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metroid:disassembly:defines [2015/04/20 22:59] gf_kennonmetroid:disassembly:defines [2015/06/07 12:13] (current) – Tabs to spaces snarfblam
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 The "defines" file declares names for constants and addresses of variables and data. It is included in other files via the .include directive, and also makes a handy RAM map. The "defines" file declares names for constants and addresses of variables and data. It is included in other files via the .include directive, and also makes a handy RAM map.
  
-<code 6502kickass>+<code>
 ; ------------------- ; -------------------
 ; METROID source code ; METROID source code
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 ;-------------------------------------------[ Defines ]---------------------------------------------- ;-------------------------------------------[ Defines ]----------------------------------------------
  
-.alias CodePtr $0C ;Points to address to jump to when choosing--> +.alias CodePtr                  $0C     ;Points to address to jump to when choosing--> 
-;      CodePtr+1 $0D ;a routine from a list of routine addresses.+;      CodePtr+1                $0D     ;a routine from a list of routine addresses.
  
 ;The bits of the change and status addresses represent the following joypad buttons: ;The bits of the change and status addresses represent the following joypad buttons:
 ;bit 7=A, bit 6=B, bit 5=SELECT, bit 4=START, bit 3=Up, bit 2=Down, bit 1=Left, bit 0=Right. ;bit 7=A, bit 6=B, bit 5=SELECT, bit 4=START, bit 3=Up, bit 2=Down, bit 1=Left, bit 0=Right.
  
-.alias Joy1Change   $12 ;These addresses store any button changes--> +.alias Joy1Change               $12     ;These addresses store any button changes--> 
-.alias Joy2Change $13 ;that happened since last frame(pads 1 and 2). +.alias Joy2Change               $13     ;that happened since last frame(pads 1 and 2). 
-.alias Joy1Status   $14 ;These two addresses store all buttons--> +.alias Joy1Status               $14     ;These two addresses store all buttons--> 
-.alias Joy2Status $15 ;currently being pressed on the two controllers. +.alias Joy2Status               $15     ;currently being pressed on the two controllers. 
-.alias Joy1Retrig   $16 ;These two addresses store any buttons that need--> +.alias Joy1Retrig               $16     ;These two addresses store any buttons that need--> 
-.alias Joy2Retrig $17 ;to retrigger after being held down by player. +.alias Joy2Retrig               $17     ;to retrigger after being held down by player. 
-.alias RetrigDelay1   $18 ;These two addresses are counters that control--> +.alias RetrigDelay1             $18     ;These two addresses are counters that control--> 
-.alias RetrigDelay2 $19 ;The retriggering of held down buttons.+.alias RetrigDelay2             $19     ;The retriggering of held down buttons.
  
-.alias NMIStatus $1A ;0=NMI in progress. anything else, NMI not in progress. +.alias NMIStatus                $1A     ;0=NMI in progress. anything else, NMI not in progress. 
-.alias PPUDataPending $1B ;1=not PPU data pending, 1=data pending. +.alias PPUDataPending           $1B     ;1=not PPU data pending, 1=data pending. 
-.alias PalDataPending $1C ;Pending palette data. Palette # = PalDataPending - 1. +.alias PalDataPending           $1C     ;Pending palette data. Palette # = PalDataPending - 1. 
-.alias GameMode $1D     ;0 = Game is playing, 1 = At title/password screen +.alias GameMode                 $1D     ;0 = Game is playing, 1 = At title/password screen 
-.alias MainRoutine $1E ;5 = Game paused, 3 = Game engine running +.alias MainRoutine              $1E     ;5 = Game paused, 3 = Game engine running 
-.alias TitleRoutine $1F ;Stores title routine number currently running. +.alias TitleRoutine             $1F     ;Stores title routine number currently running. 
-.alias NextRoutine $20 ;Stores next routine to jump to after WaitTimer expires. +.alias NextRoutine              $20     ;Stores next routine to jump to after WaitTimer expires. 
-.alias CurrentBank $23 ;0 thru 7. current memory page in lower memory block. +.alias CurrentBank              $23     ;0 thru 7. current memory page in lower memory block. 
-.alias SwitchPending $24 ;Switch memory page. Page # = SwitchPending - 1. +.alias SwitchPending            $24     ;Switch memory page. Page # = SwitchPending - 1. 
-.alias MMCReg0Cntrl $25 ;Stores bits to be loaded into MMC1 Register 0. +.alias MMCReg0Cntrl             $25     ;Stores bits to be loaded into MMC1 Register 0. 
-.alias SwitchUpperBits $28 ;Used to store bits 3 and 4 for MMC1 register 3.  Bits--> +.alias SwitchUpperBits          $28     ;Used to store bits 3 and 4 for MMC1 register 3.  Bits--> 
- ;3 and 4 should always be 0 under normal conditions.+                                        ;3 and 4 should always be 0 under normal conditions.
  
-.alias TimerDelay $29 ;Count down from 9 to 0. Decremented every frame. +.alias TimerDelay               $29     ;Count down from 9 to 0. Decremented every frame. 
-.alias Timer1 $2A ;Decremented every frame after set. +.alias Timer1                   $2A     ;Decremented every frame after set. 
-.alias Timer2 $2B ;Decremented every frame after set. +.alias Timer2                   $2B     ;Decremented every frame after set. 
-.alias Timer3 $2C ;Decremented every 10 frames after set.+.alias Timer3                   $2C     ;Decremented every 10 frames after set.
  
-.alias FrameCount $2D     ;Increments every frame(overflows every 256 frames).+.alias FrameCount               $2D     ;Increments every frame(overflows every 256 frames).
  
-.alias RandomNumber1 $2E ;Random numbers used-->   +.alias RandomNumber1            $2E     ;Random numbers used-->          
-.alias RandomNumber2 $2F ;throughout the game.+.alias RandomNumber2            $2F     ;throughout the game.
  
-.alias SpareMem30 $30 ;Written to, but never accessed. +.alias SpareMem30               $30     ;Written to, but never accessed. 
-.alias GamePaused $31 ;#$00=Game running, #$01=Game paused.+.alias GamePaused               $31     ;#$00=Game running, #$01=Game paused.
  
-.alias RoomPtr $33 ;Low byte of room pointer address. +.alias RoomPtr                  $33     ;Low byte of room pointer address. 
-;      RoomPtr+1 $34 ;High byte of room pointer address.+;      RoomPtr+1                $34     ;High byte of room pointer address.
  
-.alias StructPtr $35 ;Low bute of structure pointer address. +.alias StructPtr                $35     ;Low bute of structure pointer address. 
-;      StructPtr+1 $36 ;High byte of structure pointer address. +;      StructPtr+1              $36     ;High byte of structure pointer address. 
-  +                                 
-.alias CartRAMWorkPtr $37 ;Low byte of pointer to current position in room RAM. +.alias CartRAMWorkPtr           $37     ;Low byte of pointer to current position in room RAM. 
-;      CartRAMWorkPtr+1 $38 ;High byte of pointer to current position in room RAM. +;      CartRAMWorkPtr+1         $38     ;High byte of pointer to current position in room RAM. 
- ;The CartRAMWorkPtr points to the current memory address--> +                                        ;The CartRAMWorkPtr points to the current memory address--> 
- ;in the room RAM that is being loaded.+                                        ;in the room RAM that is being loaded.
  
-.alias CartRAMPtr   $39 ;Low byte of pointer to room RAM (#$00). +.alias CartRAMPtr               $39     ;Low byte of pointer to room RAM (#$00). 
-;      CartRAMPtr+1 $3A ;High byte of pointer to room RAM (#$60 or #$64). +;      CartRAMPtr+1             $3A     ;High byte of pointer to room RAM (#$60 or #$64). 
- ;Room RAM is a screen buffer where the objects that make--> +                                        ;Room RAM is a screen buffer where the objects that make--> 
- ;up a room are loaded.  There are two room RAM memory--> +                                        ;up a room are loaded.  There are two room RAM memory--> 
- ;areas and they are the exact same size as the two name--> +                                        ;areas and they are the exact same size as the two name--> 
- ;tables and attribute tables in the PPU. Once the room--> +                                        ;tables and attribute tables in the PPU. Once the room--> 
- ;RAM conatins a completed room in it, the entire contents--> +                                        ;RAM conatins a completed room in it, the entire contents--> 
- ;of the room RAM is loaded into the PPU. +                                        ;of the room RAM is loaded into the PPU. 
  
-.alias RoomPtrTable $3B ;Low byte of start of room pointer table. +.alias RoomPtrTable             $3B     ;Low byte of start of room pointer table. 
-;      RoomPtrTable+1 $3C ;High byte of start of room pointer table.+;      RoomPtrTable+1           $3C     ;High byte of start of room pointer table.
  
-.alias StructPtrTable $3D ;Low byte of start of structure pointer table. +.alias StructPtrTable           $3D     ;Low byte of start of structure pointer table. 
-;      StructPtrTable+1 $3E ;High byte of structure pointer table.+;      StructPtrTable+1         $3E     ;High byte of structure pointer table.
  
-.alias MacroPtr $3F ;Low byte of pointer into macro definitions. +.alias MacroPtr                 $3F     ;Low byte of pointer into macro definitions. 
-;      MacroPtr+1 $40 ;High byte of pointer into macro definitions.+;      MacroPtr+1               $40     ;High byte of pointer into macro definitions.
  
-.alias EnmyFrameTbl1Ptr $41 ;Low byte of pointer into address table to find enemy animations. +.alias EnmyFrameTbl1Ptr         $41     ;Low byte of pointer into address table to find enemy animations. 
-;      EnmyFrameTbl1Ptr+1 $42 ;High byte of pointer into address table to find enemy animations.+;      EnmyFrameTbl1Ptr+1       $42     ;High byte of pointer into address table to find enemy animations.
  
-.alias EnmyFrameTbl2Ptr $43 ;Same as above except in a second table because there are--> +.alias EnmyFrameTbl2Ptr         $43     ;Same as above except in a second table because there are--> 
-;      EnmyFrameTbl2Ptr+1 $44 ;too many entries to fit into one table.+;      EnmyFrameTbl2Ptr+1       $44     ;too many entries to fit into one table.
  
-.alias EnmyPlaceTblPtr $45 ;Low byte of pointer into enemy frame placement table. +.alias EnmyPlaceTblPtr          $45     ;Low byte of pointer into enemy frame placement table. 
-;      EnmyPlaceTblPtr+1 $46 ;High byte of pointer into enemy frame placement table.+;      EnmyPlaceTblPtr+1        $46     ;High byte of pointer into enemy frame placement table.
  
-.alias EnemyAnimPtr $47 ;Low byte of start of EnemyAnimIndexTbl. +.alias EnemyAnimPtr             $47     ;Low byte of start of EnemyAnimIndexTbl. 
-;      EnemyAnimPtr+1 $48 ;High byte of start of EnemyAnimIndexTbl.+;      EnemyAnimPtr+1           $48     ;High byte of start of EnemyAnimIndexTbl.
  
-.alias ScrollDir $49     ;0=Up, 1=Down, 2=Left, 3=Right.+.alias ScrollDir                $49     ;0=Up, 1=Down, 2=Left, 3=Right.
  
-.alias TempScrollDir $4A ;Stores ScrollDir when room is initially loaded.+.alias TempScrollDir            $4A     ;Stores ScrollDir when room is initially loaded.
  
-.alias PageIndex $4B ;Index to object data. +.alias PageIndex                $4B     ;Index to object data. 
- ;#$D0, #$E0, #$F0 = projectile indices(including bombs). +                                        ;#$D0, #$E0, #$F0 = projectile indices(including bombs). 
- +                                        
-.alias ItemIndex $4C ;#$00 or #$08. Added to PowerUpType addresses to determine if--> +.alias ItemIndex                $4C     ;#$00 or #$08. Added to PowerUpType addresses to determine if--> 
- ;the first or second item slot is being checked. +                                        ;the first or second item slot is being checked. 
  
-.alias SamusDir $4D     ;0 = Right, 1 = Left. +.alias SamusDir                 $4D     ;0 = Right, 1 = Left. 
-.alias SamusDoorDir $4E     ;Direction Samus passed through door. +.alias SamusDoorDir             $4E     ;Direction Samus passed through door. 
-.alias MapPosY $4F ;Current y position on world map. +.alias MapPosY                  $4F     ;Current y position on world map. 
-.alias MapPosX $50 ;Current x position on world map. +.alias MapPosX                  $50     ;Current x position on world map. 
-.alias SamusScrX $51 ;Samus x position on screen. +.alias SamusScrX                $51     ;Samus x position on screen. 
-.alias SamusScrY $52 ;Samus y position on screen. +.alias SamusScrY                $52     ;Samus y position on screen. 
-.alias WalkSoundDelay $53 +.alias WalkSoundDelay           $53 
-.alias IsSamus $55 ;1=Samus object being accessed, 0=not Samus. +.alias IsSamus                  $55     ;1=Samus object being accessed, 0=not Samus. 
-.alias DoorStatus $56 ;0=Not in door, 1=In right door, 2=In left door, 3=Scroll up--> +.alias DoorStatus               $56     ;0=Not in door, 1=In right door, 2=In left door, 3=Scroll up--> 
- ;4=Scroll down, 5=Exit door, MSB set=Door entered. If value--> +                                        ;4=Scroll down, 5=Exit door, MSB set=Door entered. If value--> 
- ;is 3 or 4, a door was entered while in a verticle shaft and--> +                                        ;is 3 or 4, a door was entered while in a verticle shaft and--> 
- ;the door was not centered on the screen and up or down--> +                                        ;the door was not centered on the screen and up or down--> 
- ;scrolling needs to occur before scrolling to the next room. +                                        ;scrolling needs to occur before scrolling to the next room. 
-.alias DoorScrollStatus $57 ;#$01=Entered right hand door from horizontal area.--> +.alias DoorScrollStatus         $57     ;#$01=Entered right hand door from horizontal area.--> 
- ;#$02=Entered left hand door from horizontal area.--> +                                        ;#$02=Entered left hand door from horizontal area.--> 
- ;#$03=Entered door from verticle shaft and room needs to--> +                                        ;#$03=Entered door from verticle shaft and room needs to--> 
- ;be centered before horizontal scrolling. #$04=Entered--> +                                        ;be centered before horizontal scrolling. #$04=Entered--> 
- ;door from verticle shaft and room was already centered. +                                        ;door from verticle shaft and room was already centered. 
-.alias SamusDoorData $58 ;The upper 4 bits store either 1 or 2. If 1 is stored(bit 4--> +.alias SamusDoorData            $58     ;The upper 4 bits store either 1 or 2. If 1 is stored(bit 4--> 
- ;set), the scrolling after Samus exits the door is toggled.--> +                                        ;set), the scrolling after Samus exits the door is toggled.--> 
- ;If 2 is stored(bit 5 set), the scrolling is set to--> +                                        ;If 2 is stored(bit 5 set), the scrolling is set to--> 
- ;horizontal scrolling after Samus exits the door. This--> +                                        ;horizontal scrolling after Samus exits the door. This--> 
- ;happens mostly in item rooms. The lower 4 bits store Samus'--> +                                        ;happens mostly in item rooms. The lower 4 bits store Samus'--> 
- ;action status as she enters the door. This is used to set--> +                                        ;action status as she enters the door. This is used to set--> 
- ;Samus' action after she exits and keeps her looking the same. +                                        ;Samus' action after she exits and keeps her looking the same. 
-.alias DoorDelay $59 ;Number of frames to delay when Samus entering/exiting doors. +.alias DoorDelay                $59     ;Number of frames to delay when Samus entering/exiting doors. 
-.alias RoomNumber $5A ;Room number currently being loaded. +.alias RoomNumber               $5A     ;Room number currently being loaded. 
-.alias SpritePagePos $5B ;Index into sprite RAM used to load object sprite data. +.alias SpritePagePos            $5B     ;Index into sprite RAM used to load object sprite data. 
-.alias SamusInLava $64 ;#$01=Samus in lava, #$00=She is not. +.alias SamusInLava              $64     ;#$01=Samus in lava, #$00=She is not. 
-.alias ObjectCounter $65 ;Counts such things as object explosion time. +.alias ObjectCounter            $65     ;Counts such things as object explosion time. 
-.alias ObjectPal $67 ;Attrib. table info for room object(#$00 thru #$03). +.alias ObjectPal                $67     ;Attrib. table info for room object(#$00 thru #$03). 
-.alias RoomPal $68 +.alias RoomPal                  $68 
-.alias TempX $69 +.alias TempX                    $69 
-.alias TempY $6A +.alias TempY                    $6A 
-.alias ObjectCntrl $6B ;Controls object properties such as mirroring and color--> +.alias ObjectCntrl              $6B     ;Controls object properties such as mirroring and color--> 
- ;bits. Bit 4 controls object mirroring.+                                        ;bits. Bit 4 controls object mirroring.
  
