are the index to find sound channel data index. +LBF4F:  STA TriangleMusicIndexIndex     ;These are the index to find sound channel data index. 
-LBF52: STA NoiseMusicIndexIndex ; +LBF52:  STA NoiseMusicIndexIndex        
-LBF55: RTS ;+LBF55:  RTS                             ;
  
 ;Not used. ;Not used.
-LBF56: .byte $10, $07, $0E, $1C, $38, $70, $2A, $54, $15, $12, $02, $03, $20, $2C, $B4, $AD +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 +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 +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 +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 +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+LBFA6:  .byte $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
  
 ;----------------------------------------------[ RESET ]-------------------------------------------- ;----------------------------------------------[ RESET ]--------------------------------------------
  
 RESET: RESET:
-LBFB0: SEI ;Disables interrupt. +LBFB0:  SEI                             ;Disables interrupt. 
-LBFB1: CLD ;Sets processor to binary mode. +LBFB1:  CLD                             ;Sets processor to binary mode. 
-LBFB2: LDX #$00 +LBFB2:  LDX #$00                        
-LBFB4: STX PPUControl0 ;Clear PPU control registers. +LBFB4:  STX PPUControl0                 ;Clear PPU control registers. 
-LBFB7: STX PPUControl1 +LBFB7:  STX PPUControl1                 
-LBFBA:* LDA PPUStatus +LBFBA:* LDA PPUStatus                   
-LBFBD: BPL - ;Wait for VBlank. +LBFBD:  BPL -                           ;Wait for VBlank. 
-LBFBF:* LDA PPUStatus +LBFBF:* LDA PPUStatus                   
-LBFC2: BPL - +LBFC2:  BPL -                           
-LBFC4: ORA #$FF +LBFC4:  ORA #$FF                        
-LBFC6: STA MMC1Reg0 ;Reset MMC1 chip.--> +LBFC6:  STA MMC1Reg0                    ;Reset MMC1 chip.--> 
-LBFC9: STA MMC1Reg1 ;(MSB is set). +LBFC9:  STA MMC1Reg1                    ;(MSB is set). 
-LBFCC: STA MMC1Reg2 +LBFCC:  STA MMC1Reg2                    
-LBFCF: STA MMC1Reg3 +LBFCF:  STA MMC1Reg3                    
-LBFD2: JMP Startup ;($C01A)Does preliminry housekeeping.+LBFD2:  JMP Startup                     ;($C01A)Does preliminry housekeeping.
  
 ;Not used. ;Not used.
-LBFD5:  .byte $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00 +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 +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+LBFF5:  .byte $00, $00, $00, $00, $00
  
 ;----------------------------------------[ Interrupt vectors ]-------------------------------------- ;----------------------------------------[ Interrupt vectors ]--------------------------------------
  
-LBFFA:  .word NMI ;($C0D9)NMI vector. +LBFFA:  .word NMI                       ;($C0D9)NMI vector. 
-LBFFC: .word RESET ;($FFB0)Reset vector. +LBFFC:  .word RESET                     ;($FFB0)Reset vector. 
-LBFFE:  .word RESET ;($FFB0)IRQ vector.+LBFFE:  .word RESET                     ;($FFB0)IRQ vector.
 </code> </code>
 +
metroid/disassembly/brinstar_page.1429571111.txt.gz · Last modified: 2015/04/20 23:05 by gf_kennon