;===============; ;SM64 Bobomb ; ;===============; Imgs: db $C6,$C8 WalkSp: db $08,$F8 !ProxRange = $27 ; 27 == 00 !TurnTimer = $0C ; Reaction time for sprite to turn around when following mario when fused. !FuseTimer = $04 print "INIT ",pc JSR SUB_HORZ_POS TYA STA $157C,x LDA #$54 STA $1504,x RTL print "MAIN ",pc PHB PHK PLB JSR Run LDA $C2,x STA $0EF9 JSR FuseTime LDA $1504,x BEQ + DEC A STA $1504,x + LDA $1558,x BEQ + DEC A + LDA $1510,x BEQ + DEC A + PLB RTL FuseTime: LDA $1528,x BEQ Endit LDA $13 AND #$3F BNE Endit DEC $1528,x Endit: RTS ;==========; ; Main ; ;==========; Return: RTS Run: LDA $14C8,x CMP #$08 BNE Return LDA $9D BNE Return JSR Tilemaps JSR SUB_OFF_SCREEN_X0 LDA $C2,x ASL A PHX TAX JMP (PtrPtr,x) PtrPtr: dw Wander ;00 dw Prox ;01 dw PickUp ;02 dw Thrown ;03 ;==========; ;==========; ;THROWN ; ;==========; Thrown: PLX JSL $01802A LDA $1588,x BEQ Exit JMP Death Exit: RTS Death: JMP DrawSmoke RTS ;==========; ;PICKUP ; ;==========; MarImgs: db $07,$09 PickUp: PLX LDA #$07 STA $13E0 LDA $7B BEQ NoAni LDA $13 LSR #3 AND #$01 TAY LDA MarImgs,y STA $13E0 NoAni: LDA $151C,x TAY BNE NoThrow LDA $16 AND #$C0 BNE Throw LDA $77 AND #$04 BEQ Throw NoThrow: TYA BEQ DontDec DEC $151C,x DontDec: LDA $7B BMI XOR LSR BRA Skip2 XOR: EOR #$FF LSR EOR #$FF Skip2: STA $7B LDA $96 CLC ADC #$0E STA $D8,x LDA $97 ADC #$00 STA $14D4,x LDY $76 LDA $94 CLC ADC SprXLow,y STA $E4,x LDA $95 ADC SprXHi,y STA $14E0,x LDA $76 EOR #$01 STA $157C,x LDA #$01 STA $148F RTS Throw: LDA #$C0 STA $AA,x LDY $157C,x LDA ThrowSp,y STA $B6,x LDA #$03 STA $C2,x RTS ThrowSp: db $10,$F0 SprXLow: db $F4,$0C SprXHi: db $FF,$00 SpCarry: db $F0,$10 ;==========; ;PROX 01 ; ;==========; FuseSp: db $10,$F0 Prox: PLX JSL $01B44F INC $1594,x LDA $1594,x CMP #!TurnTimer BCC + STZ $1594,x JSR SUB_HORZ_POS TYA STA $157C,x + LDY $157C,x LDA FuseSp,y STA $B6,x JSL $01802A LDA $1528,x BEQ DrawSmoke RTS DrawSmoke: LDY #$03 - LDA $17C0,y BEQ + DEY BPL - RTS + LDA #$01 STA $17C0,y LDA #$1C STA $17CC,y LDA $D8,x STA $17C4,y LDA $E4,x STA $17C8,y LDA #$15 STA $1887 ; shake the ground LDA #$0D ;/ STA $9E,x ;\ Sprite = Bob-omb. LDA #$08 ;/ STA $14C8,x ;\ Set status for new sprite. JSL $07F7D2 ;/ Reset sprite tables (sprite becomes bob-omb).. LDA #$01 ;\ .. and flag explosion status. STA $1534,x ;/ LDA #$40 ;\ Time for explosion. STA $1540,x LDA #$09 ;\ STA $1DFC ;/ Sound effect. LDA #$1B STA $167A,x RTS Blast: ;============; ;WANDER 00 ; ;============; Timer: db $76,$52,$A2,$66 Wander: PLX JSL $01B44F STZ $AA,x LDY $157C,x LDA WalkSp,y STA $B6,x JSL $01802A LDA $1504,x BNE + LDA $157C,x EOR #$01 STA $157C,x PHX LDA #$03 JSL RANDOM TAX LDA Timer,x PLX STA $1504,x + JSR ProxVert BEQ + LDA #!ProxRange STA $00 JMP Proximity + RTS ;============; ;PROXIMITY ; ;============; ;=========================================; ;Proximity (horizontal) ; ;"A" will have 1 if the sprite is in range; ;Otherwise it's 0 ; ;=========================================; ;Store the range to check from in 00, then jump to this routine. ;E.g. ;LDA #$12 ;STA $00 ;JSR Proximity DirTbl: db $F0,$10 DirFix: db $FF,$00 Proximity: LDA $E4,x ;\ SEC ; | SBC $94 ; | PHA ; | JSR SUB_HORZ_POS ; | Check sprite range .. PLA ; | EOR DirFix,y ; | CMP $00 ; | If Range > !Temp return. BCC Picker ; | If in RANGE.. branch. RTS ;/ ; Now Mario is in range, gotta check. Picker: LDA $76 EOR #$01 CMP $157C,x BNE Proxed ; Branch if > <. (Prox'd) LDA $16 AND #$40 ; If you press the button, pick up. BEQ + ;Pickup LDA $148F ;\ No Item/Yoshi. ORA $187A ;/ Yoshitem. BNE + LDA #$02 ; STATE = CARRYABLE STA $C2,x LDA #$18 STA $151C,x + RTS Proxed: INC $C2,x LDA #!FuseTimer STA $1528,x RTS ;==================; ;Proximity Vertical; ;==================; ProxVert: LDA #$35 STA $02 LDA $D8,x ;\ SEC ; | SBC $96 ; | PHA ; | JSR SUB_VERT_POS ; | Check sprite range .. PLA ; | EOR DirFix,y ; | CMP $02 ; | ; If Range > !Temp return. BCS + ; | LDA #$01 ; | A = #$01. RTS ; | + LDA #$00 ; | A = #$00 if not in range. RTS ;/ Push: db $E0,$20 PROPERTIES: db $43,$03 Tilemaps: JSR GET_DRAW_INFO LDA $157C,x STA $02 LDA $00 STA $0300,y LDA $01 STA $0301,y LDA $14 LSR #3 AND #$01 PHX TAX LDA Imgs,x PLX STA $0302,y PHX LDX $02 LDA PROPERTIES,x STA $0303,y PLX LDA $C2,x BEQ + LDA $14 AND #$07 PHX TAX LDA $0303,y AND #$F1 ORA FlashTbl,x STA $0303,y PLX + INY #4 LDY #$02 LDA #$00 JSL $01B7B3 RTS FlashTbl: db $08,$08,$0C,$0C,$0C,$06,$06,$06 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; $B817 - horizontal mario/sprite check - shared ; Y = 1 if mario left of sprite?? ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;org $03B817 SUB_HORZ_POS: LDY #$00 ;A:25D0 X:0006 Y:0001 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1020 VC:097 00 FL:31642 LDA $94 ;A:25D0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZCHC:1036 VC:097 00 FL:31642 SEC ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1060 VC:097 00 FL:31642 SBC $E4,x ;A:25F0 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizCHC:1074 VC:097 00 FL:31642 STA $0F ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1104 VC:097 00 FL:31642 LDA $95 ;A:25F4 X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1128 VC:097 00 FL:31642 SBC $14E0,x ;A:2500 X:0006 Y:0000 D:0000 DB:03 S:01ED P:envMXdiZcHC:1152 VC:097 00 FL:31642 BPL LABEL16 ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1184 VC:097 00 FL:31642 INY ;A:25FF X:0006 Y:0000 D:0000 DB:03 S:01ED P:eNvMXdizcHC:1200 VC:097 00 FL:31642 LABEL16: RTS ;A:25FF X:0006 Y:0001 D:0000 DB:03 S:01ED P:envMXdizcHC:1214 VC:097 00 FL:31642 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; GET_DRAW_INFO ; This is a helper for the graphics routine. It sets off screen flags, and sets up ; variables. It will return with the following: ; ; Y = index to sprite OAM ($300) ; $00 = sprite x position relative to screen boarder ; $01 = sprite y position relative to screen boarder ; ; It is adapted from the subroutine at $03B760 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPR_T1: db $0C,$1C SPR_T2: db $01,$02 GET_DRAW_INFO: STZ $186C,x ; reset sprite offscreen flag, vertical STZ $15A0,x ; reset sprite offscreen flag, horizontal LDA $E4,x ; \ CMP $1A ; | set horizontal offscreen if necessary LDA $14E0,x ; | SBC $1B ; | BEQ ON_SCREEN_X ; | INC $15A0,x ; / ON_SCREEN_X: LDA $14E0,x ; \ XBA ; | LDA $E4,x ; | REP #$20 ; | SEC ; | SBC $1A ; | mark sprite invalid if far enough off screen CLC ; | ADC #$0040 ; | CMP #$0180 ; | SEP #$20 ; | ROL A ; | AND #$01 ; | STA $15C4,x ; / BNE INVALID ; LDY #$00 ; \ set up loop: LDA $1662,x ; | AND #$20 ; | if not smushed (1662 & 0x20), go through loop twice BEQ ON_SCREEN_LOOP ; | else, go through loop once INY ; / ON_SCREEN_LOOP: LDA $D8,x ; \ CLC ; | set vertical offscreen if necessary ADC SPR_T1,y ; | PHP ; | CMP $1C ; | (vert screen boundry) ROL $00 ; | PLP ; | LDA $14D4,x ; | ADC #$00 ; | LSR $00 ; | SBC $1D ; | BEQ ON_SCREEN_Y ; | LDA $186C,x ; | (vert offscreen) ORA SPR_T2,y ; | STA $186C,x ; | ON_SCREEN_Y: DEY ; | BPL ON_SCREEN_LOOP ; / LDY $15EA,x ; get offset to sprite OAM LDA $E4,x ; \ SEC ; | SBC $1A ; | $00 = sprite x position relative to screen boarder STA $00 ; / LDA $D8,x ; \ SEC ; | SBC $1C ; | $01 = sprite y position relative to screen boarder STA $01 ; / RTS ; return INVALID: PLA ; \ return from *main gfx routine* subroutine... PLA ; | ...