-.alias DoorOnNameTable3 $6C ;The following two addresses are used to keep track of the--> +.alias DoorOnNameTable3         $6C     ;The following two addresses are used to keep track of the--> 
-.alias DoorOnNameTable0 $6D ;doors loaded on the name tables. The information is used--> +.alias DoorOnNameTable0         $6D     ;doors loaded on the name tables. The information is used--> 
- ;in the GetRoomNum routine to prevent the loading of a--> +                                        ;in the GetRoomNum routine to prevent the loading of a--> 
- ;room behind a door when scrolling horizontally. This has--> +                                        ;room behind a door when scrolling horizontally. This has--> 
- ;the effect of stopping scrolling until Samus walks through--> +                                        ;the effect of stopping scrolling until Samus walks through--> 
- ;the door. #$01=Left door on name table. #$02=right door--> +                                        ;the door. #$01=Left door on name table. #$02=right door--> 
- ;on name table. #$03 two doors on the same name table.--> +                                        ;on name table. #$03 two doors on the same name table.--> 
- ;#$00 is possible in $6D if 2 doors are on name table 0--> +                                        ;#$00 is possible in $6D if 2 doors are on name table 0--> 
- ;while vertically scrolling.+                                        ;while vertically scrolling.
  
-.alias HealthLoChange $6E ;Amount to add/subtract from HealthLo. +.alias HealthLoChange           $6E     ;Amount to add/subtract from HealthLo. 
-.alias HealthHiChange $6F ;Amount to add/subtract from HealthHi.+.alias HealthHiChange           $6F     ;Amount to add/subtract from HealthHi.
  
-.alias SamusBlink $70 +.alias SamusBlink               $70 
-.alias UpdatingProjectile $71 ;#$01=Projectile update in process. #$00=not in process. +.alias UpdatingProjectile       $71     ;#$01=Projectile update in process. #$00=not in process. 
-.alias DamagePushDirection $72 ;#$00=Push Samus left when hit, #$01=Push right, #$FF=No push.  +.alias DamagePushDirection      $72     ;#$00=Push Samus left when hit, #$01=Push right, #$FF=No push.  
-.alias InArea $74 ;#$10(or #$00)=Brinstar, #$11=Norfair, #$12=Kraid hideout,--> +.alias InArea                   $74     ;#$10(or #$00)=Brinstar, #$11=Norfair, #$12=Kraid hideout,--> 
- ;#$13=Tourian, #$14=Ridley hideout.+                                        ;#$13=Tourian, #$14=Ridley hideout.
  
-.alias SpareMem75 $75 ;Initialized to #$FF in AreaInit. Not used. +.alias SpareMem75               $75     ;Initialized to #$FF in AreaInit. Not used. 
-.alias PalToggle $76+.alias PalToggle                $76
  
-.alias ItemRoomMusicStatus $79 ;#$00=Item room music not playing.  +.alias ItemRoomMusicStatus      $79     ;#$00=Item room music not playing.  
- ;#$01=Play item room music. +                                        ;#$01=Play item room music. 
- ;#$80=Stop item room music once door scroll complete.  +                                        ;#$80=Stop item room music once door scroll complete.  
- ;#$81=Item room music already playing. Don't restart.+                                        ;#$81=Item room music already playing. Don't restart.
  
-.alias OnFrozenEnemy $7D ;#$01=Samus standing on frozen enemy, #$00=she is not.+.alias OnFrozenEnemy            $7D     ;#$01=Samus standing on frozen enemy, #$00=she is not.
  
 ;--------------------------------------[ End routine specific ]-------------------------------------- ;--------------------------------------[ End routine specific ]--------------------------------------
  
-.alias EndMsgWrite $7A ;0=don't write end message, 1=write end message. +.alias EndMsgWrite              $7A     ;0=don't write end message, 1=write end message. 
-.alias IsCredits $7B ;0=credits not rolling, 1=credits rolling. +.alias IsCredits                $7B     ;0=credits not rolling, 1=credits rolling. 
-.alias SpriteByteCounter $7C ;Used to indicate when Samus sprite load complete. +.alias SpriteByteCounter        $7C     ;Used to indicate when Samus sprite load complete. 
-.alias SpritePointerIndex $7D ;Index to proper Samus sprite graphics at end game. +.alias SpritePointerIndex       $7D     ;Index to proper Samus sprite graphics at end game. 
-.alias SpriteAttribByte $7E ;#$00.  Attribute byte of some sprites. +.alias SpriteAttribByte         $7E     ;#$00.  Attribute byte of some sprites. 
-.alias ColorCntIndex $7F ;Index for finding count number for ClrChangeCounter. +.alias ColorCntIndex            $7F     ;Index for finding count number for ClrChangeCounter. 
-.alias CreditPageNumber $80 ;Stores current page of credits(#$00 thru #$06). +.alias CreditPageNumber         $80     ;Stores current page of credits(#$00 thru #$06). 
-.alias HideShowEndMsg $81 ;0=show end message, 1=erase end message. +.alias HideShowEndMsg           $81     ;0=show end message, 1=erase end message. 
-.alias ClrChangeCounter $82 ;When=#$00, change end Samus sprite colors. +.alias ClrChangeCounter         $82     ;When=#$00, change end Samus sprite colors. 
-.alias WaveSpritePointer $83 ;Address pointer to Samus hand waving sprites in end. +.alias WaveSpritePointer        $83     ;Address pointer to Samus hand waving sprites in end. 
-.alias WaveSpriteCounter $84 ;Stores length of wave sprite data (#$10).+.alias WaveSpriteCounter        $84     ;Stores length of wave sprite data (#$10).
  
 ;---------------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------------
  
-.alias MetroidOnSamus $92 ;#$01=Metroid on Samus, #$00=Metroid not on Samus.+.alias MetroidOnSamus           $92     ;#$01=Metroid on Samus, #$00=Metroid not on Samus.
  
-.alias MaxMissilePickup $93 ;Maximum missiles power-ups that can be picked up. Randomly--> +.alias MaxMissilePickup         $93     ;Maximum missiles power-ups that can be picked up. Randomly--> 
- ;recalculated whenever Samus goes through a door. +                                        ;recalculated whenever Samus goes through a door. 
-.alias MaxEnergyPickup $94 ;Maximum energy power-ups that can be picked up. Randomly--> +.alias MaxEnergyPickup          $94     ;Maximum energy power-ups that can be picked up. Randomly--> 
- ;recalculated whenever Samus goes through a door. +                                        ;recalculated whenever Samus goes through a door. 
-.alias CurrentMissilePickups $95 ;Number of missile power-ups currently collected by Samus--> +.alias CurrentMissilePickups    $95     ;Number of missile power-ups currently collected by Samus--> 
- ;Reset to 0 when Samus goes through a door. +                                        ;Reset to 0 when Samus goes through a door. 
-.alias CurrentEnergyPickups $96 ;Number of energy power-ups currently collected by Samus--> +.alias CurrentEnergyPickups     $96     ;Number of energy power-ups currently collected by Samus--> 
- ;Reset to 0 when Samus goes through a door.+                                        ;Reset to 0 when Samus goes through a door.
  
-.alias MotherBrainStatus $98 ;#$00=Mother brain not in room, #$01=Mother brain in room,--> +.alias MotherBrainStatus        $98     ;#$00=Mother brain not in room, #$01=Mother brain in room,--> 
- ;#$02=Mother brain hit, #$03=Mother brain dying--> +                                        ;#$02=Mother brain hit, #$03=Mother brain dying--> 
- ;#$04=Mother brain dissapearing, #$05=Mother brain gone,--> +                                        ;#$04=Mother brain dissapearing, #$05=Mother brain gone,--> 
- ;#$06=Time bomb set, #$07=Time bomb exploded,--> +                                        ;#$06=Time bomb set, #$07=Time bomb exploded,--> 
- ;#$08=Initialize mother brain,--> +                                        ;#$08=Initialize mother brain,--> 
- ;#$09, #$0A=Mother brain already dead. +                                        ;#$09, #$0A=Mother brain already dead. 
-.alias MotherBrainHits $99 ;Number of times mother brain has been hit. Dies at #$20.+.alias MotherBrainHits          $99     ;Number of times mother brain has been hit. Dies at #$20.
  
-.alias SpareMemB7 $B7 ;Written to in title routine and accessed by unsed routine. +.alias SpareMemB7               $B7     ;Written to in title routine and accessed by unsed routine. 
-.alias SpareMemB8 $B8 ;Written to in title routine and accessed by unsed routine. +.alias SpareMemB8               $B8     ;Written to in title routine and accessed by unsed routine. 
-.alias SpareMemBB $BB ;Written to in title routine, but never accessed.+.alias SpareMemBB               $BB     ;Written to in title routine, but never accessed.
  
-.alias First4SlowCntr $BC ;This address holds an 8 frame delay. when the delay is up,--> +.alias First4SlowCntr           $BC     ;This address holds an 8 frame delay. when the delay is up,--> 
- ;The crosshair sprites double their speed. +                                        ;The crosshair sprites double their speed. 
-.alias Second4Delay $BD ;This address holds a 32 frame delay.  When the delay is--> +.alias Second4Delay             $BD     ;This address holds a 32 frame delay.  When the delay is--> 
- ;up, the second set of crosshair sprites start their movement. +                                        ;up, the second set of crosshair sprites start their movement. 
-.alias SecondCrosshairSprites $BF ;#$01=Second crosshair sprites active in intro.+.alias SecondCrosshairSprites   $BF     ;#$01=Second crosshair sprites active in intro.
  
-.alias FlashScreen $C0 ;#$01=Flash screen during crosshairs routine. +.alias FlashScreen              $C0     ;#$01=Flash screen during crosshairs routine. 
-.alias PalDataIndex $C1 +.alias PalDataIndex             $C1 
-.alias ScreenFlashPalIndex $C2 ;Index to palette data to flash screen during intro. +.alias ScreenFlashPalIndex      $C2     ;Index to palette data to flash screen during intro. 
-.alias IntroStarOffset $C3 ;Contains offset into IntroStarPntr table for twinkle effect. +.alias IntroStarOffset          $C3     ;Contains offset into IntroStarPntr table for twinkle effect. 
-.alias FadeDataIndex $C4 ;Index to palette data to fade items in and out during intro.+.alias FadeDataIndex            $C4     ;Index to palette data to fade items in and out during intro.
  
-.alias SpareMemC5 $C5 ;Written to in title routine, but never accessed. +.alias SpareMemC5               $C5     ;Written to in title routine, but never accessed. 
-.alias CrossDataIndex $C6 ;#$00 thru #$04. Index to find cross sprite data. +.alias CrossDataIndex           $C6     ;#$00 thru #$04. Index to find cross sprite data. 
-.alias DrawCross $C7 ;#$01=Draw cross on screen during crosshairs routine. +.alias DrawCross                $C7     ;#$01=Draw cross on screen during crosshairs routine. 
-.alias SpriteLoadPending $C8 ;Set to #$00 after sprite RAM load complete. +.alias SpriteLoadPending        $C8     ;Set to #$00 after sprite RAM load complete. 
-.alias SpareMemC9 $C9 :Written to in title routine, but never accessed. +.alias SpareMemC9               $C9     :Written to in title routine, but never accessed. 
-.alias SpareMemCB $CB ;Written to in title routine, but never accessed. +.alias SpareMemCB               $CB     ;Written to in title routine, but never accessed. 
-.alias SpareMemCC $CC ;Written to in title routine, but never accessed. +.alias SpareMemCC               $CC     ;Written to in title routine, but never accessed. 
-.alias SpareMemCD $CD ;Written to in title routine, but never accessed. +.alias SpareMemCD               $CD     ;Written to in title routine, but never accessed. 
-.alias SpareMemCE $CE ;Written to in title routine, but never accessed. +.alias SpareMemCE               $CE     ;Written to in title routine, but never accessed. 
-.alias SpareMemCF $CF ;Written to in title routine, but never accessed. +.alias SpareMemCF               $CF     ;Written to in title routine, but never accessed. 
-.alias SpareMemD0 $D0 ;Written to in title routine, but never accessed. +.alias SpareMemD0               $D0     ;Written to in title routine, but never accessed. 
-.alias SpareMemD1 $D1 ;Written to in title routine, but never accessed. +.alias SpareMemD1               $D1     ;Written to in title routine, but never accessed. 
-.alias SpareMemD2 $D2 ;Written to in title routine, but never accessed. +.alias SpareMemD2               $D2     ;Written to in title routine, but never accessed. 
-.alias SpareMemD3 $D3 ;Written to in title routine, but never accessed. +.alias SpareMemD3               $D3     ;Written to in title routine, but never accessed. 
-.alias SpareMemD7 $D7 ;Written to in title routine, but never accessed. +.alias SpareMemD7               $D7     ;Written to in title routine, but never accessed. 
-.alias IntroMusicRestart $D8 ;After all title routines run twice, restarts intro music. +.alias IntroMusicRestart        $D8     ;After all title routines run twice, restarts intro music. 
-.alias ABStatus $F0 ;Stores A and B button status in AreaInit. Never used. +.alias ABStatus                 $F0     ;Stores A and B button status in AreaInit. Never used. 
-; $F7+                              $F7
  
-.alias MirrorCntrl $FA ;If bit 3 is set, PPU set to horizontal mirroring--> +.alias MirrorCntrl              $FA     ;If bit 3 is set, PPU set to horizontal mirroring--> 
- ;else if bit 3 is clear, PPU is set to vertical--> +                                        ;else if bit 3 is clear, PPU is set to vertical--> 
- ;mirroring. No other bits seem to matter.+                                        ;mirroring. No other bits seem to matter.
  
-.alias ScrollY $FC ;Y value loaded into scroll register.  +.alias ScrollY                  $FC     ;Y value loaded into scroll register.  
-.alias ScrollX $FD ;X value loaded into scroll register. +.alias ScrollX                  $FD     ;X value loaded into scroll register. 
-.alias PPUCNT1ZP $FE ;Data byte to be loaded into PPU control register 1. +.alias PPUCNT1ZP                $FE     ;Data byte to be loaded into PPU control register 1. 
-.alias PPUCNT0ZP $FF ;Data byte to be loaded into PPU control register 0.+.alias PPUCNT0ZP                $FF     ;Data byte to be loaded into PPU control register 0.
  
-.alias HealthLo $0106   ;Lower health digit in upper 4 bits. +.alias HealthLo                 $0106   ;Lower health digit in upper 4 bits. 
-.alias HealthHi $0107   ;Upper health digit in lower 4 bits-->+.alias HealthHi                 $0107   ;Upper health digit in lower 4 bits-->
                                         ;# of full tanks in upper 4 bits.                                         ;# of full tanks in upper 4 bits.
-.alias MiniBossKillDelay $0108 ;Initiate power up music and delay after Kraid/Ridley killed. +.alias MiniBossKillDelay        $0108   ;Initiate power up music and delay after Kraid/Ridley killed. 
-.alias PowerUpDelay $0109 ;Initiate power up music and delay after item pickup.+.alias PowerUpDelay             $0109   ;Initiate power up music and delay after item pickup.
  
-.alias EndTimerLo $010A ;Lower byte of end game escape timer. +.alias EndTimerLo               $010A   ;Lower byte of end game escape timer. 
-.alias EndTimerHi $010B ;Upper byte of end game escape timer.+.alias EndTimerHi               $010B   ;Upper byte of end game escape timer.
  
-.alias MissileToggle $010E   ;0=fire bullets, 1=fire missiles.+.alias MissileToggle            $010E   ;0=fire bullets, 1=fire missiles.
  
 ;-----------------------------------------[ Sprite RAM ]--------------------------------------------- ;-----------------------------------------[ Sprite RAM ]---------------------------------------------
  
-.alias Sprite00RAM   $0200 ;$0200 thru $02FF +.alias Sprite00RAM              $0200   ;$0200 thru $02FF 
-.alias Sprite01RAM $0204 ; +.alias Sprite01RAM              $0204   
-.alias Sprite02RAM $0208 ; +.alias Sprite02RAM              $0208   
-.alias Sprite03RAM $020C ; +.alias Sprite03RAM              $020C   
-.alias Sprite04RAM $0210 ; +.alias Sprite04RAM              $0210   
-.alias Sprite05RAM $0214 ; +.alias Sprite05RAM              $0214   
-.alias Sprite06RAM $0218 ; +.alias Sprite06RAM              $0218   
-.alias Sprite07RAM $021C ; +.alias Sprite07RAM              $021C   
-.alias Sprite08RAM $0220 ; +.alias Sprite08RAM              $0220   
-.alias Sprite09RAM $0224 ; +.alias Sprite09RAM              $0224   
-.alias Sprite0ARAM $0228 ; +.alias Sprite0ARAM              $0228   
-.alias Sprite0BRAM $022C ; +.alias Sprite0BRAM              $022C   
-.alias Sprite0CRAM $0230 ; +.alias Sprite0CRAM              $0230   
-.alias Sprite0DRAM $0234 ; +.alias Sprite0DRAM              $0234   
-.alias Sprite0ERAM $0238 ; +.alias Sprite0ERAM              $0238   
-.alias Sprite0FRAM $023C ; +.alias Sprite0FRAM              $023C   
-.alias Sprite10RAM   $0240 ; +.alias Sprite10RAM              $0240   
-.alias Sprite11RAM $0244 ; +.alias Sprite11RAM              $0244   
-.alias Sprite12RAM $0248 ; +.alias Sprite12RAM              $0248   
-.alias Sprite13RAM $024C ; +.alias Sprite13RAM              $024C   
-.alias Sprite14RAM $0250 ; +.alias Sprite14RAM              $0250   
-.alias Sprite15RAM $0254 ; +.alias Sprite15RAM              $0254   
-.alias Sprite16RAM $0258 ; +.alias Sprite16RAM              $0258   
-.alias Sprite17RAM $025C ; +.alias Sprite17RAM              $025C   
-.alias Sprite18RAM $0260 ; +.alias Sprite18RAM              $0260   
-.alias Sprite19RAM $0264 ; +.alias Sprite19RAM              $0264   
-.alias Sprite1ARAM $0268 ;These 256 bytes of memory are loaded into sprite +.alias Sprite1ARAM              $0268   ;These 256 bytes of memory are loaded into sprite 
-.alias Sprite1BRAM $026C ;RAM using the DMA sprite register $4014. +.alias Sprite1BRAM              $026C   ;RAM using the DMA sprite register $4014. 
-.alias Sprite1CRAM $0270 ; +.alias Sprite1CRAM              $0270   
-.alias Sprite1DRAM $0274 ; +.alias Sprite1DRAM              $0274   
-.alias Sprite1ERAM $0278 ; +.alias Sprite1ERAM              $0278   
-.alias Sprite1FRAM $027C ; +.alias Sprite1FRAM              $027C   
-.alias Sprite20RAM   $0280 ; +.alias Sprite20RAM              $0280   
-.alias Sprite21RAM $0284 ; +.alias Sprite21RAM              $0284   
-.alias Sprite22RAM $0288 ; +.alias Sprite22RAM              $0288   
-.alias Sprite23RAM $028C ; +.alias Sprite23RAM              $028C   
-.alias Sprite24RAM $0290 ; +.alias Sprite24RAM              $0290   
-.alias Sprite25RAM $0294 ; +.alias Sprite25RAM              $0294   
-.alias Sprite26RAM $0298 ; +.alias Sprite26RAM              $0298   
-.alias Sprite27RAM $029C ; +.alias Sprite27RAM              $029C   
-.alias Sprite28RAM $02A0 ; +.alias Sprite28RAM              $02A0   
-.alias Sprite29RAM $02A4 ; +.alias Sprite29RAM              $02A4   
-.alias Sprite2ARAM $02A8 ; +.alias Sprite2ARAM              $02A8   
-.alias Sprite2BRAM $02AC ; +.alias Sprite2BRAM              $02AC   
-.alias Sprite2CRAM $02B0 ; +.alias Sprite2CRAM              $02B0   
-.alias Sprite2DRAM $02B4 ; +.alias Sprite2DRAM              $02B4   
-.alias Sprite2ERAM $02B8 ; +.alias Sprite2ERAM              $02B8   
-.alias Sprite2FRAM $02BC ; +.alias Sprite2FRAM              $02BC   
-.alias Sprite30RAM   $02C0 ; +.alias Sprite30RAM              $02C0   
-.alias Sprite31RAM $02C4 ; +.alias Sprite31RAM              $02C4   
-.alias Sprite32RAM $02C8 ; +.alias Sprite32RAM              $02C8   
-.alias Sprite33RAM $02CC ; +.alias Sprite33RAM              $02CC   
-.alias Sprite34RAM $02D0 ; +.alias Sprite34RAM              $02D0   
-.alias Sprite35RAM $02D4 ; +.alias Sprite35RAM              $02D4   
-.alias Sprite36RAM $02D8 ; +.alias Sprite36RAM              $02D8   
-.alias Sprite37RAM $02DC ; +.alias Sprite37RAM              $02DC   
-.alias Sprite38RAM $02E0 ; +.alias Sprite38RAM              $02E0   
-.alias Sprite39RAM $02E4 ; +.alias Sprite39RAM              $02E4   
-.alias Sprite3ARAM $02E8 ; +.alias Sprite3ARAM              $02E8   
-.alias Sprite3BRAM $02EC ; +.alias Sprite3BRAM              $02EC   
-.alias Sprite3CRAM $02F0 ; +.alias Sprite3CRAM              $02F0   
-.alias Sprite3DRAM $02F4 ; +.alias Sprite3DRAM              $02F4   
-.alias Sprite3ERAM $02F8 ; +.alias Sprite3ERAM              $02F8   
-.alias Sprite3FRAM $02FC ;+.alias Sprite3FRAM              $02FC   ;
  
 ;-----------------------------------------[ Object RAM ]--------------------------------------------- ;-----------------------------------------[ Object RAM ]---------------------------------------------
  
 ;Samus RAM. ;Samus RAM.
-.alias ObjAction $0300 ;Status of object. 0=object slot not in use. +.alias ObjAction                $0300   ;Status of object. 0=object slot not in use. 
-.alias ObjRadY $0301 ;Distance in pixels from object center to top or bottom. +.alias ObjRadY                  $0301   ;Distance in pixels from object center to top or bottom. 
-.alias ObjRadX $0302 ;Distance in pixels from object center to left or right side. +.alias ObjRadX                  $0302   ;Distance in pixels from object center to left or right side. 
-.alias AnimFrame $0303 ;*2 = Index into FramePtrTable for current animation. +.alias AnimFrame                $0303   ;*2 = Index into FramePtrTable for current animation. 
-.alias AnimDelay $0304 ;Number of frames to delay between animation frames. +.alias AnimDelay                $0304   ;Number of frames to delay between animation frames. 
-.alias AnimResetIndex $0305 ;Restart index-1 when AnimIndex finished with last frame.  +.alias AnimResetIndex           $0305   ;Restart index-1 when AnimIndex finished with last frame.  
-.alias AnimIndex $0306 ;Current index into ObjectAnimIndexTbl. +.alias AnimIndex                $0306   ;Current index into ObjectAnimIndexTbl. 
-.alias SamusOnElevator $0307   ;0=Samus not on elevator, 1=Samus on elevator. +.alias SamusOnElevator          $0307   ;0=Samus not on elevator, 1=Samus on elevator. 
-.alias ObjVertSpeed $0308 ;MSB set=moving up(#$FA max), MSB clear=moving down(#$05 max). +.alias ObjVertSpeed             $0308   ;MSB set=moving up(#$FA max), MSB clear=moving down(#$05 max). 
-.alias ObjHorzSpeed $0309 ;MSB set=moving lft(#$FE max), MSB clear=moving rt(#$01 max). +.alias ObjHorzSpeed             $0309   ;MSB set=moving lft(#$FE max), MSB clear=moving rt(#$01 max). 
-.alias SamusHit $030A ;Samus hit by enemy. +.alias SamusHit                 $030A   ;Samus hit by enemy. 
-.alias ObjectOnScreen $030B ;1=Object on screen, 0=Object beyond screen boundaries. +.alias ObjectOnScreen           $030B   ;1=Object on screen, 0=Object beyond screen boundaries. 
-.alias ObjectHi $030C ;0=Object on nametable 0, 1=Object on nametable 3. +.alias ObjectHi                 $030C   ;0=Object on nametable 0, 1=Object on nametable 3. 
-.alias ObjectY $030D ;Object y position in room(not actual screen position). +.alias ObjectY                  $030D   ;Object y position in room(not actual screen position). 
-.alias ObjectX $030E ;Object x position in room(not actual screen position). +.alias ObjectX                  $030E   ;Object x position in room(not actual screen position). 
-.alias SamusJumpDsplcmnt $030F ;Number of pixels vertically displaced from jump point. +.alias SamusJumpDsplcmnt        $030F   ;Number of pixels vertically displaced from jump point. 
-.alias VertCntrNonLinear $0310 ;Verticle movement counter. Exponential change in speed. +.alias VertCntrNonLinear        $0310   ;Verticle movement counter. Exponential change in speed. 
-.alias HorzCntrNonLinear $0311 ;Horizontal movement counter. Exponential change in speed. +.alias HorzCntrNonLinear        $0311   ;Horizontal movement counter. Exponential change in speed. 
-.alias VertCntrLinear $0312 ;Verticle movement counter. Linear change in speed. +.alias VertCntrLinear           $0312   ;Verticle movement counter. Linear change in speed. 
-.alias HorzCntrLinear $0313 ;Horizontal movement counter. Linear change in speed. +.alias HorzCntrLinear           $0313   ;Horizontal movement counter. Linear change in speed. 
-.alias SamusGravity $0314 ;Value used in calculating vertical acceleration on Samus. +.alias SamusGravity             $0314   ;Value used in calculating vertical acceleration on Samus. 
-.alias SamusHorzAccel $0315 ;Value used in calculating horizontal acceleration on Samus. +.alias SamusHorzAccel           $0315   ;Value used in calculating horizontal acceleration on Samus. 
-.alias SamusHorzSpeedMax $0316 ;Used to calc maximum horizontal speed Samus can reach.+.alias SamusHorzSpeedMax        $0316   ;Used to calc maximum horizontal speed Samus can reach.
  