(not just this subroutine) RTS ; / ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SUB_OFF_SCREEN ; This subroutine deals with sprites that have moved off screen ; It is adapted from the subroutine at $01AC0D ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPR_T12: db $40,$B0 SPR_T13: db $01,$FF SPR_T14: db $30,$C0,$A0,$C0,$A0,$F0,$60,$90 ;bank 1 sizes db $30,$C0,$A0,$80,$A0,$40,$60,$B0 ;bank 3 sizes SPR_T15: db $01,$FF,$01,$FF,$01,$FF,$01,$FF ;bank 1 sizes db $01,$FF,$01,$FF,$01,$00,$01,$FF ;bank 3 sizes SUB_OFF_SCREEN_X1: LDA #$02 ; \ entry point of routine determines value of $03 BRA STORE_03 ; | (table entry to use on horizontal levels) SUB_OFF_SCREEN_X2: LDA #$04 ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X3: LDA #$06 ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X4: LDA #$08 ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X5: LDA #$0A ; | BRA STORE_03 ; | SUB_OFF_SCREEN_X6: LDA #$0C ; | BRA STORE_03 ; | OMG YOU FOUND THIS HIDDEN z0mg place!111 you win a cookie! SUB_OFF_SCREEN_X7: LDA #$0E ; | STORE_03: STA $03 ; | BRA START_SUB ; | SUB_OFF_SCREEN_X0: STZ $03 ; / START_SUB: JSR SUB_IS_OFF_SCREEN ; \ if sprite is not off screen, return BEQ RETURN_35 ; / LDA $5B ; \ goto VERTICAL_LEVEL if vertical level AND #$01 ; | BNE VERTICAL_LEVEL ; / LDA $D8,x ; \ CLC ; | ADC #$50 ; | if the sprite has gone off the bottom of the level... LDA $14D4,x ; | (if adding 0x50 to the sprite y position would make the high byte >= 2) ADC #$00 ; | CMP #$02 ; | BPL ERASE_SPRITE ; / ...erase the sprite LDA $167A,x ; \ if "process offscreen" flag is set, return AND #$04 ; | BNE RETURN_35 ; / LDA $13 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0756 VC:176 00 FL:205 AND #$01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0780 VC:176 00 FL:205 ORA $03 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0796 VC:176 00 FL:205 STA $01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0820 VC:176 00 FL:205 TAY ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0844 VC:176 00 FL:205 LDA $1A ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0858 VC:176 00 FL:205 CLC ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0882 VC:176 00 FL:205 ADC SPR_T14,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0896 VC:176 00 FL:205 ROL $00 ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizcHC:0928 VC:176 00 FL:205 CMP $E4,x ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:0966 VC:176 00 FL:205 PHP ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:0996 VC:176 00 FL:205 LDA $1B ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizCHC:1018 VC:176 00 FL:205 LSR $00 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdiZCHC:1042 VC:176 00 FL:205 ADC SPR_T15,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizcHC:1080 VC:176 00 FL:205 PLP ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F0 P:eNvMXdizcHC:1112 VC:176 00 FL:205 SBC $14E0,x ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1140 VC:176 00 FL:205 STA $00 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1172 VC:176 00 FL:205 LSR $01 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1196 VC:176 00 FL:205 BCC SPR_L31 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1234 VC:176 00 FL:205 EOR #$80 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1250 VC:176 00 FL:205 STA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1266 VC:176 00 FL:205 SPR_L31: LDA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1290 VC:176 00 FL:205 BPL RETURN_35 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 ERASE_SPRITE: LDA $14C8,x ; \ if sprite status < 8, permanently erase sprite CMP #$08 ; | BCC KILL_SPRITE ; / LDY $161A,x ;A:FF08 X:0007 Y:0001 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1108 VC:059 00 FL:2878 CPY #$FF ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1140 VC:059 00 FL:2878 BEQ KILL_SPRITE ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1156 VC:059 00 FL:2878 LDA #$00 ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1172 VC:059 00 FL:2878 STA $1938,y ;A:FF00 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZcHC:1188 VC:059 00 FL:2878 KILL_SPRITE: STZ $14C8,x ; erase sprite RETURN_35: RTS ; return VERTICAL_LEVEL: LDA $167A,x ; \ if "process offscreen" flag is set, return AND #$04 ; | BNE RETURN_35 ; / LDA $13 ; \ LSR A ; | BCS RETURN_35 ; / LDA $E4,x ; \ CMP #$00 ; | if the sprite has gone off the side of the level... LDA $14E0,x ; | SBC #$00 ; | CMP #$02 ; | BCS ERASE_SPRITE ; / ...erase the sprite LDA $13 ;A:0000 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:1218 VC:250 00 FL:5379 LSR A ;A:0016 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1242 VC:250 00 FL:5379 AND #$01 ;A:000B X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1256 VC:250 00 FL:5379 STA $01 ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1272 VC:250 00 FL:5379 TAY ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1296 VC:250 00 FL:5379 LDA $1C ;A:001A X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0052 VC:251 00 FL:5379 CLC ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0076 VC:251 00 FL:5379 ADC SPR_T12,y ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0090 VC:251 00 FL:5379 ROL $00 ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:enVMXdizCHC:0122 VC:251 00 FL:5379 CMP $D8,x ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0160 VC:251 00 FL:5379 PHP ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0190 VC:251 00 FL:5379 LDA $001D ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F2 P:eNVMXdizcHC:0212 VC:251 00 FL:5379 LSR $00 ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdiZcHC:0244 VC:251 00 FL:5379 ADC SPR_T13,y ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdizCHC:0282 VC:251 00 FL:5379 PLP ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:envMXdiZCHC:0314 VC:251 00 FL:5379 SBC $14D4,x ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0342 VC:251 00 FL:5379 STA $00 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0374 VC:251 00 FL:5379 LDY $01 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0398 VC:251 00 FL:5379 BEQ SPR_L38 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0422 VC:251 00 FL:5379 EOR #$80 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0438 VC:251 00 FL:5379 STA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0454 VC:251 00 FL:5379 SPR_L38: LDA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0478 VC:251 00 FL:5379 BPL RETURN_35 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0502 VC:251 00 FL:5379 BMI ERASE_SPRITE ;A:8AFF X:0002 Y:0000 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0704 VC:184 00 FL:5490 SUB_IS_OFF_SCREEN: LDA $15A0,x ; \ if sprite is on screen, accumulator = 0 ORA $186C,x ; | RTS ; / return ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; GET RANDOM ; RETURN A with # of variables specified ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; RANDOM: PHX ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 PHP ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 SEP #$30 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 PHA ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 JSL $01ACF9 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 PLX ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 CPX #$FF ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 BNE NORMALRT ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 LDA $148B ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 BRA ENDRANDOM ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 NORMALRT: INX ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 LDA $148B ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 STA $4202 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 STX $4203 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 NOP #4 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 LDA $4217 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205 ENDRANDOM: PLP ;\ restore envmxdizc register PLX ; | restore X index RTL ;/ return SUB_VERT_POS: LDY #$00 LDA $D3 SEC SBC $D8,x STA $0E LDA $D4 SBC $14D4,x BPL Return01AD53 INY Return01AD53: RTS ; return