 ;Elevator RAM. ;Elevator RAM.
-.alias ElevatorStatus $0320 ;#$01=Elevator present, #$00=Elevator not present.+.alias ElevatorStatus           $0320   ;#$01=Elevator present, #$00=Elevator not present.
  
 ;Power-up item RAM. ;Power-up item RAM.
-.alias PowerUpAnimFrame $0343 ;*2 = Index into FramePtrTable for current animation. +.alias PowerUpAnimFrame         $0343   ;*2 = Index into FramePtrTable for current animation. 
-.alias PowerUpHi $034C ;Name table power up item is located on. +.alias PowerUpHi                $034C   ;Name table power up item is located on. 
-.alias PowerUpY $034D ;Room Y coord of power up item. +.alias PowerUpY                 $034D   ;Room Y coord of power up item. 
-.alias PowerUpX $034E ;Room x coord of power up item.+.alias PowerUpX                 $034E   ;Room x coord of power up item.
  
 ;-------------------------------------[ Title routine specific ]------------------------------------- ;-------------------------------------[ Title routine specific ]-------------------------------------
  
-.alias PasswordCursor $0320 ;Password write position (#$00 - #$17). +.alias PasswordCursor           $0320   ;Password write position (#$00 - #$17). 
-.alias InputRow $0321 ;Password character select row (#$00 - #$04). +.alias InputRow                 $0321   ;Password character select row (#$00 - #$04). 
-.alias InputColumn $0322 ;Password character select column (#$00 - #$0C). +.alias InputColumn              $0322   ;Password character select column (#$00 - #$0C). 
-.alias PasswordStat00 $0324 ;Does not appear to have a function. +.alias PasswordStat00           $0324   ;Does not appear to have a function. 
-.alias StartContinue $0325 ;0=START selected, 1=CONTINUE selected.+.alias StartContinue            $0325   ;0=START selected, 1=CONTINUE selected.
  
 ;------------------------------------------[ Enemy RAM ]--------------------------------------------- ;------------------------------------------[ Enemy RAM ]---------------------------------------------
  
-.alias EnYRoomPos $0400 ;Enemy y position in room.(not actual screen position). +.alias EnYRoomPos               $0400   ;Enemy y position in room.(not actual screen position). 
-.alias EnXRoomPos $0401 ;Enemy x position in room.(not actual screen position). +.alias EnXRoomPos               $0401   ;Enemy x position in room.(not actual screen position). 
-; $0402 +                              $0402 
-; $0403 +                              $0403 
-; $0404 +                              $0404 
-; $0405 +                              $0405 
-.alias EnCounter $0406 ;Counts such things as explosion time. +.alias EnCounter                $0406   ;Counts such things as explosion time. 
-; $0407 +                              $0407 
-; $0408 +                              $0408 
-.alias EnDelay $0409 ;Delay counter between enemy actions. +.alias EnDelay                  $0409   ;Delay counter between enemy actions. 
-; $040A +                              $040A 
-.alias EnHitPoints $040B ;Current hit points of enemy. +.alias EnHitPoints              $040B   ;Current hit points of enemy. 
-; $040C +                              $040C 
-; $040D +                              $040D 
-; $040E +                              $040E 
-.alias EnSpecialAttribs $040F ;Bit 7 set=tough version of enemy, bit 6 set=mini boss.+.alias EnSpecialAttribs         $040F   ;Bit 7 set=tough version of enemy, bit 6 set=mini boss.
  
 ;---------------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------------
  
 ;Tile respawning ;Tile respawning
-.alias TileRoutine $0500 +.alias TileRoutine              $0500 
-.alias TileAnimFrame $0503 +.alias TileAnimFrame            $0503 
-.alias TileAnimDelay $0504 +.alias TileAnimDelay            $0504 
-.alias TileAnimIndex $0506 +.alias TileAnimIndex            $0506 
-.alias TileDelay $0507 +.alias TileDelay                $0507 
-.alias TileWRAMLo $0508 +.alias TileWRAMLo               $0508 
-.alias TileWRAMHi $0509 +.alias TileWRAMHi               $0509 
-.alias TileType $050A+.alias TileType                 $050A
  
 ;---------------------------------[ Sound engine memory addresses ]---------------------------------- ;---------------------------------[ Sound engine memory addresses ]----------------------------------
  
-.alias Cntrl0Data $EA  ;Temp storage for data of first address sound channel +.alias Cntrl0Data               $EA     ;Temp storage for data of first address sound channel 
-.alias VolumeCntrlAddress $EB ;Desired address number in VolumeCntrlAdressTbl+.alias VolumeCntrlAddress       $EB     ;Desired address number in VolumeCntrlAdressTbl
  
-.alias MusicSQ1PeriodLow $0600 ;Loaded into SQ1Cntrl2 when playing music +.alias MusicSQ1PeriodLow        $0600   ;Loaded into SQ1Cntrl2 when playing music 
-.alias MusicSQ1PeriodHigh $0601 ;Loaded into SQ1Cntrl3 when playing music+.alias MusicSQ1PeriodHigh       $0601   ;Loaded into SQ1Cntrl3 when playing music
  
-.alias SFXPaused $0602 ;0=Game not paused, 1=Game paused +.alias SFXPaused                $0602   ;0=Game not paused, 1=Game paused 
-.alias PauseSFXStatus $0603 ;Plays PauseMusic SFX if less than #$12+.alias PauseSFXStatus           $0603   ;Plays PauseMusic SFX if less than #$12
  
-.alias MusicSQ2PeriodLow $0604 ;Loaded into SQ2Cntrl2 when playing music +.alias MusicSQ2PeriodLow        $0604   ;Loaded into SQ2Cntrl2 when playing music 
-.alias MusicSQ2PeriodHigh $0605 ;Loaded into SQ2Cntrl3 when playing music+.alias MusicSQ2PeriodHigh       $0605   ;Loaded into SQ2Cntrl3 when playing music
  
-.alias WriteMultiChannelData $0607 ;1=data needs to be written, 0=no data to write+.alias WriteMultiChannelData    $0607   ;1=data needs to be written, 0=no data to write
  
-.alias MusicTriPeriodLow $0608 ;Loaded into TriangleCntrl2 when playing music +.alias MusicTriPeriodLow        $0608   ;Loaded into TriangleCntrl2 when playing music 
-.alias MisicTriPeriodHigh $0609 ;Loaded into TriangleCntrl3 when playing music +.alias MisicTriPeriodHigh       $0609   ;Loaded into TriangleCntrl3 when playing music 
  
-.alias TrianglePeriodLow $0610  ;Stores triangle SFX period low for processing +.alias TrianglePeriodLow        $0610   ;Stores triangle SFX period low for processing 
-.alias TrianglePeriodHigh $0611 ;Stroes triangle SFX period high for processing +.alias TrianglePeriodHigh       $0611   ;Stroes triangle SFX period high for processing 
-.alias TriangleChangeLow $0612 ;Stores triangle SFX change in period low +.alias TriangleChangeLow        $0612   ;Stores triangle SFX change in period low 
-.alias TriangleChangeHigh $0613 ;Stores triangle SFX change in period high+.alias TriangleChangeHigh       $0613   ;Stores triangle SFX change in period high
  
-.alias TriangleLowPercentage $0614 ;Stores percent to change period low by each frame +.alias TriangleLowPercentage    $0614   ;Stores percent to change period low by each frame 
-.alias TriangleHighPercentage $0615 ;Stores percent to change period high by each frame  +.alias TriangleHighPercentage   $0615   ;Stores percent to change period high by each frame  
-.alias PercentDifference $0616 ;if=5, percent=1/5(20%), if=0A, percent=1/10(10%), etc +.alias PercentDifference        $0616   ;if=5, percent=1/5(20%), if=0A, percent=1/10(10%), etc 
-.alias DivideData $0617 ;Used in DivideTrianglePeriods+.alias DivideData               $0617   ;Used in DivideTrianglePeriods
  
-.alias HasBeamSFX $061F ;Bit 7 set=has long beam, bit 0 set=has ice beam+.alias HasBeamSFX               $061F   ;Bit 7 set=has long beam, bit 0 set=has ice beam
  
 ;The following addresses are loaded into $0640 thru $0643 when those  ;The following addresses are loaded into $0640 thru $0643 when those 
 ;addresses decrement to zero.  These addresses do not decrement. ;addresses decrement to zero.  These addresses do not decrement.
  
-.alias SQ1FrameCountInit $0620 ;Holds number of frames to play sq1 channel data +.alias SQ1FrameCountInit        $0620   ;Holds number of frames to play sq1 channel data 
-.alias SQ2FrameCountInit $0621 ;Holds number of frames to play sq2 channel data +.alias SQ2FrameCountInit        $0621   ;Holds number of frames to play sq2 channel data 
-.alias TriangleFrameCountInit $0622 ;Holds number of frames to play triangle channel data +.alias TriangleFrameCountInit   $0622   ;Holds number of frames to play triangle channel data 
-.alias NoiseFrameCountInit $0623 ;Holds number of frames to play noise channel data+.alias NoiseFrameCountInit      $0623   ;Holds number of frames to play noise channel data
  
-.alias SQ1RepeatCounter $0624 ;Number of times to repeat SQ1 music loop +.alias SQ1RepeatCounter         $0624   ;Number of times to repeat SQ1 music loop 
-.alias SQ2RepeatCounter $0625 ;Number of times to repeat SQ2 music loop +.alias SQ2RepeatCounter         $0625   ;Number of times to repeat SQ2 music loop 
-.alias TriangleRepeatCounter $0626 ;Number of times to repeat Triangle music loop +.alias TriangleRepeatCounter    $0626   ;Number of times to repeat Triangle music loop 
-.alias NoiseRepeatCounter $0627 ;Number of times to repeat Noise music loop+.alias NoiseRepeatCounter       $0627   ;Number of times to repeat Noise music loop
  
-.alias SQ1DutyEnvelope $0628 ;Loaded into SQ1Cntrl0 when playing music +.alias SQ1DutyEnvelope          $0628   ;Loaded into SQ1Cntrl0 when playing music 
-.alias SQ2DutyEnvelope $0629 ;Loaded into SQ2Cntrl0 when playing music +.alias SQ2DutyEnvelope          $0629   ;Loaded into SQ2Cntrl0 when playing music 
-.alias TriLinearCount $062A ;disable\enable counter, linear count length+.alias TriLinearCount           $062A   ;disable\enable counter, linear count length
  
-.alias NoteLengthTblOffset $062B ;Stores the offset to find proper note length table +.alias NoteLengthTblOffset      $062B   ;Stores the offset to find proper note length table 
-.alias MusicRepeat $062C ;0=Music does not repeat, Nonzero=music repeats +.alias MusicRepeat              $062C   ;0=Music does not repeat, Nonzero=music repeats 
-.alias TriangleCounterCntrl $062D ;$F0=disable length cntr, $00=long note, $0F=short note +.alias TriangleCounterCntrl     $062D   ;$F0=disable length cntr, $00=long note, $0F=short note 
-.alias SQ1VolumeCntrl $062E ;Entry number in VolumeCntrlAdressTbl for SQ1 +.alias SQ1VolumeCntrl           $062E   ;Entry number in VolumeCntrlAdressTbl for SQ1 
-.alias SQ2VolumeCntrl $062F ;Entry number in VolumeCntrlAdressTbl for SQ2 +.alias SQ2VolumeCntrl           $062F   ;Entry number in VolumeCntrlAdressTbl for SQ2 
-.alias SQ1LowBaseByte $0630 ;low byte of base address for SQ1 music data +.alias SQ1LowBaseByte           $0630   ;low byte of base address for SQ1 music data 
-.alias SQ1HighBaseByte $0631 ;High byte of base address for SQ1 music data +.alias SQ1HighBaseByte          $0631   ;High byte of base address for SQ1 music data 
-.alias SQ2LowBaseByte $0632 ;low byte of base address for SQ2 music data +.alias SQ2LowBaseByte           $0632   ;low byte of base address for SQ2 music data 
-.alias SQ2HighBaseByte $0633 ;High byte of base address for SQ2 music data +.alias SQ2HighBaseByte          $0633   ;High byte of base address for SQ2 music data 
-.alias TriangleLowBaseByte $0634 ;low byte of base address for Triangle music data +.alias TriangleLowBaseByte      $0634   ;low byte of base address for Triangle music data 
-.alias TriangleHighBaseByte $0635 ;High byte of base address for Triangle music data +.alias TriangleHighBaseByte     $0635   ;High byte of base address for Triangle music data 
-.alias NoiseLowBaseByte $0636 ;low byte of base address for Noise music data +.alias NoiseLowBaseByte         $0636   ;low byte of base address for Noise music data 
-.alias NoiseHighBaseByte $0637 ;High byte of base address for Noise music data+.alias NoiseHighBaseByte        $0637   ;High byte of base address for Noise music data
  
-.alias SQ1MusicIndexIndex $0638 ;Index to find sQ1 sound data index. Base=$630,$631 +.alias SQ1MusicIndexIndex       $0638   ;Index to find sQ1 sound data index. Base=$630,$631 
-.alias SQ2MusicIndexIndex $0639 ;Index to find SQ2 sound data index. Base=$632,$633 +.alias SQ2MusicIndexIndex       $0639   ;Index to find SQ2 sound data index. Base=$632,$633 
-.alias TriangleMusicIndexIndex  $063A ;Index to find Tri sound data index. Base=$634,$635 +.alias TriangleMusicIndexIndex  $063A   ;Index to find Tri sound data index. Base=$634,$635 
-.alias NoiseMusicIndexIndex $063B ;Index to find Noise sound data index. Base=$636,$637+.alias NoiseMusicIndexIndex     $063B   ;Index to find Noise sound data index. Base=$636,$637
  
-.alias SQ1LoopIndex $063C ;SQ1 Loop start index +.alias SQ1LoopIndex             $063C   ;SQ1 Loop start index 
-.alias SQ2LoopIndex $063D ;SQ2 loop start index +.alias SQ2LoopIndex             $063D   ;SQ2 loop start index 
-.alias TriangleLoopIndex $063E ;Triangle loop start index +.alias TriangleLoopIndex        $063E   ;Triangle loop start index 
-.alias NoiseLoopIndex $063F ;Noise loop start index+.alias NoiseLoopIndex           $063F   ;Noise loop start index
  
-.alias SQ1MusicFrameCount $0640 ;Decrements every sq1 frame. When 0, load new data +.alias SQ1MusicFrameCount       $0640   ;Decrements every sq1 frame. When 0, load new data 
-.alias SQ2MusicFrameCount $0641 ;Decrements every sq2 frame. when 0, load new data +.alias SQ2MusicFrameCount       $0641   ;Decrements every sq2 frame. when 0, load new data 
-.alias TriangleMusicFrameCount $0642 ;Decrements every triangle frame. When 0, load new data +.alias TriangleMusicFrameCount  $0642   ;Decrements every triangle frame. When 0, load new data 
-.alias NoiseMusicFrameCount $0643 ;Decrements every noise frame. When 0, load new data+.alias NoiseMusicFrameCount     $0643   ;Decrements every noise frame. When 0, load new data
  
-.alias MusicSQ1Sweep $0648 ;Value is loaded into SQ1Cntrl1 when playing music +.alias MusicSQ1Sweep            $0648   ;Value is loaded into SQ1Cntrl1 when playing music 
-.alias MusicSQ2Sweep $0649 ;Value is loaded into SQ2Cntrl1 when playing music +.alias MusicSQ2Sweep            $0649   ;Value is loaded into SQ2Cntrl1 when playing music 
-.alias TriangleSweep $064A ;Loaded into TriangleCntrl1(not used)+.alias TriangleSweep            $064A   ;Loaded into TriangleCntrl1(not used)
  
-.alias ThisSoundChannel $064B ;Least sig. byte of current channel(00,04,08 or 0C)+.alias ThisSoundChannel         $064B   ;Least sig. byte of current channel(00,04,08 or 0C)
  
-.alias CurrentSFXFlags $064D ;Stores flags of SFX currently being processed.+.alias CurrentSFXFlags          $064D   ;Stores flags of SFX currently being processed.
  
-.alias NoiseInUse $0652 ;Noise in use? (Not used) +.alias NoiseInUse               $0652   ;Noise in use? (Not used) 
-.alias SQ1InUse $0653 ;1=SQ1 channel being used by SFX, 0=not in use +.alias SQ1InUse                 $0653   ;1=SQ1 channel being used by SFX, 0=not in use 
-.alias SQ2InUse $0654 ;2=SQ2 channel being used by SFX, 0=not in use +.alias SQ2InUse                 $0654   ;2=SQ2 channel being used by SFX, 0=not in use 
-.alias TriangleInUse $0655 ;3=Triangle channel being used by SFX, 0=not in use+.alias TriangleInUse            $0655   ;3=Triangle channel being used by SFX, 0=not in use
  
-.alias ChannelType $065C ;Stores channel type being processed(0,1,2,3 or 4) +.alias ChannelType              $065C   ;Stores channel type being processed(0,1,2,3 or 4) 
-.alias CurrentMusicRepeat $065D ;Stores flags of music to repeat +.alias CurrentMusicRepeat       $065D   ;Stores flags of music to repeat 
-.alias MusicInitIndex $065E ;index for loading $62B thru $637(base=$BD31).+.alias MusicInitIndex           $065E   ;index for loading $62B thru $637(base=$BD31).
  
-.alias NoiseSFXLength $0660  ;Stores number of frames to play Noise SFX +.alias NoiseSFXLength           $0660   ;Stores number of frames to play Noise SFX 
-.alias SQ1SFXLength $0661 ;Stores number of frames to play SQ1 SFX +.alias SQ1SFXLength             $0661   ;Stores number of frames to play SQ1 SFX 
-.alias SQ2SFXLngth $0662 ;Stores number of frames to play SQ2 SFX +.alias SQ2SFXLngth              $0662   ;Stores number of frames to play SQ2 SFX 
-.alias TriangleSFXLength $0663 ;Stores number of frames to play Triangle SFX +.alias TriangleSFXLength        $0663   ;Stores number of frames to play Triangle SFX 
-.alias MultiSFXLength $0664 ;Stores number of frames to play Multi SFX+.alias MultiSFXLength           $0664   ;Stores number of frames to play Multi SFX
  
-.alias ThisNoiseFrame $0665 ;Stores current frame number for noise SFX +.alias ThisNoiseFrame           $0665   ;Stores current frame number for noise SFX 
-.alias ThisSQ1Frame $0666 ;Stores current frame number for sq1 SFX +.alias ThisSQ1Frame             $0666   ;Stores current frame number for sq1 SFX 
-.alias ThisSQ2Frame $0667 ;Stores current frame number for SQ2 SFX +.alias ThisSQ2Frame             $0667   ;Stores current frame number for SQ2 SFX 
-.alias ThisTriangleFrame $0668 ;Stores current frame number for triangle SFX +.alias ThisTriangleFrame        $0668   ;Stores current frame number for triangle SFX 
-.alias ThisMultiFrame $0669 ;Stores current frame number for Multi SFX+.alias ThisMultiFrame           $0669   ;Stores current frame number for Multi SFX
  
-.alias SQ1VolumeIndex $066A ;Stores index to SQ1 volume data in a volume data tbl +.alias SQ1VolumeIndex           $066A   ;Stores index to SQ1 volume data in a volume data tbl 
-.alias SQ2VolumeIndex $066B ;Stores index to SQ2 volume data in a volume data tbl+.alias SQ2VolumeIndex           $066B   ;Stores index to SQ2 volume data in a volume data tbl
  
-.alias SQ1VolumeData $066C ;stores duty cycle and this frame volume data of SQ1 +.alias SQ1VolumeData            $066C   ;stores duty cycle and this frame volume data of SQ1 
-.alias SQ2VolumeData $066D ;Stores duty cycle and this frame volume data of SQ2+.alias SQ2VolumeData            $066D   ;Stores duty cycle and this frame volume data of SQ2
  
-.alias NoiseSFXData $0670 ;Stores additional info for Noise SFX +.alias NoiseSFXData             $0670   ;Stores additional info for Noise SFX 
-.alias SQ1SFXData $0671 ;Stores additional info for SQ1 SFX +.alias SQ1SFXData               $0671   ;Stores additional info for SQ1 SFX 
-.alias SQ2SFXData $0672 ;Stores additional info for SQ2 SFX +.alias SQ2SFXData               $0672   ;Stores additional info for SQ2 SFX 
-.alias TriangleSFXData $0673 ;Stores additional info for triangle SFX +.alias TriangleSFXData          $0673   ;Stores additional info for triangle SFX 
-.alias MultiSFXData $0674 ;Stores additional info for Multi SFX +.alias MultiSFXData             $0674   ;Stores additional info for Multi SFX 
-.alias SQ1SQ2SFXData $0675 ;Stores additional info for SQ1 and SQ2 SFX+.alias SQ1SQ2SFXData            $0675   ;Stores additional info for SQ1 and SQ2 SFX
  
-.alias ScrewAttackSFXData $0678 ;Contains extra data for screw attack SFX +.alias ScrewAttackSFXData       $0678   ;Contains extra data for screw attack SFX 
-.alias SQ1SFXPeriodLow $0679 ;Period low data for processing multi SFX routines+.alias SQ1SFXPeriodLow          $0679   ;Period low data for processing multi SFX routines
  
-.alias NoiseSFXFlag $0680 ;Initialization flags for noise SFX +.alias NoiseSFXFlag             $0680   ;Initialization flags for noise SFX 
-.alias SQ1SFXFlag $0681 ;Initialization flags for SQ1 SFX +.alias SQ1SFXFlag               $0681   ;Initialization flags for SQ1 SFX 
-.alias SQ2SFXFlag $0682 ;Initialization flags for SQ2 SFX(never used) +.alias SQ2SFXFlag               $0682   ;Initialization flags for SQ2 SFX(never used) 
-.alias TriangleSFXFlag $0683 ;Initialization flags for triangle SFX +.alias TriangleSFXFlag          $0683   ;Initialization flags for triangle SFX 
-.alias MultiSFXFlag $0684 ;Initialization Flags for SFX and some music+.alias MultiSFXFlag             $0684   ;Initialization Flags for SFX and some music
  
-.alias MusicInitFlag $0685 ;Music init flags+.alias MusicInitFlag            $0685   ;Music init flags
  
-.alias NoiseContSFX $0688 ;Continuation flags for noise SFX +.alias NoiseContSFX             $0688   ;Continuation flags for noise SFX 
-.alias SQ1ContSFX $0689 ;Continuation flags for SQ1 SFX +.alias SQ1ContSFX               $0689   ;Continuation flags for SQ1 SFX 
-.alias SQ2ContSFX $068A ;Continuation flags for SQ2 SFX (never used) +.alias SQ2ContSFX               $068A   ;Continuation flags for SQ2 SFX (never used) 
-.alias TriangleContSFX $068B ;Continuation flags for Triangle SFX +.alias TriangleContSFX          $068B   ;Continuation flags for Triangle SFX 
-.alias MultiContSFX $068C ;Continuation flags for Multi SFX+.alias MultiContSFX             $068C   ;Continuation flags for Multi SFX
  
-.alias CurrentMusic $068D ;Stores the flag of the current music being played +.alias CurrentMusic             $068D   ;Stores the flag of the current music being played 
  
 ;---------------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------------
  
-.alias PowerUpType $0748 ;Holds the byte describing what power-up is on name table. +.alias PowerUpType              $0748   ;Holds the byte describing what power-up is on name table. 
-.alias PowerUpYCoord $0749 ;Y coordinate of the power-up. +.alias PowerUpYCoord            $0749   ;Y coordinate of the power-up. 
-.alias PowerUpXCoord $074A ;X coordiante of the power-up +.alias PowerUpXCoord            $074A   ;X coordiante of the power-up 
-.alias PowerUpNameTable $074B ;#$00 if on name table 0, #$01 if on name table 3. +.alias PowerUpNameTable         $074B   ;#$00 if on name table 0, #$01 if on name table 3. 
-.alias PowerUpAnimIndex $074F ;Entry into FramePtrTable for item animation.+.alias PowerUpAnimIndex         $074F   ;Entry into FramePtrTable for item animation.
  
-.alias PowerUpBType $0750 ;Holds the description byte of a second power-up(if any). +.alias PowerUpBType             $0750   ;Holds the description byte of a second power-up(if any). 
-.alias PowerUpBYCoord $0751 ;Y coordinate of second power-up. +.alias PowerUpBYCoord           $0751   ;Y coordinate of second power-up. 
-.alias PowerUpBXCoord $0752 ;X coordiante of second power-up. +.alias PowerUpBXCoord           $0752   ;X coordiante of second power-up. 
-.alias PowerUpBNameTable $0753 ;#$00 if on name table 0, #$01 if on name table 3. +.alias PowerUpBNameTable        $0753   ;#$00 if on name table 0, #$01 if on name table 3. 
-.alias PowerUpBAnimIndex $0757 ;Entry into FramePtrTable for item animation.+.alias PowerUpBAnimIndex        $0757   ;Entry into FramePtrTable for item animation.
  
-.alias TileSize $0780 ;4 MSBs=Y size of tile to erase.4 LSBs=X size of tile to erase. +.alias TileSize                 $0780   ;4 MSBs=Y size of tile to erase.4 LSBs=X size of tile to erase. 
-.alias TileInfo0 $0781 ; +.alias TileInfo0                $0781   
-.alias TileInfo1 $0782 ; +.alias TileInfo1                $0782   
-.alias TileInfo2 $0783 ;Tile patterns to replace blasted tiles. +.alias TileInfo2                $0783   ;Tile patterns to replace blasted tiles. 
-.alias TileInfo3 $0784 ; +.alias TileInfo3                $0784   
-.alias TileInfo4 $0785 ; +.alias TileInfo4                $0785   
-.alias TileInfo5 $0786 ;+.alias TileInfo5                $0786   ;
  
-.alias PPUStrIndex $07A0 ;# of bytes of data in PPUDataString. #$4F bytes max.+.alias PPUStrIndex              $07A0   ;# of bytes of data in PPUDataString. #$4F bytes max.
  
 ;$07A1 thru $07F0 contain a byte string of data to be written the the PPU. The first ;$07A1 thru $07F0 contain a byte string of data to be written the the PPU. The first
Line 588: Line 588:
 ;are the actual data bytes to be written to the PPU. #$00 separates the data chunks. ;are the actual data bytes to be written to the PPU. #$00 separates the data chunks.
  
-.alias PPUDataString $07A1 ;Thru $07F0. String of data bytes to be written to PPU.+.alias PPUDataString            $07A1   ;Thru $07F0. String of data bytes to be written to PPU.
  
 ;-------------------------------------[ Hardware defines ]------------------------------------------- ;-------------------------------------[ Hardware defines ]-------------------------------------------
  
-.alias PPUControl0 $2000 ; +.alias PPUControl0              $2000   
-.alias PPUControl1 $2001 ; +.alias PPUControl1              $2001   
-.alias PPUStatus $2002 ; +.alias PPUStatus                $2002   
-.alias SPRAddress $2003 ;PPU hardware control registers. +.alias SPRAddress               $2003   ;PPU hardware control registers. 
-.alias SPRIOReg $2004 ; +.alias SPRIOReg                 $2004   
-.alias PPUScroll $2005 ; +.alias PPUScroll                $2005   
-.alias PPUAddress $2006 ; +.alias PPUAddress               $2006   
-.alias PPUIOReg $2007 ;+.alias PPUIOReg                 $2007   ;
  
-.alias SQ1Cntrl0 $4000 ; +.alias SQ1Cntrl0                $4000   
-.alias SQ1Cntrl1 $4001 ;SQ1 hardware control registers. +.alias SQ1Cntrl1                $4001   ;SQ1 hardware control registers. 
-.alias SQ1Cntrl2 $4002 ; +.alias SQ1Cntrl2                $4002   
-.alias SQ1Cntrl3 $4003 ;+.alias SQ1Cntrl3                $4003   ;
  
-.alias SQ2Cntrl0 $4004 ; +.alias SQ2Cntrl0                $4004   
-.alias SQ2Cntrl1 $4005 ;SQ2 hardware control registers. +.alias SQ2Cntrl1                $4005   ;SQ2 hardware control registers. 
-.alias SQ2Cntrl2 $4006 ; +.alias SQ2Cntrl2                $4006   
-.alias SQ2Cntrl3 $4007 ;+.alias SQ2Cntrl3                $4007   ;
  
-.alias TriangleCntrl0 $4008 ; +.alias TriangleCntrl0           $4008   
-.alias TriangleCntrl1 $4009 ;Triangle hardware control registers. +.alias TriangleCntrl1           $4009   ;Triangle hardware control registers. 
-.alias TriangleCntrl2 $400A ; +.alias TriangleCntrl2           $400A   
-.alias TriangleCntrl3 $400B ;+.alias TriangleCntrl3           $400B   ;
  
-.alias NoiseCntrl0 $400C ; +.alias NoiseCntrl0              $400C   
-.alias NoiseCntrl1 $400D ;Noise hardware control registers. +.alias NoiseCntrl1              $400D   ;Noise hardware control registers. 
-.alias NoiseCntrl2 $400E ; +.alias NoiseCntrl2              $400E   
-.alias NoiseCntrl3 $400F ;+.alias NoiseCntrl3              $400F   ;
  
-.alias DMCCntrl0 $4010 ; +.alias DMCCntrl0                $4010   
-.alias DMCCntrl1 $4011 ;DMC hardware control registers. +.alias DMCCntrl1                $4011   ;DMC hardware control registers. 
-.alias DMCCntrl2 $4012 ; +.alias DMCCntrl2                $4012   
-.alias DMCCntrl3 $4013 ;+.alias DMCCntrl3                $4013   ;
  
-.alias SPRDMAReg $4014 ;Sprite RAM DMA register. +.alias SPRDMAReg                $4014   ;Sprite RAM DMA register. 
-.alias APUCommonCntrl0 $4015 ;APU common control 1 register. +.alias APUCommonCntrl0          $4015   ;APU common control 1 register. 
-.alias CPUJoyPad1   $4016 ;Joypad1 register. +.alias CPUJoyPad1               $4016   ;Joypad1 register. 
-.alias APUCommonCntrl1 $4017 ;Joypad2/APU common control 2 register.+.alias APUCommonCntrl1          $4017   ;Joypad2/APU common control 2 register.
  
 ;---------------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------------
  
-.alias RoomRAMA $6000 ;Thru $63FF. Used to load room before it is put into the PPU. +.alias RoomRAMA                 $6000   ;Thru $63FF. Used to load room before it is put into the PPU. 
-.alias RoomRAMB $6400 ;Thru $67FF. Used to load room before it is put into the PPU.+.alias RoomRAMB                 $6400   ;Thru $67FF. Used to load room before it is put into the PPU.
  
-.alias EndingType $6872 ;1=worst ending, 5=best ending+.alias EndingType               $6872   ;1=worst ending, 5=best ending
  
-.alias SamusDataIndex $6875 ;Index for Samus saved game stats(not used). #$00, #$10, #$20.+.alias SamusDataIndex           $6875   ;Index for Samus saved game stats(not used). #$00, #$10, #$20.
  
-.alias SamusStat00 $6876 ;Unused memory address for storing Samus info. +.alias SamusStat00              $6876   ;Unused memory address for storing Samus info. 
-.alias TankCount $6877   ;Number of energy tanks. +.alias TankCount                $6877   ;Number of energy tanks. 
-.alias SamusGear $6878 ;Stores power-up items Samus has. +.alias SamusGear                $6878   ;Stores power-up items Samus has. 
-.alias MissileCount $6879 ;Stores current number of missiles. +.alias MissileCount             $6879   ;Stores current number of missiles. 
-.alias MaxMissiles $687A ;Maximum amount of missiles Samus can carry +.alias MaxMissiles              $687A   ;Maximum amount of missiles Samus can carry 
-.alias KraidStatueStatus $687B ;bit 0 set, the statues blink, --> +.alias KraidStatueStatus        $687B   ;bit 0 set, the statues blink, --> 
-.alias RidleyStatueStatus $687C ;bit 7 set, statues are up. +.alias RidleyStatueStatus       $687C   ;bit 7 set, statues are up. 
-.alias SamusAge $687D ;Low byte of Samus' age. +.alias SamusAge                 $687D   ;Low byte of Samus' age. 
-;      SamusAge+1 $687E ;Mid byte of Samus' age. +;      SamusAge+1               $687E   ;Mid byte of Samus' age. 
-;      SamusAge+2 $687F ;High byte of Samus' age. +;      SamusAge+2               $687F   ;High byte of Samus' age. 
-.alias SamusStat01 $6880 ;Unused memory address for storing Samus info. +.alias SamusStat01              $6880   ;Unused memory address for storing Samus info. 
-.alias SamusStat02 $6881 ;SamusStat02 and 03 keep track of how many times Samus has--> +.alias SamusStat02              $6881   ;SamusStat02 and 03 keep track of how many times Samus has--> 
-.alias SamusStat03 $6882 ;died, but this info is never accessed anywhere in the game.+.alias SamusStat03              $6882   ;died, but this info is never accessed anywhere in the game.
  
-.alias AtEnding $6883 ;1=End scenes playing, 0=Not at ending.+.alias AtEnding                 $6883   ;1=End scenes playing, 0=Not at ending.
  
-.alias EraseGame $6884 ;MSB set=erase selected saved game(not used in password carts).+.alias EraseGame                $6884   ;MSB set=erase selected saved game(not used in password carts).
  
-.alias DataSlot $6885 ;#$00 thru #$02. Stored Samus data to load. Apparently a save--> +.alias DataSlot                 $6885   ;#$00 thru #$02. Stored Samus data to load. Apparently a save--> 
- ;game system was going to be used instead of a password routine.--> +                                        ;game system was going to be used instead of a password routine.--> 
- ;The code that uses this memory address is never accessed in--> +                                        ;The code that uses this memory address is never accessed in--> 
- ;the actual game. It looks like three player slots were going--> +                                        ;the actual game. It looks like three player slots were going--> 
- ;to be used to store game data(like Zelda).  +                                        ;to be used to store game data(like Zelda).  
  
-.alias NumberOfUniqueItems $6886 ;Counts number of power-ups and red doors--> +.alias NumberOfUniqueItems      $6886   ;Counts number of power-ups and red doors--> 
- ;opened.  Does not count different beams--> +                                        ;opened.  Does not count different beams--> 
- ;picked up (ice, long, wave). increments by 2.+                                        ;picked up (ice, long, wave). increments by 2.
  
-.alias UniqueItemHistory $6887  ;Thru $68FC. History of Unique items collected.--> +.alias UniqueItemHistory        $6887   ;Thru $68FC. History of Unique items collected.--> 
-.alias EndItemHistory $68FC ;Two bytes per item.+.alias EndItemHistory           $68FC   ;Two bytes per item.
  
-.alias KraidRidleyPresent $6987 ;#$01=Kraid/Ridley present, #$00=Kraid/Ridley not present.+.alias KraidRidleyPresent       $6987   ;#$01=Kraid/Ridley present, #$00=Kraid/Ridley not present.
  
-.alias PasswordByte00 $6988 ;Stores status of items 0 thru 7. +.alias PasswordByte00           $6988   ;Stores status of items 0 thru 7. 
-.alias PasswordByte01 $6989 ;Stores status of items 8 thru 15. +.alias PasswordByte01           $6989   ;Stores status of items 8 thru 15. 
-.alias PasswordByte02 $698A ;Stores status of items 16 thru 23. +.alias PasswordByte02           $698A   ;Stores status of items 16 thru 23. 
-.alias PasswordByte03 $698B ;Stores status of items 24 thru 31. +.alias PasswordByte03           $698B   ;Stores status of items 24 thru 31. 
-.alias PasswordByte04 $698C ;Stores status of items 32 thru 39. +.alias PasswordByte04           $698C   ;Stores status of items 32 thru 39. 
-.alias PasswordByte05 $698D ;Stores status of items 40 thru 47. +.alias PasswordByte05           $698D   ;Stores status of items 40 thru 47. 
-.alias PasswordByte06 $698E ;Stores status of items 48 thru 55. +.alias PasswordByte06           $698E   ;Stores status of items 48 thru 55. 
-.alias PasswordByte07 $698F ;Stores status of items 56 thru 58(bits 0 thru 2). +.alias PasswordByte07           $698F   ;Stores status of items 56 thru 58(bits 0 thru 2). 
-.alias PasswordByte08 $6990 ;start location(bits 0 thru 5), Samus suit status (bit 7). +.alias PasswordByte08           $6990   ;start location(bits 0 thru 5), Samus suit status (bit 7). 
-.alias PasswordByte09 $6991 ;Stores SamusGear. +.alias PasswordByte09           $6991   ;Stores SamusGear. 
-.alias PasswordByte0A $6992 ;Stores MissileCount. +.alias PasswordByte0A           $6992   ;Stores MissileCount. 
-.alias PasswordByte0B $6993 ;Stores SamusAge. +.alias PasswordByte0B           $6993   ;Stores SamusAge. 
-.alias PasswordByte0C $6994 ;Stores SamusAge+1. +.alias PasswordByte0C           $6994   ;Stores SamusAge+1. 
-.alias PasswordByte0D $6995 ;Stores SamusAge+2. +.alias PasswordByte0D           $6995   ;Stores SamusAge+2. 
-.alias PasswordByte0E $6996 ;Stores no data. +.alias PasswordByte0E           $6996   ;Stores no data. 
-.alias PasswordByte0F $6997 ;Stores Statue statuses(bits 4 thu 7). +.alias PasswordByte0F           $6997   ;Stores Statue statuses(bits 4 thu 7). 
-.alias PasswordByte10 $6998 ;Stores value RandomNumber1. +.alias PasswordByte10           $6998   ;Stores value RandomNumber1. 
-.alias PasswordByte11 $6999 ;Stores sum of $6988 thru $6998(Checksum).+.alias PasswordByte11           $6999   ;Stores sum of $6988 thru $6998(Checksum).
  
 ;Upper two bits of PasswordChar bytes will always be 00. ;Upper two bits of PasswordChar bytes will always be 00.
-.alias PasswordChar00 $699A ; +.alias PasswordChar00           $699A   
-.alias PasswordChar01 $699B ; +.alias PasswordChar01           $699B   
-.alias PasswordChar02 $699C ; +.alias PasswordChar02           $699C   
-.alias PasswordChar03 $699D ; +.alias PasswordChar03           $699D   
-.alias PasswordChar04 $699E ; +.alias PasswordChar04           $699E   
-.alias PasswordChar05 $699F ; +.alias PasswordChar05           $699F   
-.alias PasswordChar06 $69A0 ; +.alias PasswordChar06           $69A0   
-.alias PasswordChar07 $69A1 ; +.alias PasswordChar07           $69A1   
-.alias PasswordChar08 $69A2 ; +.alias PasswordChar08           $69A2   
-.alias PasswordChar09 $69A3 ; +.alias PasswordChar09           $69A3   
-.alias PasswordChar0A $69A4 ;These 18 memory addresses store the 18 characters--> +.alias PasswordChar0A           $69A4   ;These 18 memory addresses store the 18 characters--> 
-.alias PasswordChar0B $69A5 ;of the password to be displayed on the screen. +.alias PasswordChar0B           $69A5   ;of the password to be displayed on the screen. 
-.alias PasswordChar0C $69A6 ; +.alias PasswordChar0C           $69A6   
-.alias PasswordChar0D $69A7 ; +.alias PasswordChar0D           $69A7   
-.alias PasswordChar0E $69A8 ; +.alias PasswordChar0E           $69A8   
-.alias PasswordChar0F $69A9 ; +.alias PasswordChar0F           $69A9   
-.alias PasswordChar10 $69AA ; +.alias PasswordChar10           $69AA   
-.alias PasswordChar11 $69AB ; +.alias PasswordChar11           $69AB   
-.alias PasswordChar12 $69AC ; +.alias PasswordChar12           $69AC   
-.alias PasswordChar13 $69AD ; +.alias PasswordChar13           $69AD   
-.alias PasswordChar14 $69AE ; +.alias PasswordChar14           $69AE   
-.alias PasswordChar15 $69AF ; +.alias PasswordChar15           $69AF   
-.alias PasswordChar16 $69B0 ; +.alias PasswordChar16           $69B0   
-.alias PasswordChar17 $69B1 ;+.alias PasswordChar17           $69B1   ;
  
-.alias NARPASSWORD $69B2 ;0 = invinsible Samus not active, 1 = invinsible Samus active. +.alias NARPASSWORD              $69B2   ;0 = invinsible Samus not active, 1 = invinsible Samus active. 
-.alias JustInBailey $69B3   ;0 = Samus has suit, 1 = Samus is without suit. +.alias JustInBailey             $69B3   ;0 = Samus has suit, 1 = Samus is without suit. 
-.alias ItmeHistory $69B4 ;Thru $6A73. Unique item history saved game data (not used).+.alias ItmeHistory              $69B4   ;Thru $6A73. Unique item history saved game data (not used).
  
 ;---------------------------------------[ More enemy RAM ]------------------------------------------- ;---------------------------------------[ More enemy RAM ]-------------------------------------------
  
-.alias Enstatus $6AF4 ;Keeps track of enemy statuses. #$00=Enemy slot not in use,--> +.alias Enstatus                 $6AF4   ;Keeps track of enemy statuses. #$00=Enemy slot not in use,--> 
- ;#$04=Enemy frozen. +                                        ;#$04=Enemy frozen. 
-.alias EnRadY $6AF5 ;Distance in pixels from middle of enemy to top or botom. +.alias EnRadY                   $6AF5   ;Distance in pixels from middle of enemy to top or botom. 
-.alias EnRadX $6AF6 ;Distance in pixels from middle of enemy to left or right. +.alias EnRadX                   $6AF6   ;Distance in pixels from middle of enemy to left or right. 
-.alias EnAnimFrame $6AF7 ;Index into enemy animation frame data. +.alias EnAnimFrame              $6AF7   ;Index into enemy animation frame data. 
-.alias EnAnimDelay $6AF8 ;Number of frames to delay between animation frames. +.alias EnAnimDelay              $6AF8   ;Number of frames to delay between animation frames. 
-.alias EnResetAnimIndex $6AF9 ;Index to beginning of animation sequence. +.alias EnResetAnimIndex         $6AF9   ;Index to beginning of animation sequence. 
-.alias EnAnimIndex $6AFA ;Index to current animation. +.alias EnAnimIndex              $6AFA   ;Index to current animation. 
-.alias EnNameTable $6AFB ;#$00=Enemy on name table 0, #$01=Enemy on name table 3. +.alias EnNameTable              $6AFB   ;#$00=Enemy on name table 0, #$01=Enemy on name table 3. 
-; $6AFC +                              $6AFC 
-; $6AFD +                              $6AFD 
-; $6AFE +                              $6AFE 
-; $6AFF +                              $6AFF 
-; $6B00 +                              $6B00 
-; $6B01 +                              $6B01 
-.alias EnDataIndex $6B02 ;Contains index into enemy data tables. +.alias EnDataIndex              $6B02   ;Contains index into enemy data tables. 
-; $6B03+                              $6B03
  
 ;-------------------------------------[ Intro sprite defines ]--------------------------------------- ;-------------------------------------[ Intro sprite defines ]---------------------------------------
  
-.alias IntroStarSprite00 $6E00 ;thru $6E9F +.alias IntroStarSprite00        $6E00   ;thru $6E9F 
-.alias IntroStarSprite01 $6E04 ; +.alias IntroStarSprite01        $6E04   
-.alias IntroStarSprite02 $6E08 ; +.alias IntroStarSprite02        $6E08   
-.alias IntroStarSprite03 $6E0C ; +.alias IntroStarSprite03        $6E0C   
-.alias IntroStarSprite04 $6E10 ; +.alias IntroStarSprite04        $6E10   
-.alias IntroStarSprite05 $6E14 ; +.alias IntroStarSprite05        $6E14   
-.alias IntroStarSprite06 $6E18 ; +.alias IntroStarSprite06        $6E18   
-.alias IntroStarSprite07 $6E1C ; +.alias IntroStarSprite07        $6E1C   
-.alias IntroStarSprite08 $6E20 ; +.alias IntroStarSprite08        $6E20   
-.alias IntroStarSprite09 $6E24 ; +.alias IntroStarSprite09        $6E24   
-.alias IntroStarSprite0A $6E28 ; +.alias IntroStarSprite0A        $6E28   
-.alias IntroStarSprite0B $6E2C ; +.alias IntroStarSprite0B        $6E2C   
-.alias IntroStarSprite0C $6E30 ; +.alias IntroStarSprite0C        $6E30   
-.alias IntroStarSprite0D $6E34 ; +.alias IntroStarSprite0D        $6E34   
-.alias IntroStarSprite0E $6E38 ; +.alias IntroStarSprite0E        $6E38   
-.alias IntroStarSprite0F $6E3C ; +.alias IntroStarSprite0F        $6E3C   
-.alias IntroStarSprite10 $6E40 ; +.alias IntroStarSprite10        $6E40   
-.alias IntroStarSprite11 $6E44 ; +.alias IntroStarSprite11        $6E44   
-.alias IntroStarSprite12 $6E48 ; +.alias IntroStarSprite12        $6E48   
-.alias IntroStarSprite13 $6E4C ; +.alias IntroStarSprite13        $6E4C   
-.alias IntroStarSprite14 $6E50 ;RAM used for storing intro star sprite data. +.alias IntroStarSprite14        $6E50   ;RAM used for storing intro star sprite data. 
-.alias IntroStarSprite15 $6E54 ; +.alias IntroStarSprite15        $6E54   
-.alias IntroStarSprite16 $6E58 ; +.alias IntroStarSprite16        $6E58   
-.alias IntroStarSprite17 $6E5C ; +.alias IntroStarSprite17        $6E5C   
-.alias IntroStarSprite18 $6E60 ; +.alias IntroStarSprite18        $6E60   
-.alias IntroStarSprite19 $6E64 ; +.alias IntroStarSprite19        $6E64   
-.alias IntroStarSprite1A $6E68 ; +.alias IntroStarSprite1A        $6E68   
-.alias IntroStarSprite1B $6E6C ; +.alias IntroStarSprite1B        $6E6C   
-.alias IntroStarSprite1C $6E70 ; +.alias IntroStarSprite1C        $6E70   
-.alias IntroStarSprite1D $6E74 ; +.alias IntroStarSprite1D        $6E74   
-.alias IntroStarSprite1E $6E78 ; +.alias IntroStarSprite1E        $6E78   
-.alias IntroStarSprite1F $6E7C ; +.alias IntroStarSprite1F        $6E7C   
-.alias IntroStarSprite20 $6E80 ; +.alias IntroStarSprite20        $6E80   
-.alias IntroStarSprite21 $6E84 ; +.alias IntroStarSprite21        $6E84   
-.alias IntroStarSprite22 $6E88 ; +.alias IntroStarSprite22        $6E88   
-.alias IntroStarSprite23 $6E8C ; +.alias IntroStarSprite23        $6E8C   
-.alias IntroStarSprite24 $6E90 ; +.alias IntroStarSprite24        $6E90   
-.alias IntroStarSprite25 $6E94 ; +.alias IntroStarSprite25        $6E94   
-.alias IntroStarSprite26 $6E98 ; +.alias IntroStarSprite26        $6E98   
-.alias IntroStarSprite27 $6E9C ;+.alias IntroStarSprite27        $6E9C   ;
  
 ;Intro sprite 0 and sparkle sprite. ;Intro sprite 0 and sparkle sprite.
-.alias IntroSpr0YCoord $6EA0 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr0YCoord          $6EA0   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr0PattTbl $6EA1 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr0PattTbl         $6EA1   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr0Cntrl $6EA2 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr0Cntrl           $6EA2   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr0XCoord $6EA3 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr0XCoord          $6EA3   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr0Index $6EA4 ;Index to next sparkle sprite data byte. +.alias IntroSpr0Index           $6EA4   ;Index to next sparkle sprite data byte. 
-.alias IntroSpr0NextCntr $6EA5 ;Decrements each frame. When 0, load new sparkle sprite data. +.alias IntroSpr0NextCntr        $6EA5   ;Decrements each frame. When 0, load new sparkle sprite data. 
-.alias SparkleSpr0YChange $6EA6 ;Sparkle sprite y coordinate change. +.alias SparkleSpr0YChange       $6EA6   ;Sparkle sprite y coordinate change. 
-.alias IntroSpr0XChange $6EA6 ;Intro sprite x total movement distance. +.alias IntroSpr0XChange         $6EA6   ;Intro sprite x total movement distance. 
-.alias SparkleSpr0XChange $6EA7 ;Sparkle sprite x coordinate change. +.alias SparkleSpr0XChange       $6EA7   ;Sparkle sprite x coordinate change. 
-.alias IntroSpr0YChange $6EA7 ;Intro sprite y total movement distance. +.alias IntroSpr0YChange         $6EA7   ;Intro sprite y total movement distance. 
-.alias IntroSpr0ChngCntr $6EA8 ;decrements each frame from #$20. At 0, change sparkle sprite. +.alias IntroSpr0ChngCntr        $6EA8   ;decrements each frame from #$20. At 0, change sparkle sprite. 
-.alias IntroSpr0ByteType $6EA9 ;#$00 or #$01. When #$01, next sparkle data byte uses all 8--> +.alias IntroSpr0ByteType        $6EA9   ;#$00 or #$01. When #$01, next sparkle data byte uses all 8--> 
- ;bits for x coord change. if #$00, next data byte contains--> +                                        ;bits for x coord change. if #$00, next data byte contains--> 
- ;4 bits for x coord change and 4 bits for y coord change. +                                        ;4 bits for x coord change and 4 bits for y coord change. 
-.alias IntroSpr0Complete $6EAA ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr0Complete        $6EAA   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr0SpareB $6EAB ;Not used. +.alias IntroSpr0SpareB          $6EAB   ;Not used. 
-.alias IntroSpr0XRun $6EAC ;x displacement of sprite movement(run). +.alias IntroSpr0XRun            $6EAC   ;x displacement of sprite movement(run). 
-.alias IntroSpr0YRise $6EAD ;y displacement of sprite movement(rise). +.alias IntroSpr0YRise           $6EAD   ;y displacement of sprite movement(rise). 
-.alias IntroSpr0XDir $6EAE ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr0XDir            $6EAE   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr0YDir $6EAF ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr0YDir            $6EAF   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;Intro sprite 1 and sparkle sprite. ;Intro sprite 1 and sparkle sprite.
-.alias IntroSpr1YCoord $6EB0 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr1YCoord          $6EB0   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr1PattTbl $6EB1 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr1PattTbl         $6EB1   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr1Cntrl $6EB2 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr1Cntrl           $6EB2   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr1XCoord $6EB3 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr1XCoord          $6EB3   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr1Index $6EB4 ;Index to next sparkle sprite data byte. +.alias IntroSpr1Index           $6EB4   ;Index to next sparkle sprite data byte. 
-.alias IntroSpr1NextCntr $6EB5 ;Decrements each frame. When 0, load new sparkle sprite data. +.alias IntroSpr1NextCntr        $6EB5   ;Decrements each frame. When 0, load new sparkle sprite data. 
-.alias SparkleSpr1YChange $6EB6 ;Sparkle sprite y coordinate change. +.alias SparkleSpr1YChange       $6EB6   ;Sparkle sprite y coordinate change. 
-.alias IntroSpr1XChange $6EB6 ;Intro sprite x total movement distance. +.alias IntroSpr1XChange         $6EB6   ;Intro sprite x total movement distance. 
-.alias SparkleSpr1XChange $6EB7 ;Sparkle sprite x coordinate change. +.alias SparkleSpr1XChange       $6EB7   ;Sparkle sprite x coordinate change. 
-.alias IntroSpr1YChange $6EB7 ;Intro sprite y total movement distance. +.alias IntroSpr1YChange         $6EB7   ;Intro sprite y total movement distance. 
-.alias IntroSpr1ChngCntr $6EB8 ;decrements each frame from #$20. At 0, change sparkle sprite. +.alias IntroSpr1ChngCntr        $6EB8   ;decrements each frame from #$20. At 0, change sparkle sprite. 
-.alias IntroSpr1ByteType $6EB9 ;#$00 or #$01. When #$01, next sparkle data byte uses all 8--> +.alias IntroSpr1ByteType        $6EB9   ;#$00 or #$01. When #$01, next sparkle data byte uses all 8--> 
- ;bits for x coord change. if #$00, next data byte contains--> +                                        ;bits for x coord change. if #$00, next data byte contains--> 
- ;4 bits for x coord change and 4 bits for y coord change. +                                        ;4 bits for x coord change and 4 bits for y coord change. 
-.alias IntroSpr1Complete $6EBA ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr1Complete        $6EBA   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr1SpareB $6EBB ;Not used. +.alias IntroSpr1SpareB          $6EBB   ;Not used. 
-.alias IntroSpr1XRun $6EBC ;x displacement of sprite movement(run). +.alias IntroSpr1XRun            $6EBC   ;x displacement of sprite movement(run). 
-.alias IntroSpr1YRise $6EBD ;y displacement of sprite movement(rise). +.alias IntroSpr1YRise           $6EBD   ;y displacement of sprite movement(rise). 
-.alias IntroSpr1XDir $6EBE ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr1XDir            $6EBE   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr1YDir $6EBF ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr1YDir            $6EBF   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;Intro sprite 2. ;Intro sprite 2.
-.alias IntroSpr2YCoord $6EC0 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr2YCoord          $6EC0   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr2PattTbl $6EC1 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr2PattTbl         $6EC1   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr2Cntrl $6EC2 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr2Cntrl           $6EC2   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr2XCoord $6EC3 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr2XCoord          $6EC3   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr2Spare5 $6EC4 ;Not used. +.alias IntroSpr2Spare5          $6EC4   ;Not used. 
-.alias IntroSpr2Spare6 $6EC5 ;Not used. +.alias IntroSpr2Spare6          $6EC5   ;Not used. 
-.alias IntroSpr2XChange $6EC6 ;Intro sprite x total movement distance. +.alias IntroSpr2XChange         $6EC6   ;Intro sprite x total movement distance. 
-.alias IntroSpr2YChange $6EC7 ;Intro sprite y total movement distance. +.alias IntroSpr2YChange         $6EC7   ;Intro sprite y total movement distance. 
-.alias IntroSpr2Spare8 $6EC8 ;Not used. +.alias IntroSpr2Spare8          $6EC8   ;Not used. 
-.alias IntroSpr2Spare9 $6EC9 ;Not used. +.alias IntroSpr2Spare9          $6EC9   ;Not used. 
-.alias IntroSpr2Complete $6ECA ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr2Complete        $6ECA   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr2SpareB $6ECB ;Not used. +.alias IntroSpr2SpareB          $6ECB   ;Not used. 
-.alias IntroSpr2XRun $6ECC ;x displacement of sprite movement(run). +.alias IntroSpr2XRun            $6ECC   ;x displacement of sprite movement(run). 
-.alias IntroSpr2YRise $6ECD ;y displacement of sprite movement(rise). +.alias IntroSpr2YRise           $6ECD   ;y displacement of sprite movement(rise). 
-.alias IntroSpr2XDir $6ECE ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr2XDir            $6ECE   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr2YDir $6ECF ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr2YDir            $6ECF   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;Intro sprite 3. ;Intro sprite 3.
-.alias IntroSpr3YCoord $6ED0 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr3YCoord          $6ED0   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr3PattTbl $6ED1 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr3PattTbl         $6ED1   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr3Cntrl $6ED2 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr3Cntrl           $6ED2   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr3XCoord $6ED3 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr3XCoord          $6ED3   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr3Spare5 $6ED4 ;Not used. +.alias IntroSpr3Spare5          $6ED4   ;Not used. 
-.alias IntroSpr3Spare6 $6ED5 ;Not used. +.alias IntroSpr3Spare6          $6ED5   ;Not used. 
-.alias IntroSpr3XChange $6ED6 ;Intro sprite x total movement distance. +.alias IntroSpr3XChange         $6ED6   ;Intro sprite x total movement distance. 
-.alias IntroSpr3YChange $6ED7 ;Intro sprite y total movement distance. +.alias IntroSpr3YChange         $6ED7   ;Intro sprite y total movement distance. 
-.alias IntroSpr3Spare8 $6ED8 ;Not used. +.alias IntroSpr3Spare8          $6ED8   ;Not used. 
-.alias IntroSpr3Spare9 $6ED9 ;Not used. +.alias IntroSpr3Spare9          $6ED9   ;Not used. 
-.alias IntroSpr3Complete $6EDA ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr3Complete        $6EDA   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr3SpareB $6EDB ;Not used. +.alias IntroSpr3SpareB          $6EDB   ;Not used. 
-.alias IntroSpr3XRun $6EDC ;x displacement of sprite movement(run). +.alias IntroSpr3XRun            $6EDC   ;x displacement of sprite movement(run). 
-.alias IntroSpr3YRise $6EDD ;y displacement of sprite movement(rise). +.alias IntroSpr3YRise           $6EDD   ;y displacement of sprite movement(rise). 
-.alias IntroSpr3XDir $6EDE ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr3XDir            $6EDE   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr3YDir $6EDF ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr3YDir            $6EDF   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;Intro sprite 4. ;Intro sprite 4.
-.alias IntroSpr4YCoord $6EE0 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr4YCoord          $6EE0   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr4PattTbl $6EE1 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr4PattTbl         $6EE1   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr4Cntrl $6EE2 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr4Cntrl           $6EE2   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr4XCoord $6EE3 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr4XCoord          $6EE3   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr4Spare5 $6EE4 ;Not used. +.alias IntroSpr4Spare5          $6EE4   ;Not used. 
-.alias IntroSpr4Spare6 $6EE5 ;Not used. +.alias IntroSpr4Spare6          $6EE5   ;Not used. 
-.alias IntroSpr4XChange $6EE6 ;Intro sprite x total movement distance. +.alias IntroSpr4XChange         $6EE6   ;Intro sprite x total movement distance. 
-.alias IntroSpr4YChange $6EE7 ;Intro sprite y total movement distance. +.alias IntroSpr4YChange         $6EE7   ;Intro sprite y total movement distance. 
-.alias IntroSpr4Spare8 $6EE8 ;Not used. +.alias IntroSpr4Spare8          $6EE8   ;Not used. 
-.alias IntroSpr4Spare9 $6EE9 ;Not used. +.alias IntroSpr4Spare9          $6EE9   ;Not used. 
-.alias IntroSpr4Complete $6EEA ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr4Complete        $6EEA   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr4SpareB $6EEB ;Not used. +.alias IntroSpr4SpareB          $6EEB   ;Not used. 
-.alias IntroSpr4XRun $6EEC ;x displacement of sprite movement(run). +.alias IntroSpr4XRun            $6EEC   ;x displacement of sprite movement(run). 
-.alias IntroSpr4YRise $6EED ;y displacement of sprite movement(rise). +.alias IntroSpr4YRise           $6EED   ;y displacement of sprite movement(rise). 
-.alias IntroSpr4XDir $6EEE ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr4XDir            $6EEE   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr4YDir $6EEF ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr4YDir            $6EEF   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;Intro sprite 5. ;Intro sprite 5.
-.alias IntroSpr5YCoord $6EF0 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr5YCoord          $6EF0   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr5PattTbl $6EF1 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr5PattTbl         $6EF1   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr5Cntrl $6EF2 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr5Cntrl           $6EF2   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr5XCoord $6EF3 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr5XCoord          $6EF3   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr5Spare5 $6EF4 ;Not used. +.alias IntroSpr5Spare5          $6EF4   ;Not used. 
-.alias IntroSpr5Spare6 $6EF5 ;Not used. +.alias IntroSpr5Spare6          $6EF5   ;Not used. 
-.alias IntroSpr5XChange $6EF6 ;Intro sprite x total movement distance. +.alias IntroSpr5XChange         $6EF6   ;Intro sprite x total movement distance. 
-.alias IntroSpr5YChange $6EF7 ;Intro sprite y total movement distance. +.alias IntroSpr5YChange         $6EF7   ;Intro sprite y total movement distance. 
-.alias IntroSpr5Spare8 $6EF8 ;Not used. +.alias IntroSpr5Spare8          $6EF8   ;Not used. 
-.alias IntroSpr5Spare9 $6EF9 ;Not used. +.alias IntroSpr5Spare9          $6EF9   ;Not used. 
-.alias IntroSpr5Complete $6EFA ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr5Complete        $6EFA   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr5SpareB $6EFB ;Not used. +.alias IntroSpr5SpareB          $6EFB   ;Not used. 
-.alias IntroSpr5XRun $6EFC ;x displacement of sprite movement(run). +.alias IntroSpr5XRun            $6EFC   ;x displacement of sprite movement(run). 
-.alias IntroSpr5YRise $6EFD ;y displacement of sprite movement(rise). +.alias IntroSpr5YRise           $6EFD   ;y displacement of sprite movement(rise). 
-.alias IntroSpr5XDir $6EFE ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr5XDir            $6EFE   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr5YDir $6EFF ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr5YDir            $6EFF   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;Intro sprite 6. ;Intro sprite 6.
-.alias IntroSpr6YCoord $6F00 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr6YCoord          $6F00   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr6PattTbl $6F01 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr6PattTbl         $6F01   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr6Cntrl $6F02 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr6Cntrl           $6F02   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr6XCoord $6F03 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr6XCoord          $6F03   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr6Spare5 $6F04 ;Not used. +.alias IntroSpr6Spare5          $6F04   ;Not used. 
-.alias IntroSpr6Spare6 $6F05 ;Not used. +.alias IntroSpr6Spare6          $6F05   ;Not used. 
-.alias IntroSpr6XChange $6F06 ;Intro sprite x total movement distance. +.alias IntroSpr6XChange         $6F06   ;Intro sprite x total movement distance. 
-.alias IntroSpr6YChange $6F07 ;Intro sprite y total movement distance. +.alias IntroSpr6YChange         $6F07   ;Intro sprite y total movement distance. 
-.alias IntroSpr6Spare8 $6F08 ;Not used. +.alias IntroSpr6Spare8          $6F08   ;Not used. 
-.alias IntroSpr6Spare9 $6F09 ;Not used. +.alias IntroSpr6Spare9          $6F09   ;Not used. 
-.alias IntroSpr6Complete $6F0A ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr6Complete        $6F0A   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr6SpareB $6F0B ;Not used. +.alias IntroSpr6SpareB          $6F0B   ;Not used. 
-.alias IntroSpr6XRun $6F0C ;x displacement of sprite movement(run). +.alias IntroSpr6XRun            $6F0C   ;x displacement of sprite movement(run). 
-.alias IntroSpr6YRise $6F0D ;y displacement of sprite movement(rise). +.alias IntroSpr6YRise           $6F0D   ;y displacement of sprite movement(rise). 
-.alias IntroSpr6XDir $6F0E ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr6XDir            $6F0E   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr6YDir $6F0F ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr6YDir            $6F0F   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;Intro sprite 7. ;Intro sprite 7.
-.alias IntroSpr7YCoord $6F10 ;Loaded into byte 0 of sprite RAM(Y position). +.alias IntroSpr7YCoord          $6F10   ;Loaded into byte 0 of sprite RAM(Y position). 
-.alias IntroSpr7PattTbl $6F11 ;Loaded into byte 1 of sprite RAM(Pattern table index). +.alias IntroSpr7PattTbl         $6F11   ;Loaded into byte 1 of sprite RAM(Pattern table index). 
-.alias IntroSpr7Cntrl $6F12 ;Loaded into byte 2 of sprite RAM(Control byte). +.alias IntroSpr7Cntrl           $6F12   ;Loaded into byte 2 of sprite RAM(Control byte). 
-.alias IntroSpr7XCoord $6F13 ;Loaded into byte 3 of sprite RAM(X position). +.alias IntroSpr7XCoord          $6F13   ;Loaded into byte 3 of sprite RAM(X position). 
-.alias IntroSpr7Spare5 $6F14 ;Not used. +.alias IntroSpr7Spare5          $6F14   ;Not used. 
-.alias IntroSpr7Spare6 $6F15 ;Not used. +.alias IntroSpr7Spare6          $6F15   ;Not used. 
-.alias IntroSpr7XChange $6F16 ;Intro sprite x total movement distance. +.alias IntroSpr7XChange         $6F16   ;Intro sprite x total movement distance. 
-.alias IntroSpr7YChange $6F17 ;Intro sprite y total movement distance. +.alias IntroSpr7YChange         $6F17   ;Intro sprite y total movement distance. 
-.alias IntroSpr7Spare8 $6F18 ;Not used. +.alias IntroSpr7Spare8          $6F18   ;Not used. 
-.alias IntroSpr7Spare9 $6F19 ;Not used. +.alias IntroSpr7Spare9          $6F19   ;Not used. 
-.alias IntroSpr7Complete $6F1A ;#$01=sprite has completed its task, #$00 if not complete. +.alias IntroSpr7Complete        $6F1A   ;#$01=sprite has completed its task, #$00 if not complete. 
-.alias IntroSpr7SpareB $6F1B ;Not used. +.alias IntroSpr7SpareB          $6F1B   ;Not used. 
-.alias IntroSpr7XRun $6F1C ;x displacement of sprite movement(run). +.alias IntroSpr7XRun            $6F1C   ;x displacement of sprite movement(run). 
-.alias IntroSpr7YRise $6F1D ;y displacement of sprite movement(rise). +.alias IntroSpr7YRise           $6F1D   ;y displacement of sprite movement(rise). 
-.alias IntroSpr7XDir $6F1E ;MSB set=decrease sprite x pos, else increase sprite  x pos. +.alias IntroSpr7XDir            $6F1E   ;MSB set=decrease sprite x pos, else increase sprite  x pos. 
-.alias IntroSpr7YDir $6F1F ;MSB set=decrease sprite y pos, else increase sprite  y pos.+.alias IntroSpr7YDir            $6F1F   ;MSB set=decrease sprite y pos, else increase sprite  y pos.
  
 ;---------------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------------
  
-.alias WorldMapRAM $7000 ;Thru $73FF. The map is 1Kb in size (1024 bytes).+.alias WorldMapRAM              $7000   ;Thru $73FF. The map is 1Kb in size (1024 bytes).
  
-.alias SamusData $77FE ;Thru $782D. Samus saved game data (not used).+.alias SamusData                $77FE   ;Thru $782D. Samus saved game data (not used).
  
-.alias MMC1Reg0 $8000 ;Writing to any of these addresses or any-->  +.alias MMC1Reg0                 $8000   ;Writing to any of these addresses or any-->  
-.alias MMC1Reg1 $A000 ;address in between will write configuration--> +.alias MMC1Reg1                 $A000   ;address in between will write configuration--> 
-.alias MMC1Reg2 $C000 ;bits to the MMC chip. +.alias MMC1Reg2                 $C000   ;bits to the MMC chip. 
-.alias MMC1Reg3 $E000 ;+.alias MMC1Reg3                 $E000   ;
  
 ;------------------------------------------[ Misc. defines ]----------------------------------------- ;------------------------------------------[ Misc. defines ]-----------------------------------------
  
-.alias modeTitle 1+.alias modeTitle                1
  
 ;Bitmask defs used for SamusGear. ;Bitmask defs used for SamusGear.
-.alias gr_BOMBS %00000001 +.alias gr_BOMBS                 %00000001 
-.alias gr_HIGHJUMP %00000010 +.alias gr_HIGHJUMP              %00000010 
-.alias gr_LONGBEAM %00000100 +.alias gr_LONGBEAM              %00000100 
-.alias gr_SCREWATTACK %00001000 +.alias gr_SCREWATTACK           %00001000 
-.alias gr_MARUMARI %00010000 +.alias gr_MARUMARI              %00010000 
-.alias gr_VARIA %00100000 +.alias gr_VARIA                 %00100000 
-.alias gr_WAVEBEAM %01000000 +.alias gr_WAVEBEAM              %01000000 
-.alias gr_ICEBEAM %10000000+.alias gr_ICEBEAM               %10000000
  
 ;Samus action handlers. ;Samus action handlers.
-.alias sa_Stand +.alias sa_Stand                 
-.alias sa_Run 1 ;Also run and jump. +.alias sa_Run                         ;Also run and jump. 
-.alias sa_Jump +.alias sa_Jump                  
-.alias sa_Roll +.alias sa_Roll                  
-.alias sa_PntUp +.alias sa_PntUp                 
-.alias sa_Door +.alias sa_Door                  
-.alias sa_PntJump +.alias sa_PntJump               
-.alias sa_Dead +.alias sa_Dead                  
-.alias sa_Dead2 +.alias sa_Dead2                 
-.alias sa_Elevator +.alias sa_Elevator              
-.alias sa_FadeIn0 20 +.alias sa_FadeIn0               20 
-.alias sa_FadeIn1 21 +.alias sa_FadeIn1               21 
-.alias sa_FadeIn2 22 +.alias sa_FadeIn2               22 
-.alias sa_FadeIn3 23 +.alias sa_FadeIn3               23 
-.alias sa_FadeIn4 24 +.alias sa_FadeIn4               24 
-.alias sa_Begin 255+.alias sa_Begin                 255
  
 ;Animations ;Animations
-.alias an_SamusRun $00 +.alias an_SamusRun              $00 
-.alias an_SamusFront $04 +.alias an_SamusFront            $04 
-.alias an_SamusStand $07 +.alias an_SamusStand            $07 
-.alias an_SamusJump $0C +.alias an_SamusJump             $0C 
-.alias an_SamusSalto $0E +.alias an_SamusSalto            $0E 
-.alias an_SamusRunJump $13 +.alias an_SamusRunJump          $13 
-.alias an_SamusRoll $16 +.alias an_SamusRoll             $16 
-.alias an_Bullet $1B +.alias an_Bullet                $1B 
-.alias an_SamusFireJump $20 +.alias an_SamusFireJump         $20 
-.alias an_SamusFireRun $22 +.alias an_SamusFireRun          $22 
-.alias an_SamusPntUp $27 +.alias an_SamusPntUp            $27 
-.alias an_Explode $32 +.alias an_Explode               $32 
-.alias an_SamusJumpPntUp $35 +.alias an_SamusJumpPntUp        $35 
-.alias an_SamusRunPntUp $37 +.alias an_SamusRunPntUp         $37 
-.alias an_WaveBeam $7D +.alias an_WaveBeam              $7D 
-.alias an_BombTick $7F +.alias an_BombTick              $7F 
-.alias an_BombExplode $82 +.alias an_BombExplode           $82 
-.alias an_MissileLeft $8B +.alias an_MissileLeft           $8B 
-.alias an_MissileRight $8D +.alias an_MissileRight          $8D 
-.alias an_MissileExplode $91+.alias an_MissileExplode        $91
  
 ;Weapon action handlers. ;Weapon action handlers.
-.alias wa_RegularBeam +.alias wa_RegularBeam           
-.alias wa_WaveBeam +.alias wa_WaveBeam              
-.alias wa_IceBeam +.alias wa_IceBeam               
-.alias wa_BulletExplode +.alias wa_BulletExplode         
-.alias wa_LayBomb +.alias wa_LayBomb               
-.alias wa_BombCount +.alias wa_BombCount             
-.alias wa_BombExplode 10 +.alias wa_BombExplode           10 
-.alias wa_Missile 11+.alias wa_Missile               11
 </code> </code>
 +
metroid/disassembly/defines.1429570755.txt.gz · Last modified: 2015/04/20 22:59 by gf_kennon